#include "global.h" /* ----------------------------------------------------------------------------- Class: ScreenSongOptions Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "ScreenSongOptions.h" #include "RageUtil.h" #include "ScreenManager.h" #include "GameConstantsAndTypes.h" #include "RageLog.h" #include "GameState.h" #include "ThemeManager.h" #include "PrefsManager.h" #define PREV_SCREEN( play_mode ) THEME->GetMetric ("ScreenSongOptions","PrevScreen"+Capitalize(PlayModeToString(play_mode))) #define NEXT_SCREEN( play_mode ) THEME->GetMetric ("ScreenSongOptions","NextScreen"+Capitalize(PlayModeToString(play_mode))) enum { SO_LIFE = 0, SO_DRAIN, SO_BAT_LIVES, SO_FAIL, SO_ASSIST, SO_RATE, SO_AUTOSYNC, NUM_SONG_OPTIONS_LINES }; OptionRow g_SongOptionsLines[NUM_SONG_OPTIONS_LINES] = { OptionRow( "Life\nType", "BAR","BATTERY" ), OptionRow( "Bar\nDrain", "NORMAL","NO RECOVER","SUDDEN DEATH" ), OptionRow( "Bat\nLives", "1","2","3","4","5","6","7","8","9","10" ), OptionRow( "Fail", "ARCADE","END OF SONG","OFF" ), OptionRow( "Assist\nTick", "OFF", "ON" ), OptionRow( "Rate", "x0.3","x0.5","x0.7","x0.8","x0.9","x1.0","x1.1","x1.2","x1.3","x1.4","x1.5" ), OptionRow( "Auto\nAdjust", "OFF", "ON" ), }; /* Get the next screen we'll go to when finished. */ CString ScreenSongOptions::GetNextScreen() { return NEXT_SCREEN(GAMESTATE->m_PlayMode); } ScreenSongOptions::ScreenSongOptions() : ScreenOptions("ScreenSongOptions",true) { LOG->Trace( "ScreenSongOptions::ScreenSongOptions()" ); Init( INPUTMODE_BOTH, g_SongOptionsLines, NUM_SONG_OPTIONS_LINES, false, false ); /* If we're coming in from "press start for more options", we need a different * fade in. XXX: this is a hack */ if(PREFSMAN->m_ShowSongOptions == PrefsManager::ASK) { m_Menu.m_In.Load( THEME->GetPathToB("ScreenSongOptions option in") ); m_Menu.m_In.StartTransitioning(); } } void ScreenSongOptions::ImportOptions() { SongOptions &so = GAMESTATE->m_SongOptions; m_iSelectedOption[0][SO_LIFE] = so.m_LifeType; m_iSelectedOption[0][SO_BAT_LIVES] = so.m_iBatteryLives-1; m_iSelectedOption[0][SO_FAIL] = so.m_FailType; m_iSelectedOption[0][SO_ASSIST] = so.m_bAssistTick; m_iSelectedOption[0][SO_AUTOSYNC] = so.m_bAutoSync; if( so.m_fMusicRate == 0.3f ) m_iSelectedOption[0][SO_RATE] = 0; if( so.m_fMusicRate == 0.5f ) m_iSelectedOption[0][SO_RATE] = 1; if( so.m_fMusicRate == 0.7f ) m_iSelectedOption[0][SO_RATE] = 2; else if( so.m_fMusicRate == 0.8f ) m_iSelectedOption[0][SO_RATE] = 3; else if( so.m_fMusicRate == 0.9f ) m_iSelectedOption[0][SO_RATE] = 4; else if( so.m_fMusicRate == 1.0f ) m_iSelectedOption[0][SO_RATE] = 5; else if( so.m_fMusicRate == 1.1f ) m_iSelectedOption[0][SO_RATE] = 6; else if( so.m_fMusicRate == 1.2f ) m_iSelectedOption[0][SO_RATE] = 7; else if( so.m_fMusicRate == 1.3f ) m_iSelectedOption[0][SO_RATE] = 8; else if( so.m_fMusicRate == 1.4f ) m_iSelectedOption[0][SO_RATE] = 9; else if( so.m_fMusicRate == 1.5f ) m_iSelectedOption[0][SO_RATE] = 10; else m_iSelectedOption[0][SO_RATE] = 5; } void ScreenSongOptions::ExportOptions() { SongOptions &so = GAMESTATE->m_SongOptions; so.m_LifeType = (SongOptions::LifeType)m_iSelectedOption[0][SO_LIFE]; so.m_DrainType = (SongOptions::DrainType)m_iSelectedOption[0][SO_DRAIN]; so.m_iBatteryLives = m_iSelectedOption[0][SO_BAT_LIVES]+1; if( so.m_FailType != (SongOptions::FailType)m_iSelectedOption[0][SO_FAIL] ) { /* The user is changing the fail mode explicitly; stop messing with it. */ GAMESTATE->m_bChangedFailType = true; so.m_FailType = (SongOptions::FailType)m_iSelectedOption[0][SO_FAIL]; } so.m_bAssistTick = !!m_iSelectedOption[0][SO_ASSIST]; so.m_bAutoSync = !!m_iSelectedOption[0][SO_AUTOSYNC]; switch( m_iSelectedOption[0][SO_RATE] ) { case 0: so.m_fMusicRate = 0.3f; break; case 1: so.m_fMusicRate = 0.5f; break; case 2: so.m_fMusicRate = 0.7f; break; case 3: so.m_fMusicRate = 0.8f; break; case 4: so.m_fMusicRate = 0.9f; break; case 5: so.m_fMusicRate = 1.0f; break; case 6: so.m_fMusicRate = 1.1f; break; case 7: so.m_fMusicRate = 1.2f; break; case 8: so.m_fMusicRate = 1.3f; break; case 9: so.m_fMusicRate = 1.4f; break; case 10:so.m_fMusicRate = 1.5f; break; default: ASSERT( false ); } } void ScreenSongOptions::GoToPrevState() { if( GAMESTATE->m_bEditing ) SCREENMAN->PopTopScreen( SM_None ); else SCREENMAN->SetNewScreen( PREV_SCREEN(GAMESTATE->m_PlayMode) ); } void ScreenSongOptions::GoToNextState() { if( GAMESTATE->m_bEditing ) SCREENMAN->PopTopScreen(); else SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) ); }