#include "global.h" #include "CourseEntryDisplay.h" #include "RageUtil.h" #include "GameConstantsAndTypes.h" #include "PrefsManager.h" #include "RageLog.h" #include "PrefsManager.h" #include "Course.h" #include "SongManager.h" #include "ThemeManager.h" #include "Steps.h" #include "GameState.h" #include "Style.h" #include "ActorUtil.h" #include "LuaBinding.h" REGISTER_ACTOR_CLASS( CourseEntryDisplay ) CourseEntryDisplay::CourseEntryDisplay() { m_sName = "CourseEntryDisplay"; } void CourseEntryDisplay::Load() { SEPARATE_COURSE_METERS .Load( "CourseEntryDisplay", "SeparateCourseMeters" ); TEXT_BANNER_TYPE .Load( "CourseEntryDisplay", "TextBannerType" ); m_sprFrame.SetName( "Bar" ); m_sprFrame.Load( THEME->GetPathG("CourseEntryDisplay","bar") ); SET_XY_AND_ON_COMMAND( &m_sprFrame ); this->AddChild( &m_sprFrame ); this->m_size.x = (float) m_sprFrame.GetTexture()->GetSourceFrameWidth(); this->m_size.y = (float) m_sprFrame.GetTexture()->GetSourceFrameHeight(); m_textNumber.SetName( "Number" ); m_textNumber.LoadFromFont( THEME->GetPathF("CourseEntryDisplay","number") ); SET_XY_AND_ON_COMMAND( &m_textNumber ); this->AddChild( &m_textNumber ); m_TextBanner.SetName( "TextBanner" ); m_TextBanner.Load( TEXT_BANNER_TYPE ); SET_XY_AND_ON_COMMAND( &m_TextBanner ); /* Load the m_TextBanner now, so any actor commands sent to us will propagate correctly. */ m_TextBanner.LoadFromString( "", "", "", "", "", "" ); this->AddChild( &m_TextBanner ); FOREACH_HumanPlayer( pn ) { if( !SEPARATE_COURSE_METERS && pn != GAMESTATE->m_MasterPlayerNumber ) continue; // skip m_textFoot[pn].SetName( SEPARATE_COURSE_METERS? ssprintf("FootP%i", pn+1):CString("Foot") ); m_textFoot[pn].LoadFromTextureAndChars( THEME->GetPathF("CourseEntryDisplay","difficulty"),"10" ); SET_XY_AND_ON_COMMAND( &m_textFoot[pn] ); this->AddChild( &m_textFoot[pn] ); m_textDifficultyNumber[pn].SetName( SEPARATE_COURSE_METERS? ssprintf("DifficultyP%i", pn+1):CString("Difficulty") ); m_textDifficultyNumber[pn].LoadFromFont( THEME->GetPathF("Common","normal") ); SET_XY_AND_ON_COMMAND( &m_textDifficultyNumber[pn] ); this->AddChild( &m_textDifficultyNumber[pn] ); } m_textModifiers.SetName( "Modifiers" ); m_textModifiers.LoadFromFont( THEME->GetPathF("Common","normal") ); SET_XY_AND_ON_COMMAND( &m_textModifiers ); this->AddChild( &m_textModifiers ); } void CourseEntryDisplay::LoadFromNode( const CString& sDir, const XNode* pNode ) { ActorFrame::LoadFromNode( sDir, pNode ); Load(); } void CourseEntryDisplay::SetDifficulty( PlayerNumber pn, const CString &text, Difficulty dc ) { if( !GAMESTATE->IsHumanPlayer(pn) ) return; // skip if( !SEPARATE_COURSE_METERS && pn != GAMESTATE->m_MasterPlayerNumber ) return; Lua *L = LUA->Get(); LuaHelpers::Push( dc, L ); m_textDifficultyNumber[pn].m_pLuaInstance->Set( L, "Difficulty" ); LuaHelpers::Push( dc, L ); m_textFoot[pn].m_pLuaInstance->Set( L, "Difficulty" ); LUA->Release(L); m_textDifficultyNumber[pn].SetText( text ); m_textDifficultyNumber[pn].PlayCommand( "DifficultyChanged" ); m_textFoot[pn].SetText( "1" ); m_textFoot[pn].PlayCommand( "DifficultyChanged" ); } void CourseEntryDisplay::SetFromGameState( int iCourseEntryIndex ) { Course *pCourse = GAMESTATE->m_pCurCourse; const TrailEntry *tes[NUM_PLAYERS]; const CourseEntry *ces[NUM_PLAYERS]; FOREACH_PlayerNumber( p ) { Trail *pTrail = GAMESTATE->m_pCurTrail[p]; if( pTrail && iCourseEntryIndex < (int) pTrail->m_vEntries.size() ) { tes[p] = &pTrail->m_vEntries[iCourseEntryIndex]; ces[p] = &pCourse->m_vEntries[iCourseEntryIndex]; } else { tes[p] = NULL; ces[p] = NULL; } } const TrailEntry *te = tes[GAMESTATE->m_MasterPlayerNumber]; if( te == NULL ) return; if( te->bSecret ) { FOREACH_EnabledPlayer(pn) { const TrailEntry *te = tes[pn]; const CourseEntry *ce = ces[pn]; if( te == NULL || ce == NULL ) continue; int iLow = ce->iLowMeter; int iHigh = ce->iHighMeter; CString s; if( iLow == -1 && iHigh != -1 ) s = ssprintf( "%d+", iHigh ); else if( iLow != -1 && iHigh == -1 ) s = ssprintf( "%d-", iLow ); else if( iLow != -1 && iHigh != -1 ) s = ssprintf( "%d-%d", iLow, iHigh ); else s = "?"; Difficulty dc = te->dc; if( dc == DIFFICULTY_INVALID ) dc = DIFFICULTY_EDIT; SetDifficulty( pn, s, dc ); } m_TextBanner.LoadFromString( "??????????", "??????????", "", "", "", "" ); m_TextBanner.SetDiffuse( RageColor(1,1,1,1) ); // TODO: What should this be? } else { FOREACH_EnabledPlayer(pn) { const TrailEntry *te = tes[pn]; if( te == NULL ) continue; SetDifficulty( pn, ssprintf("%d", te->pSteps->GetMeter()), te->pSteps->GetDifficulty() ); } m_TextBanner.LoadFromSong( te->pSong ); m_TextBanner.SetDiffuse( SONGMAN->GetSongColor( te->pSong ) ); } m_textNumber.SetText( ssprintf("%d", iCourseEntryIndex+1) ); m_textModifiers.SetText( te->Modifiers ); } // lua start #include "LuaBinding.h" class LunaCourseEntryDisplay: public Luna { public: LunaCourseEntryDisplay() { LUA->Register( Register ); } static int SetFromGameState( T* p, lua_State *L ) { p->SetFromGameState(IArg(1)); return 0; } static void Register(lua_State *L) { ADD_METHOD( SetFromGameState ); Luna::Register( L ); } }; LUA_REGISTER_DERIVED_CLASS( CourseEntryDisplay, ActorFrame ) // lua end /* * (c) 2001-2004 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. */