#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" #include "RageSoundManager.h" const ScreenMessage SM_PlayPostSwitchPage = (ScreenMessage)(SM_User+1); CString CURSOR_OFFSET_X_FROM_ICON_NAME( size_t p, size_t part ) { return ssprintf("CursorPart%dP%dOffsetXFromIcon",part+1,p+1); } CString CURSOR_OFFSET_Y_FROM_ICON_NAME( size_t p, size_t part ) { return ssprintf("CursorPart%dP%dOffsetYFromIcon",part+1,p+1); } /* e.g. "OptionOrderLeft=0:1,1:2,2:3,3:4" */ CString OPTION_ORDER_NAME( size_t dir ) { return "OptionOrder"+MenuDirToString((MenuDir)dir); } REGISTER_SCREEN_CLASS( ScreenSelectMaster ); ScreenSelectMaster::ScreenSelectMaster( CString sClassName ) : ScreenSelect( sClassName ), NUM_ICON_PARTS(m_sName,"NumIconParts"), NUM_PREVIEW_PARTS(m_sName,"NumPreviewParts"), NUM_CURSOR_PARTS(m_sName,"NumCursorParts"), SHARED_PREVIEW_AND_CURSOR(m_sName,"SharedPreviewAndCursor"), NUM_CHOICES_ON_PAGE_1(m_sName,"NumChoicesOnPage1"), CURSOR_OFFSET_X_FROM_ICON(m_sName,CURSOR_OFFSET_X_FROM_ICON_NAME,NUM_PLAYERS,NUM_CURSOR_PARTS), CURSOR_OFFSET_Y_FROM_ICON(m_sName,CURSOR_OFFSET_Y_FROM_ICON_NAME,NUM_PLAYERS,NUM_CURSOR_PARTS), OVERRIDE_LOCK_INPUT_SECONDS(m_sName,"OverrideLockInputSeconds"), LOCK_INPUT_SECONDS(m_sName,"LockInputSeconds"), PRE_SWITCH_PAGE_SECONDS(m_sName,"PreSwitchPageSeconds"), POST_SWITCH_PAGE_SECONDS(m_sName,"PostSwitchPageSeconds"), OVERRIDE_SLEEP_AFTER_TWEEN_OFF_SECONDS(m_sName,"OverrideSleepAfterTweenOffSeconds"), SLEEP_AFTER_TWEEN_OFF_SECONDS(m_sName,"SleepAfterTweenOffSeconds"), OPTION_ORDER(m_sName,OPTION_ORDER_NAME,NUM_MENU_DIRS), WRAP_CURSOR(m_sName,"WrapCursor"), SHOW_SCROLLER(m_sName,"ShowScroller"), SCROLLER_SECONDS_PER_ITEM(m_sName,"ScrollerSecondsPerItem"), SCROLLER_NUM_ITEMS_TO_DRAW(m_sName,"ScrollerNumItemsToDraw"), SCROLLER_SPACING_X(m_sName,"ScrollerSpacingX"), SCROLLER_SPACING_Y(m_sName,"ScrollerSpacingY"), DEFAULT_CHOICE(m_sName,"DefaultChoice") { } void ScreenSelectMaster::Init() { ScreenSelect::Init(); // TODO: Move default choice to ScreenSelect int iDefaultChoice = -1; for( unsigned c=0; cGetPathG(m_sName,ssprintf("Cursor Part%d",i+1)) ); m_sprCursor[i][0]->SetName( ssprintf("CursorPart%d",i+1) ); this->AddChild( m_sprCursor[i][0] ); } } else { for( int i=0; iGetPathG(m_sName,ssprintf("Cursor Part%d P%d",i+1,p+1)) ); 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; cGetPathG(m_sName,ssprintf("Scroll Choice%s",mc.m_sName.c_str())) ); m_sprScroll[c][0]->SetName( ssprintf("Scroll") ); 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; cGetPathG(m_sName,ssprintf("Scroll Choice%s P%d",mc.m_sName.c_str(),p+1)) ); m_sprScroll[c][p]->SetName( ssprintf("ScrollP%d",p+1) ); m_Scroller[p].AddChild( m_sprScroll[c][p] ); } } } } for( unsigned c=0; cGetPathG(m_sName,ssprintf("Icon Part%d Choice%s",i+1,mc.m_sName.c_str())) ); 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; iGetPathG(m_sName,ssprintf("Preview Part%d Choice%s",i+1,mc.m_sName.c_str())) ); 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; iGetPathG(m_sName,ssprintf("Preview Part%d Choice%s P%d",i+1,mc.m_sName.c_str(),p+1)) ); 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; pageGetPathG(m_sName, ssprintf("more page%d",page+1)) ); m_sprMore[page]->SetName( ssprintf("MorePage%d",page+1) ); this->AddChild( m_sprMore[page] ); m_sprExplanation[page].Load( THEME->GetPathG(m_sName, ssprintf("explanation page%d",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->GetPathS(m_sName,"change"), true ); m_soundDifficult.Load( ANNOUNCER->GetPathTo("select difficulty challenge") ); m_soundStart.Load( THEME->GetPathS(m_sName,"start") ); // init m_Next order info FOREACH_MenuDir( dir ) { /* Reasonable defaults: */ for( unsigned c = 0; c < m_aGameCommands.size(); ++c ) { int add; switch( dir ) { case MENU_DIR_UP: case MENU_DIR_LEFT: add = -1; break; default: add = +1; break; } m_Next[dir][c] = c + add; /* Always wrap around MENU_DIR_AUTO. */ if( dir == MENU_DIR_AUTO || (bool)WRAP_CURSOR ) 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 order = OPTION_ORDER.GetValue( dir ); 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(), MenuDirToString(dir).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(), MenuDirToString(dir).c_str() ); continue; } m_Next[dir][from] = to; } } this->UpdateSelectableChoices(); TweenOnScreen(); m_fLockInputSecs = (bool)OVERRIDE_LOCK_INPUT_SECONDS ? LOCK_INPUT_SECONDS : this->GetTweenTimeLeft(); if( m_fLockInputSecs == 0 ) m_fLockInputSecs = 0.0001f; // always lock for a tiny amount of time so that we throw away any queued inputs during the load. } 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, MENU_DIR_LEFT) ) m_soundChange.Play(); } void ScreenSelectMaster::MenuRight( PlayerNumber pn ) { if( m_fLockInputSecs > 0 || m_bChosen[pn] ) return; if( Move(pn, MENU_DIR_RIGHT) ) m_soundChange.Play(); } void ScreenSelectMaster::MenuUp( PlayerNumber pn ) { if( m_fLockInputSecs > 0 || m_bChosen[pn] ) return; if( Move(pn, MENU_DIR_UP) ) m_soundChange.Play(); } void ScreenSelectMaster::MenuDown( PlayerNumber pn ) { if( m_fLockInputSecs > 0 || m_bChosen[pn] ) return; if( Move(pn, MENU_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; bool bAnyChosen = false; FOREACH_PlayerNumber( p ) bAnyChosen |= m_bChosen[p]; m_bChosen[pn] = true; bool bIsFirstToChoose = bAnyChosen; float fSecs = 0; if( bIsFirstToChoose ) { for( int page=0; pageGetTweenTimeLeft() ); } int iIndex = SHARED_PREVIEW_AND_CURSOR ? 0 : pn; for( int i=0; iGetTweenTimeLeft() ); } } return fSecs; } void ScreenSelectMaster::MenuStart( PlayerNumber pn ) { // If the player isn't already joined, try to join them. // Allow a player to join even if input is locked or someone has already already chosen. MenuInput MenuI; MenuI.player = pn; MenuI.button = MENU_BUTTON_START; Screen::JoinInput( MenuI ); if( m_fLockInputSecs > 0 ) return; if( m_bChosen[pn] ) return; GameCommand &mc = m_aGameCommands[m_iChoice[pn]]; /* If no options are playable, then we're just waiting for one to become available. * If any options are playable, then the selection must be playable. */ if( !AnyOptionsArePlayable() ) return; SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(ssprintf("%s comment %s",m_sName.c_str(), mc.m_sName.c_str())) ); /* Play a copy of the sound, so it'll finish playing even if we leave the screen immediately. */ if( mc.m_sSoundPath.empty() ) SOUNDMAN->PlayCopyOfSound( m_soundStart ); if( mc.m_sScreen.empty() ) { mc.ApplyToAllPlayers(); return; } float fSecs = 0; bool bAllDone = true; if( (bool)SHARED_PREVIEW_AND_CURSOR || GetCurrentPage() == PAGE_2 ) { /* Only one player has to pick. Choose this for all the other players, too. */ FOREACH_PlayerNumber( p ) { ASSERT( !m_bChosen[p] ); fSecs = max( fSecs, DoMenuStart(p) ); // no harm in calling this for an unjoined player } } 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.GetValue(pn, iPartIndex); } float ScreenSelectMaster::GetCursorY( PlayerNumber pn, int iPartIndex ) { return m_sprIcon[0][m_iChoice[pn]]->GetY() + CURSOR_OFFSET_Y_FROM_ICON.GetValue(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. */