#include "global.h" #include "StepsDisplay.h" #include "RageUtil.h" #include "GameConstantsAndTypes.h" #include "GameState.h" #include "ThemeManager.h" #include "Steps.h" #include "Course.h" #include "SongManager.h" #include "ActorUtil.h" #include "Style.h" #include "XmlFile.h" #include "LuaBinding.h" #include "GameManager.h" #include "PlayerState.h" #include "RageLog.h" REGISTER_ACTOR_CLASS( StepsDisplay ); StepsDisplay::StepsDisplay() { } /* sID experiment: * * Names of an actor, "Foo": * [Foo] * Metric=abc * * [ScreenSomething] * FooP1X=20 * FooP2Y=30 * * Graphics\Foo under p1 * * We want to call it different things in different contexts: we may only want one * set of internal metrics for a given use, but separate metrics for each player at * the screen level, and we may or may not want separate names at the asset level. * * As is, we tend to end up having to either duplicate [Foo] to [FooP1] and [FooP2] * or not use m_sName for [Foo], which limits its use. Let's try using a separate * name for internal metrics. I'm not sure if this will cause more confusion than good, * so I'm trying it first in only this object. */ void StepsDisplay::Load( const RString &sMetricsGroup, const PlayerState *pPlayerState ) { m_sMetricsGroup = sMetricsGroup; /* We can't use global ThemeMetrics, because we can have multiple * StepsDisplays on screen at once, with different names. */ m_iNumTicks.Load(m_sMetricsGroup,"NumTicks"); m_iMaxTicks.Load(m_sMetricsGroup,"MaxTicks"); m_bShowTicks.Load(m_sMetricsGroup,"ShowTicks"); m_bShowMeter.Load(m_sMetricsGroup,"ShowMeter"); m_bShowDescription.Load(m_sMetricsGroup,"ShowDescription"); m_bShowCredit.Load(m_sMetricsGroup,"ShowCredit"); m_bShowAutogen.Load(m_sMetricsGroup,"ShowAutogen"); m_bShowStepsType.Load(m_sMetricsGroup,"ShowStepsType"); m_sZeroMeterString.Load(m_sMetricsGroup,"ZeroMeterString"); m_sMeterFormatString.Load(m_sMetricsGroup,"MeterFormatString"); m_sprFrame.Load( THEME->GetPathG(m_sMetricsGroup,"frame") ); m_sprFrame->SetName( "Frame" ); ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_sprFrame, m_sMetricsGroup ); this->AddChild( m_sprFrame ); if( m_bShowTicks ) { RString sChars = "10"; // on, off (todo: make this metricable -aj) m_textTicks.SetName( "Ticks" ); m_textTicks.LoadFromTextureAndChars( THEME->GetPathF(m_sMetricsGroup,"ticks"), sChars ); ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_textTicks, m_sMetricsGroup ); this->AddChild( &m_textTicks ); } if( m_bShowMeter ) { m_textMeter.SetName( "Meter" ); m_textMeter.LoadFromFont( THEME->GetPathF(m_sMetricsGroup,"meter") ); ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_textMeter, m_sMetricsGroup ); this->AddChild( &m_textMeter ); // These commands should have been loaded by SetXYAndOnCommand above. ASSERT( m_textMeter.HasCommand("Set") ); } if( m_bShowDescription ) { m_textDescription.SetName( "Description" ); m_textDescription.LoadFromFont( THEME->GetPathF(m_sMetricsGroup,"Description") ); ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_textDescription, m_sMetricsGroup ); this->AddChild( &m_textDescription ); } if( m_bShowCredit ) { m_textAuthor.SetName( "Step Author" ); m_textAuthor.LoadFromFont( THEME->GetPathF(m_sMetricsGroup,"Credit") ); ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_textAuthor, m_sMetricsGroup ); this->AddChild( &m_textAuthor ); } if( m_bShowAutogen ) { m_sprAutogen.Load( THEME->GetPathG(m_sMetricsGroup,"Autogen") ); m_sprAutogen->SetName( "Autogen" ); ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_sprAutogen, m_sMetricsGroup ); this->AddChild( m_sprAutogen ); } if( m_bShowStepsType ) { m_sprStepsType.Load( THEME->GetPathG(m_sMetricsGroup,"StepsType") ); m_sprStepsType->SetName( "StepsType" ); ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_sprStepsType, m_sMetricsGroup ); this->AddChild( m_sprStepsType ); } // Play Load Command PlayerState* pPlayerState_ = const_cast(pPlayerState); Message msg("Load"); if( pPlayerState_ ) msg.SetParam( "PlayerState", LuaReference::CreateFromPush(*pPlayerState_) ); this->HandleMessage( msg ); Unset(); } void StepsDisplay::SetFromGameState( PlayerNumber pn ) { if( GAMESTATE->IsCourseMode() ) { // figure out what course type is selected somehow. const Trail* pTrail = GAMESTATE->m_pCurTrail[pn]; if( pTrail ) SetFromTrail( pTrail ); else SetFromStepsTypeAndMeterAndDifficultyAndCourseType( StepsType_Invalid, 0, GAMESTATE->m_PreferredCourseDifficulty[pn], CourseType_Invalid ); } else { const Steps* pSteps = GAMESTATE->m_pCurSteps[pn]; if( pSteps ) SetFromSteps( pSteps ); else SetFromStepsTypeAndMeterAndDifficultyAndCourseType( StepsType_Invalid, 0, GAMESTATE->m_PreferredDifficulty[pn], CourseType_Invalid ); } } void StepsDisplay::SetFromSteps( const Steps* pSteps ) { if( pSteps == NULL ) { Unset(); return; } SetParams params = { pSteps, NULL, pSteps->GetMeter(), pSteps->m_StepsType, pSteps->GetDifficulty(), CourseType_Invalid }; SetInternal( params ); } void StepsDisplay::SetFromTrail( const Trail* pTrail ) { if( pTrail == NULL ) { Unset(); return; } SetParams params = { NULL, pTrail, pTrail->GetMeter(), pTrail->m_StepsType, pTrail->m_CourseDifficulty, pTrail->m_CourseType }; SetInternal( params ); } void StepsDisplay::Unset() { this->SetVisible( false ); } void StepsDisplay::SetFromStepsTypeAndMeterAndDifficultyAndCourseType( StepsType st, int iMeter, Difficulty dc, CourseType ct ) { SetParams params = { NULL, NULL, iMeter, st, dc, ct }; SetInternal( params ); } void StepsDisplay::SetInternal( const SetParams ¶ms ) { this->SetVisible( true ); Message msg( "Set" ); RString sCustomDifficulty; if( params.pSteps ) sCustomDifficulty = StepsToCustomDifficulty(params.pSteps); else if( params.pTrail ) sCustomDifficulty = TrailToCustomDifficulty(params.pTrail); else sCustomDifficulty = GetCustomDifficulty( params.st, params.dc, params.ct ); msg.SetParam( "CustomDifficulty", sCustomDifficulty ); RString sDisplayDescription; if( params.pSteps && params.pSteps->IsAnEdit() ) sDisplayDescription = params.pSteps->GetDescription(); else if( sCustomDifficulty.empty() ) sDisplayDescription = RString(); else sDisplayDescription = CustomDifficultyToLocalizedString( sCustomDifficulty ); msg.SetParam( "DisplayDescription", sDisplayDescription ); RString sDisplayCredit; if( params.pSteps ) sDisplayCredit = params.pSteps->GetCredit(); if( params.pSteps ) msg.SetParam( "Steps", LuaReference::CreateFromPush(*(Steps*)params.pSteps) ); if( params.pTrail ) msg.SetParam( "Trail", LuaReference::CreateFromPush(*(Trail*)params.pTrail) ); msg.SetParam( "Meter", params.iMeter ); msg.SetParam( "StepsType", params.st ); m_sprFrame->HandleMessage( msg ); if( m_bShowTicks ) { // todo: let themers handle the logic of tick text. -aj char on = char('1'); char off = '0'; RString sNewText; int iNumOn = min( (int)m_iMaxTicks, params.iMeter ); sNewText.insert( sNewText.end(), iNumOn, on ); int iNumOff = max( 0, m_iNumTicks-iNumOn ); sNewText.insert( sNewText.end(), iNumOff, off ); m_textTicks.SetText( sNewText ); m_textTicks.HandleMessage( msg ); } if( m_bShowMeter ) { if( params.iMeter == 0 ) // Unset calls with this { m_textMeter.SetText( m_sZeroMeterString ); } else { const RString sMeter = ssprintf( m_sMeterFormatString.GetValue().c_str(), params.iMeter ); m_textMeter.SetText( sMeter ); m_textMeter.HandleMessage( msg ); } } if( m_bShowDescription ) { m_textDescription.SetText( sDisplayDescription ); m_textDescription.HandleMessage( msg ); } if( m_bShowCredit ) { m_textAuthor.SetText( sDisplayCredit ); m_textAuthor.HandleMessage( msg ); } if( m_bShowAutogen ) { bool b = params.pSteps && params.pSteps->IsAutogen(); m_sprAutogen->HandleMessage( msg ); m_sprAutogen->SetVisible( b ); } if( m_bShowStepsType ) { if( params.st != StepsType_Invalid ) { /* RString sStepsType = GAMEMAN->GetStepsTypeInfo(params.st).szName; m_sprStepsType.Load( THEME->GetPathG(m_sMetricsGroup,"StepsType "+sStepsType) ); */ m_sprStepsType->HandleMessage( msg ); } } this->HandleMessage( msg ); } // lua start #include "LuaBinding.h" /** @brief Allow Lua to have access to the StepsDisplay. */ class LunaStepsDisplay: public Luna { public: static int Load( T* p, lua_State *L ) { p->Load( SArg(1), NULL ); return 0; } static int SetFromSteps( T* p, lua_State *L ) { if( lua_isnil(L,1) ) { p->SetFromSteps( NULL ); } else { Steps *pS = Luna::check(L,1); p->SetFromSteps( pS ); } return 0; } static int SetFromTrail( T* p, lua_State *L ) { if( lua_isnil(L,1) ) { p->SetFromTrail( NULL ); } else { Trail *pT = Luna::check(L,1); p->SetFromTrail( pT ); } return 0; } static int SetFromGameState( T* p, lua_State *L ) { PlayerNumber pn = Enum::Check(L, 1); p->SetFromGameState( pn ); return 0; } LunaStepsDisplay() { ADD_METHOD( Load ); ADD_METHOD( SetFromSteps ); ADD_METHOD( SetFromTrail ); ADD_METHOD( SetFromGameState ); } }; LUA_REGISTER_DERIVED_CLASS( StepsDisplay, ActorFrame ) // lua end /* * (c) 2001-2004 Chris Danford, 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. */