#include "global.h" #include "PaneDisplay.h" #include "ThemeManager.h" #include "GameState.h" #include "song.h" #include "Steps.h" #include "RageLog.h" #include "ProfileManager.h" #include "SongManager.h" #include "Course.h" #include "Style.h" #include "Command.h" #include "ActorUtil.h" #include "Foreach.h" #include "PercentageDisplay.h" #define SHIFT_X(p) THEME->GetMetricF(m_sName, ssprintf("ShiftP%iX", p+1)) #define SHIFT_Y(p) THEME->GetMetricF(m_sName, ssprintf("ShiftP%iY", p+1)) #define NUM_ITEM_COLORS(s) THEME->GetMetricI(m_sName, ssprintf("%sNumLevels",s)) #define ITEM_COLOR(s,n) THEME->GetMetric (m_sName, ssprintf("%sLevel%i",s,n+1)) enum { NEED_NOTES=1, NEED_COURSE=2, NEED_PROFILE=4 }; struct Content_t { const char *name; PaneTypes type; int req; }; static const Content_t g_Contents[NUM_PANE_CONTENTS] = { { "SongNumSteps", PANE_SONG_DIFFICULTY, NEED_NOTES }, { "SongJumps", PANE_SONG_DIFFICULTY, NEED_NOTES }, { "SongHolds", PANE_SONG_DIFFICULTY, NEED_NOTES }, { "SongRolls", PANE_SONG_DIFFICULTY, NEED_NOTES }, { "SongMines", PANE_SONG_DIFFICULTY, NEED_NOTES }, { "SongHands", PANE_SONG_DIFFICULTY, NEED_NOTES }, { "DifficultyStream", NUM_PANES, NEED_NOTES }, // hide { "DifficultyChaos", NUM_PANES, NEED_NOTES }, { "DifficultyFreeze", NUM_PANES, NEED_NOTES }, { "DifficultyAir", NUM_PANES, NEED_NOTES }, { "DifficultyVoltage", NUM_PANES, NEED_NOTES }, { "MachineHighScore", PANE_SONG_DIFFICULTY, NEED_NOTES }, { "MachineNumPlays", NUM_PANES, NEED_NOTES }, { "MachineRank", NUM_PANES, NEED_NOTES }, { "MachineHighName", PANE_SONG_DIFFICULTY, NEED_NOTES }, { "ProfileHighScore", PANE_SONG_DIFFICULTY, NEED_NOTES|NEED_PROFILE }, { "ProfileNumPlays", NUM_PANES, NEED_NOTES|NEED_PROFILE }, { "ProfileRank", NUM_PANES, NEED_NOTES|NEED_PROFILE }, { "CourseMachineHighScore", PANE_COURSE_MACHINE_SCORES, NEED_COURSE }, { "CourseMachineNumPlays", NUM_PANES, NEED_COURSE }, { "CourseMachineRank", NUM_PANES, NEED_COURSE }, { "CourseMachineHighName", PANE_COURSE_MACHINE_SCORES, NEED_COURSE }, { "CourseProfileHighScore", PANE_COURSE_MACHINE_SCORES, NEED_COURSE|NEED_PROFILE }, { "CourseProfileNumPlays", NUM_PANES, NEED_COURSE|NEED_PROFILE }, { "CourseProfileRank", NUM_PANES, NEED_COURSE|NEED_PROFILE }, { "CourseNumSteps", PANE_COURSE_MACHINE_SCORES, NEED_COURSE }, { "CourseJumps", PANE_COURSE_MACHINE_SCORES, NEED_COURSE }, { "CourseHolds", PANE_COURSE_MACHINE_SCORES, NEED_COURSE }, { "CourseMines", PANE_COURSE_MACHINE_SCORES, NEED_COURSE }, { "CourseHands", PANE_COURSE_MACHINE_SCORES, NEED_COURSE }, { "CourseRolls", PANE_COURSE_MACHINE_SCORES, NEED_COURSE } }; static ProfileSlot PlayerMemCard( PlayerNumber pn ) { switch( pn ) { case PLAYER_1: return PROFILE_SLOT_PLAYER_1; case PLAYER_2: return PROFILE_SLOT_PLAYER_2; default: ASSERT(0); return PROFILE_SLOT_MACHINE; }; } PaneDisplay::PaneDisplay() { m_CurPane = PANE_INVALID; } void PaneDisplay::Load( PlayerNumber pn ) { m_PlayerNumber = pn; m_sprPaneUnder.Load( THEME->GetPathG("PaneDisplay",ssprintf("under p%i",pn+1)) ); m_sprPaneUnder->SetName( "Under" ); ON_COMMAND( m_sprPaneUnder ); this->AddChild( m_sprPaneUnder ); FOREACH_PaneContents(p) { ArrayLevels &levels = m_Levels[p]; levels.clear(); if( g_Contents[p].type == NUM_PANES ) continue; const int num = NUM_ITEM_COLORS( g_Contents[p].name ); for( int c = 0; c < num; ++c ) { levels.push_back( Level() ); Level &level = levels.back(); const CString metric = ITEM_COLOR(g_Contents[p].name, c); Commands cmds; ParseCommands( metric, cmds ); if( cmds.v.size() < 2 ) RageException::Throw( "Metric '%s' malformed", metric.c_str() ); level.m_fIfLessThan = cmds.v[0].GetArg(0); cmds.v.erase( cmds.v.begin(), cmds.v.begin()+1 ); // TODO: clean this up vector vs; FOREACH_CONST( Command, cmds.v, cmd ) vs.push_back( cmd->GetOriginalCommandString() ); level.m_Command = apActorCommands( new ActorCommands(join(";",vs)) ); } } for( int p = 0; p < NUM_PANE_CONTENTS; ++p ) { if( g_Contents[p].type == NUM_PANES ) continue; /* skip, disabled */ m_textContents[p].LoadFromFont( THEME->GetPathF("PaneDisplay","text") ); m_textContents[p].SetName( ssprintf("%sText", g_Contents[p].name) ); SET_XY_AND_ON_COMMAND( m_textContents[p] ); m_ContentsFrame.AddChild( &m_textContents[p] ); m_Labels[p].Load( THEME->GetPathG("PaneDisplay",CString(g_Contents[p].name)+" label") ); m_Labels[p]->SetName( ssprintf("%sLabel", g_Contents[p].name) ); SET_XY_AND_ON_COMMAND( m_Labels[p] ); m_ContentsFrame.AddChild( m_Labels[p] ); } m_ContentsFrame.SetXY( SHIFT_X(m_PlayerNumber), SHIFT_Y(m_PlayerNumber) ); this->AddChild( &m_ContentsFrame ); m_sprPaneOver.Load( THEME->GetPathG("PaneDisplay",ssprintf("over p%i", pn+1)) ); m_sprPaneOver->SetName( "Over" ); ON_COMMAND( m_sprPaneOver ); this->AddChild( m_sprPaneOver ); for( unsigned i = 0; i < NUM_PANE_CONTENTS; ++i ) { if( g_Contents[i].type == NUM_PANES ) continue; /* skip, disabled */ COMMAND( m_textContents[i], "LoseFocus" ); COMMAND( m_Labels[i], "LoseFocus" ); m_textContents[i].FinishTweening(); m_Labels[i]->FinishTweening(); } m_CurPane = PANE_INVALID; SetFocus( GetPane() ); } void PaneDisplay::Update( float fDeltaTime ) { ActorFrame::Update( fDeltaTime ); } void PaneDisplay::SetContent( PaneContents c ) { CString str = "?"; // fill this in float val = 0; // fill this in const Song *pSong = GAMESTATE->m_pCurSong; const Steps *pSteps = GAMESTATE->m_pCurSteps[m_PlayerNumber]; const Course *pCourse = GAMESTATE->m_pCurCourse; const Trail *pTrail = GAMESTATE->m_pCurTrail[m_PlayerNumber]; const Profile *pProfile = PROFILEMAN->IsUsingProfile(m_PlayerNumber) ? PROFILEMAN->GetProfile(m_PlayerNumber) : NULL; bool bIsEdit = pSteps && pSteps->GetDifficulty() == DIFFICULTY_EDIT; if( (g_Contents[c].req&NEED_NOTES) && !pSteps ) goto done; if( (g_Contents[c].req&NEED_COURSE) && !pTrail ) goto done; if( (g_Contents[c].req&NEED_PROFILE) && !pProfile ) { str = "N/A"; goto done; } { RadarValues rv; if( g_Contents[c].req&NEED_NOTES ) rv = pSteps->GetRadarValues(); else if( g_Contents[c].req&NEED_COURSE ) rv = pTrail->GetRadarValues(); switch( c ) { case COURSE_NUM_STEPS: case SONG_NUM_STEPS: val = rv[RADAR_NUM_TAPS_AND_HOLDS]; break; case COURSE_JUMPS: case SONG_JUMPS: val = rv[RADAR_NUM_JUMPS]; break; case COURSE_HOLDS: case SONG_HOLDS: val = rv[RADAR_NUM_HOLDS]; break; case COURSE_ROLLS: case SONG_ROLLS: val = rv[RADAR_NUM_ROLLS]; break; case COURSE_MINES: case SONG_MINES: val = rv[RADAR_NUM_MINES]; break; case COURSE_HANDS: case SONG_HANDS: val = rv[RADAR_NUM_HANDS]; break; case SONG_DIFFICULTY_RADAR_STREAM: val = rv[RADAR_STREAM]; break; case SONG_DIFFICULTY_RADAR_VOLTAGE: val = rv[RADAR_VOLTAGE]; break; case SONG_DIFFICULTY_RADAR_AIR: val = rv[RADAR_AIR]; break; case SONG_DIFFICULTY_RADAR_FREEZE: val = rv[RADAR_FREEZE]; break; case SONG_DIFFICULTY_RADAR_CHAOS: val = rv[RADAR_CHAOS]; break; case SONG_PROFILE_HIGH_SCORE: val = PROFILEMAN->GetProfile(m_PlayerNumber)->GetStepsHighScoreList(pSong,pSteps).GetTopScore().fPercentDP; break; case SONG_PROFILE_NUM_PLAYS: val = (float) PROFILEMAN->GetProfile(m_PlayerNumber)->GetStepsNumTimesPlayed(pSong,pSteps); break; case SONG_MACHINE_HIGH_NAME: /* set val for color */ case SONG_MACHINE_HIGH_SCORE: CHECKPOINT; if( bIsEdit ) goto done; // no machine scores for edits val = PROFILEMAN->GetMachineProfile()->GetStepsHighScoreList(pSong,pSteps).GetTopScore().fPercentDP; break; case SONG_MACHINE_RANK: { const vector best = SONGMAN->GetBestSongs( PROFILE_SLOT_MACHINE ); val = (float) FindIndex( best.begin(), best.end(), pSong ); val += 1; break; } case SONG_PROFILE_RANK: { const vector best = SONGMAN->GetBestSongs( PlayerMemCard(m_PlayerNumber) ); val = (float) FindIndex( best.begin(), best.end(), pSong ); val += 1; break; } case COURSE_MACHINE_HIGH_NAME: /* set val for color */ case COURSE_MACHINE_HIGH_SCORE: val = PROFILEMAN->GetMachineProfile()->GetCourseHighScoreList(pCourse,pTrail).GetTopScore().fPercentDP; break; case COURSE_MACHINE_NUM_PLAYS: val = (float) PROFILEMAN->GetMachineProfile()->GetCourseNumTimesPlayed( pCourse ); break; case COURSE_MACHINE_RANK: { CourseType ct = PlayModeToCourseType( GAMESTATE->m_PlayMode ); const vector best = SONGMAN->GetBestCourses( ct, PROFILE_SLOT_MACHINE ); val = (float) FindIndex( best.begin(), best.end(), pCourse ); val += 1; } break; case COURSE_PROFILE_HIGH_SCORE: val = PROFILEMAN->GetProfile(m_PlayerNumber)->GetCourseHighScoreList(pCourse,pTrail).GetTopScore().fPercentDP; break; case COURSE_PROFILE_NUM_PLAYS: val = (float) PROFILEMAN->GetProfile(m_PlayerNumber)->GetCourseNumTimesPlayed( pCourse ); break; case COURSE_PROFILE_RANK: { CourseType ct = PlayModeToCourseType( GAMESTATE->m_PlayMode ); const vector best = SONGMAN->GetBestCourses( ct, PlayerMemCard(m_PlayerNumber) ); val = (float) FindIndex( best.begin(), best.end(), pCourse ); val += 1; } break; }; if( val == RADAR_VAL_UNKNOWN ) goto done; /* Scale, round, clamp, etc. for floats: */ switch( c ) { case SONG_DIFFICULTY_RADAR_STREAM: case SONG_DIFFICULTY_RADAR_VOLTAGE: case SONG_DIFFICULTY_RADAR_AIR: case SONG_DIFFICULTY_RADAR_FREEZE: case SONG_DIFFICULTY_RADAR_CHAOS: val = roundf( SCALE( val, 0, 1, 0, 10 ) ); val = clamp( val, 0, 10 ); str = ssprintf( "%.0f", val ); break; } switch( c ) { case SONG_MACHINE_HIGH_NAME: if( PROFILEMAN->GetMachineProfile()->GetStepsHighScoreList(pSong,pSteps).vHighScores.empty() ) { str = ""; } else { str = PROFILEMAN->GetMachineProfile()->GetStepsHighScoreList(pSong,pSteps).GetTopScore().sName; if( str.empty() ) str = "????"; } break; case COURSE_MACHINE_HIGH_NAME: if( PROFILEMAN->GetMachineProfile()->GetCourseHighScoreList(pCourse,pTrail).vHighScores.empty() ) { str = ""; } else { str = PROFILEMAN->GetMachineProfile()->GetCourseHighScoreList(pCourse,pTrail).GetTopScore().sName; if( str.empty() ) str = "????"; } break; case SONG_MACHINE_HIGH_SCORE: case COURSE_MACHINE_HIGH_SCORE: case SONG_PROFILE_HIGH_SCORE: case COURSE_PROFILE_HIGH_SCORE: /* "100.00%" is bigger than anything else, and since we'll never * be any higher, we don't need to display the decimal places. * Display 1.0 as "100%" instead. */ str = PercentageDisplay::FormatPercentScore( val ); break; case SONG_NUM_STEPS: case SONG_JUMPS: case SONG_HOLDS: case SONG_ROLLS: case SONG_MINES: case SONG_HANDS: case COURSE_NUM_STEPS: case COURSE_JUMPS: case COURSE_HOLDS: case COURSE_ROLLS: case COURSE_MINES: case COURSE_HANDS: case SONG_MACHINE_NUM_PLAYS: case COURSE_MACHINE_NUM_PLAYS: case SONG_PROFILE_NUM_PLAYS: case COURSE_PROFILE_NUM_PLAYS: case SONG_MACHINE_RANK: case COURSE_MACHINE_RANK: case SONG_PROFILE_RANK: case COURSE_PROFILE_RANK: str = ssprintf( "%.0f", val ); } } done: m_textContents[c].SetText( str ); const ArrayLevels &levels = m_Levels[c]; unsigned p; for( p = 0; p+1 < levels.size(); ++p ) if( val < levels[p].m_fIfLessThan ) break; if( p < levels.size() ) m_textContents[c].RunCommands( levels[p].m_Command ); } void PaneDisplay::SetFromGameState( SortOrder so ) { m_SortOrder = so; SetFocus( GetPane() ); /* Don't update text that doesn't apply to the current mode. It's still tweening off. */ for( unsigned i = 0; i < NUM_PANE_CONTENTS; ++i ) { if( g_Contents[i].type != m_CurPane ) continue; SetContent( (PaneContents) i ); } } PaneTypes PaneDisplay::GetPane() const { switch( m_SortOrder ) { case SORT_ALL_COURSES: case SORT_NONSTOP_COURSES: case SORT_ONI_COURSES: case SORT_ENDLESS_COURSES: return PANE_COURSE_MACHINE_SCORES; case SORT_MODE_MENU: return m_CurPane; // leave it default: return PANE_SONG_DIFFICULTY; } } void PaneDisplay::SetFocus( PaneTypes NewPane ) { if( m_CurPane == NewPane ) return; for( unsigned i = 0; i < NUM_PANE_CONTENTS; ++i ) { if( g_Contents[i].type == NUM_PANES ) continue; /* skip, disabled */ if( g_Contents[i].type == m_CurPane ) { COMMAND( m_textContents[i], "LoseFocus" ); COMMAND( m_Labels[i], "LoseFocus" ); } else if( g_Contents[i].type == NewPane ) { COMMAND( m_textContents[i], "GainFocus" ); COMMAND( m_Labels[i], "GainFocus" ); } } m_CurPane = NewPane; SetFromGameState( m_SortOrder ); } /* * (c) 2003 Glenn Maynard * 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. */