Started work on the Banner Scrolling List style Music Select (as used by pump/ez2/para/3ddx/bm/3rd mix and older). It's far from finished, but is a start, also updated some para graphics. This compiles in VC6. the Project will compile it all, as for any other makefiles kicking around (like unix makefiles) I dont know whats what so these have not been updated. Thanks.

This commit is contained in:
Andrew Livy
2002-12-05 03:49:46 +00:00
parent 29ed126829
commit ceb2fc0c25
12 changed files with 227 additions and 781 deletions
+16 -5
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@@ -3,13 +3,24 @@ X denotes task complete or no longer required to do.
- denotes task to do, but also being worked upon by other dev.
H denotes task on hold.
TODO As of: 04:46:PM 27/11/02
* Systems Programming Assignment
* Integrating Assignment 2
* Add Scoreboard Initials Entry Frontend
TODO As of: 01:30:PM 13/11/02
* Work on 3DDX Support
* Software Engineering Assignment
X Operating Systems Assignment
* Object Oriented Design Assignment
TODO As of: 07:30:PM 28/10/02
* Networking Assignment
* Integrating Assignment 1 (nearly finished!)
X Networking Assignment
X Integrating Assignment 1
* Update Menu Graphics for Para
* Update Menu Graphics for Ez2
* Finish The PUMP Graphics
H Update Menu Graphics for Ez2
H Finish The PUMP Graphics
* Work on Beatmania Support
TODO As of: 07:47:PM 12/09/02
@@ -30,7 +41,7 @@ X Fix Ez2dancer SelectPlayer Theme Metrics
X Try to fix ez2dancer select style.
H Create Ez2dancer style Gameover by making some Gameover Metrics.
H Create Ez2dancer style End Scroll, possibly new class, possibly just metric changes.
H Create Ez2dancer style song select.
* Create Ez2dancer style song select.
H Add Scoreboard System (longterm project)
H Create some kind of metrics so that Ez2dancer may have extra stage the way it should
X Fix Ez2dancer type stage screens
+1 -1
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@@ -97,7 +97,7 @@ void BGAnimationLayer::LoadFromAniLayerFile( CString sPath, CString sSongBGPath
const CString EFFECT_STRING[NUM_EFFECTS] = {
"center",
"stretchstill",
"scretchscrollleft",
"stretchscrollleft",
"stretchscrollright",
"stretchscrollup",
"stretchscrolldown",
+89
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@@ -0,0 +1,89 @@
#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: MusicBannerWheel
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Andrew Livy
-----------------------------------------------------------------------------
*/
#include "MusicBannerWheel.h"
#include "RageUtil.h"
#include "GameState.h"
#include "PrefsManager.h"
#include "SongManager.h"
#include "ThemeManager.h"
#include "RageMusic.h"
#define MAXBANNERS 5
#define BANNERSPACING 200
MusicBannerWheel::MusicBannerWheel()
{
currentPos=0;
m_ScrollingList.SetXY( 0, 0 );
m_ScrollingList.SetSpacing( BANNERSPACING );
this->AddChild( &m_ScrollingList );
SetNewPos(currentPos);
PlayMusicSample();
}
void MusicBannerWheel::SetNewPos(int NewPos)
{
CArray<Song*, Song*> arraySongs = SONGMAN->m_pSongs;
Song* pSong;
// TODO: OPTIMIZE THIS. (SO IT LOADS THE ENTIRE SONG LIST)
CStringArray asGraphicPaths;
for( unsigned j=0; j<arraySongs.size() && j < MAXBANNERS; j++ )
{
pSong = arraySongs[j];
if( pSong == NULL ) asGraphicPaths.push_back(THEME->GetPathTo("Graphics","fallback banner"));
else if (pSong->HasBanner()) asGraphicPaths.push_back(pSong->GetBannerPath());
else if (PREFSMAN->m_bUseBGIfNoBanner && pSong->HasBackground() ) asGraphicPaths.push_back(pSong->GetBannerPath());
else asGraphicPaths.push_back(THEME->GetPathTo("Graphics","fallback banner"));
}
m_ScrollingList.Load( asGraphicPaths );
}
Song* MusicBannerWheel::GetSelectedSong()
{
CArray<Song*, Song*> arraySongs = SONGMAN->m_pSongs;
Song* pSong;
pSong=arraySongs[m_ScrollingList.GetSelection()];
return(pSong);
}
void MusicBannerWheel::PlayMusicSample()
{
Song* pSong = GetSelectedSong();
if( pSong && pSong->HasMusic() )
{
MUSIC->Stop();
MUSIC->Load( pSong->GetMusicPath() );
MUSIC->Play( true, pSong->m_fMusicSampleStartSeconds, pSong->m_fMusicSampleLengthSeconds );
}
}
void MusicBannerWheel::BannersLeft()
{
m_ScrollingList.Left();
PlayMusicSample();
}
void MusicBannerWheel::BannersRight()
{
m_ScrollingList.Right();
PlayMusicSample();
}
MusicBannerWheel::~MusicBannerWheel()
{
}
+35
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@@ -0,0 +1,35 @@
#ifndef MUSICBANNERWHEEL_H
#define MUSICBANNERWHEEL_H
/*
-----------------------------------------------------------------------------
Class: MusicBannerWheel
Desc: A wheel with song banners used in the Select Music screen.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Andrew Livy
-----------------------------------------------------------------------------
*/
#include "ActorFrame.h"
#include "Banner.h"
#include "Sprite.h"
#include "ScrollingList.h"
class MusicBannerWheel : public ActorFrame
{
public:
MusicBannerWheel();
~MusicBannerWheel();
void BannersLeft();
void BannersRight();
Song* GetSelectedSong();
private:
void SetNewPos(int NewPos);
void PlayMusicSample();
ScrollingList m_ScrollingList;
int currentPos;
};
#endif
+58 -697
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@@ -1,302 +1,79 @@
#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: ScreenEz2SelectMusic
File: ScreenSandbox.h
Desc: See header.
Desc: Area for testing.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
Andrew Livy
Glenn Maynard (OpenGL Code)
Lance Gilbert (OpenGL/Usability Modifications)
-----------------------------------------------------------------------------
*/
/* OKAY!!!
Sod it!
I'll do this when you guys feel that it's OKAY to do it!!!
#include "stdafx.h"
- ANDY
*/
/*
#include "ScreenEz2SelectMusic.h"
#include "RageDisplay.h"
#include <math.h>
#include "SDL.h"
#include "SDL_opengl.h"
#include "ScreenSandbox.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "SongManager.h"
#include "GameManager.h"
#include "RageMusic.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "InputMapper.h"
#include "InputQueue.h"
#include "AnnouncerManager.h"
#include "InputMapper.h"
#include "GameState.h"
#include "CodeDetector.h"
#define BANNER_X THEME->GetMetricF("ScreenEz2SelectMusic","BannerX")
#define BANNER_Y THEME->GetMetricF("ScreenEz2SelectMusic","BannerY")
#define BANNER_WIDTH THEME->GetMetricF("ScreenEz2SelectMusic","BannerWidth")
#define BANNER_HEIGHT THEME->GetMetricF("ScreenEz2SelectMusic","BannerHeight")
#define STAGE_X THEME->GetMetricF("ScreenEz2SelectMusic","StageX")
#define STAGE_Y THEME->GetMetricF("ScreenEz2SelectMusic","StageY")
#define STAGE_ZOOM THEME->GetMetricF("ScreenEz2SelectMusic","StageZoom")
#define SCORE_FRAME_X( p ) THEME->GetMetricF("ScreenEz2SelectMusic",ssprintf("ScoreFrameP%dX",p+1))
#define SCORE_FRAME_Y( p ) THEME->GetMetricF("ScreenEz2SelectMusic",ssprintf("ScoreFrameP%dY",p+1))
#define SCORE_X( p ) THEME->GetMetricF("ScreenEz2SelectMusic",ssprintf("ScoreP%dX",p+1))
#define SCORE_Y( p ) THEME->GetMetricF("ScreenEz2SelectMusic",ssprintf("ScoreP%dY",p+1))
#define METER_FRAME_X( p ) THEME->GetMetricF("ScreenEz2SelectMusic",ssprintf("MeterFrameP%dX",p+1))
#define METER_FRAME_Y( p ) THEME->GetMetricF("ScreenEz2SelectMusic",ssprintf("MeterFrameP%dY",p+1))
#define METER_X( p ) THEME->GetMetricF("ScreenEz2SelectMusic",ssprintf("MeterP%dX",p+1))
#define METER_Y( p ) THEME->GetMetricF("ScreenEz2SelectMusic",ssprintf("MeterP%dY",p+1))
#define WHEEL_X THEME->GetMetricF("ScreenEz2SelectMusic","WheelX")
#define WHEEL_Y THEME->GetMetricF("ScreenEz2SelectMusic","WheelY")
#define HELP_TEXT THEME->GetMetric("ScreenEz2SelectMusic","HelpText")
#define TIMER_SECONDS THEME->GetMetricI("ScreenEz2SelectMusic","TimerSeconds")
#define SCORE_CONNECTED_TO_MUSIC_WHEEL THEME->GetMetricB("ScreenEz2SelectMusic","ScoreConnectedToMusicWheel")
const float TWEEN_TIME = 0.5f;
const float SIDE_BANNER_ANGLE = 600.0f;
const float SIDE_BANNER_ZOOM = 340.0f;
const float SIDE_BANNER_SPACING = 150.0f;
const ScreenMessage SM_GoToPrevScreen = ScreenMessage(SM_User+1);
const ScreenMessage SM_GoToNextScreen = ScreenMessage(SM_User+2);
#include "ThemeManager.h"
ScreenEz2SelectMusic::ScreenEz2SelectMusic()
{
LOG->Trace( "ScreenEz2SelectMusic::ScreenEz2SelectMusic()" );
CodeDetector::RefreshCacheItems();
int p;
m_Menu.Load(
THEME->GetPathTo("Graphics","select music background"),
THEME->GetPathTo("Graphics","select music top edge"),
HELP_TEXT, true, true, TIMER_SECONDS
);
this->AddChild( &m_Menu );
// these guys get loaded SetSong and TweenToSong
m_Banner.SetXY( BANNER_X, BANNER_Y );
m_Banner.SetCroppedSize( BANNER_WIDTH, BANNER_HEIGHT );
this->AddChild( &m_Banner );
// these guys get loaded SetSong and TweenToSong
m_BannerNext.SetXY( BANNER_X+220, BANNER_Y );
m_BannerNext.SetCroppedSize( BANNER_WIDTH, BANNER_HEIGHT );
// this->AddChild( &m_BannerNext );
// these guys get loaded SetSong and TweenToSong
m_BannerPrevious.SetXY( BANNER_X-220, BANNER_Y );
m_BannerPrevious.SetCroppedSize( BANNER_WIDTH, BANNER_HEIGHT );
// this->AddChild( &m_BannerPrevious );
m_MusicWheel.SetXY( WHEEL_X, WHEEL_Y );
this->AddChild( &m_MusicWheel );
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled((PlayerNumber)p) )
continue; // skip
m_sprHighScoreFrame[p].Load( THEME->GetPathTo("Graphics","select music score frame") );
m_sprHighScoreFrame[p].StopAnimating();
m_sprHighScoreFrame[p].SetState( p );
m_sprHighScoreFrame[p].SetXY( SCORE_X(p), SCORE_Y(p) );
this->AddChild( &m_sprHighScoreFrame[p] );
m_HighScore[p].SetXY( SCORE_X(p), SCORE_Y(p) );
m_HighScore[p].SetZoom( 0.6f );
m_HighScore[p].SetDiffuse( PlayerToColor(p) );
this->AddChild( &m_HighScore[p] );
}
m_textHoldForOptions.LoadFromFont( THEME->GetPathTo("Fonts","select music hold") );
m_textHoldForOptions.SetXY( CENTER_X, CENTER_Y );
m_textHoldForOptions.SetText( "press START again for options" );
m_textHoldForOptions.SetZoom( 1 );
m_textHoldForOptions.SetZoomY( 0 );
m_textHoldForOptions.SetDiffuse( RageColor(1,1,1,0) );
m_textHoldForOptions.SetZ( 2 );
this->AddChild( &m_textHoldForOptions );
m_soundSelect.Load( THEME->GetPathTo("Sounds","menu start") );
m_soundChangeNotes.Load( THEME->GetPathTo("Sounds","select music change notes") );
m_soundOptionsChange.Load( THEME->GetPathTo("Sounds","select music change options") );
m_soundLocked.Load( THEME->GetPathTo("Sounds","select music wheel locked") );
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("select music intro") );
m_bMadeChoice = false;
m_bGoToOptions = false;
UpdateOptionsDisplays();
AfterMusicChange();
TweenOnScreen();
m_Menu.TweenOnScreenFromMenu( SM_None );
{
MUSIC->Stop();
m_MusicBannerWheel.SetX(CENTER_X);
m_MusicBannerWheel.SetY(CENTER_Y);
this->AddChild( &m_MusicBannerWheel );
}
ScreenEz2SelectMusic::~ScreenEz2SelectMusic()
void ScreenEz2SelectMusic::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
LOG->Trace( "ScreenEz2SelectMusic::~ScreenEz2SelectMusic()" );
if( type != IET_FIRST_PRESS )
return; // ignore
}
void ScreenEz2SelectMusic::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
RageMatrix matOldView, matOldProj;
// save old view and projection
DISPLAY->GetViewTransform( &matOldView );
DISPLAY->GetProjectionTransform( &matOldProj );
// construct view and project matrix
RageMatrix matNewView;
RageMatrixLookAtLH(
&matNewView,
&RageVector3( CENTER_X+SIDE_BANNER_ANGLE, CENTER_Y, SIDE_BANNER_ZOOM ),
&RageVector3( CENTER_X-SIDE_BANNER_SPACING, CENTER_Y, 0.0f ),
&RageVector3( 0.0f, -1.0f, 0.0f )
);
DISPLAY->SetViewTransform( &matNewView );
RageMatrix matNewProj;
RageMatrixPerspectiveFovLH( &matNewProj, D3DX_PI/4.0f, SCREEN_WIDTH/(float)SCREEN_HEIGHT, 0.0f, 1000.0f );
DISPLAY->SetProjectionTransform( &matNewProj );
// }
m_BannerNext.Draw();
RageMatrixLookAtLH(
&matNewView,
&RageVector3( CENTER_X-SIDE_BANNER_ANGLE, CENTER_Y, SIDE_BANNER_ZOOM ),
&RageVector3( CENTER_X+SIDE_BANNER_SPACING, CENTER_Y, 0.0f ),
&RageVector3( 0.0f, -1.0f, 0.0f )
);
DISPLAY->SetViewTransform( &matNewView );
RageMatrixPerspectiveFovLH( &matNewProj, D3DX_PI/4.0f, SCREEN_WIDTH/(float)SCREEN_HEIGHT, 0.0f, 1000.0f );
DISPLAY->SetProjectionTransform( &matNewProj );
m_BannerPrevious.Draw();
// restore old view and projection
DISPLAY->SetViewTransform( &matOldView );
DISPLAY->SetProjectionTransform( &matOldProj );
}
void ScreenEz2SelectMusic::TweenOnScreen()
{
int p;
for( p=0; p<NUM_PLAYERS; p++ )
switch( DeviceI.device)
{
m_sprHighScoreFrame[p].FadeOn( 0, SCORE_CONNECTED_TO_MUSIC_WHEEL?"accelerate right":"accelerate left", TWEEN_TIME );
m_HighScore[p].FadeOn( 0, SCORE_CONNECTED_TO_MUSIC_WHEEL?"accelerate right":"accelerate left", TWEEN_TIME );
case DEVICE_KEYBOARD:
switch( DeviceI.button )
{
case SDLK_LEFT:
m_MusicBannerWheel.BannersLeft();
break;
case SDLK_RIGHT:
m_MusicBannerWheel.BannersRight();
break;
case SDLK_UP:
break;
case SDLK_DOWN:
break;
case SDLK_t:
{
SDL_Event *event;
event = (SDL_Event *) malloc(sizeof(event));
event->type = SDL_QUIT;
SDL_PushEvent(event);
}
case SDLK_ESCAPE:
{
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
}
}
}
m_MusicWheel.TweenOnScreen();
}
void ScreenEz2SelectMusic::TweenOffScreen()
{
int i;
m_sprBannerFrame.FadeOff( 0, "bounce left", TWEEN_TIME );
m_Banner.FadeOff( 0, "bounce left", TWEEN_TIME );
m_BPMDisplay.FadeOff( 0, "bounce left", TWEEN_TIME );
m_textStage.FadeOff( 0, "bounce left", TWEEN_TIME );
m_sprCDTitle.FadeOff( 0, "bounce left", TWEEN_TIME );
for( int p=0; p<NUM_PLAYERS; p++ )
{
m_sprDifficultyFrame[p].FadeOff( 0, "fade", TWEEN_TIME );
m_sprMeterFrame[p].FadeOff( 0, "fade", TWEEN_TIME );
}
m_GrooveRadar.TweenOffScreen();
m_textSongOptions.FadeOff( 0, "fade", TWEEN_TIME );
for( p=0; p<NUM_PLAYERS; p++ )
{
m_OptionIconRow[p].FadeOff( 0, "foldy", TWEEN_TIME );
// m_textPlayerOptions[p].FadeOff( 0, "fade", TWEEN_TIME );
m_DifficultyIcon[p].FadeOff( 0, "foldy", TWEEN_TIME );
m_FootMeter[p].FadeOff( 0, "foldy", TWEEN_TIME );
}
m_MusicSortDisplay.FadeOff( 0, "fade", TWEEN_TIME );
CArray<Actor*,Actor*> apActorsInScore;
for( p=0; p<NUM_PLAYERS; p++ )
{
apActorsInScore.push_back( &m_sprHighScoreFrame[p] );
apActorsInScore.push_back( &m_HighScore[p] );
}
for( i=0; i<apActorsInScore.size(); i++ )
{
apActorsInScore[i]->BeginTweening( TWEEN_TIME, TWEEN_BIAS_END );
apActorsInScore[i]->SetTweenX( SCORE_CONNECTED_TO_MUSIC_WHEEL ? apActorsInScore[i]->GetX()+400 : apActorsInScore[i]->GetX()-400 );
}
m_MusicWheel.TweenOffScreen();
}
void ScreenEz2SelectMusic::TweenScoreOnAndOffAfterChangeSort()
{
if( !SCORE_CONNECTED_TO_MUSIC_WHEEL )
return; // do nothing
CArray<Actor*,Actor*> apActorsInScore;
for( int p=0; p<NUM_PLAYERS; p++ )
{
apActorsInScore.push_back( &m_sprHighScoreFrame[p] );
apActorsInScore.push_back( &m_HighScore[p] );
}
for( unsigned i=0; i<apActorsInScore.size(); i++ )
{
apActorsInScore[i]->StopTweening();
float fOriginalX = apActorsInScore[i]->GetX();
apActorsInScore[i]->BeginTweening( TWEEN_TIME, TWEEN_BIAS_END ); // tween off screen
apActorsInScore[i]->SetTweenX( fOriginalX+400 );
apActorsInScore[i]->BeginTweening( 0.5f ); // sleep
apActorsInScore[i]->BeginTweening( 1, TWEEN_BIAS_BEGIN ); // tween back on screen
apActorsInScore[i]->SetTweenX( fOriginalX );
}
}
void ScreenEz2SelectMusic::Update( float fDeltaTime )
@@ -304,442 +81,26 @@ void ScreenEz2SelectMusic::Update( float fDeltaTime )
Screen::Update( fDeltaTime );
}
void ScreenEz2SelectMusic::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
void ScreenEz2SelectMusic::DrawPrimitives()
{
LOG->Trace( "ScreenEz2SelectMusic::Input()" );
if( type == IET_RELEASE ) return; // don't care
if( m_Menu.IsClosing() ) return; // ignore
if( !GameI.IsValid() ) return; // don't care
if( m_bMadeChoice && !m_bGoToOptions && MenuI.IsValid() && MenuI.button == MENU_BUTTON_START && !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
{
m_bGoToOptions = true;
m_textHoldForOptions.SetText( "Entering Options..." );
SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","menu start") );
return;
}
if( m_bMadeChoice )
return;
PlayerNumber pn = GAMESTATE->GetCurrentStyleDef()->ControllerToPlayerNumber( GameI.controller );
if( CodeDetector::EnteredEasierDifficulty(GameI.controller) )
{
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
m_soundLocked.Play();
else
EasierDifficulty( pn );
return;
}
if( CodeDetector::EnteredHarderDifficulty(GameI.controller) )
{
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
m_soundLocked.Play();
else
HarderDifficulty( pn );
return;
}
if( CodeDetector::EnteredNextSort(GameI.controller) )
{
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
m_soundLocked.Play();
else
if( m_MusicWheel.NextSort() )
{
MUSIC->Stop();
m_MusicSortDisplay.BeginTweening( 0.3f );
m_MusicSortDisplay.SetTweenDiffuse( RageColor(1,1,1,0) );
TweenScoreOnAndOffAfterChangeSort();
}
return;
}
if( CodeDetector::DetectAndAdjustOptions(GameI.controller) )
{
m_soundOptionsChange.Play();
UpdateOptionsDisplays();
return;
}
Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
}
void ScreenEz2SelectMusic::EasierDifficulty( PlayerNumber pn )
{
LOG->Trace( "ScreenEz2SelectMusic::EasierDifficulty( %d )", pn );
if( !GAMESTATE->IsPlayerEnabled(pn) )
return;
if( m_arrayNotes.empty() )
return;
if( m_iSelection[pn] == 0 )
return;
m_iSelection[pn]--;
// the user explicity switched difficulties. Update the preferred difficulty
GAMESTATE->m_PreferredDifficultyClass[pn] = m_arrayNotes[ m_iSelection[pn] ]->m_DifficultyClass;
m_soundChangeNotes.Play();
AfterNotesChange( pn );
}
void ScreenEz2SelectMusic::HarderDifficulty( PlayerNumber pn )
{
LOG->Trace( "ScreenEz2SelectMusic::HarderDifficulty( %d )", pn );
if( !GAMESTATE->IsPlayerEnabled(pn) )
return;
if( m_arrayNotes.empty() )
return;
if( m_iSelection[pn] == m_arrayNotes.size()-1 )
return;
m_iSelection[pn]++;
// the user explicity switched difficulties. Update the preferred difficulty
GAMESTATE->m_PreferredDifficultyClass[pn] = m_arrayNotes[ m_iSelection[pn] ]->m_DifficultyClass;
m_soundChangeNotes.Play();
AfterNotesChange( pn );
// m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
// m_Menu.DrawTopLayer();
}
void ScreenEz2SelectMusic::HandleScreenMessage( const ScreenMessage SM )
{
Screen::HandleScreenMessage( SM );
switch( SM )
{
case SM_MenuTimer:
if( m_MusicWheel.IsRouletting() )
{
MenuStart(PLAYER_INVALID);
m_Menu.SetTimer( 15 );
}
else if( m_MusicWheel.GetSelectedType() != TYPE_SONG )
{
m_MusicWheel.StartRoulette();
m_Menu.SetTimer( 15 );
}
else
{
MenuStart(PLAYER_INVALID);
}
case SM_DoneClosingWipingLeft:
break;
case SM_GoToPrevScreen:
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
case SM_DoneClosingWipingRight:
break;
case SM_GoToNextScreen:
if( m_bGoToOptions )
{
SCREENMAN->SetNewScreen( "ScreenPlayerOptions" );
}
else
{
MUSIC->Stop();
SCREENMAN->SetNewScreen( "ScreenStage" );
}
case SM_DoneOpeningWipingLeft:
break;
case SM_PlaySongSample:
PlayMusicSample();
break;
case SM_SongChanged:
AfterMusicChange();
break;
case SM_SortOrderChanged:
SortOrderChanged();
case SM_DoneOpeningWipingRight:
break;
}
}
void ScreenEz2SelectMusic::MenuLeft( PlayerNumber pn, const InputEventType type )
{
if( type >= IET_SLOW_REPEAT && INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_RIGHT) ) )
return; // ignore
if( ! m_MusicWheel.WheelIsLocked() )
MUSIC->Stop();
m_MusicWheel.PrevMusic();
}
void ScreenEz2SelectMusic::MenuRight( PlayerNumber pn, const InputEventType type )
{
if( type >= IET_SLOW_REPEAT && INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_LEFT) ) )
return; // ignore
if( ! m_MusicWheel.WheelIsLocked() )
MUSIC->Stop();
m_MusicWheel.NextMusic();
}
void ScreenEz2SelectMusic::MenuStart( PlayerNumber pn )
{
if( pn != PLAYER_INVALID &&
INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_LEFT) ) &&
INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_RIGHT) ) )
{
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
m_soundLocked.Play();
else
{
if( m_MusicWheel.NextSort() )
{
MUSIC->Stop();
m_MusicSortDisplay.BeginTweening( 0.3f );
m_MusicSortDisplay.SetTweenDiffuse( RageColor(1,1,1,0) );
TweenScoreOnAndOffAfterChangeSort();
}
}
return;
}
// this needs to check whether valid Notes are selected!
bool bResult = m_MusicWheel.Select();
if( !bResult )
{
/* why do this? breaks tabs and roulette -glenn */
// if( pn != PLAYER_INVALID )
// this->SendScreenMessage( SM_MenuTimer, 1 ); // re-throw a timer message
/* }
else // if !bResult
{
// a song was selected
switch( m_MusicWheel.GetSelectedType() )
{
case TYPE_SONG:
{
if( !m_MusicWheel.GetSelectedSong()->HasMusic() )
{
/* TODO: gray these out.
*
* XXX: also, make sure they're not selected by roulette */
/* SCREENMAN->Prompt( SM_None, "ERROR:\n \nThis song does not have a music file\n and cannot be played." );
return;
}
bool bIsNew = m_MusicWheel.GetSelectedSong()->IsNew();
bool bIsHard = false;
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
if( GAMESTATE->m_pCurNotes[p] && GAMESTATE->m_pCurNotes[p]->m_iMeter >= 9 )
bIsHard = true;
}
if( bIsNew )
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("select music comment new") );
else if( bIsHard )
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("select music comment hard") );
else
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("select music comment general") );
TweenOffScreen();
m_bMadeChoice = true;
m_soundSelect.Play();
if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
{
// show "hold START for options"
m_textHoldForOptions.SetDiffuse( RageColor(1,1,1,0) );
m_textHoldForOptions.BeginTweening( 0.25f ); // fade in
m_textHoldForOptions.SetTweenZoomY( 1 );
m_textHoldForOptions.SetTweenDiffuse( RageColor(1,1,1,1) );
m_textHoldForOptions.BeginTweening( 2.0f ); // sleep
m_textHoldForOptions.BeginTweening( 0.25f ); // fade out
m_textHoldForOptions.SetTweenDiffuse( RageColor(1,1,1,0) );
m_textHoldForOptions.SetTweenZoomY( 0 );
}
m_Menu.TweenOffScreenToBlack( SM_None, false );
m_Menu.StopTimer();
this->SendScreenMessage( SM_GoToNextScreen, 2.5f );
}
break;
case TYPE_SECTION:
break;
case TYPE_ROULETTE:
break;
}
}
}
void ScreenEz2SelectMusic::MenuBack( PlayerNumber pn )
{
MUSIC->Stop();
m_Menu.TweenOffScreenToBlack( SM_GoToPrevScreen, true );
}
void ScreenEz2SelectMusic::AfterNotesChange( PlayerNumber pn )
{
if( !GAMESTATE->IsPlayerEnabled(pn) )
return;
m_iSelection[pn] = clamp( m_iSelection[pn], 0, m_arrayNotes.size()-1 ); // bounds clamping
Notes* pNotes = m_arrayNotes.empty()? NULL:m_arrayNotes[m_iSelection[pn]];
GAMESTATE->m_pCurNotes[pn] = pNotes;
// m_BPMDisplay.SetZoomY( 0 );
// m_BPMDisplay.BeginTweening( 0.2f );
// m_BPMDisplay.SetTweenZoomY( 1.2f );
DifficultyClass dc = GAMESTATE->m_PreferredDifficultyClass[pn];
Song* pSong = GAMESTATE->m_pCurSong;
Notes* m_pNotes = GAMESTATE->m_pCurNotes[pn];
if( m_pNotes )
m_HighScore[pn].SetScore( (float)m_pNotes->m_iTopScore );
m_DifficultyIcon[pn].SetFromNotes( pNotes );
m_FootMeter[pn].SetFromNotes( pNotes );
m_GrooveRadar.SetFromNotes( pn, pNotes );
m_MusicWheel.NotesChanged( pn );
}
void ScreenEz2SelectMusic::AfterMusicChange()
{
m_Menu.StallTimer();
Song* pSong = m_MusicWheel.GetSelectedSong();
GAMESTATE->m_pCurSong = pSong;
m_arrayNotes.clear();
switch( m_MusicWheel.GetSelectedType() )
{
case TYPE_SECTION:
{
CString sGroup = m_MusicWheel.GetSelectedSection();
for( int p=0; p<NUM_PLAYERS; p++ )
{
m_iSelection[p] = -1;
}
m_Banner.SetFromGroup( sGroup ); // if this isn't a group, it'll default to the fallback banner
m_BannerNext.SetFromGroup( sGroup ); // if this isn't a group, it'll default to the fallback banner
m_BannerPrevious.SetFromGroup( sGroup ); // if this isn't a group, it'll default to the fallback banner
m_BPMDisplay.SetBPMRange( 0, 0 );
m_sprCDTitle.UnloadTexture();
}
break;
case TYPE_SONG:
{
pSong->GetNotesThatMatch( GAMESTATE->GetCurrentStyleDef(), PLAYER_1, m_arrayNotes );
SortNotesArrayByDifficulty( m_arrayNotes );
m_Banner.SetFromSong( pSong );
m_BannerNext.SetFromSong( pSong );
m_BannerPrevious.SetFromSong( pSong );
float fMinBPM, fMaxBPM;
pSong->GetMinMaxBPM( fMinBPM, fMaxBPM );
m_BPMDisplay.SetBPMRange( fMinBPM, fMaxBPM );
if( pSong->HasCDTitle() )
m_sprCDTitle.Load( pSong->GetCDTitlePath() );
else
m_sprCDTitle.Load( THEME->GetPathTo("Graphics","fallback cd title") );
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled( PlayerNumber(p) ) )
continue;
for( int i=0; i<m_arrayNotes.size(); i++ )
if( m_arrayNotes[i]->m_DifficultyClass == GAMESTATE->m_PreferredDifficultyClass[p] )
m_iSelection[p] = i;
m_iSelection[p] = clamp( m_iSelection[p], 0, m_arrayNotes.size() ) ;
}
}
break;
case TYPE_ROULETTE:
m_Banner.SetRoulette();
m_BannerNext.SetRoulette();
m_BannerPrevious.SetRoulette();
m_BPMDisplay.SetBPMRange( 0, 0 );
m_sprCDTitle.UnloadTexture();
break;
}
for( int p=0; p<NUM_PLAYERS; p++ )
{
AfterNotesChange( (PlayerNumber)p );
}
}
void ScreenEz2SelectMusic::PlayMusicSample()
{
//LOG->Trace( "ScreenSelectSong::PlaySONGample()" );
Song* pSong = m_MusicWheel.GetSelectedSong();
if( pSong )
{
MUSIC->Stop();
MUSIC->Load( pSong->GetMusicPath() );
MUSIC->Play( true, pSong->m_fMusicSampleStartSeconds, pSong->m_fMusicSampleLengthSeconds );
}
else
MUSIC->LoadAndPlayIfNotAlready( THEME->GetPathTo("Sounds","select music music") );
}
void ScreenEz2SelectMusic::UpdateOptionsDisplays()
{
// m_OptionIcons.Load( GAMESTATE->m_PlayerOptions, &GAMESTATE->m_SongOptions );
// m_PlayerOptionIcons.Refresh();
// for( int p=0; p<NUM_PLAYERS; p++ )
// {
// m_OptionIconRow[p].Refresh( (PlayerNumber)p );
//
// if( GAMESTATE->IsPlayerEnabled(p) )
// {
// CString s = GAMESTATE->m_PlayerOptions[p].GetString();
// s.Replace( ", ", "\n" );
// m_textPlayerOptions[p].SetText( s );
// }
// }
// CString s = GAMESTATE->m_SongOptions.GetString();
// s.Replace( ", ", "\n" );
// m_textSongOptions.SetText( s );
}
void ScreenEz2SelectMusic::SortOrderChanged()
{
m_MusicSortDisplay.SetState( GAMESTATE->m_SongSortOrder );
// tween music sort on screen
// m_MusicSortDisplay.SetEffectGlowing();
m_MusicSortDisplay.BeginTweening( 0.3f );
m_MusicSortDisplay.SetTweenDiffuse( RageColor(1,1,1,1) );
}
*/
+12 -71
View File
@@ -1,98 +1,39 @@
#ifndef SCREENEZ2SELECTMUSIC_H
#define SCREENEZ2SELECTMUSIC_H
/*
-----------------------------------------------------------------------------
Class: ScreenEz2SelectMusic
Class: ScreenSandbox
Desc: The screen in PLAY_MODE_ARCADE where you choose a Song and Notes.
Desc: Area for testing.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
Andrew Livy
-----------------------------------------------------------------------------
*/
/*
#include "Screen.h"
#include "Sprite.h"
#include "BitmapText.h"
#include "RandomStream.h"
#include "GameConstantsAndTypes.h"
#include "MusicWheel.h"
#include "Banner.h"
#include "FadingBanner.h"
#include "BPMDisplay.h"
#include "TransitionStarWipe.h"
#include "MenuElements.h"
#include "GrooveRadar.h"
#include "DifficultyIcon.h"
#include "FootMeter.h"
#include "OptionIconRow.h"
#include "TipDisplay.h"
#include "RageSoundStream.h"
#include "MusicBannerWheel.h"
class ScreenEz2SelectMusic : public Screen
{
public:
ScreenEz2SelectMusic();
virtual ~ScreenEz2SelectMusic();
virtual void DrawPrimitives();
virtual void Update( float fDeltaTime );
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void HandleScreenMessage( const ScreenMessage SM );
virtual void MenuLeft( PlayerNumber pn, const InputEventType type );
virtual void MenuRight( PlayerNumber pn, const InputEventType type );
virtual void MenuStart( PlayerNumber pn );
virtual void MenuBack( PlayerNumber pn );
protected:
void TweenOnScreen();
void TweenOffScreen();
void TweenScoreOnAndOffAfterChangeSort();
MusicBannerWheel m_MusicBannerWheel;
void EasierDifficulty( PlayerNumber pn );
void HarderDifficulty( PlayerNumber pn );
void AfterNotesChange( PlayerNumber pn );
void AfterMusicChange();
void PlayMusicSample();
void SortOrderChanged();
void UpdateOptionsDisplays();
CArray<Notes*, Notes*> m_arrayNotes;
int m_iSelection[NUM_PLAYERS];
MenuElements m_Menu;
Sprite m_sprBannerFrame;
FadingBanner m_Banner;
FadingBanner m_BannerNext;
FadingBanner m_BannerPrevious;
BPMDisplay m_BPMDisplay;
BitmapText m_textStage;
Sprite m_sprCDTitle;
Sprite m_sprDifficultyFrame[NUM_PLAYERS];
DifficultyIcon m_DifficultyIcon[NUM_PLAYERS];
GrooveRadar m_GrooveRadar;
// BitmapText m_textPlayerOptions[NUM_PLAYERS];
BitmapText m_textSongOptions;
OptionIconRow m_OptionIconRow[NUM_PLAYERS];
Sprite m_sprMeterFrame[NUM_PLAYERS];
FootMeter m_FootMeter[NUM_PLAYERS];
MusicSortDisplay m_MusicSortDisplay;
Sprite m_sprHighScoreFrame[NUM_PLAYERS];
ScoreDisplayNormal m_HighScore[NUM_PLAYERS];
MusicWheel m_MusicWheel;
bool m_bMadeChoice;
bool m_bGoToOptions;
BitmapText m_textHoldForOptions;
RageSoundSample m_soundSelect;
RageSoundSample m_soundChangeNotes;
RageSoundSample m_soundOptionsChange;
RageSoundSample m_soundLocked;
};
*/
#endif
+1 -1
View File
@@ -222,7 +222,7 @@ Screen* ScreenManager::MakeNewScreen( CString sClassName )
else if( 0==stricmp(sClassName, "ScreenSongOptions") ) return new ScreenSongOptions;
else if( 0==stricmp(sClassName, "ScreenStage") ) return new ScreenStage;
else if( 0==stricmp(sClassName, "ScreenTitleMenu") ) return new ScreenTitleMenu;
// else if( 0==stricmp(sClassName, "ScreenEz2SelectMusic") ) return new ScreenEz2SelectMusic;
else if( 0==stricmp(sClassName, "ScreenEz2SelectMusic") ) return new ScreenEz2SelectMusic;
else
throw RageException( "Invalid Screen class name '%s'", sClassName.GetString() );
}
+3 -2
View File
@@ -46,10 +46,10 @@ const CString CREDIT_LINES[] =
"GRAPHICS:",
"v1ral (Lucas Tang)",
"SPiGuMuS",
"Visage",
"DJ McFox (Ryan McKanna)",
"Cloud34 (Lamden Travis)",
"Redcrusher (Michael Curry)",
"spds (James Sanders)",
"",
"",
"",
@@ -71,7 +71,7 @@ const CString CREDIT_LINES[] =
"",
"PROGRAMMING:",
"Chris Danford",
"Lord Frieza (Andrew Livy)",
"Andrew 'Frieza' Livy",
"Glenn Maynard",
"Bruno Figueiredo",
"Dro Kulix (Peter S. May)",
@@ -114,6 +114,7 @@ const CString CREDIT_LINES[] =
"Garett Sakamoto",
"SailorBob",
"AngelTK (Kenny Lai)",
"spds (James Sanders)",
"Illusionz - Issaquah, WA",
"Quarters - Kirkland, WA",
"Segapark - Bournemouth, UK",
+12 -4
View File
@@ -57,10 +57,10 @@ LINK32=link.exe
# SUBTRACT LINK32 /verbose /pdb:none
# Begin Special Build Tool
IntDir=.\../Release6
TargetDir=\temp\stepmania
TargetDir=\Stepmania\stepmania
TargetName=StepMania
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -92,10 +92,10 @@ LINK32=link.exe
# SUBTRACT LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
# Begin Special Build Tool
IntDir=.\../Debug6
TargetDir=\temp\stepmania
TargetDir=\Stepmania\stepmania
TargetName=StepMania-debug
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -832,6 +832,14 @@ SOURCE=.\MenuTimer.h
# End Source File
# Begin Source File
SOURCE=.\MusicBannerWheel.cpp
# End Source File
# Begin Source File
SOURCE=.\MusicBannerWheel.h
# End Source File
# Begin Source File
SOURCE=.\MusicList.cpp
# End Source File
# Begin Source File
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