#include "global.h" /* ----------------------------------------------------------------------------- Class: ScreenMachineOptions Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "ScreenMachineOptions.h" #include "RageTextureManager.h" #include "RageUtil.h" #include "RageSoundManager.h" #include "ScreenManager.h" #include "PrefsManager.h" #include "GameConstantsAndTypes.h" #include "StepMania.h" #include "PrefsManager.h" #include "RageLog.h" #include "ThemeManager.h" enum { MO_MENU_TIMER, MO_NUM_ARCADE_STAGES, MO_JUDGE_DIFFICULTY, MO_LIFE_DIFFICULTY, MO_FAIL, MO_SHOWSTATS, MO_COIN_MODE, MO_COINS_PER_CREDIT, MO_JOINT_PREMIUM, MO_SHOW_SONG_OPTIONS, NUM_MACHINE_OPTIONS_LINES }; /* Hmm. Ignore JoyAxes and Back Delayed probably belong in "input options", * preferably alongside button configuration. */ OptionRowData g_MachineOptionsLines[NUM_MACHINE_OPTIONS_LINES] = { { "Menu\nTimer", 2, {"OFF","ON"} }, { "Arcade\nStages", 8, {"1","2","3","4","5","6","7","UNLIMITED"} }, { "Judge\nDifficulty", 8, {"1","2","3","4","5","6","7","8"} }, { "Life\nDifficulty", 7, {"1","2","3","4","5","6","7"} }, { "Default\nFail Type", 3, {"ARCADE","END OF SONG","OFF"} }, { "Show\nStats", 2, {"OFF","ON"} }, { "Coin\nMode", 3, {"HOME","PAY","FREE PLAY"} }, { "Coins Per\nCredit", 8, {"1","2","3","4","5","6","7","8"} }, { "Joint\nPremium", 2, {"OFF","ON"} }, { "Song\nOptions", 2, {"HIDE","ALLOW"} }, }; ScreenMachineOptions::ScreenMachineOptions() : ScreenOptions("ScreenMachineOptions",false) { LOG->Trace( "ScreenMachineOptions::ScreenMachineOptions()" ); // fill g_InputOptionsLines with explanation text for( int i=0; iGetMetric("ScreenMachineOptions",sLineName) ); } Init( INPUTMODE_BOTH, g_MachineOptionsLines, NUM_MACHINE_OPTIONS_LINES, false ); m_Menu.m_MenuTimer.Disable(); SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","ScreenMachineOptions music") ); } void ScreenMachineOptions::ImportOptions() { m_iSelectedOption[0][MO_MENU_TIMER] = PREFSMAN->m_bMenuTimer ? 1:0; m_iSelectedOption[0][MO_NUM_ARCADE_STAGES] = PREFSMAN->m_bEventMode ? 7 : PREFSMAN->m_iNumArcadeStages - 1; /* .02 difficulty is beyond our timing right now; even autoplay * misses! At least fix autoplay before enabling this, or we'll * probably get lots of bug reports about it. * * It's not *supposed* to be doable--it's supposed to be mostly * impossible, and perhaps it *is* justice that even the CPU fails * it. :) */ if( PREFSMAN->m_fJudgeWindowScale == 1.50f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 0; else if( PREFSMAN->m_fJudgeWindowScale == 1.33f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 1; else if( PREFSMAN->m_fJudgeWindowScale == 1.16f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 2; else if( PREFSMAN->m_fJudgeWindowScale == 1.00f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 3; else if( PREFSMAN->m_fJudgeWindowScale == 0.84f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 4; else if( PREFSMAN->m_fJudgeWindowScale == 0.66f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 5; else if( PREFSMAN->m_fJudgeWindowScale == 0.50f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 6; else if( PREFSMAN->m_fJudgeWindowScale == 0.33f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 7; else m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 3; if( PREFSMAN->m_fLifeDifficultyScale == 1.60f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 0; else if( PREFSMAN->m_fLifeDifficultyScale == 1.40f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 1; else if( PREFSMAN->m_fLifeDifficultyScale == 1.20f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 2; else if( PREFSMAN->m_fLifeDifficultyScale == 1.00f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 3; else if( PREFSMAN->m_fLifeDifficultyScale == 0.80f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 4; else if( PREFSMAN->m_fLifeDifficultyScale == 0.60f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 5; else if( PREFSMAN->m_fLifeDifficultyScale == 0.40f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 6; else m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 3; m_iSelectedOption[0][MO_FAIL] = PREFSMAN->m_DefaultFailType; m_iSelectedOption[0][MO_SHOWSTATS] = PREFSMAN->m_bShowStats ? 1:0; m_iSelectedOption[0][MO_COIN_MODE] = PREFSMAN->m_CoinMode; m_iSelectedOption[0][MO_COINS_PER_CREDIT] = PREFSMAN->m_iCoinsPerCredit - 1; m_iSelectedOption[0][MO_JOINT_PREMIUM] = PREFSMAN->m_bJointPremium ? 1:0; m_iSelectedOption[0][MO_SHOW_SONG_OPTIONS] = PREFSMAN->m_bShowSongOptions ? 1:0; } void ScreenMachineOptions::ExportOptions() { PREFSMAN->m_bMenuTimer = m_iSelectedOption[0][MO_MENU_TIMER] == 1; PREFSMAN->m_bEventMode = m_iSelectedOption[0][MO_NUM_ARCADE_STAGES] == 7; PREFSMAN->m_iNumArcadeStages = m_iSelectedOption[0][MO_NUM_ARCADE_STAGES] + 1; switch( m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] ) { case 0: PREFSMAN->m_fJudgeWindowScale = 1.50f; break; case 1: PREFSMAN->m_fJudgeWindowScale = 1.33f; break; case 2: PREFSMAN->m_fJudgeWindowScale = 1.16f; break; case 3: PREFSMAN->m_fJudgeWindowScale = 1.00f; break; case 4: PREFSMAN->m_fJudgeWindowScale = 0.84f; break; case 5: PREFSMAN->m_fJudgeWindowScale = 0.66f; break; case 6: PREFSMAN->m_fJudgeWindowScale = 0.50f; break; case 7: PREFSMAN->m_fJudgeWindowScale = 0.33f; break; default: ASSERT(0); } switch( m_iSelectedOption[0][MO_LIFE_DIFFICULTY] ) { case 0: PREFSMAN->m_fLifeDifficultyScale = 1.60f; break; case 1: PREFSMAN->m_fLifeDifficultyScale = 1.40f; break; case 2: PREFSMAN->m_fLifeDifficultyScale = 1.20f; break; case 3: PREFSMAN->m_fLifeDifficultyScale = 1.00f; break; case 4: PREFSMAN->m_fLifeDifficultyScale = 0.80f; break; case 5: PREFSMAN->m_fLifeDifficultyScale = 0.60f; break; case 6: PREFSMAN->m_fLifeDifficultyScale = 0.40f; break; default: ASSERT(0); } (int&)PREFSMAN->m_DefaultFailType = m_iSelectedOption[0][MO_FAIL]; PREFSMAN->m_bShowStats = m_iSelectedOption[0][MO_SHOWSTATS] == 1; (int&)PREFSMAN->m_CoinMode = m_iSelectedOption[0][MO_COIN_MODE]; PREFSMAN->m_iCoinsPerCredit = m_iSelectedOption[0][MO_COINS_PER_CREDIT] + 1; PREFSMAN->m_bJointPremium = m_iSelectedOption[0][MO_JOINT_PREMIUM] == 1; PREFSMAN->m_bShowSongOptions = (bool&)m_iSelectedOption[0][MO_SHOW_SONG_OPTIONS]; } void ScreenMachineOptions::GoToPrevState() { SCREENMAN->SetNewScreen( "ScreenOptionsMenu" ); } void ScreenMachineOptions::GoToNextState() { PREFSMAN->SaveGlobalPrefsToDisk(); GoToPrevState(); }