#include "global.h" #include "ScreenSelectMaster.h" #include "ScreenManager.h" #include "PrefsManager.h" #include "GameManager.h" #include "ThemeManager.h" #include "GameSoundManager.h" #include "GameState.h" #include "AnnouncerManager.h" #include "GameCommand.h" #include "ActorUtil.h" #include "RageLog.h" #include #include "Foreach.h" #define NUM_ICON_PARTS THEME->GetMetricI(m_sName,"NumIconParts") #define NUM_PREVIEW_PARTS THEME->GetMetricI(m_sName,"NumPreviewParts") #define NUM_CURSOR_PARTS THEME->GetMetricI(m_sName,"NumCursorParts") #define SHARED_PREVIEW_AND_CURSOR THEME->GetMetricB(m_sName,"SharedPreviewAndCursor") #define NUM_CHOICES_ON_PAGE_1 THEME->GetMetricI(m_sName,"NumChoicesOnPage1") #define CURSOR_OFFSET_X_FROM_ICON( p, part ) THEME->GetMetricF(m_sName,ssprintf("CursorPart%dP%dOffsetXFromIcon",part+1,p+1)) #define CURSOR_OFFSET_Y_FROM_ICON( p, part ) THEME->GetMetricF(m_sName,ssprintf("CursorPart%dP%dOffsetYFromIcon",part+1,p+1)) #define PRE_SWITCH_PAGE_SECONDS THEME->GetMetricF(m_sName,"PreSwitchPageSeconds") #define POST_SWITCH_PAGE_SECONDS THEME->GetMetricF(m_sName,"PostSwitchPageSeconds") #define EXTRA_SLEEP_AFTER_TWEEN_OFF_SECONDS THEME->GetMetricF(m_sName,"ExtraSleepAfterTweenOffSeconds") #define OPTION_ORDER( dir ) THEME->GetMetric (m_sName,"OptionOrder"+CString(dir)) #define SHOW_SCROLLER THEME->GetMetricB(m_sName,"ShowScroller") #define SCROLLER_SECONDS_PER_ITEM THEME->GetMetricF(m_sName,"ScrollerSecondsPerItem") #define SCROLLER_NUM_ITEMS_TO_DRAW THEME->GetMetricF(m_sName,"ScrollerNumItemsToDraw") #define SCROLLER_SPACING_X THEME->GetMetricF(m_sName,"ScrollerSpacingX") #define SCROLLER_SPACING_Y THEME->GetMetricF(m_sName,"ScrollerSpacingY") #define DEFAULT_CHOICE THEME->GetMetric (m_sName,"DefaultChoice") /* OptionOrderLeft=0:1,1:2,2:3,3:4 */ const char *ScreenSelectMaster::dirs[NUM_DIRS] = { "Up", "Down", "Left", "Right", "Auto" }; const ScreenMessage SM_PlayPostSwitchPage = (ScreenMessage)(SM_User+1); REGISTER_SCREEN_CLASS( ScreenSelectMaster ); ScreenSelectMaster::ScreenSelectMaster( CString sClassName ) : ScreenSelect( sClassName ) { // TODO: Move default choice to ScreenSelect int iDefaultChoice = -1; for( unsigned c=0; cGetPathToG(sFName) ); m_sprCursor[i][0]->SetName( ssprintf("CursorPart%d",i+1) ); this->AddChild( m_sprCursor[i][0] ); } } else { for( int i=0; iGetPathToG(sFName) ); m_sprCursor[i][p]->SetName( ssprintf("CursorPart%dP%d",i+1,p+1) ); this->AddChild( m_sprCursor[i][p] ); } } } // init scroll if( SHOW_SCROLLER ) { if( SHARED_PREVIEW_AND_CURSOR ) { m_Scroller[0].Load( SCROLLER_SECONDS_PER_ITEM, SCROLLER_NUM_ITEMS_TO_DRAW, RageVector3( 0, 0, 0 ), RageVector3( 0, 0, 0 ), RageVector3( SCROLLER_SPACING_X, SCROLLER_SPACING_Y, 0 ), RageVector3( 0, 0, 0 ) ); m_Scroller[0].SetName( "Scroller" ); this->AddChild( &m_Scroller[0] ); for( unsigned c=0; cGetPathToG(sFName) ); m_sprScroll[c][0]->SetName( ssprintf("Scroll") ); m_sprScroll[c][0]->PlayCommand( "Init" ); m_Scroller[0].AddChild( m_sprScroll[c][0] ); } } else { FOREACH_HumanPlayer( p ) { m_Scroller[p].Load( SCROLLER_SECONDS_PER_ITEM, SCROLLER_NUM_ITEMS_TO_DRAW, RageVector3( 0, 0, 0 ), RageVector3( 0, 0, 0 ), RageVector3( SCROLLER_SPACING_X, SCROLLER_SPACING_Y, 0 ), RageVector3( 0, 0, 0 ) ); m_Scroller[p].SetName( ssprintf("ScrollerP%d",p+1) ); this->AddChild( &m_Scroller[p] ); for( unsigned c=0; cGetPathToG(sFName) ); m_sprScroll[c][p]->SetName( ssprintf("ScrollP%d",p+1) ); m_sprScroll[c][p]->PlayCommand( "Init" ); m_Scroller[p].AddChild( m_sprScroll[c][p] ); } } } } for( unsigned c=0; cGetPathToG(sFName) ); m_sprIcon[i][c]->SetName( ssprintf("IconPart%dChoice%s",i+1,mc.m_sName.c_str()) ); this->AddChild( m_sprIcon[i][c] ); } // init preview if( SHARED_PREVIEW_AND_CURSOR ) { for( int i=0; iGetPathToG(sFName) ); m_sprPreview[i][c][0]->SetName( ssprintf("PreviewPart%d",i+1) ); this->AddChild( m_sprPreview[i][c][0] ); } } else { FOREACH_HumanPlayer( p ) { for( int i=0; iGetPathToG(sFName) ); m_sprPreview[i][c][p]->SetName( ssprintf("PreviewPart%dP%d",i+1,p+1) ); this->AddChild( m_sprPreview[i][c][p] ); } } } } for( int page=0; pageGetPathToG( ssprintf("%s more page%d",m_sName.c_str(), page+1) ) ); m_sprMore[page]->SetName( ssprintf("MorePage%d",page+1) ); this->AddChild( m_sprMore[page] ); m_sprExplanation[page].Load( THEME->GetPathToG( ssprintf("%s explanation page%d",m_sName.c_str(), page+1) ) ); m_sprExplanation[page]->SetName( ssprintf("ExplanationPage%d",page+1) ); this->AddChild( m_sprExplanation[page] ); } FOREACH_PlayerNumber( p ) { CLAMP( m_iChoice[p], 0, (int)m_aGameCommands.size()-1 ); m_bChosen[p] = false; } m_soundChange.Load( THEME->GetPathToS( ssprintf("%s change", m_sName.c_str())), true ); m_soundDifficult.Load( ANNOUNCER->GetPathTo("select difficulty challenge") ); m_soundStart.Load( THEME->GetPathToS( ssprintf("%s start", m_sName.c_str())) ); // init m_Next order info for( int dir = 0; dir < NUM_DIRS; ++dir ) { /* Reasonable defaults: */ for( unsigned c = 0; c < m_aGameCommands.size(); ++c ) { int add; switch( dir ) { case DIR_UP: case DIR_LEFT: add = -1; break; default: add = +1; break; } m_Next[dir][c] = c + add; /* By default, only wrap around for DIR_AUTO. */ if( dir == DIR_AUTO ) wrap( m_Next[dir][c], m_aGameCommands.size() ); else m_Next[dir][c] = clamp( m_Next[dir][c], 0, (int)m_aGameCommands.size()-1 ); } const CString dirname = dirs[dir]; const CString order = OPTION_ORDER( dirname ); vector parts; split( order, ",", parts, true ); if( parts.size() == 0 ) continue; for( unsigned part = 0; part < parts.size(); ++part ) { unsigned from, to; if( sscanf( parts[part], "%u:%u", &from, &to ) != 2 ) { LOG->Warn( "%s::OptionOrder%s parse error", m_sName.c_str(), dirname.c_str() ); continue; } --from; --to; if( from >= m_aGameCommands.size() || to >= m_aGameCommands.size() ) { LOG->Warn( "%s::OptionOrder%s out of range", m_sName.c_str(), dirname.c_str() ); continue; } m_Next[dir][from] = to; } } this->UpdateSelectableChoices(); TweenOnScreen(); m_fLockInputSecs = THEME->HasMetric(m_sName,"LockInputSeconds") ? THEME->GetMetricF(m_sName,"LockInputSeconds") : this->GetTweenTimeLeft(); } void ScreenSelectMaster::Update( float fDelta ) { ScreenSelect::Update( fDelta ); m_fLockInputSecs = max( 0, m_fLockInputSecs-fDelta ); } void ScreenSelectMaster::HandleScreenMessage( const ScreenMessage SM ) { ScreenSelect::HandleScreenMessage( SM ); switch( SM ) { case SM_PlayPostSwitchPage: { if( SHARED_PREVIEW_AND_CURSOR ) { for( int i=0; iSetXY( GetCursorX((PlayerNumber)0,i), GetCursorY((PlayerNumber)0,i) ); COMMAND( m_sprCursor[i][0], "PostSwitchPage" ); } } else { for( int i=0; iSetXY( GetCursorX(p,i), GetCursorY(p,i) ); COMMAND( m_sprCursor[i][p], "PostSwitchPage" ); } } if( SHARED_PREVIEW_AND_CURSOR ) { for( int i=0; iPostMessageToTopScreen( SM_AllDoneChoosing, fSecs ); // nofify parent that we're finished StopTimer(); } break; } } int ScreenSelectMaster::GetSelectionIndex( PlayerNumber pn ) { return m_iChoice[pn]; } void ScreenSelectMaster::UpdateSelectableChoices() { for( unsigned c=0; c seen; do { iSwitchToIndex = m_Next[dir][iSwitchToIndex]; if( iSwitchToIndex == -1 ) return false; // can't go that way if( seen.find(iSwitchToIndex) != seen.end() ) return false; // went full circle and none found seen.insert( iSwitchToIndex ); } while( !m_aGameCommands[iSwitchToIndex].IsPlayable() ); return ChangeSelection( pn, iSwitchToIndex ); } void ScreenSelectMaster::MenuLeft( PlayerNumber pn ) { if( m_fLockInputSecs > 0 || m_bChosen[pn] ) return; if( Move(pn, DIR_LEFT) ) m_soundChange.Play(); } void ScreenSelectMaster::MenuRight( PlayerNumber pn ) { if( m_fLockInputSecs > 0 || m_bChosen[pn] ) return; if( Move(pn, DIR_RIGHT) ) m_soundChange.Play(); } void ScreenSelectMaster::MenuUp( PlayerNumber pn ) { if( m_fLockInputSecs > 0 || m_bChosen[pn] ) return; if( Move(pn, DIR_UP) ) m_soundChange.Play(); } void ScreenSelectMaster::MenuDown( PlayerNumber pn ) { if( m_fLockInputSecs > 0 || m_bChosen[pn] ) return; if( Move(pn, DIR_DOWN) ) m_soundChange.Play(); } bool ScreenSelectMaster::ChangePage( int iNewChoice ) { Page newPage = GetPage(iNewChoice); // If anyone has already chosen, don't allow changing of pages FOREACH_PlayerNumber( p ) if( GAMESTATE->IsHumanPlayer(p) && m_bChosen[p] ) return false; if( SHARED_PREVIEW_AND_CURSOR ) { for( int i=0; iIsHumanPlayer(p) ) COMMAND( m_sprCursor[i][p], "PreSwitchPage" ); } const CString sIconAndExplanationCommand = ssprintf( "SwitchToPage%d", newPage+1 ); for( unsigned c=0; cm_MasterPlayerNumber]; for( int i=0; iPostScreenMessage( SM_PlayPostSwitchPage, PRE_SWITCH_PAGE_SECONDS ); return true; } bool ScreenSelectMaster::ChangeSelection( PlayerNumber pn, int iNewChoice ) { if( iNewChoice == m_iChoice[pn] ) return false; // already there if( GetPage(m_iChoice[pn]) != GetPage(iNewChoice) ) return ChangePage( iNewChoice ); FOREACH_PlayerNumber( p ) { const int iOldChoice = m_iChoice[p]; /* Set the new m_iChoice even for disabled players, since a player might * join on a SHARED_PREVIEW_AND_CURSOR after the cursor has been moved. */ m_iChoice[p] = iNewChoice; if( p!=pn ) continue; // skip if( SHARED_PREVIEW_AND_CURSOR ) { for( int i=0; iSetXY( GetCursorX((PlayerNumber)0,i), GetCursorY((PlayerNumber)0,i) ); } } else { for( int i=0; iSetXY( GetCursorX(p,i), GetCursorY(p,i) ); } } if( SHOW_SCROLLER ) { if( SHARED_PREVIEW_AND_CURSOR ) m_Scroller[0].SetDestinationItem( iNewChoice ); else m_Scroller[p].SetDestinationItem( iNewChoice ); if( SHARED_PREVIEW_AND_CURSOR ) for( unsigned c=0; cm_MasterPlayerNumber] ); } float ScreenSelectMaster::DoMenuStart( PlayerNumber pn ) { if( m_bChosen[pn] ) return 0; m_bChosen[pn] = true; float fSecs = 0; for( int page=0; pageGetTweenTimeLeft() ); } for( int i=0; iGetTweenTimeLeft() ); } return fSecs; } void ScreenSelectMaster::MenuStart( PlayerNumber pn ) { if( m_fLockInputSecs > 0 ) return; if( m_bChosen[pn] ) return; GameCommand &mc = m_aGameCommands[m_iChoice[pn]]; SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(ssprintf("%s comment %s",m_sName.c_str(), mc.m_sName.c_str())) ); m_soundStart.Play(); float fSecs = 0; bool bAllDone = true; if( SHARED_PREVIEW_AND_CURSOR || GetCurrentPage() == PAGE_2 ) { /* Only one player has to pick. Choose this for all the other players, too. */ FOREACH_HumanPlayer( p ) { ASSERT( !m_bChosen[p] ); fSecs = max( fSecs, DoMenuStart(p) ); } } else { fSecs = max( fSecs, DoMenuStart(pn) ); // check to see if everyone has chosen FOREACH_HumanPlayer( p ) bAllDone &= m_bChosen[p]; } if( bAllDone ) this->PostScreenMessage( SM_BeginFadingOut, fSecs );// tell our owner it's time to move on } /* * We want all items to always run OnCommand and either GainFocus or LoseFocus on * tween-in. If we only run OnCommand, then it has to contain a copy of either * GainFocus or LoseFocus, which implies that the default setting is hard-coded in * the theme. Always run both. * * However, the actual tween-in is OnCommand; we don't always want to actually run * through the Gain/LoseFocus tweens during initial tween-in. So, we run the focus * command first, do a FinishTweening to pop it in place, and then run OnCommand. * This means that the focus command should be position neutral; eg. only use "addx", * not "x". */ void ScreenSelectMaster::TweenOnScreen() { for( unsigned c=0; cFinishTweening(); SET_XY_AND_ON_COMMAND( m_sprIcon[i][c] ); } if( SHARED_PREVIEW_AND_CURSOR ) { int p=0; for( int i=0; iFinishTweening(); SET_XY_AND_ON_COMMAND( m_sprPreview[i][c][p] ); } } else { FOREACH_HumanPlayer( p ) for( int i=0; iFinishTweening(); SET_XY_AND_ON_COMMAND( m_sprPreview[i][c][p] ); } } } // Need to SetXY of Cursor after Icons since it depends on the Icons' positions. if( SHARED_PREVIEW_AND_CURSOR ) { for( int i=0; iSetXY( GetCursorX((PlayerNumber)0,i), GetCursorY((PlayerNumber)0,i) ); ON_COMMAND( m_sprCursor[i][0] ); } } else { for( int i=0; iSetXY( GetCursorX(p,i), GetCursorY(p,i) ); ON_COMMAND( m_sprCursor[i][p] ); } } if( SHOW_SCROLLER ) { if( SHARED_PREVIEW_AND_CURSOR ) { m_Scroller[0].SetCurrentAndDestinationItem( m_iChoice[0] ); SET_XY_AND_ON_COMMAND( m_Scroller[0] ); for( unsigned c=0; cSetXY(999,999); m_sprExplanation[page]->SetXY(999,999); } SET_XY_AND_ON_COMMAND( m_sprExplanation[GetCurrentPage()] ); SET_XY_AND_ON_COMMAND( m_sprMore[GetCurrentPage()] ); this->SortByDrawOrder(); } void ScreenSelectMaster::TweenOffScreen() { if( SHARED_PREVIEW_AND_CURSOR ) { for( int i=0; iGetX() + CURSOR_OFFSET_X_FROM_ICON(pn, iPartIndex); } float ScreenSelectMaster::GetCursorY( PlayerNumber pn, int iPartIndex ) { return m_sprIcon[0][m_iChoice[pn]]->GetY() + CURSOR_OFFSET_Y_FROM_ICON(pn, iPartIndex); } /* * (c) 2003-2004 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. */