DifficultyDisplay -> StepsDisplay (reduce confusion with DifficultyDisplayType)

This commit is contained in:
Chris Danford
2008-08-17 00:11:20 +00:00
parent a4c8c66d10
commit 91fe895bc1
13 changed files with 504 additions and 58 deletions
+1 -1
View File
@@ -31,7 +31,7 @@ const RString& CourseDifficultyToLocalizedString( Difficulty dc );
Difficulty GetNextShownCourseDifficulty( Difficulty pn );
enum DifficultyDisplayType // ID for coloring and localized strings in DifficultyDisplay
enum DifficultyDisplayType // ID for coloring and localized strings in StepsDisplay
{
DifficultyDisplayType_Single_Beginner,
DifficultyDisplayType_Single_Easy,
+15 -15
View File
@@ -1,5 +1,5 @@
#include "global.h"
#include "DifficultyDisplay.h"
#include "StepsDisplay.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "GameState.h"
@@ -14,10 +14,10 @@
#include "GameManager.h"
#include "PlayerState.h"
REGISTER_ACTOR_CLASS( DifficultyDisplay );
REGISTER_ACTOR_CLASS( StepsDisplay );
DifficultyDisplay::DifficultyDisplay()
StepsDisplay::StepsDisplay()
{
}
@@ -43,12 +43,12 @@ DifficultyDisplay::DifficultyDisplay()
* so I'm trying it first in only this object.
*/
void DifficultyDisplay::Load( const RString &sMetricsGroup, const PlayerState *pPlayerState )
void StepsDisplay::Load( const RString &sMetricsGroup, const PlayerState *pPlayerState )
{
m_sMetricsGroup = sMetricsGroup;
/* We can't use global ThemeMetric<RString>s, because we can have multiple
* DifficultyDisplays on screen at once, with different names. */
* StepsDisplays on screen at once, with different names. */
m_iNumTicks.Load(m_sMetricsGroup,"NumTicks");
m_iMaxTicks.Load(m_sMetricsGroup,"MaxTicks");
m_bShowTicks.Load(m_sMetricsGroup,"ShowTicks");
@@ -117,7 +117,7 @@ void DifficultyDisplay::Load( const RString &sMetricsGroup, const PlayerState *p
Unset();
}
void DifficultyDisplay::SetFromGameState( PlayerNumber pn )
void StepsDisplay::SetFromGameState( PlayerNumber pn )
{
if( GAMESTATE->IsCourseMode() )
{
@@ -137,7 +137,7 @@ void DifficultyDisplay::SetFromGameState( PlayerNumber pn )
}
}
void DifficultyDisplay::SetFromSteps( const Steps* pSteps )
void StepsDisplay::SetFromSteps( const Steps* pSteps )
{
if( pSteps == NULL )
{
@@ -149,7 +149,7 @@ void DifficultyDisplay::SetFromSteps( const Steps* pSteps )
SetInternal( params );
}
void DifficultyDisplay::SetFromTrail( const Trail* pTrail )
void StepsDisplay::SetFromTrail( const Trail* pTrail )
{
if( pTrail == NULL )
{
@@ -161,25 +161,25 @@ void DifficultyDisplay::SetFromTrail( const Trail* pTrail )
SetInternal( params );
}
void DifficultyDisplay::Unset()
void StepsDisplay::Unset()
{
SetParams params = { NULL, NULL, 0, StepsType_Invalid, Difficulty_Invalid, false, RString() };
SetInternal( params );
}
void DifficultyDisplay::SetFromStepsTypeAndMeterAndDifficulty( StepsType st, int iMeter, Difficulty dc )
void StepsDisplay::SetFromStepsTypeAndMeterAndDifficulty( StepsType st, int iMeter, Difficulty dc )
{
SetParams params = { NULL, NULL, iMeter, st, dc, false, RString() };
SetInternal( params );
}
void DifficultyDisplay::SetFromStepsTypeAndMeterAndCourseDifficulty( StepsType st, int iMeter, CourseDifficulty cd )
void StepsDisplay::SetFromStepsTypeAndMeterAndCourseDifficulty( StepsType st, int iMeter, CourseDifficulty cd )
{
SetParams params = { NULL, NULL, 0, st, cd, true, RString() };
SetInternal( params );
}
void DifficultyDisplay::SetInternal( const SetParams &params )
void StepsDisplay::SetInternal( const SetParams &params )
{
DifficultyDisplayType ddt = DifficultyDisplayType_Invalid;
if( params.st != StepsType_Invalid )
@@ -273,7 +273,7 @@ void DifficultyDisplay::SetInternal( const SetParams &params )
// lua start
#include "LuaBinding.h"
class LunaDifficultyDisplay: public Luna<DifficultyDisplay>
class LunaStepsDisplay: public Luna<StepsDisplay>
{
public:
static int Load( T* p, lua_State *L ) { p->Load( SArg(1), NULL ); return 0; }
@@ -311,7 +311,7 @@ public:
return 0;
}
LunaDifficultyDisplay()
LunaStepsDisplay()
{
ADD_METHOD( Load );
ADD_METHOD( SetFromStepsTypeAndMeterAndDifficulty );
@@ -321,7 +321,7 @@ public:
}
};
LUA_REGISTER_DERIVED_CLASS( DifficultyDisplay, ActorFrame )
LUA_REGISTER_DERIVED_CLASS( StepsDisplay, ActorFrame )
// lua end
/*
+6 -6
View File
@@ -1,7 +1,7 @@
/* DifficultyDisplay - A graphical representation of a Steps or a Trail - has a difficulty number, meter, text, edit description. */
/* StepsDisplay - A graphical representation of a Steps or a Trail - has a difficulty number, meter, text, edit description. */
#ifndef DIFFICULTY_METER_H
#define DIFFICULTY_METER_H
#ifndef StepsDisplay_H
#define StepsDisplay_H
#include "BitmapText.h"
#include "PlayerNumber.h"
@@ -17,14 +17,14 @@ class Steps;
class Trail;
class PlayerState;
class DifficultyDisplay : public ActorFrame
class StepsDisplay : public ActorFrame
{
public:
DifficultyDisplay();
StepsDisplay();
void Load( const RString &sMetricsGroup, const PlayerState *pPlayerState );
virtual DifficultyDisplay *Copy() const;
virtual StepsDisplay *Copy() const;
void SetFromGameState( PlayerNumber pn );
void SetFromStepsTypeAndMeterAndDifficulty( StepsType st, int iMeter, Difficulty dc );
+2 -2
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@@ -4,7 +4,7 @@
#include "Song.h"
#include "Steps.h"
#include "Style.h"
#include "DifficultyDisplay.h"
#include "StepsDisplay.h"
#include "StepsUtil.h"
#include "CommonMetrics.h"
#include "Foreach.h"
@@ -68,7 +68,7 @@ void DifficultyList::LoadFromNode( const XNode* pNode )
for( unsigned m = 0; m < m_Lines.size(); ++m )
{
m_Lines[m].m_Meter.SetName( "Row" );
m_Lines[m].m_Meter.Load( "DifficultyDisplayListRow", NULL );
m_Lines[m].m_Meter.Load( "StepsDisplayListRow", NULL );
this->AddChild( &m_Lines[m].m_Meter );
}
+2 -2
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@@ -3,7 +3,7 @@
#include "ActorFrame.h"
#include "PlayerNumber.h"
#include "DifficultyDisplay.h"
#include "StepsDisplay.h"
#include "ThemeMetric.h"
class Song;
@@ -44,7 +44,7 @@ private:
struct Line
{
DifficultyDisplay m_Meter;
StepsDisplay m_Meter;
};
vector<Line> m_Lines;
+2 -2
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@@ -174,12 +174,12 @@ void EditMenu::Load( const RString &sType )
this->AddChild( &m_SongTextBanner );
m_Meter.SetName( "Meter" );
m_Meter.Load( "DifficultyDisplayEdit", NULL );
m_Meter.Load( "StepsDisplayEdit", NULL );
ActorUtil::SetXY( m_Meter, sType );
this->AddChild( &m_Meter );
m_SourceMeter.SetName( "SourceMeter" );
m_SourceMeter.Load( "DifficultyDisplayEdit", NULL );
m_SourceMeter.Load( "StepsDisplayEdit", NULL );
ActorUtil::SetXY( m_SourceMeter, sType );
this->AddChild( &m_SourceMeter );
+3 -3
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@@ -7,7 +7,7 @@
#include "FadingBanner.h"
#include "TextBanner.h"
#include "GameConstantsAndTypes.h"
#include "DifficultyDisplay.h"
#include "StepsDisplay.h"
#include "RageSound.h"
#include "EnumHelper.h"
#include "ThemeMetric.h"
@@ -94,8 +94,8 @@ private:
FadingBanner m_GroupBanner;
FadingBanner m_SongBanner;
TextBanner m_SongTextBanner;
DifficultyDisplay m_Meter;
DifficultyDisplay m_SourceMeter;
StepsDisplay m_Meter;
StepsDisplay m_SourceMeter;
struct StepsAndDifficulty
+15 -15
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@@ -49,7 +49,7 @@
#include "Game.h"
#include "ActiveAttackList.h"
#include "Player.h"
#include "DifficultyDisplay.h"
#include "StepsDisplay.h"
#include "XmlFile.h"
#include "Background.h"
#include "Foreground.h"
@@ -115,7 +115,7 @@ PlayerInfo::PlayerInfo()
m_pActiveAttackList = NULL;
m_pPlayer = NULL;
m_pInventory = NULL;
m_pDifficultyDisplay = NULL;
m_pStepsDisplay = NULL;
}
void PlayerInfo::Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField, int iAddToDifficulty )
@@ -184,7 +184,7 @@ void PlayerInfo::Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField, int
m_pActiveAttackList = NULL;
m_pPlayer = new Player( m_NoteData, bShowNoteField );
m_pInventory = NULL;
m_pDifficultyDisplay = NULL;
m_pStepsDisplay = NULL;
if( IsMultiPlayer() )
{
@@ -220,7 +220,7 @@ PlayerInfo::~PlayerInfo()
SAFE_DELETE( m_pActiveAttackList );
SAFE_DELETE( m_pPlayer );
SAFE_DELETE( m_pInventory );
SAFE_DELETE( m_pDifficultyDisplay );
SAFE_DELETE( m_pStepsDisplay );
}
void PlayerInfo::ShowOniGameOver()
@@ -626,15 +626,15 @@ void ScreenGameplay::Init()
//
// Difficulty icon and meter
//
ASSERT( pi->m_pDifficultyDisplay == NULL );
pi->m_pDifficultyDisplay = new DifficultyDisplay;
pi->m_pDifficultyDisplay->Load("DifficultyDisplayGameplay", pi->GetPlayerState() );
pi->m_pDifficultyDisplay->SetName( ssprintf("DifficultyDisplay%s",pi->GetName().c_str()) );
ASSERT( pi->m_pStepsDisplay == NULL );
pi->m_pStepsDisplay = new StepsDisplay;
pi->m_pStepsDisplay->Load("StepsDisplayGameplay", pi->GetPlayerState() );
pi->m_pStepsDisplay->SetName( ssprintf("StepsDisplay%s",pi->GetName().c_str()) );
PlayerNumber pn = pi->GetStepsAndTrailIndex();
if( pn != PlayerNumber_Invalid )
pi->m_pDifficultyDisplay->PlayCommand( "Set" + pi->GetName() );
LOAD_ALL_COMMANDS_AND_SET_XY( pi->m_pDifficultyDisplay );
this->AddChild( pi->m_pDifficultyDisplay );
pi->m_pStepsDisplay->PlayCommand( "Set" + pi->GetName() );
LOAD_ALL_COMMANDS_AND_SET_XY( pi->m_pStepsDisplay );
this->AddChild( pi->m_pStepsDisplay );
// switch( GAMESTATE->m_PlayMode )
// {
@@ -1087,8 +1087,8 @@ void ScreenGameplay::LoadNextSong()
if( GAMESTATE->m_SongOptions.GetCurrent().m_LifeType==SongOptions::LIFE_BAR && pi->m_pLifeMeter )
pi->m_pLifeMeter->UpdateNonstopLifebar();
if( pi->m_pDifficultyDisplay )
pi->m_pDifficultyDisplay->SetFromSteps( pSteps );
if( pi->m_pStepsDisplay )
pi->m_pStepsDisplay->SetFromSteps( pSteps );
/* The actual note data for scoring is the base class of Player. This includes
* transforms, like Wide. Otherwise, the scoring will operate on the wrong data. */
@@ -1138,8 +1138,8 @@ void ScreenGameplay::LoadNextSong()
{
bool bReverse = pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_fScrolls[PlayerOptions::SCROLL_REVERSE] == 1;
if( pi->m_pDifficultyDisplay )
pi->m_pDifficultyDisplay->PlayCommand( bReverse? "SetReverse":"SetNoReverse" );
if( pi->m_pStepsDisplay )
pi->m_pStepsDisplay->PlayCommand( bReverse? "SetReverse":"SetNoReverse" );
}
m_LyricDisplay.PlayCommand( bAllReverse? "SetReverse": bAtLeastOneReverse? "SetOneReverse": "SetNoReverse" );
+2 -2
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@@ -27,7 +27,7 @@ class CombinedLifeMeter;
class Player;
class LifeMeter;
class ScoreDisplay;
class DifficultyDisplay;
class StepsDisplay;
class Inventory;
class ScoreKeeper;
class Background;
@@ -98,7 +98,7 @@ public:
// used in PLAY_MODE_BATTLE
Inventory *m_pInventory;
DifficultyDisplay *m_pDifficultyDisplay;
StepsDisplay *m_pStepsDisplay;
AutoActor m_sprOniGameOver;
};
+8 -8
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@@ -67,10 +67,10 @@ void ScreenNetSelectMusic::Init()
ON_COMMAND( m_DifficultyIcon[p] );
m_DC[p] = GAMESTATE->m_PreferredDifficulty[p];
m_DifficultyDisplays[p].SetName( ssprintf("MeterP%d",p+1) );
m_DifficultyDisplays[p].Load( "DifficultyDisplay", NULL );
LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_DifficultyDisplays[p] );
this->AddChild( &m_DifficultyDisplays[p] );
m_StepsDisplays[p].SetName( ssprintf("MeterP%d",p+1) );
m_StepsDisplays[p].Load( "StepsDisplay", NULL );
LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_StepsDisplays[p] );
this->AddChild( &m_StepsDisplays[p] );
}
m_MusicWheel.SetName( "MusicWheel" );
@@ -452,7 +452,7 @@ void ScreenNetSelectMusic::TweenOffScreen()
FOREACH_EnabledPlayer (pn)
{
OFF_COMMAND( m_DifficultyDisplays[pn] );
OFF_COMMAND( m_StepsDisplays[pn] );
OFF_COMMAND( m_DifficultyIcon[pn] );
OFF_COMMAND( m_ModIconRow[pn] );
}
@@ -488,7 +488,7 @@ void ScreenNetSelectMusic::UpdateDifficulties( PlayerNumber pn )
{
if ( GAMESTATE->m_pCurSong == NULL )
{
m_DifficultyDisplays[pn].SetFromStepsTypeAndMeterAndDifficulty( StepsType_Invalid, 0, Difficulty_Beginner );
m_StepsDisplays[pn].SetFromStepsTypeAndMeterAndDifficulty( StepsType_Invalid, 0, Difficulty_Beginner );
m_DifficultyIcon[pn].SetFromSteps( pn, NULL ); //It will blank it out
return;
}
@@ -506,9 +506,9 @@ void ScreenNetSelectMusic::UpdateDifficulties( PlayerNumber pn )
GAMESTATE->m_pCurSteps[pn].Set( pSteps );
if ( ( m_DC[pn] < NUM_Difficulty ) && ( m_DC[pn] >= Difficulty_Beginner ) )
m_DifficultyDisplays[pn].SetFromSteps( pSteps );
m_StepsDisplays[pn].SetFromSteps( pSteps );
else
m_DifficultyDisplays[pn].SetFromStepsTypeAndMeterAndDifficulty( StepsType_Invalid, 0, Difficulty_Beginner );
m_StepsDisplays[pn].SetFromStepsTypeAndMeterAndDifficulty( StepsType_Invalid, 0, Difficulty_Beginner );
}
void ScreenNetSelectMusic::MusicChanged()
+2 -2
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@@ -8,7 +8,7 @@
#include "Sprite.h"
#include "DifficultyIcon.h"
#include "Difficulty.h"
#include "DifficultyDisplay.h"
#include "StepsDisplay.h"
#include "MusicWheel.h"
#include "ModIconRow.h"
#include "BPMDisplay.h"
@@ -68,7 +68,7 @@ private:
Difficulty m_DC[NUM_PLAYERS];
void UpdateDifficulties( PlayerNumber pn );
DifficultyDisplay m_DifficultyDisplays[NUM_PLAYERS];
StepsDisplay m_StepsDisplays[NUM_PLAYERS];
RageSound m_soundChangeOpt;
RageSound m_soundChangeSel;
+350
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@@ -0,0 +1,350 @@
#include "global.h"
#include "StepsDisplay.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "GameState.h"
#include "ThemeManager.h"
#include "Steps.h"
#include "Course.h"
#include "SongManager.h"
#include "ActorUtil.h"
#include "Style.h"
#include "XmlFile.h"
#include "LuaBinding.h"
#include "GameManager.h"
#include "PlayerState.h"
REGISTER_ACTOR_CLASS( StepsDisplay );
StepsDisplay::StepsDisplay()
{
}
/* sID experiment:
*
* Names of an actor, "Foo":
* [Foo]
* Metric=abc
*
* [ScreenSomething]
* FooP1X=20
* FooP2Y=30
*
* Graphics\Foo under p1
*
* We want to call it different things in different contexts: we may only want one
* set of internal metrics for a given use, but separate metrics for each player at
* the screen level, and we may or may not want separate names at the asset level.
*
* As is, we tend to end up having to either duplicate [Foo] to [FooP1] and [FooP2]
* or not use m_sName for [Foo], which limits its use. Let's try using a separate
* name for internal metrics. I'm not sure if this will cause more confusion than good,
* so I'm trying it first in only this object.
*/
void StepsDisplay::Load( const RString &sMetricsGroup, const PlayerState *pPlayerState )
{
m_sMetricsGroup = sMetricsGroup;
/* We can't use global ThemeMetric<RString>s, because we can have multiple
* StepsDisplays on screen at once, with different names. */
m_iNumTicks.Load(m_sMetricsGroup,"NumTicks");
m_iMaxTicks.Load(m_sMetricsGroup,"MaxTicks");
m_bShowTicks.Load(m_sMetricsGroup,"ShowTicks");
m_bShowMeter.Load(m_sMetricsGroup,"ShowMeter");
m_bShowDescription.Load(m_sMetricsGroup,"ShowDescription");
m_bShowAutogen.Load(m_sMetricsGroup,"ShowAutogen");
m_bShowStepsType.Load(m_sMetricsGroup,"ShowStepsType");
m_sZeroMeterString.Load(m_sMetricsGroup,"ZeroMeterString");
m_sprFrame.Load( THEME->GetPathG(m_sMetricsGroup,"frame") );
m_sprFrame->SetName( "Frame" );
ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_sprFrame, m_sMetricsGroup );
this->AddChild( m_sprFrame );
if( m_bShowTicks )
{
RString sChars = "10"; // on, off
m_textTicks.SetName( "Ticks" );
m_textTicks.LoadFromTextureAndChars( THEME->GetPathF(m_sMetricsGroup,"ticks"), sChars );
ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_textTicks, m_sMetricsGroup );
this->AddChild( &m_textTicks );
}
if( m_bShowMeter )
{
m_textMeter.SetName( "Meter" );
m_textMeter.LoadFromFont( THEME->GetPathF(m_sMetricsGroup,"meter") );
ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_textMeter, m_sMetricsGroup );
this->AddChild( &m_textMeter );
// These commands should have been loaded by SetXYAndOnCommand above.
ASSERT( m_textMeter.HasCommand("Set") );
}
if( m_bShowDescription )
{
m_textDescription.SetName( "Description" );
m_textDescription.LoadFromFont( THEME->GetPathF(m_sMetricsGroup,"Description") );
ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_textDescription, m_sMetricsGroup );
this->AddChild( &m_textDescription );
}
if( m_bShowAutogen )
{
m_sprAutogen.Load( THEME->GetPathG(m_sMetricsGroup,"Autogen") );
m_sprAutogen->SetName( "Autogen" );
ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_sprAutogen, m_sMetricsGroup );
this->AddChild( m_sprAutogen );
}
if( m_bShowStepsType )
{
m_sprStepsType.SetName( "StepsType" );
ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_sprStepsType, m_sMetricsGroup );
this->AddChild( &m_sprStepsType );
}
// Play Load Command
PlayerState* pPlayerState_ = const_cast<PlayerState*>(pPlayerState);
Message msg("Load");
if( pPlayerState_ )
msg.SetParam( "PlayerState", LuaReference::CreateFromPush(*pPlayerState_) );
this->HandleMessage( msg );
Unset();
}
void StepsDisplay::SetFromGameState( PlayerNumber pn )
{
if( GAMESTATE->IsCourseMode() )
{
const Trail* pTrail = GAMESTATE->m_pCurTrail[pn];
if( pTrail )
SetFromTrail( pTrail );
else
SetFromStepsTypeAndMeterAndCourseDifficulty( StepsType_Invalid, 0, GAMESTATE->m_PreferredCourseDifficulty[pn] );
}
else
{
const Steps* pSteps = GAMESTATE->m_pCurSteps[pn];
if( pSteps )
SetFromSteps( pSteps );
else
SetFromStepsTypeAndMeterAndDifficulty( StepsType_Invalid, 0, GAMESTATE->m_PreferredDifficulty[pn] );
}
}
void StepsDisplay::SetFromSteps( const Steps* pSteps )
{
if( pSteps == NULL )
{
Unset();
return;
}
SetParams params = { pSteps, NULL, pSteps->GetMeter(), pSteps->m_StepsType, pSteps->GetDifficulty(), false, pSteps->GetDescription() };
SetInternal( params );
}
void StepsDisplay::SetFromTrail( const Trail* pTrail )
{
if( pTrail == NULL )
{
Unset();
return;
}
SetParams params = { NULL, pTrail, pTrail->GetMeter(), pTrail->m_StepsType, pTrail->m_CourseDifficulty, true, RString() };
SetInternal( params );
}
void StepsDisplay::Unset()
{
SetParams params = { NULL, NULL, 0, StepsType_Invalid, Difficulty_Invalid, false, RString() };
SetInternal( params );
}
void StepsDisplay::SetFromStepsTypeAndMeterAndDifficulty( StepsType st, int iMeter, Difficulty dc )
{
SetParams params = { NULL, NULL, iMeter, st, dc, false, RString() };
SetInternal( params );
}
void StepsDisplay::SetFromStepsTypeAndMeterAndCourseDifficulty( StepsType st, int iMeter, CourseDifficulty cd )
{
SetParams params = { NULL, NULL, 0, st, cd, true, RString() };
SetInternal( params );
}
void StepsDisplay::SetInternal( const SetParams &params )
{
DifficultyDisplayType ddt = DifficultyDisplayType_Invalid;
if( params.st != StepsType_Invalid )
ddt = MakeDifficultyDisplayType( params.dc, GameManager::GetStepsTypeInfo(params.st).m_StepsTypeCategory );
Message msg( "Set" );
if( params.pSteps )
msg.SetParam( "Steps", LuaReference::CreateFromPush(*(Steps*)params.pSteps) );
if( params.pTrail )
msg.SetParam( "Trail", LuaReference::CreateFromPush(*(Trail*)params.pTrail) );
msg.SetParam( "Meter", params.iMeter );
msg.SetParam( "StepsType", params.st );
msg.SetParam( "Difficulty", params.dc );
msg.SetParam( "IsCourseDifficulty", params.bIsCourseDifficulty );
msg.SetParam( "Description", params.sDescription );
msg.SetParam( "DifficultyDisplayType", ddt );
m_sprFrame->HandleMessage( msg );
if( m_bShowTicks )
{
char on = char('1');
char off = '0';
RString sNewText;
int iNumOn = min( (int)m_iMaxTicks, params.iMeter );
sNewText.insert( sNewText.end(), iNumOn, on );
int iNumOff = max( 0, m_iNumTicks-iNumOn );
sNewText.insert( sNewText.end(), iNumOff, off );
m_textTicks.SetText( sNewText );
}
if( m_bShowMeter )
{
if( params.iMeter == 0 ) // Unset calls with this
{
m_textMeter.SetText( m_sZeroMeterString );
}
else
{
const RString sMeter = ssprintf( "%i", params.iMeter );
m_textMeter.SetText( sMeter );
}
}
if( m_bShowDescription )
{
RString s;
if( params.bIsCourseDifficulty )
{
s = CourseDifficultyToLocalizedString(params.dc);
}
else
{
switch( ddt )
{
case DifficultyDisplayType_Invalid:
// empty string
break;
case DifficultyDisplayType_Edit:
s = params.sDescription;
break;
default:
s = DifficultyDisplayTypeToLocalizedString( ddt );
break;
}
}
m_textDescription.SetText( s );
}
if( m_bShowAutogen )
{
bool b = params.pSteps && params.pSteps->IsAutogen();
m_sprAutogen->SetVisible( b );
}
if( m_bShowStepsType )
{
// TODO: Make this an AutoActor, optimize graphic loading
if( params.st != StepsType_Invalid )
{
RString sStepsType = GameManager::GetStepsTypeInfo(params.st).szName;
m_sprStepsType.Load( THEME->GetPathG(m_sMetricsGroup,"StepsType "+sStepsType) );
}
}
this->HandleMessage( msg );
}
// lua start
#include "LuaBinding.h"
class LunaStepsDisplay: public Luna<StepsDisplay>
{
public:
static int Load( T* p, lua_State *L ) { p->Load( SArg(1), NULL ); return 0; }
static int SetFromStepsTypeAndMeterAndDifficulty( T* p, lua_State *L ) { p->SetFromStepsTypeAndMeterAndDifficulty( Enum::Check<StepsType>(L, 1), IArg(2), Enum::Check<Difficulty>(L, 3) ); return 0; }
static int SetFromSteps( T* p, lua_State *L )
{
if( lua_isnil(L,1) )
{
p->SetFromSteps( NULL );
}
else
{
Steps *pS = Luna<Steps>::check(L,1);
p->SetFromSteps( pS );
}
return 0;
}
static int SetFromTrail( T* p, lua_State *L )
{
if( lua_isnil(L,1) )
{
p->SetFromTrail( NULL );
}
else
{
Trail *pT = Luna<Trail>::check(L,1);
p->SetFromTrail( pT );
}
return 0;
}
static int SetFromGameState( T* p, lua_State *L )
{
PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1);
p->SetFromGameState( pn );
return 0;
}
LunaStepsDisplay()
{
ADD_METHOD( Load );
ADD_METHOD( SetFromStepsTypeAndMeterAndDifficulty );
ADD_METHOD( SetFromSteps );
ADD_METHOD( SetFromTrail );
ADD_METHOD( SetFromGameState );
}
};
LUA_REGISTER_DERIVED_CLASS( StepsDisplay, ActorFrame )
// lua end
/*
* (c) 2001-2004 Chris Danford, Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
+96
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@@ -0,0 +1,96 @@
/* StepsDisplay - A graphical representation of a Steps or a Trail - has a difficulty number, meter, text, edit description. */
#ifndef StepsDisplay_H
#define StepsDisplay_H
#include "BitmapText.h"
#include "PlayerNumber.h"
#include "AutoActor.h"
#include "GameConstantsAndTypes.h"
#include "ActorUtil.h"
#include "Difficulty.h"
#include "ActorFrame.h"
#include "ThemeMetric.h"
#include "Sprite.h"
class Steps;
class Trail;
class PlayerState;
class StepsDisplay : public ActorFrame
{
public:
StepsDisplay();
void Load( const RString &sMetricsGroup, const PlayerState *pPlayerState );
virtual StepsDisplay *Copy() const;
void SetFromGameState( PlayerNumber pn );
void SetFromStepsTypeAndMeterAndDifficulty( StepsType st, int iMeter, Difficulty dc );
void SetFromStepsTypeAndMeterAndCourseDifficulty( StepsType st, int iMeter, CourseDifficulty cd );
void SetFromSteps( const Steps* pSteps );
void SetFromTrail( const Trail* pTrail );
void Unset();
// Lua
void PushSelf( lua_State *L );
private:
struct SetParams
{
const Steps *pSteps;
const Trail *pTrail;
int iMeter;
StepsType st;
Difficulty dc;
bool bIsCourseDifficulty;
RString sDescription;
};
void SetInternal( const SetParams &params );
RString m_sMetricsGroup;
AutoActor m_sprFrame;
BitmapText m_textTicks; /* 111100000 */
BitmapText m_textMeter; /* 3, 9 */
BitmapText m_textDescription; /* Easy, Medium, SuperCoolEdit */
AutoActor m_sprAutogen; // visible if Steps and is autogen'd
Sprite m_sprStepsType; // TODO: Make this an AutoActor
ThemeMetric<int> m_iNumTicks;
ThemeMetric<int> m_iMaxTicks;
ThemeMetric<bool> m_bShowTicks;
ThemeMetric<bool> m_bShowMeter;
ThemeMetric<bool> m_bShowDescription;
ThemeMetric<bool> m_bShowAutogen;
ThemeMetric<bool> m_bShowStepsType;
ThemeMetric<RString> m_sZeroMeterString;
};
#endif
/*
* (c) 2001-2004 Chris Danford, Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/