Add TwoPartSelection metric for Pump-like selection

per-player Select Menu
remove m_soundSelectPressed and play sound in Lua instead
This commit is contained in:
Chris Danford
2007-03-06 01:51:55 +00:00
parent 485a28d541
commit f243263089
2 changed files with 143 additions and 117 deletions
+120 -114
View File
@@ -70,6 +70,7 @@ void ScreenSelectMusic::Init()
SELECT_MENU_AVAILABLE.Load( m_sName, "SelectMenuAvailable" );
MODE_MENU_AVAILABLE.Load( m_sName, "ModeMenuAvailable" );
USE_OPTIONS_LIST.Load( m_sName, "UseOptionsList" );
TWO_PART_SELECTION.Load( m_sName, "TwoPartSelection" );
m_GameButtonPreviousSong = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"PreviousSongButton") );
m_GameButtonNextSong = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"NextSongButton") );
@@ -80,7 +81,8 @@ void ScreenSelectMusic::Init()
* Do this before anything that might look at GAMESTATE->m_iCurrentStageIndex. */
GAMESTATE->FinishStage();
m_bSelectIsDown = false; // used by UpdateSelectButton
FOREACH_ENUM( PlayerNumber, p )
m_bSelectIsDown[p] = false; // used by UpdateSelectButton
ScreenWithMenuElements::Init();
@@ -174,7 +176,6 @@ void ScreenSelectMusic::Init()
m_soundDifficultyHarder.Load( THEME->GetPathS(m_sName,"difficulty harder") );
m_soundOptionsChange.Load( THEME->GetPathS(m_sName,"options") );
m_soundLocked.Load( THEME->GetPathS(m_sName,"locked") );
m_soundSelectPressed.Load( THEME->GetPathS(m_sName,"select down"), true );
this->SortByDrawOrder();
}
@@ -186,7 +187,7 @@ void ScreenSelectMusic::BeginScreen()
m_MusicWheel.BeginScreen();
m_bMadeChoice = false;
m_SelectionState = (SelectionState)0;
m_bGoToOptions = false;
m_bAllowOptionsMenu = m_bAllowOptionsMenuRepeat = false;
ZERO( m_iSelection );
@@ -294,7 +295,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
{
// LOG->Trace( "ScreenSelectMusic::Input()" );
// Handle late joining
if( input.MenuI == MENU_BUTTON_START && input.type == IET_FIRST_PRESS && GAMESTATE->JoinInput(input.pn) )
{
int iSel = 0;
@@ -313,17 +314,8 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
return; // don't handle this press again below
}
// temp Chris debug
if( input.DeviceI.device == DEVICE_KEYBOARD && input.DeviceI.button == KEY_F8 )
{
if( input.type != IET_FIRST_PRESS )
return;
MESSAGEMAN->Broadcast("SongChosen");
}
if( USE_OPTIONS_LIST )
// handle options list input
if( USE_OPTIONS_LIST && m_SelectionState == SelectionState_SelectingSteps )
{
PlayerNumber pn = input.pn;
if( pn != PLAYER_INVALID )
@@ -393,7 +385,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
return;
// Check for "Press START again for options" button press
if( m_bMadeChoice &&
if( m_SelectionState == SelectionState_Finalized &&
input.MenuI == MENU_BUTTON_START &&
input.type != IET_RELEASE &&
OPTIONS_MENU_AVAILABLE.GetValue() )
@@ -423,7 +415,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
if( IsTransitioning() )
return; // ignore
if( m_bMadeChoice )
if( m_SelectionState == SelectionState_Finalized )
return; // ignore
UpdateSelectButton();
@@ -459,7 +451,8 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
return;
}
if( input.MenuI == m_GameButtonNextSong || input.MenuI == m_GameButtonPreviousSong )
if( m_SelectionState == SelectionState_SelectingSong &&
(input.MenuI == m_GameButtonNextSong || input.MenuI == m_GameButtonPreviousSong) )
{
{
/* If we're rouletting, hands off. */
@@ -575,23 +568,19 @@ bool ScreenSelectMusic::DetectCodes( const InputEventPlus &input )
void ScreenSelectMusic::UpdateSelectButton()
{
bool bSelectIsDown = false;
FOREACH_HumanPlayer( pn )
bSelectIsDown |= INPUTMAPPER->IsBeingPressed( MENU_BUTTON_SELECT, pn );
if( !SELECT_MENU_AVAILABLE )
bSelectIsDown = false;
/* If m_soundSelectPressed isn't loaded yet, wait until it is before we do this. */
if( m_bSelectIsDown != bSelectIsDown && m_soundSelectPressed.IsLoaded() )
FOREACH_HumanPlayer( p )
{
if( bSelectIsDown )
m_soundSelectPressed.Play();
bool bSelectIsDown = INPUTMAPPER->IsBeingPressed( MENU_BUTTON_SELECT, p );
if( !SELECT_MENU_AVAILABLE )
bSelectIsDown = false;
m_bSelectIsDown = bSelectIsDown;
if( bSelectIsDown )
MESSAGEMAN->Broadcast( "SelectMenuOn" );
else
MESSAGEMAN->Broadcast( "SelectMenuOff" );
if( m_bSelectIsDown[p] != bSelectIsDown )
{
m_bSelectIsDown[p] = bSelectIsDown;
Message msg( bSelectIsDown ? "SelectMenuOpened" : "SelectMenuClosed" );
msg.SetParam( "Player", p );
MESSAGEMAN->Broadcast( msg );
}
}
}
@@ -726,102 +715,119 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
{
if( input.type != IET_FIRST_PRESS )
return;
/* If false, we don't have a selection just yet. */
if( !m_MusicWheel.Select() )
return;
// a song was selected
if( m_MusicWheel.GetSelectedSong() != NULL )
switch( m_SelectionState )
{
const bool bIsNew = PROFILEMAN->IsSongNew( m_MusicWheel.GetSelectedSong() );
bool bIsHard = false;
FOREACH_HumanPlayer( p )
DEFAULT_FAIL( m_SelectionState );
case SelectionState_SelectingSong:
/* If false, we don't have a selection just yet. */
if( !m_MusicWheel.Select() )
return;
// a song was selected
if( m_MusicWheel.GetSelectedSong() != NULL )
{
if( GAMESTATE->m_pCurSteps[p] && GAMESTATE->m_pCurSteps[p]->GetMeter() >= 10 )
bIsHard = true;
const bool bIsNew = PROFILEMAN->IsSongNew( m_MusicWheel.GetSelectedSong() );
bool bIsHard = false;
FOREACH_HumanPlayer( p )
{
if( GAMESTATE->m_pCurSteps[p] && GAMESTATE->m_pCurSteps[p]->GetMeter() >= 10 )
bIsHard = true;
}
/* See if this song is a repeat. If we're in event mode, only check the last five songs. */
bool bIsRepeat = false;
int i = 0;
if( GAMESTATE->IsEventMode() )
i = max( 0, int(STATSMAN->m_vPlayedStageStats.size())-5 );
for( ; i < (int)STATSMAN->m_vPlayedStageStats.size(); ++i )
if( STATSMAN->m_vPlayedStageStats[i].m_vpPlayedSongs.back() == m_MusicWheel.GetSelectedSong() )
bIsRepeat = true;
/* Don't complain about repeats if the user didn't get to pick. */
if( GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage )
bIsRepeat = false;
if( bIsRepeat )
SOUND->PlayOnceFromAnnouncer( "select music comment repeat" );
else if( bIsNew )
SOUND->PlayOnceFromAnnouncer( "select music comment new" );
else if( bIsHard )
SOUND->PlayOnceFromAnnouncer( "select music comment hard" );
else
SOUND->PlayOnceFromAnnouncer( "select music comment general" );
/* If we're in event mode, we may have just played a course (putting us
* in course mode). Make sure we're in a single song mode. */
if( GAMESTATE->IsCourseMode() )
GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
}
else if( m_MusicWheel.GetSelectedCourse() != NULL )
{
SOUND->PlayOnceFromAnnouncer( "select course comment general" );
/* See if this song is a repeat. If we're in event mode, only check the last five songs. */
bool bIsRepeat = false;
int i = 0;
if( GAMESTATE->IsEventMode() )
i = max( 0, int(STATSMAN->m_vPlayedStageStats.size())-5 );
for( ; i < (int)STATSMAN->m_vPlayedStageStats.size(); ++i )
if( STATSMAN->m_vPlayedStageStats[i].m_vpPlayedSongs.back() == m_MusicWheel.GetSelectedSong() )
bIsRepeat = true;
Course *pCourse = m_MusicWheel.GetSelectedCourse();
ASSERT( pCourse );
GAMESTATE->m_PlayMode.Set( pCourse->GetPlayMode() );
/* Don't complain about repeats if the user didn't get to pick. */
if( GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage )
bIsRepeat = false;
if( bIsRepeat )
SOUND->PlayOnceFromAnnouncer( "select music comment repeat" );
else if( bIsNew )
SOUND->PlayOnceFromAnnouncer( "select music comment new" );
else if( bIsHard )
SOUND->PlayOnceFromAnnouncer( "select music comment hard" );
// apply #LIVES
if( pCourse->m_iLives != -1 )
{
SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_LifeType, SongOptions::LIFE_BATTERY );
SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_iBatteryLives, pCourse->m_iLives );
}
if( pCourse->GetCourseType() == COURSE_TYPE_SURVIVAL)
SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_LifeType, SongOptions::LIFE_TIME );
}
else
SOUND->PlayOnceFromAnnouncer( "select music comment general" );
/* If we're in event mode, we may have just played a course (putting us
* in course mode). Make sure we're in a single song mode. */
if( GAMESTATE->IsCourseMode() )
GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
}
else if( m_MusicWheel.GetSelectedCourse() != NULL )
{
SOUND->PlayOnceFromAnnouncer( "select course comment general" );
Course *pCourse = m_MusicWheel.GetSelectedCourse();
ASSERT( pCourse );
GAMESTATE->m_PlayMode.Set( pCourse->GetPlayMode() );
// apply #LIVES
if( pCourse->m_iLives != -1 )
{
SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_LifeType, SongOptions::LIFE_BATTERY );
SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_iBatteryLives, pCourse->m_iLives );
/* We havn't made a selection yet. */
return;
}
if( pCourse->GetCourseType() == COURSE_TYPE_SURVIVAL)
SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_LifeType, SongOptions::LIFE_TIME );
m_SelectionState = GetNextSelectionState();
m_soundStart.Play();
MESSAGEMAN->Broadcast("SongChosen");
break;
case SelectionState_SelectingSteps:
break;
}
else
if( m_SelectionState == SelectionState_Finalized )
{
/* We havn't made a selection yet. */
return;
}
/* If we're currently waiting on song assets, abort all except the music and
* start the music, so if we make a choice quickly before background requests
* come through, the music will still start. */
g_bCDTitleWaiting = g_bBannerWaiting = false;
m_BackgroundLoader.Abort();
CheckBackgroundRequests( true );
m_bMadeChoice = true;
if( OPTIONS_MENU_AVAILABLE )
{
// show "hold START for options"
this->PlayCommand( "ShowPressStartForOptions" );
m_soundStart.Play();
m_bAllowOptionsMenu = true;
/* If we're currently waiting on song assets, abort all except the music and
* start the music, so if we make a choice quickly before background requests
* come through, the music will still start. */
g_bCDTitleWaiting = g_bBannerWaiting = false;
m_BackgroundLoader.Abort();
CheckBackgroundRequests( true );
/* Don't accept a held START for a little while, so it's not
* hit accidentally. Accept an initial START right away, though,
* so we don't ignore deliberate fast presses (which would be
* annoying). */
this->PostScreenMessage( SM_AllowOptionsMenuRepeat, 0.5f );
if( OPTIONS_MENU_AVAILABLE )
{
// show "hold START for options"
this->PlayCommand( "ShowPressStartForOptions" );
m_bAllowOptionsMenu = true;
/* Don't accept a held START for a little while, so it's not
* hit accidentally. Accept an initial START right away, though,
* so we don't ignore deliberate fast presses (which would be
* annoying). */
this->PostScreenMessage( SM_AllowOptionsMenuRepeat, 0.5f );
StartTransitioningScreen( SM_None );
float fTime = max( SHOW_OPTIONS_MESSAGE_SECONDS, this->GetTweenTimeLeft() );
this->PostScreenMessage( SM_BeginFadingOut, fTime );
}
else
{
StartTransitioningScreen( SM_BeginFadingOut );
StartTransitioningScreen( SM_None );
float fTime = max( SHOW_OPTIONS_MESSAGE_SECONDS, this->GetTweenTimeLeft() );
this->PostScreenMessage( SM_BeginFadingOut, fTime );
}
else
{
StartTransitioningScreen( SM_BeginFadingOut );
}
}
}
+23 -3
View File
@@ -69,6 +69,27 @@ protected:
DynamicThemeMetric<bool> SELECT_MENU_AVAILABLE;
DynamicThemeMetric<bool> MODE_MENU_AVAILABLE;
ThemeMetric<bool> USE_OPTIONS_LIST;
ThemeMetric<bool> TWO_PART_SELECTION;
enum SelectionState
{
SelectionState_SelectingSong,
SelectionState_SelectingSteps,
SelectionState_Finalized
};
bool CanChangeSong() const { return !TWO_PART_SELECTION || m_SelectionState == SelectionState_SelectingSong; }
bool CanChangeSteps() const { return !TWO_PART_SELECTION || m_SelectionState == SelectionState_SelectingSteps; }
SelectionState GetNextSelectionState() const
{
switch( m_SelectionState )
{
DEFAULT_FAIL( m_SelectionState );
case SelectionState_SelectingSong:
return TWO_PART_SELECTION ? SelectionState_SelectingSteps : SelectionState_Finalized;
case SelectionState_SelectingSteps:
return SelectionState_Finalized;
}
}
GameButton m_GameButtonPreviousSong;
GameButton m_GameButtonNextSong;
@@ -88,20 +109,19 @@ protected:
OptionsList m_OptionsList[NUM_PLAYERS];
bool m_bMadeChoice;
SelectionState m_SelectionState;
bool m_bGoToOptions;
RString m_sSampleMusicToPlay;
TimingData *m_pSampleMusicTimingData;
float m_fSampleStartSeconds, m_fSampleLengthSeconds;
bool m_bAllowOptionsMenu, m_bAllowOptionsMenuRepeat;
bool m_bSelectIsDown;
bool m_bSelectIsDown[NUM_PLAYERS];
RageSound m_soundStart;
RageSound m_soundDifficultyEasier;
RageSound m_soundDifficultyHarder;
RageSound m_soundOptionsChange;
RageSound m_soundLocked;
RageSound m_soundSelectPressed;
BackgroundLoader m_BackgroundLoader;
RageTexturePreloader m_TexturePreload;