#include "stdafx.h" /* ----------------------------------------------------------------------------- File: ScreenEditMenu.h Desc: The main title screen and menu. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. ----------------------------------------------------------------------------- */ #include "ScreenEditMenu.h" #include "SongManager.h" #include "ScreenManager.h" #include "ScreenTitleMenu.h" #include "ScreenEdit.h" #include "GameConstantsAndTypes.h" #include "RageUtil.h" #include "ThemeManager.h" #include "GameManager.h" #include "ScreenPrompt.h" #include "RageLog.h" // // Defines specific to ScreenEditMenu // const float GROUP_X = CENTER_X; const float GROUP_Y = CENTER_Y - 160; const float SONG_BANNER_X = CENTER_X; const float SONG_BANNER_Y = CENTER_Y - 80; const float ARROWS_X[2] = { SONG_BANNER_X - 200, SONG_BANNER_X + 200 }; const float ARROWS_Y[2] = { SONG_BANNER_Y, SONG_BANNER_Y }; const float SONG_TEXT_BANNER_X = CENTER_X; const float SONG_TEXT_BANNER_Y = CENTER_Y - 10; const float GAME_STYLE_X = CENTER_X; const float GAME_STYLE_Y = CENTER_Y + 40; const float STEPS_X = CENTER_X; const float STEPS_Y = CENTER_Y + 90; const float EXPLANATION_X = CENTER_X; const float EXPLANATION_Y = SCREEN_BOTTOM - 70; const CString EXPLANATION_TEXT = "In this mode, you can edit existing notes patterns,\n" "create note patterns, or synchronize notes with the music."; const ScreenMessage SM_GoToPrevState = ScreenMessage(SM_User+1); const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User+2); ScreenEditMenu::ScreenEditMenu() { LOG->WriteLine( "ScreenEditMenu::ScreenEditMenu()" ); // data structures m_SelectedRow = ROW_GROUP; SONGMAN->GetGroupNames( m_sGroups ); m_iSelectedGroup = 0; m_iSelectedSong = 0; m_CurNotesType = NOTES_TYPE_DANCE_SINGLE; m_iSelectedNotes = 0; m_textGroup.Load( THEME->GetPathTo(FONT_HEADER1) ); m_textGroup.SetXY( GROUP_X, GROUP_Y ); m_textGroup.SetDiffuseColor( D3DXCOLOR(0.7f,0.7f,0.7f,1) ); this->AddActor( &m_textGroup ); m_Banner.SetXY( SONG_BANNER_X, SONG_BANNER_Y ); this->AddActor( &m_Banner ); m_TextBanner.SetXY( SONG_TEXT_BANNER_X, SONG_TEXT_BANNER_Y ); this->AddActor( &m_TextBanner ); m_sprArrowLeft.Load( THEME->GetPathTo(GRAPHIC_ARROWS_LEFT) ); m_sprArrowLeft.SetXY( ARROWS_X[0], ARROWS_Y[0] ); m_sprArrowLeft.SetDiffuseColor( D3DXCOLOR(1,1,1,0) ); this->AddActor( &m_sprArrowLeft ); m_sprArrowRight.Load( THEME->GetPathTo(GRAPHIC_ARROWS_RIGHT) ); m_sprArrowRight.SetXY( ARROWS_X[1], ARROWS_Y[1] ); m_sprArrowRight.SetDiffuseColor( D3DXCOLOR(1,1,1,0) ); this->AddActor( &m_sprArrowRight ); m_textNotesType.Load( THEME->GetPathTo(FONT_HEADER1) ); m_textNotesType.SetXY( GAME_STYLE_X, GAME_STYLE_Y ); m_textNotesType.SetDiffuseColor( D3DXCOLOR(0.7f,0.7f,0.7f,1) ); this->AddActor( &m_textNotesType ); m_textNotes.Load( THEME->GetPathTo(FONT_HEADER1) ); m_textNotes.SetXY( STEPS_X, STEPS_Y ); m_textNotes.SetDiffuseColor( D3DXCOLOR(0.7f,0.7f,0.7f,1) ); this->AddActor( &m_textNotes ); AfterRowChange(); OnGroupChange(); m_textExplanation.Load( THEME->GetPathTo(FONT_NORMAL) ); m_textExplanation.SetXY( EXPLANATION_X, EXPLANATION_Y ); m_textExplanation.SetText( EXPLANATION_TEXT ); m_textExplanation.SetZoom( 0.7f ); this->AddActor( &m_textExplanation ); m_Menu.Load( THEME->GetPathTo(GRAPHIC_EDIT_BACKGROUND), THEME->GetPathTo(GRAPHIC_EDIT_TOP_EDGE), ssprintf("%s %s change music START to continue", CString(char(1)), CString(char(2)) ) ); this->AddActor( &m_Menu ); m_Fade.SetOpened(); this->AddActor( &m_Fade); m_soundChangeMusic.Load( THEME->GetPathTo(SOUND_SELECT_MUSIC_CHANGE_MUSIC) ); m_soundSelect.Load( THEME->GetPathTo(SOUND_MENU_START) ); MUSIC->Load( THEME->GetPathTo(SOUND_MENU_MUSIC) ); MUSIC->Play( true ); m_Menu.TweenOnScreenFromBlack( SM_None ); } ScreenEditMenu::~ScreenEditMenu() { LOG->WriteLine( "ScreenEditMenu::~ScreenEditMenu()" ); } void ScreenEditMenu::DrawPrimitives() { m_Menu.DrawBottomLayer(); Screen::DrawPrimitives(); m_Menu.DrawTopLayer(); } void ScreenEditMenu::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { LOG->WriteLine( "ScreenEditMenu::Input()" ); Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); } void ScreenEditMenu::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_GoToPrevState: SCREENMAN->SetNewScreen( new ScreenTitleMenu ); break; case SM_GoToNextState: // set the current style based on the notes type switch( GetSelectedNotesType() ) { case NOTES_TYPE_DANCE_SINGLE: GAMEMAN->m_CurStyle = STYLE_DANCE_SINGLE; break; case NOTES_TYPE_DANCE_DOUBLE: GAMEMAN->m_CurStyle = STYLE_DANCE_DOUBLE; break; case NOTES_TYPE_DANCE_COUPLE: GAMEMAN->m_CurStyle = STYLE_DANCE_COUPLE; break; case NOTES_TYPE_DANCE_SOLO: GAMEMAN->m_CurStyle = STYLE_DANCE_SOLO; break; case NOTES_TYPE_PUMP_SINGLE: GAMEMAN->m_CurStyle = STYLE_PUMP_SINGLE; break; case NOTES_TYPE_PUMP_DOUBLE: GAMEMAN->m_CurStyle = STYLE_PUMP_DOUBLE; break; } SCREENMAN->SetNewScreen( new ScreenEdit ); break; } } void ScreenEditMenu::BeforeRowChange() { m_textGroup.SetEffectNone(); m_sprArrowLeft.SetDiffuseColor( D3DXCOLOR(1,1,1,0) ); m_sprArrowRight.SetDiffuseColor( D3DXCOLOR(1,1,1,0) ); m_textNotesType.SetEffectNone(); m_textNotes.SetEffectNone(); } void ScreenEditMenu::AfterRowChange() { switch( m_SelectedRow ) { case ROW_GROUP: m_textGroup.SetEffectGlowing(); break; case ROW_SONG: m_sprArrowLeft.SetDiffuseColor( D3DXCOLOR(1,1,1,1) ); m_sprArrowRight.SetDiffuseColor( D3DXCOLOR(1,1,1,1) ); break; case ROW_NOTES_TYPE: m_textNotesType.SetEffectGlowing(); break; case ROW_STEPS: m_textNotes.SetEffectGlowing(); break; default: ASSERT(false); } } void ScreenEditMenu::OnGroupChange() { m_iSelectedGroup = clamp( m_iSelectedGroup, 0, m_sGroups.GetSize()-1 ); m_textGroup.SetText( SONGMAN->ShortenGroupName(GetSelectedGroup()) ); // reload songs m_pSongs.RemoveAll(); SONGMAN->GetSongsInGroup( GetSelectedGroup(), m_pSongs ); OnSongChange(); } void ScreenEditMenu::OnSongChange() { m_iSelectedSong = clamp( m_iSelectedSong, 0, m_pSongs.GetSize()-1 ); m_Banner.LoadFromSong( GetSelectedSong() ); m_TextBanner.LoadFromSong( GetSelectedSong() ); OnNotesTypeChange(); } void ScreenEditMenu::OnNotesTypeChange() { m_CurNotesType = (NotesType)clamp( m_CurNotesType, 0, NUM_NOTES_TYPES ); m_textNotesType.SetText( NotesTypeToString( GetSelectedNotesType() ) ); m_pNotess.RemoveAll(); GetSelectedSong()->GetNotesThatMatch( GetSelectedNotesType(), m_pNotess ); SortNotesArrayByDifficultyClass( m_pNotess ); m_pNotess.Add( NULL ); // marker for "(NEW)" m_iSelectedNotes = 0; OnStepsChange(); } void ScreenEditMenu::OnStepsChange() { m_iSelectedNotes = clamp( m_iSelectedNotes, 0, m_pNotess.GetSize()-1 ); if( GetSelectedNotes() == NULL ) m_textNotes.SetText( "(NEW)" ); else m_textNotes.SetText( GetSelectedNotes()->m_sDescription ); } void ScreenEditMenu::MenuUp( const PlayerNumber p ) { if( m_SelectedRow == 0 ) // can't go up any further return; BeforeRowChange(); m_SelectedRow = SelectedRow(m_SelectedRow-1); AfterRowChange(); } void ScreenEditMenu::MenuDown( const PlayerNumber p ) { if( m_SelectedRow == NUM_ROWS-1 ) // can't go down any further return; BeforeRowChange(); m_SelectedRow = SelectedRow(m_SelectedRow+1); AfterRowChange(); } void ScreenEditMenu::MenuLeft( const PlayerNumber p ) { switch( m_SelectedRow ) { case ROW_GROUP: if( m_iSelectedGroup == 0 ) // can't go left any further return; m_iSelectedGroup--; OnGroupChange(); break; case ROW_SONG: if( m_iSelectedSong == 0 ) // can't go left any further return; m_iSelectedSong--; OnSongChange(); break; case ROW_NOTES_TYPE: if( m_CurNotesType == 0 ) // can't go left any further return; m_CurNotesType = NotesType( m_CurNotesType-1 ); OnNotesTypeChange(); break; case ROW_STEPS: if( m_iSelectedNotes == 0 ) // can't go left any further return; m_iSelectedNotes--; OnStepsChange(); break; default: ASSERT(false); } } void ScreenEditMenu::MenuRight( const PlayerNumber p ) { switch( m_SelectedRow ) { case ROW_GROUP: if( m_iSelectedGroup == m_sGroups.GetSize()-1 ) // can't go right any further return; m_iSelectedGroup++; OnGroupChange(); break; case ROW_SONG: if( m_iSelectedSong == m_pSongs.GetSize()-1 ) // can't go right any further return; m_iSelectedSong++; OnSongChange(); break; case ROW_NOTES_TYPE: if( m_CurNotesType == NUM_NOTES_TYPES-1 ) // can't go right any further return; m_CurNotesType = NotesType( m_CurNotesType+1 ); OnNotesTypeChange(); break; case ROW_STEPS: if( m_iSelectedNotes == m_pNotess.GetSize()-1 ) // can't go right any further return; m_iSelectedNotes++; OnStepsChange(); break; default: ASSERT(false); } } void ScreenEditMenu::MenuStart( const PlayerNumber p ) { m_Menu.TweenOffScreenToBlack( SM_None, false ); MUSIC->Stop(); SONGMAN->SetCurrentSong( GetSelectedSong() ); GAMEMAN->m_CurNotesType = GetSelectedNotesType(); SONGMAN->SetCurrentNotes( PLAYER_1, GetSelectedNotes() ); m_soundSelect.PlayRandom(); m_Fade.CloseWipingRight( SM_GoToNextState ); } void ScreenEditMenu::MenuBack( const PlayerNumber p ) { m_Menu.TweenOffScreenToBlack( SM_None, true ); MUSIC->Stop(); m_Fade.CloseWipingLeft( SM_GoToPrevState ); }