/* MusicWheel - A wheel with song names used in the Select Music screen. */ #ifndef MUSICWHEEL_H #define MUSICWHEEL_H #include "AutoActor.h" #include "ActorFrame.h" #include "RageSound.h" #include "RandomSample.h" #include "GameConstantsAndTypes.h" #include "MusicSortDisplay.h" #include "ScreenMessage.h" #include "ScoreDisplayNormal.h" #include "ScrollBar.h" #include "RageTimer.h" #include "MusicWheelItem.h" class Course; class Song; const int MAX_VISIBLE_WHEEL_ITEMS = 25; const ScreenMessage SM_SongChanged = ScreenMessage(SM_User+47); // this should be unique! const ScreenMessage SM_SortOrderChanging= ScreenMessage(SM_User+48); const ScreenMessage SM_SortOrderChanged = ScreenMessage(SM_User+49); struct CompareSongPointerArrayBySectionName; class MusicWheel : public ActorFrame { friend struct CompareSongPointerArrayBySectionName; public: MusicWheel(); ~MusicWheel(); void Load(); virtual void Update( float fDeltaTime ); virtual void DrawPrimitives(); void DrawItem( int index ); virtual void TweenOnScreen(bool changing_sort); virtual void TweenOffScreen(bool changing_sort); virtual void TweenOnScreen() { TweenOnScreen(false); } virtual void TweenOffScreen() { TweenOffScreen(false); } void Move(int n); bool ChangeSort( SortOrder new_so ); // return true if change successful bool NextSort(); // return true if change successful void StartRoulette(); void StartRandom(); bool IsRouletting() const; /* Return true if we're moving fast automatically. */ int IsMoving() const; bool IsSettled() const; void NotesOrTrailChanged( PlayerNumber pn ); // update grade graphics and top score void GetItemPosition( float fPosOffsetsFromMiddle, float& fX_out, float& fY_out, float& fZ_out, float& fRotationX_out ); void SetItemPosition( Actor &item, float fPosOffsetsFromMiddle ); bool Select(); // return true if this selection ends the screen WheelItemType GetSelectedType() { return m_CurWheelItemData[m_iSelection]->m_Type; } Song* GetSelectedSong(); Course* GetSelectedCourse() { return m_CurWheelItemData[m_iSelection]->m_pCourse; } CString GetSelectedSection(){ return m_CurWheelItemData[m_iSelection]->m_sSectionName; } bool WheelIsLocked() { return (m_WheelState == STATE_LOCKED ? true : false); } void RebuildMusicWheelItems(); Song *GetPreferredSelectionForRandomOrPortal(); bool SelectSong( Song *p ); bool SelectSection( const CString & SectionName ); void SetOpenGroup(CString group, SortOrder so = SORT_INVALID); SortOrder GetSortOrder() const { return m_SortOrder; } protected: void GetSongList(vector &arraySongs, SortOrder so, CString sPreferredGroup ); void BuildWheelItemDatas( vector &arrayWheelItems, SortOrder so ); bool SelectSongOrCourse(); bool SelectCourse( Course *p ); bool SelectModeMenuItem(); void ChangeMusic(int dist); /* +1 or -1 */ ScrollBar m_ScrollBar; AutoActor m_sprHighlight; vector m_WheelItemDatas[NUM_SORT_ORDERS]; vector m_CurWheelItemData; MusicWheelItem m_MusicWheelItems[MAX_VISIBLE_WHEEL_ITEMS]; int m_iSelection; // index into m_CurWheelItemData CString m_sExpandedSectionName; CString m_sLastModeMenuItem; SortOrder m_SortOrder; int m_iSwitchesLeftInSpinDown; float m_fLockedWheelVelocity; /* 0 = none; -1 or 1 = up/down */ int m_Moving; RageTimer m_MovingSoundTimer; float m_TimeBeforeMovingBegins; float m_SpinSpeed; enum WheelState { STATE_SELECTING_MUSIC, STATE_FLYING_OFF_BEFORE_NEXT_SORT, STATE_FLYING_ON_AFTER_NEXT_SORT, STATE_TWEENING_ON_SCREEN, STATE_TWEENING_OFF_SCREEN, STATE_WAITING_OFF_SCREEN, STATE_ROULETTE_SPINNING, STATE_ROULETTE_SLOWING_DOWN, STATE_RANDOM_SPINNING, STATE_LOCKED, }; WheelState m_WheelState; float m_fTimeLeftInState; float m_fPositionOffsetFromSelection; RageSound m_soundChangeMusic; RageSound m_soundChangeSort; RageSound m_soundExpand; RageSound m_soundLocked; bool WheelItemIsVisible(int n); void UpdateScrollbar(); }; #endif /* * (c) 2001-2004 Chris Danford, Chris Gomez, 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. */