#include "global.h" #include "ScreenSelectGroup.h" #include "ScreenManager.h" #include "PrefsManager.h" #include "GameManager.h" #include "RageLog.h" #include "GameConstantsAndTypes.h" #include "SongManager.h" #include "AnnouncerManager.h" #include "GameState.h" #include "RageSounds.h" #include "ThemeManager.h" #include #include "ActorUtil.h" #include "GameState.h" #include "UnlockSystem.h" #include "MenuTimer.h" #include "SongUtil.h" #define BANNER_WIDTH THEME->GetMetricF("ScreenSelectGroup","BannerWidth") #define BANNER_HEIGHT THEME->GetMetricF("ScreenSelectGroup","BannerHeight") #define SLEEP_AFTER_TWEEN_OFF_SECONDS THEME->GetMetricF("ScreenSelectGroup","SleepAfterTweenOffSeconds") ScreenSelectGroup::ScreenSelectGroup( CString sClassName ) : ScreenWithMenuElements( sClassName ) { LOG->Trace( "ScreenSelectGroup::ScreenSelectGroup()" ); if( !PREFSMAN->m_bShowSelectGroup ) { GAMESTATE->m_sPreferredGroup = GROUP_ALL_MUSIC; HandleScreenMessage( SM_GoToNextScreen ); return; } unsigned i; int j; vector aAllSongs; SONGMAN->GetSongs( aAllSongs ); // Filter out Songs that can't be played by the current Style for( j=aAllSongs.size()-1; j>=0; j-- ) // foreach Song, back to front { bool DisplaySong = aAllSongs[j]->NormallyDisplayed(); if( UNLOCKMAN->SongIsLocked( aAllSongs[j] ) ) DisplaySong = false; if( aAllSongs[j]->SongCompleteForStyle(GAMESTATE->GetCurrentStyleDef()) && DisplaySong ) continue; aAllSongs.erase( aAllSongs.begin()+j, aAllSongs.begin()+j+1 ); } // Add all group names to a map. map mapGroupNames; for( i=0; im_sGroupName; mapGroupNames[ sGroupName ] = ""; // group name maps to nothing } // copy group names into a vector vector asGroupNames; asGroupNames.push_back( "ALL MUSIC" ); // special group for( map::const_iterator iter = mapGroupNames.begin(); iter != mapGroupNames.end(); ++iter ) asGroupNames.push_back( iter->first ); // Add songs to the MusicList. m_MusicList.Load(); for( unsigned g=0; g < asGroupNames.size(); g++ ) /* for each group */ { vector aSongsInGroup; /* find all songs */ for( i=0; im_sGroupName != asGroupNames[g] ) continue; aSongsInGroup.push_back( aAllSongs[i] ); } SongUtil::SortSongPointerArrayByTitle( aSongsInGroup ); m_MusicList.AddGroup(); m_MusicList.AddSongsToGroup(aSongsInGroup); } m_bChosen = false; m_sprExplanation.SetName( "Explanation" ); m_sprExplanation.Load( THEME->GetPathToG("ScreenSelectGroup explanation") ); this->AddChild( &m_sprExplanation ); // these guys get loaded SetSong and TweenToSong m_Banner.SetName( "Banner" ); m_Banner.ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT ); this->AddChild( &m_Banner ); m_sprFrame.SetName( "Frame" ); m_sprFrame.Load( THEME->GetPathToG("ScreenSelectGroup frame") ); this->AddChild( &m_sprFrame ); m_textNumber.SetName( "Number" ); m_textNumber.LoadFromFont( THEME->GetPathToN("ScreenSelectGroup num songs") ); this->AddChild( &m_textNumber ); m_sprContents.SetName( "Contents" ); m_sprContents.Load( THEME->GetPathToG("ScreenSelectGroup contents") ); this->AddChild( &m_sprContents ); m_MusicList.SetName( "MusicList" ); this->AddChild( &m_MusicList ); m_GroupList.SetName( "GroupList" ); m_GroupList.Load( asGroupNames ); this->AddChild( &m_GroupList ); m_soundChange.Load( THEME->GetPathToS("ScreenSelectGroup change") ); SOUND->PlayOnceFromAnnouncer( "select group intro" ); SOUND->PlayMusic( THEME->GetPathToS("ScreenSelectGroup music") ); AfterChange(); TweenOnScreen(); m_GroupList.SetSelection(0); this->SortByDrawOrder(); } void ScreenSelectGroup::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { LOG->Trace( "ScreenSelectGroup::Input()" ); if( IsTransitioning() ) return; Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler } void ScreenSelectGroup::DrawPrimitives() { Screen::DrawPrimitives(); } void ScreenSelectGroup::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_BeginFadingOut: StartTransitioning( SM_GoToNextScreen ); return; } Screen::HandleScreenMessage( SM ); } void ScreenSelectGroup::AfterChange() { int sel = m_GroupList.GetSelection(); m_MusicList.SetGroupNo(sel); CString sSelectedGroupName = m_GroupList.GetSelectionName(); if( sSelectedGroupName == "ALL MUSIC" ) m_Banner.LoadAllMusic(); else m_Banner.LoadFromGroup( sSelectedGroupName ); const int iNumSongs = m_MusicList.GetNumSongs(); m_textNumber.SetText( ssprintf("%d", iNumSongs) ); } void ScreenSelectGroup::MenuLeft( PlayerNumber pn ) { MenuUp( pn ); } void ScreenSelectGroup::MenuRight( PlayerNumber pn ) { MenuDown( pn ); } void ScreenSelectGroup::MenuUp( PlayerNumber pn ) { if( m_bChosen ) return; m_GroupList.Up(); AfterChange(); m_soundChange.PlayRandom(); } void ScreenSelectGroup::MenuDown( PlayerNumber pn ) { if( m_bChosen ) return; m_GroupList.Down(); AfterChange(); m_soundChange.PlayRandom(); } void ScreenSelectGroup::MenuStart( PlayerNumber pn ) { if( m_bChosen ) return; SCREENMAN->PlayStartSound(); m_MenuTimer->Stop(); m_bChosen = true; GAMESTATE->m_pCurSong = NULL; GAMESTATE->m_sPreferredGroup = (m_GroupList.GetSelectionName()=="ALL MUSIC" ? GROUP_ALL_MUSIC : m_GroupList.GetSelectionName() ); if( GAMESTATE->m_sPreferredGroup == GROUP_ALL_MUSIC ) SOUND->PlayOnceFromAnnouncer( "select group comment all music" ); else SOUND->PlayOnceFromAnnouncer( "select group comment general" ); TweenOffScreen(); this->PostScreenMessage( SM_BeginFadingOut, SLEEP_AFTER_TWEEN_OFF_SECONDS ); } void ScreenSelectGroup::MenuBack( PlayerNumber pn ) { Back( SM_GoToPrevScreen ); } void ScreenSelectGroup::TweenOffScreen() { OFF_COMMAND( m_sprExplanation ); OFF_COMMAND( m_sprFrame ); OFF_COMMAND( m_Banner ); OFF_COMMAND( m_textNumber ); OFF_COMMAND( m_sprContents ); OFF_COMMAND( m_MusicList ); OFF_COMMAND( m_GroupList ); m_MusicList.TweenOffScreen(); m_GroupList.TweenOffScreen(); } void ScreenSelectGroup::TweenOnScreen() { SET_XY_AND_ON_COMMAND( m_sprExplanation ); SET_XY_AND_ON_COMMAND( m_sprFrame ); SET_XY_AND_ON_COMMAND( m_Banner ); SET_XY_AND_ON_COMMAND( m_textNumber ); SET_XY_AND_ON_COMMAND( m_sprContents ); SET_XY_AND_ON_COMMAND( m_MusicList ); SET_XY_AND_ON_COMMAND( m_GroupList ); m_MusicList.TweenOnScreen(); m_GroupList.TweenOnScreen(); } /* * (c) 2001-2004 Chris Danford * 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. */