allow switching difficulties while on roulette, random, leap

tween off DifficultyList and CourseContents when in the sort and mode menus
This commit is contained in:
Chris Danford
2004-05-07 02:53:07 +00:00
parent bd3e4232f2
commit d18dd8f200
6 changed files with 182 additions and 97 deletions
+60 -38
View File
@@ -11,10 +11,11 @@
#include "ThemeManager.h"
#include "StepsUtil.h"
#define ITEMS_SPACING_Y THEME->GetMetricF(m_sName,"ItemsSpacingY")
#define DESCRIPTION_MAX_WIDTH THEME->GetMetricF(m_sName,"DescriptionMaxWidth")
#define NUM_SHOWN_ITEMS THEME->GetMetricI(m_sName,"NumShownItems")
#define MOVE_COMMAND THEME->GetMetric (m_sName,"MoveCommand")
#define ITEMS_SPACING_Y THEME->GetMetricF(m_sName,"ItemsSpacingY")
#define DESCRIPTION_MAX_WIDTH THEME->GetMetricF(m_sName,"DescriptionMaxWidth")
#define NUM_SHOWN_ITEMS THEME->GetMetricI(m_sName,"NumShownItems")
#define MOVE_COMMAND THEME->GetMetric (m_sName,"MoveCommand")
#define DIFFICULTIES_TO_SHOW THEME->GetMetric( "Common","DifficultiesToShow" )
#define MAX_METERS NUM_DIFFICULTIES + MAX_EDITS_PER_SONG
@@ -269,51 +270,72 @@ void DifficultyList::SetFromGameState()
if( bSongChanged )
{
m_CurSong = song;
if( !song )
return;
for( int m = 0; m < MAX_METERS; ++m )
{
m_Lines[m].m_Meter.Unset();
m_Lines[m].m_Description.SetText( "" );
m_Lines[m].m_Number.SetText( "" );
m_Lines[m].m_Description.SetText( "" );
}
vector<Steps*> CurSteps;
song->GetSteps( CurSteps, GAMESTATE->GetCurrentStyleDef()->m_StepsType );
/* Should match the sort in ScreenSelectMusic::AfterMusicChange. */
StepsUtil::SortNotesArrayByDifficulty( CurSteps );
unsigned i;
for( i = 0; i < m_Rows.size(); ++i )
delete m_Rows[i];
m_Rows.clear();
for( i = 0; i < CurSteps.size(); ++i )
if( song == NULL )
{
m_Rows.push_back( new Row() );
Row &row = *m_Rows[i];
// FIXME: This clamps to between the min and the max difficulty, but
// it really should round to the nearest difficulty that's in
// DIFFICULTIES_TO_SHOW.
CStringArray asDiff;
split( DIFFICULTIES_TO_SHOW, ",", asDiff );
Difficulty mind = (Difficulty)(NUM_DIFFICULTIES-1);
Difficulty maxd = (Difficulty)0;
for( unsigned i=0; i<asDiff.size(); i++ )
{
Difficulty d = StringToDifficulty( asDiff[i] );
if( d == DIFFICULTY_INVALID )
continue;
row.m_Steps = CurSteps[i];
m_Lines[i].m_Meter.SetMeter( 3*(d), d );
m_Lines[i].m_Number.SetText( "?" );
m_Lines[i].m_Description.SetText( DifficultyToThemedString(d) );
}
}
else
{
vector<Steps*> CurSteps;
song->GetSteps( CurSteps, GAMESTATE->GetCurrentStyleDef()->m_StepsType );
m_Lines[i].m_Meter.SetFromNotes( m_Rows[i]->m_Steps );
/* Should match the sort in ScreenSelectMusic::AfterMusicChange. */
StepsUtil::SortNotesArrayByDifficulty( CurSteps );
Difficulty dc = row.m_Steps->GetDifficulty();
CString s;
if( row.m_Steps->GetDifficulty() == DIFFICULTY_EDIT )
s = row.m_Steps->GetDescription();
else
s = DifficultyToThemedString(dc);
m_Lines[i].m_Description.SetMaxWidth( DESCRIPTION_MAX_WIDTH );
m_Lines[i].m_Description.SetText( s );
/* Don't mess with alpha; it might be fading on. */
m_Lines[i].m_Description.SetDiffuseColor( SONGMAN->GetDifficultyColor(dc) );
m_Lines[i].m_Number.SetZoomX(1);
m_Lines[i].m_Number.SetDiffuseColor( SONGMAN->GetDifficultyColor(dc) );
m_Lines[i].m_Number.SetText( ssprintf("%d",row.m_Steps->GetMeter()) );
unsigned i;
for( i = 0; i < m_Rows.size(); ++i )
delete m_Rows[i];
m_Rows.clear();
for( i = 0; i < CurSteps.size(); ++i )
{
m_Rows.push_back( new Row() );
Row &row = *m_Rows[i];
row.m_Steps = CurSteps[i];
m_Lines[i].m_Meter.SetFromNotes( m_Rows[i]->m_Steps );
Difficulty dc = row.m_Steps->GetDifficulty();
CString s;
if( row.m_Steps->GetDifficulty() == DIFFICULTY_EDIT )
s = row.m_Steps->GetDescription();
else
s = DifficultyToThemedString(dc);
m_Lines[i].m_Description.SetMaxWidth( DESCRIPTION_MAX_WIDTH );
m_Lines[i].m_Description.SetText( s );
/* Don't mess with alpha; it might be fading on. */
m_Lines[i].m_Description.SetDiffuseColor( SONGMAN->GetDifficultyColor(dc) );
m_Lines[i].m_Number.SetZoomX(1);
m_Lines[i].m_Number.SetDiffuseColor( SONGMAN->GetDifficultyColor(dc) );
m_Lines[i].m_Number.SetText( ssprintf("%d",row.m_Steps->GetMeter()) );
}
}
}
+1 -1
View File
@@ -31,9 +31,9 @@ public:
void SetFromNotes( const Steps* pNotes );
void SetFromCourse( const Course* pCourse, PlayerNumber pn );
void Unset();
void SetMeter( int iMeter, Difficulty dc );
private:
void SetMeter( int iMeter, Difficulty dc );
void SetDifficulty( CString diff );
BitmapText m_textFeet;
+34 -1
View File
@@ -41,7 +41,8 @@
#include <ctime>
#define DEFAULT_MODIFIERS THEME->GetMetric( "Common","DefaultModifiers" )
#define DEFAULT_MODIFIERS THEME->GetMetric( "Common","DefaultModifiers" )
#define DIFFICULTIES_TO_SHOW THEME->GetMetric( "Common","DifficultiesToShow" )
GameState* GAMESTATE = NULL; // global and accessable from anywhere in our program
@@ -1577,6 +1578,38 @@ bool GameState::IsTimeToPlayAttractSounds()
return false;
}
bool GameState::ChangeDifficulty( PlayerNumber pn, int dir )
{
// FIXME: This clamps to between the min and the max difficulty, but
// it really should round to the nearest difficulty that's in
// DIFFICULTIES_TO_SHOW.
CStringArray asDiff;
split( DIFFICULTIES_TO_SHOW, ",", asDiff );
Difficulty mind = (Difficulty)(NUM_DIFFICULTIES-1);
Difficulty maxd = (Difficulty)0;
for( unsigned i=0; i<asDiff.size(); i++ )
{
Difficulty d = StringToDifficulty( asDiff[i] );
if( d == DIFFICULTY_INVALID )
continue;
mind = min( mind, d );
maxd = max( maxd, d );
}
Difficulty diff = (Difficulty)(m_PreferredDifficulty[pn]+dir);
if( diff < mind || diff > maxd )
return false;
this->m_PreferredDifficulty[pn] = diff;
bool bLockDifficulties = m_PlayMode == PLAY_MODE_RAVE;
if( bLockDifficulties )
for( int p = 0; p < NUM_PLAYERS; ++p )
m_PreferredDifficulty[p] = m_PreferredDifficulty[pn];
return true;
}
bool GameState::ChangeCourseDifficulty( PlayerNumber pn, int dir )
{
CourseDifficulty diff = (CourseDifficulty)(m_PreferredCourseDifficulty[pn]+dir);
+1
View File
@@ -61,6 +61,7 @@ public:
PlayerNumber m_MasterPlayerNumber; // used in Styles where one player controls both sides
bool m_bIsOnSystemMenu; // system screens will not be effected by the operator key -- Miryokuteki
CourseDifficulty m_PreferredCourseDifficulty[NUM_PLAYERS]; // used in nonstop
bool ChangeDifficulty( PlayerNumber pn, int dir );
bool ChangeCourseDifficulty( PlayerNumber pn, int dir );
RageTimer m_timeGameStarted; // from the moment the first player pressed Start
+84 -54
View File
@@ -82,7 +82,7 @@ ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : ScreenWithMenuEleme
LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU );
m_bInCourseDisplayMode = GAMESTATE->IsCourseMode();
m_DisplayMode = GAMESTATE->IsCourseMode() ? DISPLAY_COURSES : DISPLAY_SONGS;
/* Finish any previous stage. It's OK to call this when we havn't played a stage yet.
* Do this before anything that might look at GAMESTATE->m_iCurrentStageIndex. */
@@ -593,24 +593,37 @@ void ScreenSelectMusic::TweenOffScreen()
/* This hides elements that are only relevant when displaying a single song,
* and shows elements for course display. XXX: Allow different tween commands. */
void ScreenSelectMusic::EnterCourseDisplayMode()
void ScreenSelectMusic::SwitchDisplayMode( DisplayMode dm )
{
if( m_bInCourseDisplayMode )
if( m_DisplayMode == dm )
return;
m_bInCourseDisplayMode = true;
TweenSongPartsOffScreen( false );
TweenCoursePartsOnScreen( false );
}
// tween off
switch( m_DisplayMode )
{
case DISPLAY_SONGS:
TweenSongPartsOffScreen( false );
break;
case DISPLAY_COURSES:
TweenCoursePartsOffScreen( false );
break;
case DISPLAY_MODES:
break;
}
void ScreenSelectMusic::ExitCourseDisplayMode()
{
if( !m_bInCourseDisplayMode )
return;
m_bInCourseDisplayMode = false;
TweenSongPartsOnScreen( false );
TweenCoursePartsOffScreen( false );
// tween on
m_DisplayMode = dm;
switch( m_DisplayMode )
{
case DISPLAY_SONGS:
TweenSongPartsOnScreen( false );
break;
case DISPLAY_COURSES:
TweenCoursePartsOnScreen( false );
break;
case DISPLAY_MODES:
break;
}
}
void ScreenSelectMusic::TweenScoreOnAndOffAfterChangeSort()
@@ -629,14 +642,14 @@ void ScreenSelectMusic::TweenScoreOnAndOffAfterChangeSort()
case SORT_NONSTOP_COURSES:
case SORT_ONI_COURSES:
case SORT_ENDLESS_COURSES:
EnterCourseDisplayMode();
SwitchDisplayMode( DISPLAY_COURSES );
break;
case SORT_SORT_MENU:
case SORT_MODE_MENU:
// do nothing
SwitchDisplayMode( DISPLAY_MODES );
break;
default:
ExitCourseDisplayMode();
SwitchDisplayMode( DISPLAY_SONGS );
break;
}
}
@@ -877,31 +890,39 @@ void ScreenSelectMusic::EasierDifficulty( PlayerNumber pn )
if( !GAMESTATE->IsHumanPlayer(pn) )
return;
if( m_MusicWheel.GetSelectedType() == TYPE_COURSE )
switch( m_MusicWheel.GetSelectedType() )
{
case TYPE_SONG:
if( m_iSelection[pn] == 0 )
return;
m_iSelection[pn]--;
// the user explicity switched difficulties. Update the preferred difficulty
GAMESTATE->m_PreferredDifficulty[pn] = m_arrayNotes[ m_iSelection[pn] ]->GetDifficulty();
m_soundDifficultyEasier.Play();
AfterNotesChange( pn );
break;
case TYPE_COURSE:
if( GAMESTATE->ChangeCourseDifficulty( pn, -1 ) )
{
m_soundDifficultyEasier.Play();
AfterMusicChange();
}
return;
break;
case TYPE_RANDOM:
case TYPE_ROULETTE:
case TYPE_LEAP:
if( GAMESTATE->ChangeDifficulty( pn, -1 ) )
{
m_soundDifficultyEasier.Play();
AfterMusicChange();
}
break;
}
if( m_MusicWheel.GetSelectedType() != TYPE_SONG )
return;
if( m_MusicWheel.GetSelectedType() != TYPE_SONG )
return;
if( m_iSelection[pn] == 0 )
return;
m_iSelection[pn]--;
// the user explicity switched difficulties. Update the preferred difficulty
GAMESTATE->m_PreferredDifficulty[pn] = m_arrayNotes[ m_iSelection[pn] ]->GetDifficulty();
m_soundDifficultyEasier.Play();
AfterNotesChange( pn );
}
void ScreenSelectMusic::HarderDifficulty( PlayerNumber pn )
@@ -911,29 +932,39 @@ void ScreenSelectMusic::HarderDifficulty( PlayerNumber pn )
if( !GAMESTATE->IsHumanPlayer(pn) )
return;
if( m_MusicWheel.GetSelectedType() == TYPE_COURSE )
switch( m_MusicWheel.GetSelectedType() )
{
case TYPE_SONG:
if( m_iSelection[pn] == int(m_arrayNotes.size()-1) )
return;
m_iSelection[pn]++;
// the user explicity switched difficulties. Update the preferred difficulty
GAMESTATE->m_PreferredDifficulty[pn] = m_arrayNotes[ m_iSelection[pn] ]->GetDifficulty();
m_soundDifficultyHarder.Play();
AfterNotesChange( pn );
break;
case TYPE_COURSE:
if( GAMESTATE->ChangeCourseDifficulty( pn, +1 ) )
{
m_soundDifficultyHarder.Play();
AfterMusicChange();
}
return;
break;
case TYPE_RANDOM:
case TYPE_ROULETTE:
case TYPE_LEAP:
if( GAMESTATE->ChangeDifficulty( pn, +1 ) )
{
m_soundDifficultyHarder.Play();
AfterMusicChange();
}
break;
}
if( m_MusicWheel.GetSelectedType() != TYPE_SONG )
return;
if( m_iSelection[pn] == int(m_arrayNotes.size()-1) )
return;
m_iSelection[pn]++;
// the user explicity switched difficulties. Update the preferred difficulty
GAMESTATE->m_PreferredDifficulty[pn] = m_arrayNotes[ m_iSelection[pn] ]->GetDifficulty();
m_soundDifficultyHarder.Play();
AfterNotesChange( pn );
}
@@ -1241,8 +1272,7 @@ void ScreenSelectMusic::AfterMusicChange()
m_MenuTimer->Stall();
Song* pSong = m_MusicWheel.GetSelectedSong();
if( pSong )
GAMESTATE->m_pCurSong = pSong;
GAMESTATE->m_pCurSong = pSong;
m_GrooveGraph.SetFromSong( pSong );
+2 -3
View File
@@ -49,9 +49,8 @@ protected:
void TweenOnScreen();
void TweenOffScreen();
void TweenScoreOnAndOffAfterChangeSort();
void EnterCourseDisplayMode();
void ExitCourseDisplayMode();
bool m_bInCourseDisplayMode;
enum DisplayMode { DISPLAY_SONGS, DISPLAY_COURSES, DISPLAY_MODES } m_DisplayMode;
void SwitchDisplayMode( DisplayMode dm );
void TweenSongPartsOnScreen( bool Initial );
void TweenSongPartsOffScreen( bool Final );
void TweenCoursePartsOnScreen( bool Initial );