working on new course edit screens

This commit is contained in:
Chris Danford
2005-07-30 19:34:23 +00:00
parent d94230caf4
commit e3167a82d8
15 changed files with 342 additions and 176 deletions
+173 -137
View File
@@ -7,7 +7,7 @@
#include "CommonMetrics.h"
#include "GameManager.h"
#include "song.h"
#include "FontCharAliases.h"
#include "Steps.h"
enum EditCourseEntryRow
{
@@ -24,6 +24,26 @@ enum EditCourseEntryRow
};
#define FOREACH_EditCourseEntryRow( i ) FOREACH_ENUM( EditCourseEntryRow, NUM_EditCourseEntryRow, i )
static void FillSongsAndChoices( const CString &sSongGroup, vector<Song*> &vpSongsOut, vector<CString> &vsChoicesOut )
{
vpSongsOut.clear();
vsChoicesOut.clear();
if( sSongGroup.empty() )
SONGMAN->GetSongs( vpSongsOut );
else
SONGMAN->GetSongs( vpSongsOut, sSongGroup );
vpSongsOut.insert( vpSongsOut.begin(), NULL );
FOREACH_CONST( Song*, vpSongsOut, s )
{
if( *s == NULL )
vsChoicesOut.push_back( "(any)" );
else
vsChoicesOut.push_back( (*s)->GetTranslitFullTitle() );
}
}
REGISTER_SCREEN_CLASS( ScreenOptionsEditCourseEntry );
ScreenOptionsEditCourseEntry::ScreenOptionsEditCourseEntry( CString sName ) : ScreenOptions( sName )
@@ -38,7 +58,8 @@ void ScreenOptionsEditCourseEntry::Init()
// save a backup that we'll use if we revert.
Course *pCourse = GAMESTATE->m_pCurCourse;
m_Original = pCourse->m_vEntries[ GAMESTATE->m_iEditCourseEntryIndex ];
const CourseEntry &ce = pCourse->m_vEntries[ GAMESTATE->m_iEditCourseEntryIndex ];
m_Original = ce;
vector<OptionRowDefinition> vDefs;
@@ -59,9 +80,7 @@ void ScreenOptionsEditCourseEntry::Init()
def.m_sName = "Song";
def.m_vsChoices.clear();
CString sStart = "&Start;";
FontCharAliases::ReplaceMarkers( sStart );
def.m_vsChoices.push_back( sStart );
FillSongsAndChoices( ce.sSongGroup, m_vpDisplayedSongs, def.m_vsChoices );
vDefs.push_back( def );
vHands.push_back( NULL );
@@ -105,7 +124,8 @@ void ScreenOptionsEditCourseEntry::Init()
def.m_sName = "Set Mods";
def.m_vsChoices.clear();
def.m_vsChoices.push_back( "Set Mods" );
CString s = ssprintf( "%d mod changes", ce.GetNumModChanges() );
def.m_vsChoices.push_back( s );
vDefs.push_back( def );
vHands.push_back( NULL );
@@ -115,12 +135,12 @@ void ScreenOptionsEditCourseEntry::Init()
void ScreenOptionsEditCourseEntry::BeginScreen()
{
ScreenOptions::BeginScreen();
ImportAllOptions();
}
void ScreenOptionsEditCourseEntry::HandleScreenMessage( const ScreenMessage SM )
{
Course *pCourse = GAMESTATE->m_pCurCourse;
if( SM == SM_GoToNextScreen )
{
switch( m_iCurrentRow[GAMESTATE->m_MasterPlayerNumber] )
@@ -133,7 +153,20 @@ void ScreenOptionsEditCourseEntry::HandleScreenMessage( const ScreenMessage SM )
case ROW_CHOOSE_INDEX:
break;
case ROW_SET_MODS:
SCREENMAN->SetNewScreen( "ScreenEditCourseMods" );
{
Trail *pTrail = pCourse->GetTrail( STEPS_TYPE_DANCE_SINGLE );
TrailEntry *pTrailEntry = &pTrail->m_vEntries[GAMESTATE->m_iEditCourseEntryIndex];
Song *pSong = pTrailEntry->pSong;
Steps *pSteps = pTrailEntry->pSteps;
// Set up for ScreenEdit
const Style *pStyle = GAMEMAN->GetEditorStyleForStepsType(pSteps->m_StepsType);
GAMESTATE->m_pCurStyle.Set( pStyle );
GAMESTATE->m_pCurSong.Set( pSong );
GAMESTATE->m_pCurSteps[PLAYER_1].Set( pSteps );
SCREENMAN->SetNewScreen( "ScreenEditCourseMods" );
}
break;
case ROW_DONE:
SCREENMAN->SetNewScreen( "ScreenOptionsEditCourse" );
@@ -144,7 +177,6 @@ void ScreenOptionsEditCourseEntry::HandleScreenMessage( const ScreenMessage SM )
else if( SM == SM_GoToPrevScreen )
{
// revert
Course *pCourse = GAMESTATE->m_pCurCourse;
pCourse->m_vEntries[ GAMESTATE->m_iEditCourseEntryIndex ] = m_Original;
SCREENMAN->SetNewScreen( "ScreenOptionsEditCourse" );
@@ -154,16 +186,132 @@ void ScreenOptionsEditCourseEntry::HandleScreenMessage( const ScreenMessage SM )
ScreenOptions::HandleScreenMessage( SM );
}
void ScreenOptionsEditCourseEntry::AfterChangeValueInRow( PlayerNumber pn )
void ScreenOptionsEditCourseEntry::AfterChangeValueInRow( int iRow, PlayerNumber pn )
{
ScreenOptions::AfterChangeValueInRow( pn );
Course *pCourse = GAMESTATE->m_pCurCourse;
CourseEntry &ce = pCourse->m_vEntries[ GAMESTATE->m_iEditCourseEntryIndex ];
ScreenOptions::AfterChangeValueInRow( iRow, pn );
switch( m_iCurrentRow[pn] )
Course *pCourse = GAMESTATE->m_pCurCourse;
int iEntryIndex = GAMESTATE->m_iEditCourseEntryIndex;
ASSERT( iEntryIndex >= 0 && iEntryIndex < pCourse->m_vEntries.size() );
CourseEntry &ce = pCourse->m_vEntries[ iEntryIndex ];
switch( iRow )
{
case ROW_SONG_GROUP:
// refresh songs
{
vector<PlayerNumber> vpns;
vpns.push_back( PLAYER_1 );
ExportOptions( ROW_SONG_GROUP, vpns );
OptionRow &row = *m_pRows[ROW_SONG];
OptionRowDefinition def = row.GetRowDef();
FillSongsAndChoices( ce.sSongGroup, m_vpDisplayedSongs, def.m_vsChoices );
row.Reload( def );
vector<Song*>::const_iterator iter = find( m_vpDisplayedSongs.begin(), m_vpDisplayedSongs.end(), ce.pSong );
if( iter == m_vpDisplayedSongs.end() )
{
this->ChangeValueInRowAbsolute( ROW_SONG, PLAYER_1, 0, false );
}
else
{
int iSongIndex = iter - m_vpDisplayedSongs.begin();
this->ChangeValueInRowAbsolute( ROW_SONG, PLAYER_1, iSongIndex, false );
}
}
break;
}
}
void ScreenOptionsEditCourseEntry::ImportOptions( int iRow, const vector<PlayerNumber> &vpns )
{
Course *pCourse = GAMESTATE->m_pCurCourse;
int iEntryIndex = GAMESTATE->m_iEditCourseEntryIndex;
ASSERT( iEntryIndex >= 0 && iEntryIndex < pCourse->m_vEntries.size() );
CourseEntry &ce = pCourse->m_vEntries[ iEntryIndex ];
OptionRow &row = *m_pRows[iRow];
switch( iRow )
{
case ROW_SONG_GROUP:
FOREACH_CONST( CString, row.GetRowDef().m_vsChoices, s )
{
if( *s == ce.sSongGroup )
{
int iChoice = s - row.GetRowDef().m_vsChoices.begin();
row.SetOneSharedSelection( iChoice );
AfterChangeValueInRow( iRow, GAMESTATE->m_MasterPlayerNumber );
break;
}
}
break;
case ROW_SONG:
{
vector<Song*>::const_iterator iter = find( m_vpDisplayedSongs.begin(), m_vpDisplayedSongs.end(), ce.pSong );
int iChoice = 0;
if( iter != m_vpDisplayedSongs.end() )
iChoice = iter - m_vpDisplayedSongs.begin();
OptionRow &row = *m_pRows[ROW_SONG];
row.SetOneSharedSelection( iChoice );
}
break;
case ROW_BASE_DIFFICULTY:
{
vector<Difficulty>::const_iterator iter = find( DIFFICULTIES_TO_SHOW.GetValue().begin(), DIFFICULTIES_TO_SHOW.GetValue().end(), ce.baseDifficulty );
int iChoice = 0;
if( iter != DIFFICULTIES_TO_SHOW.GetValue().end() )
iChoice = iter - DIFFICULTIES_TO_SHOW.GetValue().begin() + 1;
OptionRow &row = *m_pRows[ROW_BASE_DIFFICULTY];
row.SetOneSharedSelection( iChoice );
}
break;
case ROW_LOW_METER:
{
int iChoice = 0;
if( ce.iLowMeter != -1 )
iChoice = ce.iLowMeter;
OptionRow &row = *m_pRows[ROW_LOW_METER];
row.SetOneSharedSelection( iChoice );
}
break;
case ROW_HIGH_METER:
{
int iChoice = 0;
if( ce.iHighMeter != -1 )
iChoice = ce.iHighMeter;
OptionRow &row = *m_pRows[ROW_HIGH_METER];
row.SetOneSharedSelection( iChoice );
}
break;
case ROW_SORT:
{
int iChoice = ce.songSort;
OptionRow &row = *m_pRows[ROW_SORT];
row.SetOneSharedSelection( iChoice );
}
break;
case ROW_CHOOSE_INDEX:
{
int iChoice = ce.iChooseIndex;
OptionRow &row = *m_pRows[ROW_CHOOSE_INDEX];
row.SetOneSharedSelection( iChoice );
}
}
}
void ScreenOptionsEditCourseEntry::ExportOptions( int iRow, const vector<PlayerNumber> &vpns )
{
Course *pCourse = GAMESTATE->m_pCurCourse;
int iEntryIndex = GAMESTATE->m_iEditCourseEntryIndex;
ASSERT( iEntryIndex >= 0 && iEntryIndex < pCourse->m_vEntries.size() );
CourseEntry &ce = pCourse->m_vEntries[ iEntryIndex ];
switch( iRow )
{
case ROW_SONG_GROUP:
// export song group
{
OptionRow &row = *m_pRows[ROW_SONG_GROUP];
int iChoice = row.GetChoiceInRowWithFocus( GAMESTATE->m_MasterPlayerNumber );
@@ -172,53 +320,25 @@ void ScreenOptionsEditCourseEntry::AfterChangeValueInRow( PlayerNumber pn )
else
ce.sSongGroup = row.GetRowDef().m_vsChoices[ iChoice ];
}
// refresh songs
{
OptionRow &row = *m_pRows[ROW_SONG];
OptionRowDefinition def = row.GetRowDef();
def.m_vsChoices.clear();
def.m_vsChoices.push_back( "(any)" );
vector<Song*> vpSongs;
if( ce.sSongGroup.empty() )
SONGMAN->GetSongs( vpSongs );
else
SONGMAN->GetSongs( vpSongs, ce.sSongGroup );
FOREACH_CONST( Song*, vpSongs, s )
def.m_vsChoices.push_back( (*s)->GetTranslitFullTitle() );
vector<Song*>::const_iterator iter = find( vpSongs.begin(), vpSongs.end(), ce.pSong );
if( iter != vpSongs.end() )
{
int iSongIndex = iter - vpSongs.begin();
row.SetOneSharedSelection( iSongIndex+1 );
}
else
{
row.SetOneSharedSelection( 0 );
}
row.Reload( def );
}
// fall through
break;
case ROW_SONG:
// export song
{
OptionRow &row = *m_pRows[ROW_SONG];
int iChoice = row.GetChoiceInRowWithFocus( GAMESTATE->m_MasterPlayerNumber );
if( iChoice == 0 )
ce.pSong = NULL;
else
ce.pSong = SONGMAN->GetAllSongs()[iChoice-1];
ce.pSong = m_vpDisplayedSongs[iChoice-1];
}
// fall through
break;
case ROW_BASE_DIFFICULTY:
// export difficulty
{
OptionRow &row = *m_pRows[ROW_BASE_DIFFICULTY];
int iChoice = row.GetChoiceInRowWithFocus( GAMESTATE->m_MasterPlayerNumber );
ce.baseDifficulty = DIFFICULTIES_TO_SHOW.GetValue()[iChoice];
}
// fall through
break;
case ROW_LOW_METER:
// export low meter
{
OptionRow &row = *m_pRows[ROW_LOW_METER];
int iChoice = row.GetChoiceInRowWithFocus( GAMESTATE->m_MasterPlayerNumber );
@@ -227,9 +347,8 @@ void ScreenOptionsEditCourseEntry::AfterChangeValueInRow( PlayerNumber pn )
else
ce.iLowMeter = iChoice;
}
// fall through
break;
case ROW_HIGH_METER:
// export high meter
{
OptionRow &row = *m_pRows[ROW_HIGH_METER];
int iChoice = row.GetChoiceInRowWithFocus( GAMESTATE->m_MasterPlayerNumber );
@@ -238,108 +357,24 @@ void ScreenOptionsEditCourseEntry::AfterChangeValueInRow( PlayerNumber pn )
else
ce.iHighMeter = iChoice;
}
// fall through
break;
case ROW_SORT:
// export sort
{
OptionRow &row = *m_pRows[ROW_SORT];
int iChoice = row.GetChoiceInRowWithFocus( GAMESTATE->m_MasterPlayerNumber );
ce.songSort = (SongSort)iChoice;
}
// fall through
break;
case ROW_CHOOSE_INDEX:
// export choose index
{
OptionRow &row = *m_pRows[ROW_CHOOSE_INDEX];
int iChoice = row.GetChoiceInRowWithFocus( GAMESTATE->m_MasterPlayerNumber );
ce.iChooseIndex = iChoice;
}
// fall through
case ROW_SET_MODS:
// fall through
default:
; // nothing left to do
break;
}
}
void ScreenOptionsEditCourseEntry::ImportAllOptions()
{
// fill choices before importing
AfterChangeValueInRow( GAMESTATE->m_MasterPlayerNumber );
Course *pCourse = GAMESTATE->m_pCurCourse;
CourseEntry &ce = pCourse->m_vEntries[ GAMESTATE->m_iEditCourseEntryIndex ];
// import song group
{
OptionRow &row = *m_pRows[ROW_SONG_GROUP];
FOREACH_CONST( CString, row.GetRowDef().m_vsChoices, s )
{
if( *s == ce.sSongGroup )
{
int iChoice = s - row.GetRowDef().m_vsChoices.begin();
row.SetOneSharedSelection( iChoice );
AfterChangeValueInRow( GAMESTATE->m_MasterPlayerNumber );
break;
}
}
}
// import song
{
vector<Song*> vpSongs;
SONGMAN->GetSongs( vpSongs, ce.sSongGroup );
vector<Song*>::const_iterator iter = find( vpSongs.begin(), vpSongs.end(), ce.pSong );
int iChoice = 0;
if( iter != vpSongs.end() )
iChoice = iter - vpSongs.begin() + 1;
OptionRow &row = *m_pRows[ROW_SONG];
row.SetOneSharedSelection( iChoice );
}
// import base difficulty
{
vector<Difficulty>::const_iterator iter = find( DIFFICULTIES_TO_SHOW.GetValue().begin(), DIFFICULTIES_TO_SHOW.GetValue().end(), ce.baseDifficulty );
int iChoice = 0;
if( iter != DIFFICULTIES_TO_SHOW.GetValue().end() )
iChoice = iter - DIFFICULTIES_TO_SHOW.GetValue().begin() + 1;
OptionRow &row = *m_pRows[ROW_BASE_DIFFICULTY];
row.SetOneSharedSelection( iChoice );
}
// import low meter
{
int iChoice = 0;
if( ce.iLowMeter != -1 )
iChoice = ce.iLowMeter;
OptionRow &row = *m_pRows[ROW_LOW_METER];
row.SetOneSharedSelection( iChoice );
}
// import high meter
{
int iChoice = 0;
if( ce.iHighMeter != -1 )
iChoice = ce.iHighMeter;
OptionRow &row = *m_pRows[ROW_HIGH_METER];
row.SetOneSharedSelection( iChoice );
}
// import sort
{
int iChoice = ce.songSort;
OptionRow &row = *m_pRows[ROW_SORT];
row.SetOneSharedSelection( iChoice );
}
// import choose index
{
int iChoice = ce.iChooseIndex;
OptionRow &row = *m_pRows[ROW_CHOOSE_INDEX];
row.SetOneSharedSelection( iChoice );
}
}
void ScreenOptionsEditCourseEntry::ExportOptions( int iRow, const vector<PlayerNumber> &vpns )
{
}
void ScreenOptionsEditCourseEntry::ProcessMenuStart( PlayerNumber pn, const InputEventType type )
{
switch( m_iCurrentRow[GAMESTATE->m_MasterPlayerNumber] )
@@ -359,6 +394,7 @@ void ScreenOptionsEditCourseEntry::ProcessMenuStart( PlayerNumber pn, const Inpu
}
}
/*
* (c) 2002-2004 Chris Danford
* All rights reserved.