/* ScreenSelectMusic - Choose a Song and Steps. */ #ifndef SCREEN_SELECT_MUSIC_H #define SCREEN_SELECT_MUSIC_H #include "ScreenWithMenuElements.h" #include "Sprite.h" #include "BitmapText.h" #include "GameConstantsAndTypes.h" #include "MusicWheel.h" #include "FadingBanner.h" #include "RageUtil_BackgroundLoader.h" #include "ThemeMetric.h" #include "RageTexturePreloader.h" #include "TimingData.h" #include "GameInput.h" #include "OptionsList.h" enum SelectionState { SelectionState_SelectingSong, SelectionState_SelectingSteps, SelectionState_Finalized, NUM_SelectionState, }; const RString& SelectionStateToString( SelectionState ss ); class ScreenSelectMusic : public ScreenWithMenuElements { public: virtual ~ScreenSelectMusic(); virtual void Init(); virtual void BeginScreen(); virtual void Update( float fDeltaTime ); virtual void Input( const InputEventPlus &input ); virtual void HandleMessage( const Message &msg ); virtual void HandleScreenMessage( const ScreenMessage SM ); virtual bool AllowLateJoin() const { return true; } virtual void MenuStart( const InputEventPlus &input ); virtual void MenuBack( const InputEventPlus &input ); // ScreenWithMenuElements override: never play music here; we do it ourself. virtual void StartPlayingMusic() { } bool GetGoToOptions() const { return m_bGoToOptions; } MusicWheel *GetMusicWheel() { return &m_MusicWheel; } void OpenOptionsList( PlayerNumber pn ); // Lua virtual void PushSelf( lua_State *L ); protected: virtual bool GenericTweenOn() const { return true; } virtual bool GenericTweenOff() const { return true; } void UpdateSelectButton( PlayerNumber pn, bool bBeingPressed ); void ChangeSteps( PlayerNumber pn, int dir ); void AfterStepsOrTrailChange( const vector &vpns ); void SwitchToPreferredDifficulty(); void AfterMusicChange(); void CheckBackgroundRequests( bool bForce ); bool DetectCodes( const InputEventPlus &input ); vector m_vpSteps; vector m_vpTrails; int m_iSelection[NUM_PLAYERS]; RageTimer m_timerIdleComment; ThemeMetric IDLE_COMMENT_SECONDS; ThemeMetric SAMPLE_MUSIC_DELAY_INIT; ThemeMetric SAMPLE_MUSIC_DELAY; ThemeMetric SAMPLE_MUSIC_LOOPS; ThemeMetric SAMPLE_MUSIC_PREVIEW_MODE; ThemeMetric SAMPLE_MUSIC_FALLBACK_FADE_IN_SECONDS; ThemeMetric DO_ROULETTE_ON_MENU_TIMER; ThemeMetric ROULETTE_TIMER_SECONDS; ThemeMetric ALIGN_MUSIC_BEATS; ThemeMetric CODES; ThemeMetric MUSIC_WHEEL_TYPE; ThemeMetric OPTIONS_MENU_AVAILABLE; ThemeMetric SELECT_MENU_AVAILABLE; ThemeMetric MODE_MENU_AVAILABLE; ThemeMetric USE_OPTIONS_LIST; ThemeMetric OPTIONS_LIST_TIMEOUT; ThemeMetric USE_PLAYER_SELECT_MENU; ThemeMetric SELECT_MENU_NAME; ThemeMetric SELECT_MENU_CHANGES_DIFFICULTY; ThemeMetric TWO_PART_SELECTION; ThemeMetric TWO_PART_CONFIRMS_ONLY; ThemeMetric TWO_PART_TIMER_SECONDS; ThemeMetric WRAP_CHANGE_STEPS; ThemeMetric CHANGE_STEPS_WITH_GAME_BUTTONS; ThemeMetric CHANGE_GROUPS_WITH_GAME_BUTTONS; ThemeMetric NULL_SCORE_STRING; bool CanChangeSong() const { return m_SelectionState == SelectionState_SelectingSong; } bool CanChangeSteps() const { return TWO_PART_SELECTION ? m_SelectionState == SelectionState_SelectingSteps : m_SelectionState == SelectionState_SelectingSong; } SelectionState GetNextSelectionState() const { switch( m_SelectionState ) { case SelectionState_SelectingSong: return TWO_PART_SELECTION ? SelectionState_SelectingSteps : SelectionState_Finalized; case SelectionState_SelectingSteps: return SelectionState_Finalized; DEFAULT_FAIL( m_SelectionState ); } } GameButton m_GameButtonPreviousSong; GameButton m_GameButtonNextSong; GameButton m_GameButtonPreviousDifficulty; GameButton m_GameButtonNextDifficulty; GameButton m_GameButtonPreviousGroup; GameButton m_GameButtonNextGroup; RString m_sSectionMusicPath; RString m_sSortMusicPath; RString m_sRouletteMusicPath; RString m_sRandomMusicPath; RString m_sCourseMusicPath; RString m_sLoopMusicPath; RString m_sFallbackCDTitlePath; FadingBanner m_Banner; Sprite m_sprCDTitleFront, m_sprCDTitleBack; AutoActor m_sprHighScoreFrame[NUM_PLAYERS]; BitmapText m_textHighScore[NUM_PLAYERS]; MusicWheel m_MusicWheel; OptionsList m_OptionsList[NUM_PLAYERS]; SelectionState m_SelectionState; bool m_bStepsChosen[NUM_PLAYERS]; // only used in SelectionState_SelectingSteps bool m_bGoToOptions; RString m_sSampleMusicToPlay; TimingData *m_pSampleMusicTimingData; float m_fSampleStartSeconds, m_fSampleLengthSeconds; bool m_bAllowOptionsMenu, m_bAllowOptionsMenuRepeat; bool m_bSelectIsDown[NUM_PLAYERS]; bool m_bAcceptSelectRelease[NUM_PLAYERS]; RageSound m_soundStart; RageSound m_soundDifficultyEasier; RageSound m_soundDifficultyHarder; RageSound m_soundOptionsChange; RageSound m_soundLocked; BackgroundLoader m_BackgroundLoader; RageTexturePreloader m_TexturePreload; }; #endif /* * (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. */