#include "global.h" #include "ScreenSyncOverlay.h" #include "ScreenDimensions.h" #include "ScreenManager.h" #include "GameState.h" #include "Song.h" #include "PrefsManager.h" #include "GamePreferences.h" #include "InputEventPlus.h" #include "LocalizedString.h" #include "AdjustSync.h" #include "ActorUtil.h" static bool IsGameplay() { return SCREENMAN && SCREENMAN->GetTopScreen() && SCREENMAN->GetTopScreen()->GetScreenType() == gameplay; } REGISTER_SCREEN_CLASS( ScreenSyncOverlay ); static LocalizedString REVERT_SYNC_CHANGES ( "ScreenSyncOverlay", "Revert sync changes" ); static LocalizedString CURRENT_BPM ( "ScreenSyncOverlay", "Current BPM - smaller/larger" ); static LocalizedString SONG_OFFSET ( "ScreenSyncOverlay", "Song offset - notes earlier/later" ); static LocalizedString MACHINE_OFFSET ( "ScreenSyncOverlay", "Machine offset - notes earlier/later" ); static LocalizedString HOLD_ALT ( "ScreenSyncOverlay", "(hold Alt for smaller increment)" ); void ScreenSyncOverlay::Init() { Screen::Init(); m_quad.SetDiffuse( RageColor(0,0,0,0) ); m_quad.SetHorizAlign( align_left ); m_quad.SetXY( SCREEN_CENTER_X+10, SCREEN_TOP+100 ); this->AddChild( &m_quad ); m_textHelp.LoadFromFont( THEME->GetPathF("Common", "normal") ); m_textHelp.SetHorizAlign( align_left ); m_textHelp.SetXY( SCREEN_CENTER_X+20, SCREEN_TOP+100 ); m_textHelp.SetDiffuseAlpha( 0 ); m_textHelp.SetShadowLength( 2 ); m_textHelp.SetText( REVERT_SYNC_CHANGES.GetValue()+":\n" " F4\n" + CURRENT_BPM.GetValue()+":\n" " F9/F10\n" + CURRENT_BPM.GetValue()+":\n" " F11/F12\n" + MACHINE_OFFSET.GetValue()+":\n" " Shift + F11/F12\n" + HOLD_ALT.GetValue() ); this->AddChild( &m_textHelp ); m_quad.ZoomToWidth( m_textHelp.GetZoomedWidth()+20 ); m_quad.ZoomToHeight( m_textHelp.GetZoomedHeight()+20 ); m_textStatus.SetName( "Status" ); m_textStatus.LoadFromFont( THEME->GetPathF(m_sName, "status") ); ActorUtil::LoadAllCommandsAndOnCommand( m_textStatus, m_sName ); this->AddChild( &m_textStatus ); m_textAdjustments.SetName( "Adjustments" ); m_textAdjustments.LoadFromFont( THEME->GetPathF(m_sName,"Adjustments") ); ActorUtil::LoadAllCommandsAndOnCommand( m_textAdjustments, m_sName ); this->AddChild( &m_textAdjustments ); Update( 0 ); } void ScreenSyncOverlay::Update( float fDeltaTime ) { this->SetVisible( IsGameplay() ); if( !IsGameplay() ) { HideHelp(); return; } Screen::Update(fDeltaTime); UpdateText(); } bool g_bShowAutoplay = true; void ScreenSyncOverlay::SetShowAutoplay( bool b ) { g_bShowAutoplay = b; } static LocalizedString AUTO_PLAY ( "ScreenSyncOverlay", "AutoPlay" ); static LocalizedString AUTO_PLAY_CPU ( "ScreenSyncOverlay", "AutoPlayCPU" ); static LocalizedString AUTO_SYNC_SONG ( "ScreenSyncOverlay", "AutoSync Song" ); static LocalizedString AUTO_SYNC_MACHINE ( "ScreenSyncOverlay", "AutoSync Machine" ); static LocalizedString AUTO_SYNC_TEMPO ( "ScreenSyncOverlay", "AutoSync Tempo" ); static LocalizedString OLD_OFFSET ( "ScreenSyncOverlay", "Old offset" ); static LocalizedString NEW_OFFSET ( "ScreenSyncOverlay", "New offset" ); static LocalizedString COLLECTING_SAMPLE( "ScreenSyncOverlay", "Collecting sample" ); static LocalizedString STANDARD_DEVIATION( "ScreenSyncOverlay", "Standard deviation" ); void ScreenSyncOverlay::UpdateText() { // Update Status vector vs; if( g_bShowAutoplay ) { PlayerController pc = GamePreferences::m_AutoPlay.Get(); switch( pc ) { case PC_HUMAN: break; case PC_AUTOPLAY: vs.push_back(AUTO_PLAY); break; case PC_CPU: vs.push_back(AUTO_PLAY_CPU); break; default: FAIL_M(ssprintf("Invalid PlayerController: %i", pc)); } } SongOptions::AutosyncType type = GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType; switch( type ) { case SongOptions::AUTOSYNC_OFF: break; case SongOptions::AUTOSYNC_SONG: vs.push_back(AUTO_SYNC_SONG); break; case SongOptions::AUTOSYNC_MACHINE: vs.push_back(AUTO_SYNC_MACHINE); break; case SongOptions::AUTOSYNC_TEMPO: vs.push_back(AUTO_SYNC_TEMPO); break; default: FAIL_M(ssprintf("Invalid autosync type: %i", type)); } if( GAMESTATE->m_pCurSong != NULL && !GAMESTATE->IsCourseMode() ) // sync controls available { AdjustSync::GetSyncChangeTextGlobal( vs ); AdjustSync::GetSyncChangeTextSong( vs ); } m_textStatus.SetText( join("\n",vs) ); // Update SyncInfo bool bVisible = GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType != SongOptions::AUTOSYNC_OFF; m_textAdjustments.SetVisible( bVisible ); if( bVisible ) { float fNew = PREFSMAN->m_fGlobalOffsetSeconds; float fOld = AdjustSync::s_fGlobalOffsetSecondsOriginal; float fStdDev = AdjustSync::s_fStandardDeviation; RString s; s += OLD_OFFSET.GetValue() + ssprintf( ": %0.3f\n", fOld ); s += NEW_OFFSET.GetValue() + ssprintf( ": %0.3f\n", fNew ); s += STANDARD_DEVIATION.GetValue() + ssprintf( ": %0.3f\n", fStdDev ); s += COLLECTING_SAMPLE.GetValue() + ssprintf( ": %d / %d", AdjustSync::s_iAutosyncOffsetSample+1, AdjustSync::OFFSET_SAMPLE_COUNT ); m_textAdjustments.SetText( s ); } } static LocalizedString CANT_SYNC_WHILE_PLAYING_A_COURSE ("ScreenSyncOverlay","Can't sync while playing a course."); static LocalizedString SYNC_CHANGES_REVERTED ("ScreenSyncOverlay","Sync changes reverted."); bool ScreenSyncOverlay::Input( const InputEventPlus &input ) { if( !IsGameplay() ) return Screen::Input(input); if( input.DeviceI.device != DEVICE_KEYBOARD ) return Screen::Input(input); enum Action { RevertSyncChanges, ChangeSongBPM, ChangeGlobalOffset, ChangeSongOffset, Action_Invalid }; Action a = Action_Invalid; bool bIncrease = true; switch( input.DeviceI.button ) { case KEY_F4: a = RevertSyncChanges; break; case KEY_F9: bIncrease = false; /* fall through */ case KEY_F10: a = ChangeSongBPM; break; case KEY_F11: bIncrease = false; /* fall through */ case KEY_F12: if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT)) || INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT)) ) a = ChangeGlobalOffset; else a = ChangeSongOffset; break; default: return Screen::Input(input); } if( GAMESTATE->IsCourseMode() && a != ChangeGlobalOffset ) { SCREENMAN->SystemMessage( CANT_SYNC_WHILE_PLAYING_A_COURSE ); return true; } switch( a ) { case RevertSyncChanges: if( input.type != IET_FIRST_PRESS ) return false; SCREENMAN->SystemMessage( SYNC_CHANGES_REVERTED ); AdjustSync::RevertSyncChanges(); break; case ChangeSongBPM: { float fDelta = bIncrease? +0.02f:-0.02f; if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RALT)) || INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LALT)) ) { fDelta /= 20; } switch( input.type ) { case IET_RELEASE: fDelta *= 0; break; case IET_REPEAT: { if( INPUTFILTER->GetSecsHeld(input.DeviceI) < 1.0f ) fDelta *= 0; else fDelta *= 10; break; } default: break; } if( GAMESTATE->m_pCurSong != NULL ) { TimingData &sTiming = GAMESTATE->m_pCurSong->m_SongTiming; BPMSegment * seg = sTiming.GetBPMSegmentAtBeat( GAMESTATE->m_Position.m_fSongBeat ); seg->SetBPS( seg->GetBPS() + fDelta ); const vector& vpSteps = GAMESTATE->m_pCurSong->GetAllSteps(); FOREACH( Steps*, const_cast&>(vpSteps), s ) { TimingData &pTiming = (*s)->m_Timing; // Empty means it inherits song timing, // which has already been updated. if( pTiming.empty() ) continue; float second = sTiming.GetElapsedTimeFromBeat(GAMESTATE->m_Position.m_fSongBeat); seg = pTiming.GetBPMSegmentAtBeat(pTiming.GetBeatFromElapsedTime(second)); seg->SetBPS( seg->GetBPS() + fDelta ); } } } break; case ChangeGlobalOffset: case ChangeSongOffset: { float fDelta = bIncrease? +0.02f:-0.02f; if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RALT)) || INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LALT)) ) { fDelta /= 20; /* 1ms */ } switch( input.type ) { case IET_RELEASE: fDelta *= 0; break; case IET_REPEAT: { if( INPUTFILTER->GetSecsHeld(input.DeviceI) < 1.0f ) fDelta *= 0; else fDelta *= 10; } default: break; } switch( a ) { case ChangeGlobalOffset: { PREFSMAN->m_fGlobalOffsetSeconds.Set( PREFSMAN->m_fGlobalOffsetSeconds + fDelta ); break; } case ChangeSongOffset: { if( GAMESTATE->m_pCurSong != NULL ) { GAMESTATE->m_pCurSong->m_SongTiming.m_fBeat0OffsetInSeconds += fDelta; const vector& vpSteps = GAMESTATE->m_pCurSong->GetAllSteps(); FOREACH( Steps*, const_cast&>(vpSteps), s ) { // Empty means it inherits song timing, // which has already been updated. if( (*s)->m_Timing.empty() ) continue; (*s)->m_Timing.m_fBeat0OffsetInSeconds += fDelta; } } break; } default: break; } } break; default: FAIL_M(ssprintf("Invalid sync action choice: %i", a)); } ShowHelp(); UpdateText(); return true; } void ScreenSyncOverlay::ShowHelp() { m_quad.StopTweening(); m_quad.BeginTweening( 0.3f, TWEEN_LINEAR ); m_quad.SetDiffuseAlpha( 0.5f ); m_textHelp.StopTweening(); m_textHelp.BeginTweening( 0.3f, TWEEN_LINEAR ); m_textHelp.SetDiffuseAlpha( 1 ); m_quad.Sleep( 4 ); m_quad.BeginTweening( 0.3f, TWEEN_LINEAR ); m_quad.SetDiffuseAlpha( 0 ); m_textHelp.Sleep( 4 ); m_textHelp.BeginTweening( 0.3f, TWEEN_LINEAR ); m_textHelp.SetDiffuseAlpha( 0 ); } void ScreenSyncOverlay::HideHelp() { m_quad.FinishTweening(); m_textHelp.FinishTweening(); } /* * (c) 2001-2005 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. */