#include "global.h" #include #include #include "ScreenEdit.h" #include "ActorUtil.h" #include "AdjustSync.h" #include "BackgroundUtil.h" #include "CommonMetrics.h" #include "Foreach.h" #include "GameManager.h" #include "GamePreferences.h" #include "GameSoundManager.h" #include "GameState.h" #include "InputEventPlus.h" #include "InputMapper.h" #include "LocalizedString.h" #include "NoteDataUtil.h" #include "NoteSkinManager.h" #include "NotesWriterSM.h" #include "PrefsManager.h" #include "RageSoundManager.h" #include "RageInput.h" #include "RageLog.h" #include "ScreenDimensions.h" #include "ScreenManager.h" #include "ScreenMiniMenu.h" #include "ScreenPrompt.h" #include "ScreenSaveSync.h" #include "ScreenTextEntry.h" #include "SongManager.h" #include "SongUtil.h" #include "StepsUtil.h" #include "Style.h" #include "ThemeManager.h" #include "ThemeMetric.h" #include "Game.h" #include "RageSoundReader.h" static Preference g_iDefaultRecordLength( "DefaultRecordLength", 4 ); static Preference g_bEditorShowBGChangesPlay( "EditorShowBGChangesPlay", true ); // Defines specific to ScreenEdit const float RECORD_HOLD_SECONDS = 0.3f; #define PLAYER_X (SCREEN_CENTER_X) #define PLAYER_Y (SCREEN_CENTER_Y) #define PLAYER_HEIGHT (360) #define PLAYER_Y_STANDARD (PLAYER_Y-PLAYER_HEIGHT/2) #define EDIT_X (SCREEN_CENTER_X) #define EDIT_Y (PLAYER_Y) #define RECORD_X (SCREEN_CENTER_X) #define RECORD_Y (SCREEN_CENTER_Y) #define PLAY_RECORD_HELP_TEXT THEME->GetString(m_sName,"PlayRecordHelpText") #define EDIT_HELP_TEXT THEME->GetString(m_sName,"EditHelpText") // FIXME: Remove hard-coded beat values and instead look at the time signature in the song. static const int BEATS_PER_MEASURE = 4; static const int ROWS_PER_MEASURE = ROWS_PER_BEAT * BEATS_PER_MEASURE; AutoScreenMessage( SM_UpdateTextInfo ); AutoScreenMessage( SM_BackFromMainMenu ); AutoScreenMessage( SM_BackFromAreaMenu ); AutoScreenMessage( SM_BackFromStepsInformation ); AutoScreenMessage( SM_BackFromOptions ); AutoScreenMessage( SM_BackFromSongInformation ); AutoScreenMessage( SM_BackFromBGChange ); AutoScreenMessage( SM_BackFromInsertTapAttack ); AutoScreenMessage( SM_BackFromInsertTapAttackPlayerOptions ); AutoScreenMessage( SM_BackFromInsertCourseAttack ); AutoScreenMessage( SM_BackFromInsertCourseAttackPlayerOptions ); AutoScreenMessage( SM_BackFromCourseModeMenu ); AutoScreenMessage( SM_DoRevertToLastSave ); AutoScreenMessage( SM_DoRevertFromDisk ); AutoScreenMessage( SM_BackFromBPMChange ); AutoScreenMessage( SM_BackFromStopChange ); AutoScreenMessage( SM_BackFromDelayChange ); AutoScreenMessage( SM_DoSaveAndExit ); AutoScreenMessage( SM_DoExit ); AutoScreenMessage( SM_SaveSuccessful ); AutoScreenMessage( SM_SaveFailed ); static const char *EditStateNames[] = { "Edit", "Record", "RecordPaused", "Playing" }; XToString( EditState ); #if defined(XBOX) void ScreenEdit::InitEditMappings() { /* XXX: fill this in */ m_EditMappingsDeviceInput.Clear(); switch( EDIT_MODE.GetValue() ) { case EditMode_Practice: m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_PREV_MEASURE][0] = DeviceInput(DEVICE_JOY1, JOY_HAT_UP); m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_PREV_MEASURE][0] = GAME_BUTTON_UP; m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_NEXT_MEASURE][0] = DeviceInput(DEVICE_JOY1, JOY_HAT_DOWN); m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_NEXT_MEASURE][0] = GAME_BUTTON_DOWN; break; default: m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_UP_LINE][0] = DeviceInput(DEVICE_JOY1, JOY_HAT_UP); m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_UP_LINE][0] = GAME_BUTTON_UP; m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_DOWN_LINE][0] = DeviceInput(DEVICE_JOY1, JOY_HAT_DOWN); m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_DOWN_LINE][0] = GAME_BUTTON_DOWN; break; } // Map these to the triggers: L goes up, R goes down. m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_UP_PAGE][0] = DeviceInput(DEVICE_JOY1, JOY_BUTTON_7); //m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_UP_PAGE][0] = GAME_BUTTON_UPLEFT; m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_DOWN_PAGE][0] = DeviceInput(DEVICE_JOY1, JOY_BUTTON_8); //m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_DOWN_PAGE][0] = GAME_BUTTON_UPRIGHT; } #else void ScreenEdit::InitEditMappings() { m_EditMappingsDeviceInput.Clear(); // Common mappings: switch( EDIT_MODE.GetValue() ) { case EditMode_Practice: m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_PREV_MEASURE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_UP); m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_PREV_MEASURE][0] = GAME_BUTTON_UP; m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_NEXT_MEASURE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_DOWN); m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_NEXT_MEASURE][0] = GAME_BUTTON_DOWN; break; default: m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_UP_LINE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_UP); m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_UP_LINE][0] = GAME_BUTTON_UP; m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_DOWN_LINE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_DOWN); m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_DOWN_LINE][0] = GAME_BUTTON_DOWN; break; } m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_UP_PAGE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_PGUP); m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_DOWN_PAGE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_PGDN); m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_HOME][0] = DeviceInput(DEVICE_KEYBOARD, KEY_HOME); m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_END][0] = DeviceInput(DEVICE_KEYBOARD, KEY_END); m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_NEXT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_PERIOD); m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_PREV][0] = DeviceInput(DEVICE_KEYBOARD, KEY_COMMA); m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_SELECT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT); m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_SELECT][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT); m_EditMappingsDeviceInput.button[EDIT_BUTTON_LAY_SELECT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_SPACE); m_EditMappingsDeviceInput.button[EDIT_BUTTON_PLAY_FROM_START][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cp); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_PLAY_FROM_START][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LCTRL); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_PLAY_FROM_START][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RCTRL); m_EditMappingsDeviceInput.button[EDIT_BUTTON_PLAY_FROM_CURSOR][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cp); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_PLAY_FROM_CURSOR][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_PLAY_FROM_CURSOR][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT); m_EditMappingsDeviceInput.button[EDIT_BUTTON_PLAY_SELECTION][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cp); // EditMode-specific mappings switch( EDIT_MODE.GetValue() ) { case EditMode_Practice: // Left = Zoom out (1x, 2x, 4x) // Right = Zoom in m_EditMappingsDeviceInput.button [EDIT_BUTTON_SCROLL_SPEED_DOWN][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LEFT); m_EditMappingsDeviceInput.button [EDIT_BUTTON_SCROLL_SPEED_UP][0] = DeviceInput(DEVICE_KEYBOARD, KEY_RIGHT); // F1 = Show help popup m_EditMappingsDeviceInput.button [EDIT_BUTTON_OPEN_INPUT_HELP][0] = DeviceInput(DEVICE_KEYBOARD, KEY_F1); // Esc = Show Edit Menu m_EditMappingsDeviceInput.button [EDIT_BUTTON_OPEN_EDIT_MENU][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC); m_EditMappingsMenuButton.button [EDIT_BUTTON_OPEN_EDIT_MENU][0] = GAME_BUTTON_START; m_EditMappingsMenuButton.button [EDIT_BUTTON_OPEN_EDIT_MENU][1] = GAME_BUTTON_BACK; // Escape, Enter = exit play/record m_PlayMappingsDeviceInput.button [EDIT_BUTTON_RETURN_TO_EDIT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ENTER); m_PlayMappingsDeviceInput.button [EDIT_BUTTON_RETURN_TO_EDIT][1] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC); m_PlayMappingsMenuButton.button [EDIT_BUTTON_RETURN_TO_EDIT][1] = GAME_BUTTON_BACK; return; case EditMode_CourseMods: // Left/Right = Snap to Next/Prev m_EditMappingsDeviceInput.button[EDIT_BUTTON_SNAP_NEXT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LEFT); m_EditMappingsDeviceInput.button[EDIT_BUTTON_SNAP_PREV][0] = DeviceInput(DEVICE_KEYBOARD, KEY_RIGHT); // v = course attack menu m_EditMappingsDeviceInput.button[EDIT_BUTTON_OPEN_COURSE_ATTACK_MENU][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cv); m_EditMappingsDeviceInput.button[EDIT_BUTTON_ADD_COURSE_MODS][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cm); // F1 = Show help popup m_EditMappingsDeviceInput.button [EDIT_BUTTON_OPEN_INPUT_HELP][0] = DeviceInput(DEVICE_KEYBOARD, KEY_F1); // Esc = Show Edit Menu m_EditMappingsDeviceInput.button [EDIT_BUTTON_OPEN_EDIT_MENU][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC); m_EditMappingsMenuButton.button [EDIT_BUTTON_OPEN_EDIT_MENU][0] = GAME_BUTTON_START; m_EditMappingsMenuButton.button [EDIT_BUTTON_OPEN_EDIT_MENU][1] = GAME_BUTTON_BACK; // Escape, Enter = exit play/record m_PlayMappingsDeviceInput.button [EDIT_BUTTON_RETURN_TO_EDIT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ENTER); m_PlayMappingsDeviceInput.button [EDIT_BUTTON_RETURN_TO_EDIT][1] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC); m_PlayMappingsMenuButton.button [EDIT_BUTTON_RETURN_TO_EDIT][0] = GAME_BUTTON_START; return; case EditMode_Full: /* Don't allow F5/F6 in home mode. It breaks the "delay creation until first save" logic. */ m_EditMappingsDeviceInput.button[EDIT_BUTTON_OPEN_PREV_STEPS][0] = DeviceInput(DEVICE_KEYBOARD, KEY_F5); m_EditMappingsDeviceInput.button[EDIT_BUTTON_OPEN_NEXT_STEPS][0] = DeviceInput(DEVICE_KEYBOARD, KEY_F6); m_EditMappingsDeviceInput.button[EDIT_BUTTON_BPM_DOWN][0] = DeviceInput(DEVICE_KEYBOARD, KEY_F7); m_EditMappingsDeviceInput.button[EDIT_BUTTON_BPM_UP][0] = DeviceInput(DEVICE_KEYBOARD, KEY_F8); m_EditMappingsDeviceInput.button[EDIT_BUTTON_STOP_DOWN][0] = DeviceInput(DEVICE_KEYBOARD, KEY_F9); m_EditMappingsDeviceInput.button[EDIT_BUTTON_STOP_UP][0] = DeviceInput(DEVICE_KEYBOARD, KEY_F10); /* m_EditMappingsDeviceInput.button[EDIT_BUTTON_DELAY_DOWN][0] = DeviceInput(DEVICE_KEYBOARD, KEY_F9); m_EditMappingsDeviceInput.button[EDIT_BUTTON_DELAY_UP][0] = DeviceInput(DEVICE_KEYBOARD, KEY_F10); */ m_EditMappingsDeviceInput.button[EDIT_BUTTON_OFFSET_DOWN][0] = DeviceInput(DEVICE_KEYBOARD, KEY_F11); m_EditMappingsDeviceInput.button[EDIT_BUTTON_OFFSET_UP][0] = DeviceInput(DEVICE_KEYBOARD, KEY_F12); m_EditMappingsDeviceInput.button[EDIT_BUTTON_SAMPLE_START_UP][0] = DeviceInput(DEVICE_KEYBOARD, KEY_RBRACKET); m_EditMappingsDeviceInput.button[EDIT_BUTTON_SAMPLE_START_DOWN][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LBRACKET); m_EditMappingsDeviceInput.button[EDIT_BUTTON_SAMPLE_LENGTH_UP][0] = DeviceInput(DEVICE_KEYBOARD, KEY_RBRACKET); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_SAMPLE_LENGTH_UP][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_SAMPLE_LENGTH_UP][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT); m_EditMappingsDeviceInput.button[EDIT_BUTTON_SAMPLE_LENGTH_DOWN][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LBRACKET); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_SAMPLE_LENGTH_DOWN][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_SAMPLE_LENGTH_DOWN][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT); m_EditMappingsDeviceInput.button[EDIT_BUTTON_PLAY_SAMPLE_MUSIC][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cm); m_EditMappingsDeviceInput.button[EDIT_BUTTON_OPEN_BGCHANGE_LAYER1_MENU][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cb); m_EditMappingsDeviceInput.button[EDIT_BUTTON_OPEN_BGCHANGE_LAYER2_MENU][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cb); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_OPEN_BGCHANGE_LAYER2_MENU][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_OPEN_BGCHANGE_LAYER2_MENU][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT); m_EditMappingsDeviceInput.button[EDIT_BUTTON_OPEN_COURSE_MENU][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cc); m_EditMappingsDeviceInput.button[EDIT_BUTTON_OPEN_COURSE_ATTACK_MENU][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cv); m_EditMappingsDeviceInput.button[EDIT_BUTTON_INSERT_SHIFT_PAUSES][0] = DeviceInput(DEVICE_KEYBOARD, KEY_INSERT); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_INSERT_SHIFT_PAUSES][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LCTRL); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_INSERT_SHIFT_PAUSES][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RCTRL); m_EditMappingsDeviceInput.button[EDIT_BUTTON_DELETE_SHIFT_PAUSES][0] = DeviceInput(DEVICE_KEYBOARD, KEY_DEL); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_DELETE_SHIFT_PAUSES][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LCTRL); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_DELETE_SHIFT_PAUSES][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RCTRL); break; } m_EditMappingsDeviceInput.button[EDIT_BUTTON_COLUMN_0][0] = DeviceInput(DEVICE_KEYBOARD, KEY_C1); m_EditMappingsDeviceInput.button[EDIT_BUTTON_COLUMN_1][0] = DeviceInput(DEVICE_KEYBOARD, KEY_C2); m_EditMappingsDeviceInput.button[EDIT_BUTTON_COLUMN_2][0] = DeviceInput(DEVICE_KEYBOARD, KEY_C3); m_EditMappingsDeviceInput.button[EDIT_BUTTON_COLUMN_3][0] = DeviceInput(DEVICE_KEYBOARD, KEY_C4); m_EditMappingsDeviceInput.button[EDIT_BUTTON_COLUMN_4][0] = DeviceInput(DEVICE_KEYBOARD, KEY_C5); m_EditMappingsDeviceInput.button[EDIT_BUTTON_COLUMN_5][0] = DeviceInput(DEVICE_KEYBOARD, KEY_C6); m_EditMappingsDeviceInput.button[EDIT_BUTTON_COLUMN_6][0] = DeviceInput(DEVICE_KEYBOARD, KEY_C7); m_EditMappingsDeviceInput.button[EDIT_BUTTON_COLUMN_7][0] = DeviceInput(DEVICE_KEYBOARD, KEY_C8); m_EditMappingsDeviceInput.button[EDIT_BUTTON_COLUMN_8][0] = DeviceInput(DEVICE_KEYBOARD, KEY_C9); m_EditMappingsDeviceInput.button[EDIT_BUTTON_COLUMN_9][0] = DeviceInput(DEVICE_KEYBOARD, KEY_C0); m_EditMappingsDeviceInput.button[EDIT_BUTTON_RIGHT_SIDE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LALT); m_EditMappingsDeviceInput.button[EDIT_BUTTON_RIGHT_SIDE][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RALT); m_EditMappingsDeviceInput.button[EDIT_BUTTON_LAY_MINE_OR_ROLL][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT); // m_EditMappingsDeviceInput.button[EDIT_BUTTON_LAY_TAP_ATTACK][0] = DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT); m_EditMappingsDeviceInput.button[EDIT_BUTTON_LAY_LIFT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LCTRL); m_EditMappingsDeviceInput.button[EDIT_BUTTON_LAY_LIFT][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RCTRL); m_EditMappingsDeviceInput.button [EDIT_BUTTON_SCROLL_SPEED_UP][0] = DeviceInput(DEVICE_KEYBOARD, KEY_UP); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_SCROLL_SPEED_UP][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LCTRL); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_SCROLL_SPEED_UP][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RCTRL); m_EditMappingsDeviceInput.button [EDIT_BUTTON_SCROLL_SPEED_DOWN][0] = DeviceInput(DEVICE_KEYBOARD, KEY_DOWN); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_SCROLL_SPEED_DOWN][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LCTRL); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_SCROLL_SPEED_DOWN][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RCTRL); m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_SELECT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT); m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_SELECT][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT); m_EditMappingsDeviceInput.button[EDIT_BUTTON_SNAP_NEXT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LEFT); m_EditMappingsDeviceInput.button[EDIT_BUTTON_SNAP_PREV][0] = DeviceInput(DEVICE_KEYBOARD, KEY_RIGHT); m_EditMappingsDeviceInput.button[EDIT_BUTTON_OPEN_EDIT_MENU][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC); m_EditMappingsMenuButton.button[EDIT_BUTTON_OPEN_EDIT_MENU][0] = GAME_BUTTON_START; m_EditMappingsMenuButton.button[EDIT_BUTTON_OPEN_EDIT_MENU][1] = GAME_BUTTON_BACK; m_EditMappingsDeviceInput.button[EDIT_BUTTON_OPEN_AREA_MENU][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ENTER); m_EditMappingsDeviceInput.button[EDIT_BUTTON_OPEN_INPUT_HELP][0] = DeviceInput(DEVICE_KEYBOARD, KEY_F1); m_EditMappingsDeviceInput.button[EDIT_BUTTON_BAKE_RANDOM_FROM_SONG_GROUP][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cb); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_BAKE_RANDOM_FROM_SONG_GROUP][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LALT); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_BAKE_RANDOM_FROM_SONG_GROUP][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RALT); m_EditMappingsDeviceInput.button[EDIT_BUTTON_BAKE_RANDOM_FROM_SONG_GROUP_AND_GENRE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cb); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_BAKE_RANDOM_FROM_SONG_GROUP_AND_GENRE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LCTRL); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_BAKE_RANDOM_FROM_SONG_GROUP_AND_GENRE][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RCTRL); m_EditMappingsDeviceInput.button[EDIT_BUTTON_RECORD_SELECTION][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cr); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_RECORD_SELECTION][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LCTRL); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_RECORD_SELECTION][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RCTRL); m_EditMappingsDeviceInput.button[EDIT_BUTTON_INSERT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_INSERT); m_EditMappingsDeviceInput.button[EDIT_BUTTON_INSERT][1] = DeviceInput(DEVICE_KEYBOARD, KEY_BACKSLASH); m_EditMappingsDeviceInput.button[EDIT_BUTTON_DELETE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_DEL); m_EditMappingsDeviceInput.button[EDIT_BUTTON_ADJUST_FINE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_RALT); m_EditMappingsDeviceInput.button[EDIT_BUTTON_ADJUST_FINE][1] = DeviceInput(DEVICE_KEYBOARD, KEY_LALT); m_EditMappingsDeviceInput.button[EDIT_BUTTON_SAVE][1] = DeviceInput(DEVICE_KEYBOARD, KEY_Cs); #if defined(MACOSX) /* use cmd */ m_EditMappingsDeviceInput.hold[EDIT_BUTTON_SAVE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LMETA); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_SAVE][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RMETA); #else /* use ctrl */ m_EditMappingsDeviceInput.hold[EDIT_BUTTON_SAVE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LCTRL); m_EditMappingsDeviceInput.hold[EDIT_BUTTON_SAVE][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RCTRL); #endif m_EditMappingsDeviceInput.button[EDIT_BUTTON_UNDO][1] = DeviceInput(DEVICE_KEYBOARD, KEY_Cu); // Switch players, if it makes sense to do so. m_EditMappingsDeviceInput.button[EDIT_BUTTON_SWITCH_PLAYERS][0] = DeviceInput(DEVICE_KEYBOARD, KEY_SLASH); m_PlayMappingsDeviceInput.button[EDIT_BUTTON_RETURN_TO_EDIT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC); m_PlayMappingsMenuButton.button[EDIT_BUTTON_RETURN_TO_EDIT][1] = GAME_BUTTON_BACK; m_RecordMappingsDeviceInput.button[EDIT_BUTTON_LAY_MINE_OR_ROLL][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT); m_RecordMappingsDeviceInput.button[EDIT_BUTTON_LAY_MINE_OR_ROLL][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT); m_RecordMappingsDeviceInput.button[EDIT_BUTTON_LAY_LIFT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LCTRL); m_RecordMappingsDeviceInput.button[EDIT_BUTTON_LAY_LIFT][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RCTRL); m_RecordMappingsDeviceInput.button[EDIT_BUTTON_REMOVE_NOTE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LALT); m_RecordMappingsDeviceInput.button[EDIT_BUTTON_REMOVE_NOTE][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RALT); m_RecordMappingsDeviceInput.button[EDIT_BUTTON_RETURN_TO_EDIT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC); m_RecordMappingsMenuButton.button[EDIT_BUTTON_RETURN_TO_EDIT][1] = GAME_BUTTON_BACK; m_RecordPausedMappingsDeviceInput.button[EDIT_BUTTON_PLAY_SELECTION][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cp); m_RecordPausedMappingsDeviceInput.button[EDIT_BUTTON_RECORD_SELECTION][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cr); m_RecordPausedMappingsDeviceInput.hold[EDIT_BUTTON_RECORD_SELECTION][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LCTRL); m_RecordPausedMappingsDeviceInput.hold[EDIT_BUTTON_RECORD_SELECTION][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RCTRL); m_RecordPausedMappingsDeviceInput.button[EDIT_BUTTON_RECORD_FROM_CURSOR][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cr); m_RecordPausedMappingsDeviceInput.button[EDIT_BUTTON_RETURN_TO_EDIT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC); m_RecordPausedMappingsMenuButton.button[EDIT_BUTTON_RETURN_TO_EDIT][1] = GAME_BUTTON_BACK; m_RecordPausedMappingsDeviceInput.button[EDIT_BUTTON_UNDO][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cu); } #endif /* Given a DeviceInput that was just depressed, return an active edit function. */ EditButton ScreenEdit::DeviceToEdit( const DeviceInput &DeviceI ) const { ASSERT( DeviceI.IsValid() ); const MapEditToDI *pCurrentMap = GetCurrentDeviceInputMap(); /* First, search to see if a key that requires a modifier is pressed. */ FOREACH_EditButton( e ) { for( int slot = 0; slot < NUM_EDIT_TO_DEVICE_SLOTS; ++slot ) { if( pCurrentMap->button[e][slot] == DeviceI && pCurrentMap->hold[e][0].IsValid() ) { /* The button maps to this function, and has one or more shift modifiers attached. */ for( int holdslot = 0; holdslot < NUM_EDIT_TO_DEVICE_SLOTS; ++holdslot ) { DeviceInput hDI = pCurrentMap->hold[e][holdslot]; if( hDI.IsValid() && INPUTFILTER->IsBeingPressed(hDI) ) return e; } } } } /* No shifted keys matched. See if any unshifted inputs are bound to this key. */ FOREACH_EditButton(e) { for( int slot = 0; slot < NUM_EDIT_TO_DEVICE_SLOTS; ++slot ) { if( pCurrentMap->button[e][slot] == DeviceI && !pCurrentMap->hold[e][0].IsValid() ) { /* The button maps to this function. */ return e; } } } return EditButton_Invalid; } /* Given a DeviceInput that was just depressed, return an active edit function. */ EditButton ScreenEdit::MenuButtonToEditButton( GameButton MenuI ) const { const MapEditButtonToMenuButton *pCurrentMap = GetCurrentMenuButtonMap(); FOREACH_EditButton(e) { for( int slot = 0; slot < NUM_EDIT_TO_MENU_SLOTS; ++slot ) { if( pCurrentMap->button[e][slot] == MenuI ) { /* The button maps to this function. */ return e; } } } return EditButton_Invalid; } /* If DeviceI was just pressed, return true if button is triggered. (More than one * function may be mapped to a key.) */ bool ScreenEdit::EditPressed( EditButton button, const DeviceInput &DeviceI ) { ASSERT( DeviceI.IsValid() ); const MapEditToDI *pCurrentMap = GetCurrentDeviceInputMap(); /* First, search to see if a key that requires a modifier is pressed. */ bool bPrimaryButtonPressed = false; for( int slot = 0; slot < NUM_EDIT_TO_DEVICE_SLOTS; ++slot ) { if( pCurrentMap->button[button][slot] == DeviceI ) bPrimaryButtonPressed = true; } if( !bPrimaryButtonPressed ) return false; /* The button maps to this function. Does the function has one or more shift modifiers attached? */ if( !pCurrentMap->hold[button][0].IsValid() ) return true; for( int holdslot = 0; holdslot < NUM_EDIT_TO_DEVICE_SLOTS; ++holdslot ) { DeviceInput hDI = pCurrentMap->hold[button][holdslot]; if( INPUTFILTER->IsBeingPressed(hDI) ) return true; } /* No shifted keys matched. */ return false; } bool ScreenEdit::EditToDevice( EditButton button, int iSlotNum, DeviceInput &DeviceI ) const { ASSERT( iSlotNum < NUM_EDIT_TO_DEVICE_SLOTS ); const MapEditToDI *pCurrentMap = GetCurrentDeviceInputMap(); if( pCurrentMap->button[button][iSlotNum].IsValid() ) DeviceI = pCurrentMap->button[button][iSlotNum]; else if( pCurrentMap->hold[button][iSlotNum].IsValid() ) DeviceI = pCurrentMap->hold[button][iSlotNum]; return DeviceI.IsValid(); } bool ScreenEdit::EditIsBeingPressed( EditButton button ) const { for( int slot = 0; slot < NUM_EDIT_TO_DEVICE_SLOTS; ++slot ) { DeviceInput DeviceI; if( EditToDevice( button, slot, DeviceI ) && INPUTFILTER->IsBeingPressed(DeviceI) ) return true; } return false; } const MapEditToDI *ScreenEdit::GetCurrentDeviceInputMap() const { switch( m_EditState ) { DEFAULT_FAIL( m_EditState ); case STATE_EDITING: return &m_EditMappingsDeviceInput; case STATE_PLAYING: return &m_PlayMappingsDeviceInput; case STATE_RECORDING: return &m_RecordMappingsDeviceInput; case STATE_RECORDING_PAUSED: return &m_RecordPausedMappingsDeviceInput; } } const MapEditButtonToMenuButton *ScreenEdit::GetCurrentMenuButtonMap() const { switch( m_EditState ) { DEFAULT_FAIL( m_EditState ); case STATE_EDITING: return &m_EditMappingsMenuButton; case STATE_PLAYING: return &m_PlayMappingsMenuButton; case STATE_RECORDING: return &m_RecordMappingsMenuButton; case STATE_RECORDING_PAUSED: return &m_RecordPausedMappingsMenuButton; } } static MenuDef g_EditHelp( "ScreenMiniMenuEditHelp" // fill this in dynamically ); static MenuDef g_MainMenu( "ScreenMiniMenuMainMenu", MenuRowDef( ScreenEdit::play_whole_song, "Play whole song", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::play_current_beat_to_end, "Play current beat to end", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::save, "Save", true, EditMode_Home, true, true, 0, NULL ), MenuRowDef( ScreenEdit::play_selection, "Play selection", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::set_selection_start, "Set selection start", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::set_selection_end, "Set selection end", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::edit_steps_information, "Edit steps information", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::revert_to_last_save, "Revert to last save", true, EditMode_Home, true, true, 0, NULL ), MenuRowDef( ScreenEdit::revert_from_disk, "Revert from disk", true, EditMode_Full, true, true, 0, NULL ), MenuRowDef( ScreenEdit::options, "Editor options", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::edit_song_info, "Edit song info", true, EditMode_Full, true, true, 0, NULL ), MenuRowDef( ScreenEdit::edit_bpm, "Edit BPM change", true, EditMode_Full, true, true, 0, NULL ), MenuRowDef( ScreenEdit::edit_stop, "Edit stop", true, EditMode_Full, true, true, 0, NULL ), MenuRowDef( ScreenEdit::edit_delay, "Edit delay", true, EditMode_Full, true, true, 0, NULL ), MenuRowDef( ScreenEdit::play_preview_music, "Play preview music", true, EditMode_Full, true, true, 0, NULL ), MenuRowDef( ScreenEdit::exit, "Exit Edit Mode", true, EditMode_Practice, true, true, 0, NULL ) ); static MenuDef g_AreaMenu( "ScreenMiniMenuAreaMenu", MenuRowDef( ScreenEdit::cut, "Cut", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::copy, "Copy", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::paste_at_current_beat, "Paste at current beat", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::paste_at_begin_marker, "Paste at begin marker", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::clear, "Clear area", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::quantize, "Quantize", true, EditMode_Practice, true, true, 0, "4th","8th","12th","16th","24th","32nd","48th","64th","192nd"), MenuRowDef( ScreenEdit::turn, "Turn", true, EditMode_Practice, true, true, 0, "Left","Right","Mirror","Shuffle","SuperShuffle" ), MenuRowDef( ScreenEdit::transform, "Transform", true, EditMode_Practice, true, true, 0, "NoHolds","NoMines","Little","Wide","Big","Quick","Skippy","Mines","Echo","Stomp","Planted","Floored","Twister","NoJumps","NoHands","NoQuads","NoStretch" ), MenuRowDef( ScreenEdit::alter, "Alter", true, EditMode_Practice, true, true, 0, "Autogen To Fill Width","Backwards","Swap Sides","Copy Left To Right","Copy Right To Left","Clear Left","Clear Right","Collapse To One","Collapse Left","Shift Left","Shift Right" ), MenuRowDef( ScreenEdit::tempo, "Tempo", true, EditMode_Full, true, true, 0, "Compress 2x","Compress 3->2","Compress 4->3","Expand 3->4","Expand 2->3","Expand 2x" ), MenuRowDef( ScreenEdit::play, "Play selection", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::record, "Record in selection", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::insert_and_shift, "Insert beat and shift down", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::delete_and_shift, "Delete beat and shift up", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::shift_pauses_forward, "Shift pauses and BPM changes down", true, EditMode_Full, true, true, 0, NULL ), MenuRowDef( ScreenEdit::shift_pauses_backward, "Shift pauses and BPM changes up", true, EditMode_Full, true, true, 0, NULL ), MenuRowDef( ScreenEdit::convert_to_pause, "Convert selection to pause", true, EditMode_Full, true, true, 0, NULL ), MenuRowDef( ScreenEdit::convert_pause_to_beat, "Convert pause to beats", true, EditMode_Full, true, true, 0, NULL ), MenuRowDef( ScreenEdit::undo, "Undo", true, EditMode_Practice, true, true, 0, NULL ) ); static MenuDef g_StepsInformation( "ScreenMiniMenuStepsInformation", MenuRowDef( ScreenEdit::difficulty, "Difficulty", true, EditMode_Practice, true, true, 0, NULL ), // xxx: this giant list of numbers SUUUUUUUUUUCKS -aj MenuRowDef( ScreenEdit::meter, "Meter", true, EditMode_Practice, true, false, 0, "1","2","3","4","5","6","7","8","9","10","11","12","13","14","15","16","17","18","19","20","21","22","23","24","25" ), MenuRowDef( ScreenEdit::description, "Description", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::predict_meter, "Predicted Meter", false, EditMode_Full, true, true, 0, NULL ), MenuRowDef( ScreenEdit::tap_notes, "Tap Steps", false, EditMode_Full, true, true, 0, NULL ), MenuRowDef( ScreenEdit::jumps, "Jumps", false, EditMode_Full, true, true, 0, NULL ), MenuRowDef( ScreenEdit::hands, "Hands", false, EditMode_Full, true, true, 0, NULL ), MenuRowDef( ScreenEdit::quads, "Quads", false, EditMode_Full, true, true, 0, NULL ), MenuRowDef( ScreenEdit::holds, "Holds", false, EditMode_Full, true, true, 0, NULL ), MenuRowDef( ScreenEdit::mines, "Mines", false, EditMode_Full, true, true, 0, NULL ), MenuRowDef( ScreenEdit::stream, "Stream", false, EditMode_Full, true, true, 0, NULL ), MenuRowDef( ScreenEdit::voltage, "Voltage", false, EditMode_Full, true, true, 0, NULL ), MenuRowDef( ScreenEdit::air, "Air", false, EditMode_Full, true, true, 0, NULL ), MenuRowDef( ScreenEdit::freeze, "Freeze", false, EditMode_Full, true, true, 0, NULL ), MenuRowDef( ScreenEdit::chaos, "Chaos", false, EditMode_Full, true, true, 0, NULL ) ); static MenuDef g_SongInformation( "ScreenMiniMenuSongInformation", MenuRowDef( ScreenEdit::main_title, "Main title", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::sub_title, "Sub title", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::artist, "Artist", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::genre, "Genre", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::credit, "Credit", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::main_title_transliteration, "Main title transliteration", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::sub_title_transliteration, "Sub title transliteration", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::artist_transliteration, "Artist transliteration", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::last_beat_hint, "Last beat hint", true, EditMode_Full, true, true, 0, NULL ) ); enum { song_bganimation, song_movie, song_bitmap, global_bganimation, global_movie, global_movie_song_group, global_movie_song_group_and_genre, dynamic_random, baked_random, none }; static bool EnabledIfSet1SongBGAnimation(); static bool EnabledIfSet1SongMovie(); static bool EnabledIfSet1SongBitmap(); static bool EnabledIfSet1GlobalBGAnimation(); static bool EnabledIfSet1GlobalMovie(); static bool EnabledIfSet1GlobalMovieSongGroup(); static bool EnabledIfSet1GlobalMovieSongGroupAndGenre(); static bool EnabledIfSet2SongBGAnimation(); static bool EnabledIfSet2SongMovie(); static bool EnabledIfSet2SongBitmap(); static bool EnabledIfSet2GlobalBGAnimation(); static bool EnabledIfSet2GlobalMovie(); static bool EnabledIfSet2GlobalMovieSongGroup(); static bool EnabledIfSet2GlobalMovieSongGroupAndGenre(); static MenuDef g_BackgroundChange( "ScreenMiniMenuBackgroundChange", MenuRowDef( ScreenEdit::layer, "Layer", false, EditMode_Full, true, false, 0, "" ), MenuRowDef( ScreenEdit::rate, "Rate", true, EditMode_Full, true, false, 10, "0%","10%","20%","30%","40%","50%","60%","70%","80%","90%","100%","120%","140%","160%","180%","200%","220%","240%","260%","280%","300%","350%","400%" ), MenuRowDef( ScreenEdit::transition, "Force Transition", true, EditMode_Full, true, false, 0, NULL ), MenuRowDef( ScreenEdit::effect, "Force Effect", true, EditMode_Full, true, false, 0, NULL ), MenuRowDef( ScreenEdit::color1, "Force Color 1", true, EditMode_Full, true, false, 0, "-","#FFFFFF","#808080","#FFFFFF80","#000000","#FF0000","#00FF00","#0000FF","#FFFF00","#00FFFF","#FF00FF" ), MenuRowDef( ScreenEdit::color2, "Force Color 2", true, EditMode_Full, true, false, 0, "-","#FFFFFF","#808080","#FFFFFF80","#000000","#FF0000","#00FF00","#0000FF","#FFFF00","#00FFFF","#FF00FF" ), MenuRowDef( ScreenEdit::file1_type, "File1 Type", true, EditMode_Full, true, true, 0, "Song BGAnimation", "Song Movie", "Song Bitmap", "Global BGAnimation", "Global Movie", "Global Movie from Song Group", "Global Movie from Song Group and Genre", "Dynamic Random", "Baked Random", "None" ), MenuRowDef( ScreenEdit::file1_song_bganimation, "File1 Song BGAnimation", EnabledIfSet1SongBGAnimation, EditMode_Full, true, false, 0, NULL ), MenuRowDef( ScreenEdit::file1_song_movie, "File1 Song Movie", EnabledIfSet1SongMovie, EditMode_Full, true, false, 0, NULL ), MenuRowDef( ScreenEdit::file1_song_still, "File1 Song Still", EnabledIfSet1SongBitmap, EditMode_Full, true, false, 0, NULL ), MenuRowDef( ScreenEdit::file1_global_bganimation, "File1 Global BGAnimation", EnabledIfSet1GlobalBGAnimation, EditMode_Full, true, false, 0, NULL ), MenuRowDef( ScreenEdit::file1_global_movie, "File1 Global Movie", EnabledIfSet1GlobalMovie, EditMode_Full, true, false, 0, NULL ), MenuRowDef( ScreenEdit::file1_global_movie_song_group, "File1 Global Movie (Group)", EnabledIfSet1GlobalMovieSongGroup, EditMode_Full, true, false, 0, NULL ), MenuRowDef( ScreenEdit::file1_global_movie_song_group_and_genre, "File1 Global Movie (Group + Genre)", EnabledIfSet1GlobalMovieSongGroupAndGenre, EditMode_Full, true, false, 0, NULL ), MenuRowDef( ScreenEdit::file2_type, "File2 Type", true, EditMode_Full, true, true, 0, "Song BGAnimation", "Song Movie", "Song Bitmap", "Global BGAnimation", "Global Movie", "Global Movie from Song Group", "Global Movie from Song Group and Genre", "Dynamic Random", "Baked Random", "None" ), MenuRowDef( ScreenEdit::file2_song_bganimation, "File2 Song BGAnimation", EnabledIfSet2SongBGAnimation, EditMode_Full, true, false, 0, NULL ), MenuRowDef( ScreenEdit::file2_song_movie, "File2 Song Movie", EnabledIfSet2SongMovie, EditMode_Full, true, false, 0, NULL ), MenuRowDef( ScreenEdit::file2_song_still, "File2 Song Still", EnabledIfSet2SongBitmap, EditMode_Full, true, false, 0, NULL ), MenuRowDef( ScreenEdit::file2_global_bganimation, "File2 Global BGAnimation", EnabledIfSet2GlobalBGAnimation, EditMode_Full, true, false, 0, NULL ), MenuRowDef( ScreenEdit::file2_global_movie, "File2 Global Movie", EnabledIfSet2GlobalMovie, EditMode_Full, true, false, 0, NULL ), MenuRowDef( ScreenEdit::file2_global_movie_song_group, "File2 Global Movie (Group)", EnabledIfSet2GlobalMovieSongGroup, EditMode_Full, true, false, 0, NULL ), MenuRowDef( ScreenEdit::file2_global_movie_song_group_and_genre, "File2 Global Movie (Group + Genre)", EnabledIfSet2GlobalMovieSongGroupAndGenre, EditMode_Full, true, false, 0, NULL ), MenuRowDef( ScreenEdit::delete_change, "Remove Change", true, EditMode_Full, true, true, 0, NULL ) ); static bool EnabledIfSet1SongBGAnimation() { return ScreenMiniMenu::s_viLastAnswers[ScreenEdit::file1_type] == song_bganimation && !g_BackgroundChange.rows[ScreenEdit::file1_song_bganimation].choices.empty(); } static bool EnabledIfSet1SongMovie() { return ScreenMiniMenu::s_viLastAnswers[ScreenEdit::file1_type] == song_movie && !g_BackgroundChange.rows[ScreenEdit::file1_song_movie].choices.empty(); } static bool EnabledIfSet1SongBitmap() { return ScreenMiniMenu::s_viLastAnswers[ScreenEdit::file1_type] == song_bitmap && !g_BackgroundChange.rows[ScreenEdit::file1_song_still].choices.empty(); } static bool EnabledIfSet1GlobalBGAnimation() { return ScreenMiniMenu::s_viLastAnswers[ScreenEdit::file1_type] == global_bganimation && !g_BackgroundChange.rows[ScreenEdit::file1_global_bganimation].choices.empty(); } static bool EnabledIfSet1GlobalMovie() { return ScreenMiniMenu::s_viLastAnswers[ScreenEdit::file1_type] == global_movie && !g_BackgroundChange.rows[ScreenEdit::file1_global_movie].choices.empty(); } static bool EnabledIfSet1GlobalMovieSongGroup() { return ScreenMiniMenu::s_viLastAnswers[ScreenEdit::file1_type] == global_movie_song_group && !g_BackgroundChange.rows[ScreenEdit::file1_global_movie_song_group].choices.empty(); } static bool EnabledIfSet1GlobalMovieSongGroupAndGenre() { return ScreenMiniMenu::s_viLastAnswers[ScreenEdit::file1_type] == global_movie_song_group_and_genre && !g_BackgroundChange.rows[ScreenEdit::file1_global_movie_song_group_and_genre].choices.empty(); } static bool EnabledIfSet2SongBGAnimation() { return ScreenMiniMenu::s_viLastAnswers[ScreenEdit::file2_type] == song_bganimation && !g_BackgroundChange.rows[ScreenEdit::file2_song_bganimation].choices.empty(); } static bool EnabledIfSet2SongMovie() { return ScreenMiniMenu::s_viLastAnswers[ScreenEdit::file2_type] == song_movie && !g_BackgroundChange.rows[ScreenEdit::file2_song_movie].choices.empty(); } static bool EnabledIfSet2SongBitmap() { return ScreenMiniMenu::s_viLastAnswers[ScreenEdit::file2_type] == song_bitmap && !g_BackgroundChange.rows[ScreenEdit::file2_song_still].choices.empty(); } static bool EnabledIfSet2GlobalBGAnimation() { return ScreenMiniMenu::s_viLastAnswers[ScreenEdit::file2_type] == global_bganimation && !g_BackgroundChange.rows[ScreenEdit::file2_global_bganimation].choices.empty(); } static bool EnabledIfSet2GlobalMovie() { return ScreenMiniMenu::s_viLastAnswers[ScreenEdit::file2_type] == global_movie && !g_BackgroundChange.rows[ScreenEdit::file2_global_movie].choices.empty(); } static bool EnabledIfSet2GlobalMovieSongGroup() { return ScreenMiniMenu::s_viLastAnswers[ScreenEdit::file2_type] == global_movie_song_group && !g_BackgroundChange.rows[ScreenEdit::file2_global_movie_song_group].choices.empty(); } static bool EnabledIfSet2GlobalMovieSongGroupAndGenre() { return ScreenMiniMenu::s_viLastAnswers[ScreenEdit::file2_type] == global_movie_song_group_and_genre && !g_BackgroundChange.rows[ScreenEdit::file2_global_movie_song_group_and_genre].choices.empty(); } static RString GetOneBakedRandomFile( Song *pSong, bool bTryGenre = true ) { vector vsPathsOut; vector vsNamesOut; BackgroundUtil::GetGlobalRandomMovies( pSong, "", vsPathsOut, vsNamesOut, bTryGenre ); if( !vsNamesOut.empty() ) return vsNamesOut[RandomInt(vsNamesOut.size())]; else return RString(); } static MenuDef g_InsertTapAttack( "ScreenMiniMenuInsertTapAttack", MenuRowDef( -1, "Duration seconds", true, EditMode_Practice, true, false, 3, "5","10","15","20","25","30","35","40","45" ), MenuRowDef( -1, "Set modifiers", true, EditMode_Practice, true, true, 0, "Press Start" ) ); static MenuDef g_InsertCourseAttack( "ScreenMiniMenuInsertCourseAttack", MenuRowDef( ScreenEdit::duration, "Duration seconds", true, EditMode_Practice, true, false, 3, "5","10","15","20","25","30","35","40","45" ), MenuRowDef( ScreenEdit::set_mods, "Set modifiers", true, EditMode_Practice, true, true, 0, "Press Start" ), MenuRowDef( ScreenEdit::remove, "Remove", true, EditMode_Practice, true, true, 0, "Press Start" ) ); static MenuDef g_CourseMode( "ScreenMiniMenuCourseDisplay", MenuRowDef( -1, "Play mods from course", true, EditMode_Practice, true, false, 0, NULL ) ); // HACK: need to remember the track we're inserting on so that we can lay the // attack note after coming back from menus. static int g_iLastInsertTapAttackTrack = -1; static float g_fLastInsertAttackDurationSeconds = -1; static float g_fLastInsertAttackPositionSeconds = -1; static BackgroundLayer g_CurrentBGChangeLayer = BACKGROUND_LAYER_Invalid; static void SetDefaultEditorNoteSkin( size_t num, RString &sNameOut, RString &defaultValueOut ) { sNameOut = ssprintf( "EditorNoteSkinP%d", int(num + 1) ); // XXX: We need more supported noteskins. switch( num ) { case 0: defaultValueOut = "default"; return; case 1: defaultValueOut = "default"; return; } defaultValueOut = "default"; } static Preference1D EDITOR_NOTE_SKINS( SetDefaultEditorNoteSkin, NUM_PLAYERS ); static ThemeMetric EDIT_MODIFIERS ("ScreenEdit","EditModifiers"); REGISTER_SCREEN_CLASS( ScreenEdit ); void ScreenEdit::Init() { m_pSoundMusic = NULL; SubscribeToMessage( "Judgment" ); ASSERT( GAMESTATE->m_pCurSong ); ASSERT( GAMESTATE->m_pCurSteps[PLAYER_1] ); EDIT_MODE.Load( m_sName, "EditMode" ); ScreenWithMenuElements::Init(); InitEditMappings(); // save the originals for reverting later CopyToLastSave(); m_CurrentAction = MAIN_MENU_CHOICE_INVALID; if( GAMESTATE->GetCurrentStyle()->m_StyleType == StyleType_TwoPlayersSharedSides ) m_InputPlayerNumber = PLAYER_1; else m_InputPlayerNumber = PLAYER_INVALID; FOREACH_PlayerNumber( p ) GAMESTATE->m_bSideIsJoined[p] = false; GAMESTATE->m_bSideIsJoined[PLAYER_1] = true; m_pSong = GAMESTATE->m_pCurSong; m_pSteps = GAMESTATE->m_pCurSteps[PLAYER_1]; m_bReturnToRecordMenuAfterPlay = false; m_fBeatToReturnTo = 0; GAMESTATE->m_bGameplayLeadIn.Set( true ); GAMESTATE->m_EditMode = EDIT_MODE.GetValue(); GAMESTATE->m_fSongBeat = 0; m_fTrailingBeat = GAMESTATE->m_fSongBeat; m_iShiftAnchor = -1; m_iStartPlayingAt = -1; m_iStopPlayingAt = -1; this->AddChild( &m_Background ); m_SnapDisplay.SetXY( EDIT_X, PLAYER_Y_STANDARD ); m_SnapDisplay.Load( PLAYER_1 ); m_SnapDisplay.SetZoom( 0.5f ); this->AddChild( &m_SnapDisplay ); // We keep track of this bit of state so that when the user is in Edit/Sync Songs and makes a change to the NoteSkins, // that change is "sticky" across multiple ScreenEdits. That is the way the rest of the options work. // TODO: It would be cleaner to do this by making it possible to set an option in metrics.ini. if( !GAMESTATE->m_bDidModeChangeNoteSkin ) { GAMESTATE->m_bDidModeChangeNoteSkin = true; FOREACH_PlayerNumber( pn ) { const RString &sNoteSkin = EDITOR_NOTE_SKINS[pn].Get(); if( NOTESKIN->DoesNoteSkinExist( sNoteSkin ) ) PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Preferred, m_sNoteSkin, sNoteSkin ); } } m_PlayerStateEdit.m_PlayerNumber = PLAYER_1; // If we always go with the GAMESTATE NoteSkin, we will have fun effects like Vivid or Flat in the editor notefield. // This is not conducive to productive editing. if( NOTESKIN->DoesNoteSkinExist( EDITOR_NOTE_SKINS[PLAYER_1].Get() ) ) { PO_GROUP_ASSIGN( m_PlayerStateEdit.m_PlayerOptions, ModsLevel_Stage, m_sNoteSkin, EDITOR_NOTE_SKINS[PLAYER_1].Get() ); } else { PO_GROUP_ASSIGN( m_PlayerStateEdit.m_PlayerOptions, ModsLevel_Stage, m_sNoteSkin, GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetStage().m_sNoteSkin ); } m_PlayerStateEdit.m_PlayerOptions.FromString( ModsLevel_Stage, EDIT_MODIFIERS ); m_pSteps->GetNoteData( m_NoteDataEdit ); m_NoteFieldEdit.SetXY( EDIT_X, EDIT_Y ); m_NoteFieldEdit.SetZoom( 0.5f ); m_NoteFieldEdit.Init( &m_PlayerStateEdit, PLAYER_HEIGHT*2 ); m_NoteFieldEdit.Load( &m_NoteDataEdit, -240, 850 ); this->AddChild( &m_NoteFieldEdit ); m_NoteDataRecord.SetNumTracks( m_NoteDataEdit.GetNumTracks() ); m_NoteFieldRecord.SetXY( RECORD_X, RECORD_Y ); m_NoteFieldRecord.Init( GAMESTATE->m_pPlayerState[PLAYER_1], PLAYER_HEIGHT ); m_NoteFieldRecord.Load( &m_NoteDataRecord, -(int)SCREEN_HEIGHT/2, (int)SCREEN_HEIGHT/2 ); this->AddChild( &m_NoteFieldRecord ); m_EditState = EditState_Invalid; TransitionEditState( STATE_EDITING ); m_bRemoveNoteButtonDown = false; m_Clipboard.SetNumTracks( m_NoteDataEdit.GetNumTracks() ); m_bHasUndo = false; m_Undo.SetNumTracks( m_NoteDataEdit.GetNumTracks() ); m_bDirty = false; m_Player->Init( "Player", GAMESTATE->m_pPlayerState[PLAYER_1], NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ); m_Player->CacheAllUsedNoteSkins(); GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_HUMAN; m_Player->SetXY( PLAYER_X, PLAYER_Y ); this->AddChild( m_Player ); this->AddChild( &m_Foreground ); m_textInputTips.SetName( "EditHelp" ); m_textInputTips.LoadFromFont( THEME->GetPathF("ScreenEdit","EditHelp") ); m_textInputTips.SetText( EDIT_HELP_TEXT ); LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_textInputTips ); this->AddChild( &m_textInputTips ); m_textInfo.SetName( "Info" ); m_textInfo.LoadFromFont( THEME->GetPathF("ScreenEdit","Info") ); LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_textInfo ); this->AddChild( &m_textInfo ); m_textPlayRecordHelp.SetName( "PlayRecordHelp" ); m_textPlayRecordHelp.LoadFromFont( THEME->GetPathF("ScreenEdit","PlayRecordHelp") ); m_textPlayRecordHelp.SetText( PLAY_RECORD_HELP_TEXT ); LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_textPlayRecordHelp ); this->AddChild( &m_textPlayRecordHelp ); m_soundAddNote.Load( THEME->GetPathS("ScreenEdit","AddNote"), true ); m_soundRemoveNote.Load( THEME->GetPathS("ScreenEdit","RemoveNote"), true ); m_soundChangeLine.Load( THEME->GetPathS("ScreenEdit","line"), true ); m_soundChangeSnap.Load( THEME->GetPathS("ScreenEdit","snap"), true ); m_soundMarker.Load( THEME->GetPathS("ScreenEdit","marker"), true ); m_soundValueIncrease.Load( THEME->GetPathS("ScreenEdit","value increase"), true ); m_soundValueDecrease.Load( THEME->GetPathS("ScreenEdit","value decrease"), true ); m_soundSwitchSteps.Load( THEME->GetPathS("ScreenEdit","switch steps") ); m_soundSave.Load( THEME->GetPathS("ScreenEdit","save") ); m_GameplayAssist.Init(); m_AutoKeysounds.FinishLoading(); m_pSoundMusic = m_AutoKeysounds.GetSound(); this->HandleScreenMessage( SM_UpdateTextInfo ); m_bTextInfoNeedsUpdate = true; SubscribeToMessage( Message_SongModified ); } ScreenEdit::~ScreenEdit() { // UGLY: Don't delete the Song's steps. m_SongLastSave.DetachSteps(); LOG->Trace( "ScreenEdit::~ScreenEdit()" ); m_pSoundMusic->StopPlaying(); } void ScreenEdit::BeginScreen() { ScreenWithMenuElements::BeginScreen(); /* We do this ourself. */ SOUND->HandleSongTimer( false ); } void ScreenEdit::EndScreen() { ScreenWithMenuElements::EndScreen(); SOUND->HandleSongTimer( true ); } // play assist ticks void ScreenEdit::PlayTicks() { if( m_EditState != STATE_PLAYING ) return; m_GameplayAssist.PlayTicks( m_Player->GetNoteData() ); } void ScreenEdit::PlayPreviewMusic() { SOUND->StopMusic(); SOUND->PlayMusic( m_pSong->GetMusicPath(), NULL, false, m_pSong->m_fMusicSampleStartSeconds, m_pSong->m_fMusicSampleLengthSeconds, 0.0f, 1.5f ); } void ScreenEdit::MakeFilteredMenuDef( const MenuDef* pDef, MenuDef &menu ) { menu = *pDef; menu.rows.clear(); vector aRows; FOREACH_CONST( MenuRowDef, pDef->rows, r ) { // Don't add rows that aren't applicable to this edit mode. if( EDIT_MODE >= r->emShowIn ) menu.rows.push_back( *r ); } } void ScreenEdit::EditMiniMenu( const MenuDef* pDef, ScreenMessage SM_SendOnOK, ScreenMessage SM_SendOnCancel ) { // Reload options. MenuDef menu(""); MakeFilteredMenuDef( pDef, menu ); ScreenMiniMenu::MiniMenu( &menu, SM_SendOnOK, SM_SendOnCancel ); } void ScreenEdit::Update( float fDeltaTime ) { m_PlayerStateEdit.Update( fDeltaTime ); if( m_pSoundMusic->IsPlaying() ) { RageTimer tm; const float fSeconds = m_pSoundMusic->GetPositionSeconds( NULL, &tm ); GAMESTATE->UpdateSongPosition( fSeconds, GAMESTATE->m_pCurSong->m_Timing, tm ); } if( m_EditState == STATE_RECORDING ) { for( int t=0; tGetCurrentStyle()->m_iColsPerPlayer; t++ ) // for each track { GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( t, PLAYER_1 ); float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI ); fSecsHeld = min( fSecsHeld, m_RemoveNoteButtonLastChanged.Ago() ); if( fSecsHeld == 0 ) continue; float fStartPlayingAtBeat = NoteRowToBeat(m_iStartPlayingAt); if( GAMESTATE->m_fSongBeat <= fStartPlayingAtBeat ) continue; float fStartedHoldingSeconds = m_pSoundMusic->GetPositionSeconds() - fSecsHeld; float fStartBeat = max( fStartPlayingAtBeat, m_pSong->GetBeatFromElapsedTime(fStartedHoldingSeconds) ); float fEndBeat = max( fStartBeat, GAMESTATE->m_fSongBeat ); fEndBeat = min( fEndBeat, NoteRowToBeat(m_iStopPlayingAt) ); // Round start and end to the nearest snap interval fStartBeat = Quantize( fStartBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) ); fEndBeat = Quantize( fEndBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) ); if( m_bRemoveNoteButtonDown ) { m_NoteDataRecord.ClearRangeForTrack( BeatToNoteRow(fStartBeat), BeatToNoteRow(fEndBeat), t ); } else if( fSecsHeld > RECORD_HOLD_SECONDS ) { // create or extend a hold or roll note TapNote tn = EditIsBeingPressed(EDIT_BUTTON_LAY_MINE_OR_ROLL) ? TAP_ORIGINAL_ROLL_HEAD: TAP_ORIGINAL_HOLD_HEAD; tn.pn = m_InputPlayerNumber; m_NoteDataRecord.AddHoldNote( t, BeatToNoteRow(fStartBeat), BeatToNoteRow(fEndBeat), tn ); } } } // // check for end of playback/record // if( m_EditState == STATE_RECORDING || m_EditState == STATE_PLAYING ) { /* * If any arrow is being held, continue for up to half a second after * the end marker. This makes it possible to start a hold note near * the end of the range. We won't allow placing anything outside of the * range. */ bool bButtonIsBeingPressed = false; for( int t=0; tGetCurrentStyle()->m_iColsPerPlayer; t++ ) // for each track { GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( t, PLAYER_1 ); if( INPUTMAPPER->IsBeingPressed(GameI) ) bButtonIsBeingPressed = true; } float fLastBeat = NoteRowToBeat(m_iStopPlayingAt); if( bButtonIsBeingPressed && m_EditState == STATE_RECORDING ) { float fSeconds = m_pSong->m_Timing.GetElapsedTimeFromBeat( fLastBeat ); fLastBeat = m_pSong->m_Timing.GetBeatFromElapsedTime( fSeconds + 0.5f ); } float fStopAtSeconds = m_pSong->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_iStopPlayingAt) ) + 1; if( GAMESTATE->m_fMusicSeconds > fStopAtSeconds ) { // loop TransitionEditState( STATE_PLAYING ); } } //LOG->Trace( "ScreenEdit::Update(%f)", fDeltaTime ); ScreenWithMenuElements::Update( fDeltaTime ); // Update trailing beat float fDelta = GAMESTATE->m_fSongBeat - m_fTrailingBeat; if( fabsf(fDelta) < 10 ) fapproach( m_fTrailingBeat, GAMESTATE->m_fSongBeat, fDeltaTime*40 / m_NoteFieldEdit.GetPlayerState()->m_PlayerOptions.GetCurrent().m_fScrollSpeed ); else fapproach( m_fTrailingBeat, GAMESTATE->m_fSongBeat, fabsf(fDelta) * fDeltaTime*5 ); PlayTicks(); } static LocalizedString CURRENT_BEAT("ScreenEdit", "Current beat"); static LocalizedString CURRENT_SECOND("ScreenEdit", "Current second"); static LocalizedString SNAP_TO("ScreenEdit", "Snap to"); static LocalizedString NOTES("ScreenEdit", "%s notes"); static LocalizedString SELECTION_BEAT("ScreenEdit", "Selection beat"); static LocalizedString DIFFICULTY("ScreenEdit", "Difficulty"); static LocalizedString DESCRIPTION("ScreenEdit", "Description"); static LocalizedString MAIN_TITLE("ScreenEdit", "Main title"); static LocalizedString SUBTITLE("ScreenEdit", "Subtitle"); static LocalizedString TAP_STEPS("ScreenEdit", "Tap Steps"); static LocalizedString JUMPS("ScreenEdit", "Jumps"); static LocalizedString HANDS("ScreenEdit", "Hands"); static LocalizedString HOLDS("ScreenEdit", "Holds"); static LocalizedString MINES("ScreenEdit", "Mines"); static LocalizedString ROLLS("ScreenEdit", "Rolls"); static LocalizedString BEAT_0_OFFSET("ScreenEdit", "Beat 0 offset"); static LocalizedString PREVIEW_START("ScreenEdit", "Preview Start"); static LocalizedString PREVIEW_LENGTH("ScreenEdit", "Preview Length"); void ScreenEdit::UpdateTextInfo() { if( m_pSteps == NULL ) return; // Don't update the text during playback or record. It causes skips. if( m_EditState != STATE_EDITING ) return; if( !m_bTextInfoNeedsUpdate ) return; m_bTextInfoNeedsUpdate = false; RString sNoteType = ssprintf( NOTES.GetValue(), NoteTypeToLocalizedString(m_SnapDisplay.GetNoteType()).c_str() ); RString sText; sText += ssprintf( "%s:\n %.5f\n", CURRENT_BEAT.GetValue().c_str(), GAMESTATE->m_fSongBeat ); sText += ssprintf( "%s:\n %.5f\n", CURRENT_SECOND.GetValue().c_str(), m_pSong->GetElapsedTimeFromBeat(GAMESTATE->m_fSongBeat) ); switch( EDIT_MODE.GetValue() ) { DEFAULT_FAIL( EDIT_MODE.GetValue() ); case EditMode_Practice: break; case EditMode_CourseMods: case EditMode_Home: case EditMode_Full: sText += ssprintf( "%s:\n %s\n", SNAP_TO.GetValue().c_str(), sNoteType.c_str() ); break; } if( m_NoteFieldEdit.m_iBeginMarker != -1 ) { sText += ssprintf( "%s:\n %.5f", SELECTION_BEAT.GetValue().c_str(), NoteRowToBeat(m_NoteFieldEdit.m_iBeginMarker) ); if( m_NoteFieldEdit.m_iEndMarker != -1 ) sText += ssprintf( "-%.5f\n", NoteRowToBeat(m_NoteFieldEdit.m_iEndMarker) ); else sText += " ...\n"; } switch( EDIT_MODE.GetValue() ) { DEFAULT_FAIL( EDIT_MODE.GetValue() ); case EditMode_Practice: case EditMode_CourseMods: case EditMode_Home: break; case EditMode_Full: sText += ssprintf( "%s:\n %s\n", DIFFICULTY.GetValue().c_str(), DifficultyToString( m_pSteps->GetDifficulty() ).c_str() ); sText += ssprintf( "%s:\n %s\n", DESCRIPTION.GetValue().c_str(), m_pSteps->GetDescription().c_str() ); sText += ssprintf( "%s:\n %s\n", MAIN_TITLE.GetValue().c_str(), m_pSong->m_sMainTitle.c_str() ); if( m_pSong->m_sSubTitle.size() ) sText += ssprintf( "%s:\n %s\n", SUBTITLE.GetValue().c_str(), m_pSong->m_sSubTitle.c_str() ); break; } sText += ssprintf( "%s:\n %d\n", TAP_STEPS.GetValue().c_str(), m_NoteDataEdit.GetNumTapNotes() ); sText += ssprintf( "%s:\n %d\n", JUMPS.GetValue().c_str(), m_NoteDataEdit.GetNumJumps() ); sText += ssprintf( "%s:\n %d\n", HANDS.GetValue().c_str(), m_NoteDataEdit.GetNumHands() ); sText += ssprintf( "%s:\n %d\n", HOLDS.GetValue().c_str(), m_NoteDataEdit.GetNumHoldNotes() ); sText += ssprintf( "%s:\n %d\n", MINES.GetValue().c_str(), m_NoteDataEdit.GetNumMines() ); sText += ssprintf( "%s:\n %d\n", ROLLS.GetValue().c_str(), m_NoteDataEdit.GetNumRolls() ); switch( EDIT_MODE.GetValue() ) { DEFAULT_FAIL( EDIT_MODE.GetValue() ); case EditMode_Practice: case EditMode_CourseMods: case EditMode_Home: break; case EditMode_Full: sText += ssprintf( "%s:\n %.5f secs\n", BEAT_0_OFFSET.GetValue().c_str(), m_pSong->m_Timing.m_fBeat0OffsetInSeconds ); sText += ssprintf( "%s:\n %.5f secs\n", PREVIEW_START.GetValue().c_str(), m_pSong->m_fMusicSampleStartSeconds ); sText += ssprintf( "%s:\n %.5f secs\n", PREVIEW_LENGTH.GetValue().c_str(), m_pSong->m_fMusicSampleLengthSeconds ); break; } m_textInfo.SetText( sText ); } void ScreenEdit::DrawPrimitives() { // HACK: Draw using the trailing beat float fSongBeat = GAMESTATE->m_fSongBeat; // save song beat float fSongBeatNoOffset = GAMESTATE->m_fSongBeatNoOffset; float fSongBeatVisible = GAMESTATE->m_fSongBeatVisible; if( !m_pSoundMusic->IsPlaying() ) { GAMESTATE->m_fSongBeat = m_fTrailingBeat; // put trailing beat in effect GAMESTATE->m_fSongBeatNoOffset = m_fTrailingBeat; // put trailing beat in effect GAMESTATE->m_fSongBeatVisible = m_fTrailingBeat; // put trailing beat in effect } ScreenWithMenuElements::DrawPrimitives(); if( !m_pSoundMusic->IsPlaying() ) { GAMESTATE->m_fSongBeat = fSongBeat; // restore real song beat GAMESTATE->m_fSongBeatNoOffset = fSongBeatNoOffset; GAMESTATE->m_fSongBeatVisible = fSongBeatVisible; } } void ScreenEdit::Input( const InputEventPlus &input ) { // LOG->Trace( "ScreenEdit::Input()" ); // invalidate input if cmd/meta is being held. if( INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LMETA)) || INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_RMETA)) ) return; if( m_In.IsTransitioning() || m_Out.IsTransitioning() ) return; EditButton EditB = DeviceToEdit( input.DeviceI ); if( EditB == EditButton_Invalid ) EditB = MenuButtonToEditButton( input.MenuI ); if( EditB == EDIT_BUTTON_REMOVE_NOTE ) { /* Ugly: we need to know when the button was pressed or released, so we * can clamp operations to that time. Should InputFilter keep track of * last release, too? */ m_bRemoveNoteButtonDown = (input.type != IET_RELEASE); m_RemoveNoteButtonLastChanged.Touch(); } switch( m_EditState ) { DEFAULT_FAIL( m_EditState ); case STATE_EDITING: InputEdit( input, EditB ); m_bTextInfoNeedsUpdate = true; break; case STATE_RECORDING: InputRecord( input, EditB ); break; case STATE_RECORDING_PAUSED: InputRecordPaused( input, EditB ); break; case STATE_PLAYING: InputPlay( input, EditB ); break; } } static void ShiftToRightSide( int &iCol, int iNumTracks ) { switch( GAMESTATE->GetCurrentStyle()->m_StyleType ) { DEFAULT_FAIL( GAMESTATE->GetCurrentStyle()->m_StyleType ); case StyleType_OnePlayerOneSide: break; case StyleType_TwoPlayersTwoSides: case StyleType_OnePlayerTwoSides: case StyleType_TwoPlayersSharedSides: iCol += iNumTracks/2; break; } } static int FindAttackAtTime( const AttackArray& attacks, float fStartTime ) { for( unsigned i = 0; i < attacks.size(); ++i ) { if( fabs(attacks[i].fStartSecond - fStartTime) < 0.001f ) return i; } return -1; } static LocalizedString SWITCHED_TO ( "ScreenEdit", "Switched to" ); static LocalizedString NO_BACKGROUNDS_AVAILABLE ( "ScreenEdit", "No backgrounds available" ); void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB ) { if( input.type == IET_RELEASE ) { if( EditPressed( EDIT_BUTTON_SCROLL_SELECT, input.DeviceI ) ) m_iShiftAnchor = -1; return; } switch( EditB ) { case EDIT_BUTTON_COLUMN_0: case EDIT_BUTTON_COLUMN_1: case EDIT_BUTTON_COLUMN_2: case EDIT_BUTTON_COLUMN_3: case EDIT_BUTTON_COLUMN_4: case EDIT_BUTTON_COLUMN_5: case EDIT_BUTTON_COLUMN_6: case EDIT_BUTTON_COLUMN_7: case EDIT_BUTTON_COLUMN_8: case EDIT_BUTTON_COLUMN_9: { if( input.type != IET_FIRST_PRESS ) break; // We only care about first presses int iCol = EditB - EDIT_BUTTON_COLUMN_0; // Alt + number = input to right half if( EditIsBeingPressed(EDIT_BUTTON_RIGHT_SIDE) ) ShiftToRightSide( iCol, m_NoteDataEdit.GetNumTracks() ); const float fSongBeat = GAMESTATE->m_fSongBeat; const int iSongIndex = BeatToNoteRow( fSongBeat ); if( iCol >= m_NoteDataEdit.GetNumTracks() ) // this button is not in the range of columns for this Style break; // check for to see if the user intended to remove a HoldNote int iHeadRow; if( m_NoteDataEdit.IsHoldNoteAtRow( iCol, iSongIndex, &iHeadRow ) ) { m_soundRemoveNote.Play(); SetDirty( true ); SaveUndo(); m_NoteDataEdit.SetTapNote( iCol, iHeadRow, TAP_EMPTY ); // Don't CheckNumberOfNotesAndUndo. We don't want to revert any change that removes notes. } else if( m_NoteDataEdit.GetTapNote(iCol, iSongIndex).type != TapNote::empty ) { m_soundRemoveNote.Play(); SetDirty( true ); SaveUndo(); m_NoteDataEdit.SetTapNote( iCol, iSongIndex, TAP_EMPTY ); // Don't CheckNumberOfNotesAndUndo. We don't want to revert any change that removes notes. } else if( EditIsBeingPressed(EDIT_BUTTON_LAY_MINE_OR_ROLL) ) { m_soundAddNote.Play(); SetDirty( true ); SaveUndo(); TapNote tn = TAP_ORIGINAL_MINE; tn.pn = m_InputPlayerNumber; m_NoteDataEdit.SetTapNote( iCol, iSongIndex, tn ); CheckNumberOfNotesAndUndo(); } else if( EditIsBeingPressed(EDIT_BUTTON_LAY_TAP_ATTACK) ) { g_iLastInsertTapAttackTrack = iCol; EditMiniMenu( &g_InsertTapAttack, SM_BackFromInsertTapAttack ); } else if( EditIsBeingPressed(EDIT_BUTTON_LAY_LIFT) ) { m_soundAddNote.Play(); SetDirty( true ); SaveUndo(); TapNote tn = TAP_ORIGINAL_LIFT; tn.pn = m_InputPlayerNumber; m_NoteDataEdit.SetTapNote( iCol, iSongIndex, tn ); CheckNumberOfNotesAndUndo(); } else { m_soundAddNote.Play(); SetDirty( true ); SaveUndo(); TapNote tn = TAP_ORIGINAL_TAP; tn.pn = m_InputPlayerNumber; m_NoteDataEdit.SetTapNote(iCol, iSongIndex, tn ); CheckNumberOfNotesAndUndo(); } } break; case EDIT_BUTTON_SCROLL_SPEED_UP: case EDIT_BUTTON_SCROLL_SPEED_DOWN: { PlayerState *pPlayerState = const_cast (m_NoteFieldEdit.GetPlayerState()); float fScrollSpeed = pPlayerState->m_PlayerOptions.GetSong().m_fScrollSpeed; const float fSpeeds[] = { 1.0f, 1.5f, 2.0f, 3.0f, 4.0f, 6.0f, 8.0f }; int iSpeed = 0; for( unsigned i = 0; i < ARRAYLEN(fSpeeds); ++i ) { if( fSpeeds[i] == fScrollSpeed ) { iSpeed = i; break; } } switch( EditB ) { DEFAULT_FAIL(EditB); case EDIT_BUTTON_SCROLL_SPEED_DOWN: --iSpeed; break; case EDIT_BUTTON_SCROLL_SPEED_UP: ++iSpeed; break; } iSpeed = clamp( iSpeed, 0, (int) ARRAYLEN(fSpeeds)-1 ); if( fSpeeds[iSpeed] != fScrollSpeed ) { m_soundMarker.Play(); fScrollSpeed = fSpeeds[iSpeed]; } PO_GROUP_ASSIGN( pPlayerState->m_PlayerOptions, ModsLevel_Song, m_fScrollSpeed, fScrollSpeed ); break; } break; case EDIT_BUTTON_SCROLL_HOME: ScrollTo( 0 ); break; case EDIT_BUTTON_SCROLL_END: ScrollTo( m_NoteDataEdit.GetLastBeat() ); break; case EDIT_BUTTON_SCROLL_UP_LINE: case EDIT_BUTTON_SCROLL_UP_PAGE: case EDIT_BUTTON_SCROLL_DOWN_LINE: case EDIT_BUTTON_SCROLL_DOWN_PAGE: { float fBeatsToMove=0.f; switch( EditB ) { DEFAULT_FAIL( EditB ); case EDIT_BUTTON_SCROLL_UP_LINE: case EDIT_BUTTON_SCROLL_DOWN_LINE: fBeatsToMove = NoteTypeToBeat( m_SnapDisplay.GetNoteType() ); if( EditB == EDIT_BUTTON_SCROLL_UP_LINE ) fBeatsToMove *= -1; break; case EDIT_BUTTON_SCROLL_UP_PAGE: case EDIT_BUTTON_SCROLL_DOWN_PAGE: fBeatsToMove = BEATS_PER_MEASURE; if( EditB == EDIT_BUTTON_SCROLL_UP_PAGE ) fBeatsToMove *= -1; break; } if( m_PlayerStateEdit.m_PlayerOptions.GetSong().m_fScrolls[PlayerOptions::SCROLL_REVERSE] > 0.5 ) fBeatsToMove *= -1; float fDestinationBeat = GAMESTATE->m_fSongBeat + fBeatsToMove; fDestinationBeat = Quantize( fDestinationBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) ); ScrollTo( fDestinationBeat ); } break; case EDIT_BUTTON_SCROLL_NEXT_MEASURE: { float fDestinationBeat = GAMESTATE->m_fSongBeat + BEATS_PER_MEASURE; fDestinationBeat = ftruncf( fDestinationBeat, (float)BEATS_PER_MEASURE ); ScrollTo( fDestinationBeat ); break; } case EDIT_BUTTON_SCROLL_PREV_MEASURE: { float fDestinationBeat = QuantizeUp( GAMESTATE->m_fSongBeat, (float)BEATS_PER_MEASURE ); fDestinationBeat -= (float)BEATS_PER_MEASURE; ScrollTo( fDestinationBeat ); break; } case EDIT_BUTTON_SCROLL_NEXT: { int iRow = BeatToNoteRow( GAMESTATE->m_fSongBeat ); NoteDataUtil::GetNextEditorPosition( m_NoteDataEdit, iRow ); ScrollTo( NoteRowToBeat(iRow) ); } break; case EDIT_BUTTON_SCROLL_PREV: { int iRow = BeatToNoteRow( GAMESTATE->m_fSongBeat ); NoteDataUtil::GetPrevEditorPosition( m_NoteDataEdit, iRow ); ScrollTo( NoteRowToBeat(iRow) ); } break; case EDIT_BUTTON_SNAP_NEXT: if( m_SnapDisplay.PrevSnapMode() ) OnSnapModeChange(); break; case EDIT_BUTTON_SNAP_PREV: if( m_SnapDisplay.NextSnapMode() ) OnSnapModeChange(); break; case EDIT_BUTTON_LAY_SELECT: { const int iCurrentRow = BeatToNoteRow(GAMESTATE->m_fSongBeat); if( m_NoteFieldEdit.m_iBeginMarker==-1 && m_NoteFieldEdit.m_iEndMarker==-1 ) { // lay begin marker m_NoteFieldEdit.m_iBeginMarker = BeatToNoteRow(GAMESTATE->m_fSongBeat); } else if( m_NoteFieldEdit.m_iEndMarker==-1 ) // only begin marker is laid { if( iCurrentRow == m_NoteFieldEdit.m_iBeginMarker ) { m_NoteFieldEdit.m_iBeginMarker = -1; } else { m_NoteFieldEdit.m_iEndMarker = max( m_NoteFieldEdit.m_iBeginMarker, iCurrentRow ); m_NoteFieldEdit.m_iBeginMarker = min( m_NoteFieldEdit.m_iBeginMarker, iCurrentRow ); } } else // both markers are laid { m_NoteFieldEdit.m_iBeginMarker = iCurrentRow; m_NoteFieldEdit.m_iEndMarker = -1; } m_soundMarker.Play(); } break; case EDIT_BUTTON_OPEN_AREA_MENU: { // update enabled/disabled in g_AreaMenu bool bAreaSelected = m_NoteFieldEdit.m_iBeginMarker!=-1 && m_NoteFieldEdit.m_iEndMarker!=-1; g_AreaMenu.rows[cut].bEnabled = bAreaSelected; g_AreaMenu.rows[copy].bEnabled = bAreaSelected; g_AreaMenu.rows[paste_at_current_beat].bEnabled = !m_Clipboard.IsEmpty(); g_AreaMenu.rows[paste_at_begin_marker].bEnabled = !m_Clipboard.IsEmpty() != 0 && m_NoteFieldEdit.m_iBeginMarker!=-1; g_AreaMenu.rows[clear].bEnabled = bAreaSelected; g_AreaMenu.rows[quantize].bEnabled = bAreaSelected; g_AreaMenu.rows[turn].bEnabled = bAreaSelected; g_AreaMenu.rows[transform].bEnabled = bAreaSelected; g_AreaMenu.rows[alter].bEnabled = bAreaSelected; g_AreaMenu.rows[tempo].bEnabled = bAreaSelected; g_AreaMenu.rows[play].bEnabled = bAreaSelected; g_AreaMenu.rows[record].bEnabled = bAreaSelected; g_AreaMenu.rows[convert_to_pause].bEnabled = bAreaSelected; g_AreaMenu.rows[undo].bEnabled = m_bHasUndo; EditMiniMenu( &g_AreaMenu, SM_BackFromAreaMenu ); } break; case EDIT_BUTTON_OPEN_EDIT_MENU: EditMiniMenu( &g_MainMenu, SM_BackFromMainMenu ); break; case EDIT_BUTTON_OPEN_INPUT_HELP: DoHelp(); break; case EDIT_BUTTON_OPEN_NEXT_STEPS: case EDIT_BUTTON_OPEN_PREV_STEPS: { // don't keep undo when changing Steps ClearUndo(); // save current steps Steps* pSteps = GAMESTATE->m_pCurSteps[PLAYER_1]; ASSERT( pSteps ); pSteps->SetNoteData( m_NoteDataEdit ); // Get all Steps of this StepsType StepsType st = pSteps->m_StepsType; vector vSteps; SongUtil::GetSteps( GAMESTATE->m_pCurSong, vSteps, st ); // Sort them by difficulty. StepsUtil::SortStepsByTypeAndDifficulty( vSteps ); // Find out what index the current Steps are vector::iterator it = find( vSteps.begin(), vSteps.end(), pSteps ); ASSERT( it != vSteps.end() ); switch( EditB ) { DEFAULT_FAIL( EditB ); case EDIT_BUTTON_OPEN_PREV_STEPS: if( it==vSteps.begin() ) { SCREENMAN->PlayInvalidSound(); return; } it--; break; case EDIT_BUTTON_OPEN_NEXT_STEPS: it++; if( it==vSteps.end() ) { SCREENMAN->PlayInvalidSound(); return; } break; } pSteps = *it; GAMESTATE->m_pCurSteps[PLAYER_1].Set( pSteps ); m_pSteps = pSteps; pSteps->GetNoteData( m_NoteDataEdit ); RString s = ssprintf( SWITCHED_TO.GetValue() + " %s %s '%s' (%d of %d)", GAMEMAN->GetStepsTypeInfo( pSteps->m_StepsType ).szName, DifficultyToString( pSteps->GetDifficulty() ).c_str(), pSteps->GetDescription().c_str(), it - vSteps.begin() + 1, int(vSteps.size()) ); SCREENMAN->SystemMessage( s ); m_soundSwitchSteps.Play(); } break; case EDIT_BUTTON_BPM_UP: case EDIT_BUTTON_BPM_DOWN: { float fBPM = m_pSong->GetBPMAtBeat( GAMESTATE->m_fSongBeat ); float fDelta; switch( EditB ) { DEFAULT_FAIL( EditB ); case EDIT_BUTTON_BPM_UP: fDelta = +0.020f; break; case EDIT_BUTTON_BPM_DOWN: fDelta = -0.020f; break; } if( EditIsBeingPressed( EDIT_BUTTON_ADJUST_FINE ) ) { fDelta /= 20; // .001 bpm } else if( input.type == IET_REPEAT ) { if( INPUTFILTER->GetSecsHeld(input.DeviceI) < 1.0f ) fDelta *= 10; else fDelta *= 40; } float fNewBPM = fBPM + fDelta; m_pSong->SetBPMAtBeat( GAMESTATE->m_fSongBeat, fNewBPM ); (fDelta>0 ? m_soundValueIncrease : m_soundValueDecrease).Play(); SetDirty( true ); } break; case EDIT_BUTTON_STOP_UP: case EDIT_BUTTON_STOP_DOWN: { float fDelta; switch( EditB ) { DEFAULT_FAIL( EditB ); case EDIT_BUTTON_STOP_UP: fDelta = +0.020f; break; case EDIT_BUTTON_STOP_DOWN: fDelta = -0.020f; break; } if( EditIsBeingPressed( EDIT_BUTTON_ADJUST_FINE ) ) { fDelta /= 20; // 1ms } else if( input.type == IET_REPEAT ) { if( INPUTFILTER->GetSecsHeld(input.DeviceI) < 1.0f ) fDelta *= 10; else fDelta *= 40; } unsigned i; for( i=0; im_Timing.m_StopSegments.size(); i++ ) { if( m_pSong->m_Timing.m_StopSegments[i].m_iStartRow == BeatToNoteRow(GAMESTATE->m_fSongBeat) ) break; } if( i == m_pSong->m_Timing.m_StopSegments.size() ) // there is no StopSegment at the current beat { // create a new StopSegment if( fDelta > 0 ) m_pSong->AddStopSegment( StopSegment(BeatToNoteRow(GAMESTATE->m_fSongBeat), fDelta) ); } else // StopSegment being modified is m_Timing.m_StopSegments[i] { m_pSong->m_Timing.m_StopSegments[i].m_fStopSeconds += fDelta; if( m_pSong->m_Timing.m_StopSegments[i].m_fStopSeconds <= 0 ) m_pSong->m_Timing.m_StopSegments.erase( m_pSong->m_Timing.m_StopSegments.begin()+i, m_pSong->m_Timing.m_StopSegments.begin()+i+1); } (fDelta>0 ? m_soundValueIncrease : m_soundValueDecrease).Play(); SetDirty( true ); } break; /* case EDIT_BUTTON_DELAY_UP: case EDIT_BUTTON_DELAY_DOWN: { float fDelta; switch( EditB ) { DEFAULT_FAIL( EditB ); case EDIT_BUTTON_STOP_UP: fDelta = +0.020f; break; case EDIT_BUTTON_STOP_DOWN: fDelta = -0.020f; break; } if( EditIsBeingPressed( EDIT_BUTTON_ADJUST_FINE ) ) { fDelta /= 20; // 1ms } else if( input.type == IET_REPEAT ) { if( INPUTFILTER->GetSecsHeld(input.DeviceI) < 1.0f ) fDelta *= 10; else fDelta *= 40; } unsigned i; for( i=0; im_Timing.m_StopSegments.size(); i++ ) { if( m_pSong->m_Timing.m_StopSegments[i].m_iStartRow == BeatToNoteRow(GAMESTATE->m_fSongBeat) ) break; } if( i == m_pSong->m_Timing.m_StopSegments.size() ) // there is no delay segment at the current beat { // create a new delay segment if( fDelta > 0 ) m_pSong->AddStopSegment( StopSegment(BeatToNoteRow(GAMESTATE->m_fSongBeat), fDelta, true) ); } else // delay segment being modified is m_Timing.m_StopSegments[i] { m_pSong->m_Timing.m_StopSegments[i].m_fStopSeconds += fDelta; if( m_pSong->m_Timing.m_StopSegments[i].m_fStopSeconds <= 0 ) m_pSong->m_Timing.m_StopSegments.erase( m_pSong->m_Timing.m_StopSegments.begin()+i, m_pSong->m_Timing.m_StopSegments.begin()+i+1); } (fDelta>0 ? m_soundValueIncrease : m_soundValueDecrease).Play(); SetDirty( true ); } break; */ case EDIT_BUTTON_OFFSET_UP: case EDIT_BUTTON_OFFSET_DOWN: { float fDelta; switch( EditB ) { DEFAULT_FAIL( EditB ); case EDIT_BUTTON_OFFSET_DOWN: fDelta = -0.02f; break; case EDIT_BUTTON_OFFSET_UP: fDelta = +0.02f; break; } if( EditIsBeingPressed( EDIT_BUTTON_ADJUST_FINE ) ) { fDelta /= 20; /* 1ms */ } else if( input.type == IET_REPEAT ) { if( INPUTFILTER->GetSecsHeld(input.DeviceI) < 1.0f ) fDelta *= 10; else fDelta *= 40; } m_pSong->m_Timing.m_fBeat0OffsetInSeconds += fDelta; (fDelta>0 ? m_soundValueIncrease : m_soundValueDecrease).Play(); SetDirty( true ); } break; case EDIT_BUTTON_SAMPLE_START_UP: case EDIT_BUTTON_SAMPLE_START_DOWN: case EDIT_BUTTON_SAMPLE_LENGTH_DOWN: case EDIT_BUTTON_SAMPLE_LENGTH_UP: { float fDelta; switch( EditB ) { DEFAULT_FAIL( EditB ); case EDIT_BUTTON_SAMPLE_START_DOWN: fDelta = -0.02f; break; case EDIT_BUTTON_SAMPLE_START_UP: fDelta = +0.02f; break; case EDIT_BUTTON_SAMPLE_LENGTH_DOWN: fDelta = -0.02f; break; case EDIT_BUTTON_SAMPLE_LENGTH_UP: fDelta = +0.02f; break; } if( input.type == IET_REPEAT ) { if( INPUTFILTER->GetSecsHeld(input.DeviceI) < 1.0f ) fDelta *= 10; else fDelta *= 40; } if( EditB == EDIT_BUTTON_SAMPLE_LENGTH_DOWN || EditB == EDIT_BUTTON_SAMPLE_LENGTH_UP ) { m_pSong->m_fMusicSampleLengthSeconds += fDelta; m_pSong->m_fMusicSampleLengthSeconds = max(m_pSong->m_fMusicSampleLengthSeconds,0); } else { m_pSong->m_fMusicSampleStartSeconds += fDelta; m_pSong->m_fMusicSampleStartSeconds = max(m_pSong->m_fMusicSampleStartSeconds,0); } (fDelta>0 ? m_soundValueIncrease : m_soundValueDecrease).Play(); SetDirty( true ); } break; case EDIT_BUTTON_PLAY_SAMPLE_MUSIC: PlayPreviewMusic(); break; case EDIT_BUTTON_OPEN_BGCHANGE_LAYER1_MENU: case EDIT_BUTTON_OPEN_BGCHANGE_LAYER2_MENU: switch( EditB ) { DEFAULT_FAIL( EditB ); case EDIT_BUTTON_OPEN_BGCHANGE_LAYER1_MENU: g_CurrentBGChangeLayer = BACKGROUND_LAYER_1; break; case EDIT_BUTTON_OPEN_BGCHANGE_LAYER2_MENU: g_CurrentBGChangeLayer = BACKGROUND_LAYER_2; break; } { // Fill in option names vector vThrowAway; MenuDef &menu = g_BackgroundChange; menu.rows[layer].choices[0] = ssprintf("%d",g_CurrentBGChangeLayer); BackgroundUtil::GetBackgroundTransitions( "", vThrowAway, menu.rows[transition].choices ); g_BackgroundChange.rows[transition].choices.insert( g_BackgroundChange.rows[transition].choices.begin(), "None" ); // add "no transition" BackgroundUtil::GetBackgroundEffects( "", vThrowAway, menu.rows[effect].choices ); menu.rows[effect].choices.insert( menu.rows[effect].choices.begin(), "Default" ); // add "default effect" BackgroundUtil::GetSongBGAnimations( m_pSong, "", vThrowAway, menu.rows[file1_song_bganimation].choices ); BackgroundUtil::GetSongMovies( m_pSong, "", vThrowAway, menu.rows[file1_song_movie].choices ); BackgroundUtil::GetSongBitmaps( m_pSong, "", vThrowAway, menu.rows[file1_song_still].choices ); BackgroundUtil::GetGlobalBGAnimations( m_pSong, "", vThrowAway, menu.rows[file1_global_bganimation].choices ); // NULL to get all background files BackgroundUtil::GetGlobalRandomMovies( m_pSong, "", vThrowAway, menu.rows[file1_global_movie].choices, false, false ); // all backgrounds BackgroundUtil::GetGlobalRandomMovies( m_pSong, "", vThrowAway, menu.rows[file1_global_movie_song_group].choices, false, true ); // song group's backgrounds BackgroundUtil::GetGlobalRandomMovies( m_pSong, "", vThrowAway, menu.rows[file1_global_movie_song_group_and_genre].choices, true, true ); // song group and genre's backgrounds menu.rows[file2_type].choices = menu.rows[file1_type].choices; menu.rows[file2_song_bganimation].choices = menu.rows[file1_song_bganimation].choices; menu.rows[file2_song_movie].choices = menu.rows[file1_song_movie].choices; menu.rows[file2_song_still].choices = menu.rows[file1_song_still].choices; menu.rows[file2_global_bganimation].choices = menu.rows[file1_global_bganimation].choices; menu.rows[file2_global_movie].choices = menu.rows[file1_global_movie].choices; menu.rows[file2_global_movie_song_group].choices = menu.rows[file1_global_movie_song_group].choices; menu.rows[file2_global_movie_song_group_and_genre].choices = menu.rows[file1_global_movie_song_group_and_genre].choices; // Fill in lines enabled/disabled bool bAlreadyBGChangeHere = false; BackgroundChange bgChange; FOREACH( BackgroundChange, m_pSong->GetBackgroundChanges(g_CurrentBGChangeLayer), bgc ) { if( bgc->m_fStartBeat == GAMESTATE->m_fSongBeat ) { bAlreadyBGChangeHere = true; bgChange = *bgc; } } #define FILL_ENABLED( x ) menu.rows[x].bEnabled = menu.rows[x].choices.size() > 0; FILL_ENABLED( transition ); FILL_ENABLED( effect ); FILL_ENABLED( file1_song_bganimation ); FILL_ENABLED( file1_song_movie ); FILL_ENABLED( file1_song_still ); FILL_ENABLED( file1_global_bganimation ); FILL_ENABLED( file1_global_movie ); FILL_ENABLED( file1_global_movie_song_group ); FILL_ENABLED( file1_global_movie_song_group_and_genre ); FILL_ENABLED( file2_song_bganimation ); FILL_ENABLED( file2_song_movie ); FILL_ENABLED( file2_song_still ); FILL_ENABLED( file2_global_bganimation ); FILL_ENABLED( file2_global_movie ); FILL_ENABLED( file2_global_movie_song_group ); FILL_ENABLED( file2_global_movie_song_group_and_genre ); #undef FILL_ENABLED menu.rows[delete_change].bEnabled = bAlreadyBGChangeHere; // set default choices menu.rows[rate]. SetDefaultChoiceIfPresent( ssprintf("%2.0f%%",bgChange.m_fRate*100) ); menu.rows[transition]. SetDefaultChoiceIfPresent( bgChange.m_sTransition ); menu.rows[effect]. SetDefaultChoiceIfPresent( bgChange.m_def.m_sEffect ); menu.rows[file1_type].iDefaultChoice = none; if( bgChange.m_def.m_sFile1 == RANDOM_BACKGROUND_FILE ) menu.rows[file1_type].iDefaultChoice = dynamic_random; if( menu.rows[file1_song_bganimation]. SetDefaultChoiceIfPresent( bgChange.m_def.m_sFile1 ) ) menu.rows[file1_type].iDefaultChoice = song_bganimation; if( menu.rows[file1_song_movie]. SetDefaultChoiceIfPresent( bgChange.m_def.m_sFile1 ) ) menu.rows[file1_type].iDefaultChoice = song_movie; if( menu.rows[file1_song_still]. SetDefaultChoiceIfPresent( bgChange.m_def.m_sFile1 ) ) menu.rows[file1_type].iDefaultChoice = song_bitmap; if( menu.rows[file1_global_bganimation]. SetDefaultChoiceIfPresent( bgChange.m_def.m_sFile1 ) ) menu.rows[file1_type].iDefaultChoice = global_bganimation; if( menu.rows[file1_global_movie]. SetDefaultChoiceIfPresent( bgChange.m_def.m_sFile1 ) ) menu.rows[file1_type].iDefaultChoice = global_movie; if( menu.rows[file1_global_movie_song_group]. SetDefaultChoiceIfPresent( bgChange.m_def.m_sFile1 ) ) menu.rows[file1_type].iDefaultChoice = global_movie_song_group; if( menu.rows[file1_global_movie_song_group_and_genre]. SetDefaultChoiceIfPresent( bgChange.m_def.m_sFile1 ) ) menu.rows[file1_type].iDefaultChoice = global_movie_song_group_and_genre; menu.rows[file2_type].iDefaultChoice = none; if( bgChange.m_def.m_sFile2 == RANDOM_BACKGROUND_FILE ) menu.rows[file2_type].iDefaultChoice = dynamic_random; if( menu.rows[file2_song_bganimation]. SetDefaultChoiceIfPresent( bgChange.m_def.m_sFile2 ) ) menu.rows[file2_type].iDefaultChoice = song_bganimation; if( menu.rows[file2_song_movie]. SetDefaultChoiceIfPresent( bgChange.m_def.m_sFile2 ) ) menu.rows[file2_type].iDefaultChoice = song_movie; if( menu.rows[file2_song_still]. SetDefaultChoiceIfPresent( bgChange.m_def.m_sFile2 ) ) menu.rows[file2_type].iDefaultChoice = song_bitmap; if( menu.rows[file2_global_bganimation]. SetDefaultChoiceIfPresent( bgChange.m_def.m_sFile2 ) ) menu.rows[file2_type].iDefaultChoice = global_bganimation; if( menu.rows[file2_global_movie]. SetDefaultChoiceIfPresent( bgChange.m_def.m_sFile2 ) ) menu.rows[file2_type].iDefaultChoice = global_movie; if( menu.rows[file2_global_movie_song_group]. SetDefaultChoiceIfPresent( bgChange.m_def.m_sFile2 ) ) menu.rows[file2_type].iDefaultChoice = global_movie_song_group; if( menu.rows[file2_global_movie_song_group_and_genre]. SetDefaultChoiceIfPresent( bgChange.m_def.m_sFile2 ) ) menu.rows[file2_type].iDefaultChoice = global_movie_song_group_and_genre; menu.rows[color1]. SetDefaultChoiceIfPresent( bgChange.m_def.m_sColor1 ); menu.rows[color2]. SetDefaultChoiceIfPresent( bgChange.m_def.m_sColor2 ); EditMiniMenu( &g_BackgroundChange, SM_BackFromBGChange ); } break; case EDIT_BUTTON_OPEN_COURSE_MENU: { g_CourseMode.rows[0].choices.clear(); g_CourseMode.rows[0].choices.push_back( CommonMetrics::LocalizeOptionItem("Off",false) ); g_CourseMode.rows[0].iDefaultChoice = 0; vector courses; SONGMAN->GetAllCourses( courses, false ); for( unsigned i = 0; i < courses.size(); ++i ) { const Course *crs = courses[i]; bool bUsesThisSong = false; for( unsigned e = 0; e < crs->m_vEntries.size(); ++e ) { if( crs->m_vEntries[e].songID.ToSong() != m_pSong ) continue; bUsesThisSong = true; } if( bUsesThisSong ) { g_CourseMode.rows[0].choices.push_back( crs->GetDisplayFullTitle() ); if( crs == GAMESTATE->m_pCurCourse ) g_CourseMode.rows[0].iDefaultChoice = g_CourseMode.rows[0].choices.size()-1; } } EditMiniMenu( &g_CourseMode, SM_BackFromCourseModeMenu ); } break; case EDIT_BUTTON_OPEN_COURSE_ATTACK_MENU: { Course *pCourse = GAMESTATE->m_pCurCourse; if( pCourse == NULL ) break; CourseEntry &ce = pCourse->m_vEntries[GAMESTATE->m_iEditCourseEntryIndex]; float fStartTime = m_pSong->GetElapsedTimeFromBeat( GAMESTATE->m_fSongBeat ); int iAttack = FindAttackAtTime( ce.attacks, fStartTime ); if( iAttack >= 0 ) { const RString sDuration = ssprintf( "%.5f", ce.attacks[iAttack].fSecsRemaining ); g_InsertCourseAttack.rows[remove].bEnabled = true; if( g_InsertCourseAttack.rows[duration].choices.size() == 9 ) g_InsertCourseAttack.rows[duration].choices.push_back( sDuration ); else g_InsertCourseAttack.rows[duration].choices.back() = sDuration; g_InsertCourseAttack.rows[duration].iDefaultChoice = 9; } else { if( g_InsertCourseAttack.rows[duration].choices.size() == 10 ) g_InsertCourseAttack.rows[duration].choices.pop_back(); g_InsertCourseAttack.rows[duration].iDefaultChoice = 3; } EditMiniMenu( &g_InsertCourseAttack, SM_BackFromInsertCourseAttack ); } break; case EDIT_BUTTON_ADD_COURSE_MODS: { float fStart, fEnd; PlayerOptions po; const Course *pCourse = GAMESTATE->m_pCurCourse; if( pCourse == NULL ) break; const CourseEntry &ce = pCourse->m_vEntries[GAMESTATE->m_iEditCourseEntryIndex]; if( m_NoteFieldEdit.m_iBeginMarker == -1 ) { fStart = -1; fEnd = -1; po.FromString( ce.sModifiers ); } else { fStart = m_pSong->GetElapsedTimeFromBeat( NoteRowToBeat(m_NoteFieldEdit.m_iBeginMarker) ); int iAttack = FindAttackAtTime( ce.attacks, fStart ); if( iAttack >= 0 ) po.FromString( ce.attacks[iAttack].sModifiers ); if( m_NoteFieldEdit.m_iEndMarker == -1 ) fEnd = m_pSong->m_fMusicLengthSeconds; else fEnd = m_pSong->GetElapsedTimeFromBeat( NoteRowToBeat(m_NoteFieldEdit.m_iEndMarker) ); } g_fLastInsertAttackPositionSeconds = fStart; g_fLastInsertAttackDurationSeconds = fEnd - fStart; GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.Assign( ModsLevel_Stage, po ); SCREENMAN->AddNewScreenToTop( "ScreenPlayerOptions", SM_BackFromInsertCourseAttackPlayerOptions ); } break; case EDIT_BUTTON_BAKE_RANDOM_FROM_SONG_GROUP: case EDIT_BUTTON_BAKE_RANDOM_FROM_SONG_GROUP_AND_GENRE: { bool bTryGenre = EditB == EDIT_BUTTON_BAKE_RANDOM_FROM_SONG_GROUP_AND_GENRE; RString sName = GetOneBakedRandomFile(m_pSong, bTryGenre); if( sName.empty() ) { SCREENMAN->PlayInvalidSound(); SCREENMAN->SystemMessage( NO_BACKGROUNDS_AVAILABLE ); } else { bool bAlreadyBGChangeHere = false; BackgroundLayer iLayer = BACKGROUND_LAYER_1; BackgroundChange bgChange; bgChange.m_fStartBeat = GAMESTATE->m_fSongBeat; FOREACH( BackgroundChange, m_pSong->GetBackgroundChanges(iLayer), bgc ) { if( bgc->m_fStartBeat == GAMESTATE->m_fSongBeat ) { bAlreadyBGChangeHere = true; bgChange = *bgc; m_pSong->GetBackgroundChanges(iLayer).erase( bgc ); break; } } bgChange.m_def.m_sFile1 = sName; m_pSong->AddBackgroundChange( iLayer, bgChange ); m_soundMarker.Play(); } } break; case EDIT_BUTTON_PLAY_FROM_START: HandleMainMenuChoice( play_whole_song ); break; case EDIT_BUTTON_PLAY_FROM_CURSOR: HandleMainMenuChoice( play_current_beat_to_end ); break; case EDIT_BUTTON_PLAY_SELECTION: HandleMainMenuChoice( play_selection ); break; case EDIT_BUTTON_RECORD_SELECTION: if( m_NoteFieldEdit.m_iBeginMarker!=-1 && m_NoteFieldEdit.m_iEndMarker!=-1 ) { HandleAreaMenuChoice( record ); } else { if( g_iDefaultRecordLength.Get() == -1 ) { m_iStartPlayingAt = BeatToNoteRow(GAMESTATE->m_fSongBeat); m_iStopPlayingAt = max( m_iStartPlayingAt, m_NoteDataEdit.GetLastRow() + 1 ); } else { m_iStartPlayingAt = BeatToNoteRow( ftruncf(GAMESTATE->m_fSongBeat, g_iDefaultRecordLength.Get()) ); m_iStopPlayingAt = m_iStartPlayingAt + BeatToNoteRow( g_iDefaultRecordLength.Get() ); } if( GAMESTATE->m_pCurSteps[0]->IsAnEdit() ) m_iStopPlayingAt = min( m_iStopPlayingAt, BeatToNoteRow(GetMaximumBeatForNewNote()) ); if( m_iStartPlayingAt >= m_iStopPlayingAt ) { SCREENMAN->PlayInvalidSound(); return; } TransitionEditState( STATE_RECORDING ); } break; case EDIT_BUTTON_RECORD_FROM_CURSOR: m_iStartPlayingAt = BeatToNoteRow(GAMESTATE->m_fSongBeat); m_iStopPlayingAt = max( m_iStartPlayingAt, m_NoteDataEdit.GetLastRow() ); TransitionEditState( STATE_RECORDING ); break; case EDIT_BUTTON_INSERT: HandleAreaMenuChoice( insert_and_shift ); SCREENMAN->PlayInvalidSound(); break; case EDIT_BUTTON_INSERT_SHIFT_PAUSES: HandleAreaMenuChoice( shift_pauses_forward ); SCREENMAN->PlayInvalidSound(); break; case EDIT_BUTTON_DELETE: HandleAreaMenuChoice( delete_and_shift ); SCREENMAN->PlayInvalidSound(); break; case EDIT_BUTTON_DELETE_SHIFT_PAUSES: HandleAreaMenuChoice( shift_pauses_backward ); SCREENMAN->PlayInvalidSound(); break; case EDIT_BUTTON_SAVE: HandleMainMenuChoice( ScreenEdit::save ); break; case EDIT_BUTTON_UNDO: Undo(); break; case EDIT_BUTTON_SWITCH_PLAYERS: if( m_InputPlayerNumber != PLAYER_INVALID ) { enum_add( m_InputPlayerNumber, 1 ); if( m_InputPlayerNumber == NUM_PLAYERS ) m_InputPlayerNumber = PLAYER_1; } break; } } void ScreenEdit::InputRecord( const InputEventPlus &input, EditButton EditB ) { if( input.type == IET_FIRST_PRESS && EditB == EDIT_BUTTON_RETURN_TO_EDIT ) { TransitionEditState( STATE_EDITING ); return; } if( input.pn != PLAYER_1 ) return; // ignore const int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI ); switch( input.type ) { DEFAULT_FAIL( input.type ); case IET_FIRST_PRESS: { if( EditIsBeingPressed(EDIT_BUTTON_REMOVE_NOTE) ) { // Remove notes in Update. break; } // Add a tap float fBeat = GAMESTATE->m_fSongBeat; fBeat = Quantize( fBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) ); const int iRow = BeatToNoteRow( fBeat ); if( iRow < 0 ) break; // Don't add outside of the range. if( iRow < m_iStartPlayingAt || iRow >= m_iStopPlayingAt ) return; // Remove hold if any so that we don't have taps inside of a hold. int iHeadRow; if( m_NoteDataRecord.IsHoldNoteAtRow( iCol, iRow, &iHeadRow ) ) m_NoteDataRecord.SetTapNote( iCol, iHeadRow, TAP_EMPTY ); TapNote tn = TAP_ORIGINAL_TAP; if( EditIsBeingPressed(EDIT_BUTTON_LAY_MINE_OR_ROLL) ) tn = TAP_ORIGINAL_MINE; else if( EditIsBeingPressed(EDIT_BUTTON_LAY_LIFT) ) tn = TAP_ORIGINAL_LIFT; tn.pn = m_InputPlayerNumber; m_NoteDataRecord.SetTapNote( iCol, iRow, tn ); m_NoteFieldRecord.Step( iCol, TNS_W1 ); } break; case IET_REPEAT: case IET_RELEASE: // don't add or extend holds here; we do it in Update() break; } } void ScreenEdit::InputRecordPaused( const InputEventPlus &input, EditButton EditB ) { if( input.type != IET_FIRST_PRESS ) return; // don't care switch( EditB ) { case EDIT_BUTTON_UNDO: /* We've already actually committed changes to m_NoteDataEdit, so all we have * to do to undo is Undo() as usual, and copy the note data back in. */ Undo(); m_NoteDataRecord.CopyAll( m_NoteDataEdit ); break; case EDIT_BUTTON_PLAY_SELECTION: TransitionEditState( STATE_PLAYING ); break; case EDIT_BUTTON_RECORD_SELECTION: TransitionEditState( STATE_RECORDING ); break; case EDIT_BUTTON_RECORD_FROM_CURSOR: if( GAMESTATE->m_pCurSteps[0]->IsAnEdit() ) { float fMaximumBeat = GetMaximumBeatForNewNote(); if( NoteRowToBeat(m_iStopPlayingAt) >= fMaximumBeat ) { // We're already at the end. SCREENMAN->PlayInvalidSound(); return; } } // Pick up where we left off. { int iSize = m_iStopPlayingAt - m_iStartPlayingAt; m_iStartPlayingAt = m_iStopPlayingAt; m_iStopPlayingAt += iSize; if( GAMESTATE->m_pCurSteps[0]->IsAnEdit() ) m_iStopPlayingAt = min( m_iStopPlayingAt, BeatToNoteRow(GetMaximumBeatForNewNote()) ); } TransitionEditState( STATE_RECORDING ); break; case EDIT_BUTTON_RETURN_TO_EDIT: TransitionEditState( STATE_EDITING ); break; } } void ScreenEdit::InputPlay( const InputEventPlus &input, EditButton EditB ) { switch( input.type ) { case IET_RELEASE: case IET_FIRST_PRESS: break; default: return; } GameButtonType gbt = GAMESTATE->m_pCurGame->GetPerButtonInfo(input.GameI.button)->m_gbt; if( GamePreferences::m_AutoPlay == PC_HUMAN && GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetCurrent().m_fPlayerAutoPlay == 0 ) { const int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI ); bool bRelease = input.type == IET_RELEASE; switch( input.pn ) { case PLAYER_2: // ignore player 2 input unless this mode requires it if( GAMESTATE->GetCurrentStyle()->m_StyleType != StyleType_TwoPlayersSharedSides ) break; // fall through to input handling logic: case PLAYER_1: { switch( gbt ) { case GameButtonType_INVALID: break; case GameButtonType_Step: if( iCol != -1 ) m_Player->Step( iCol, -1, input.DeviceI.ts, false, bRelease ); break; case GameButtonType_Fret: if( iCol != -1 ) m_Player->Fret( iCol, -1, input.DeviceI.ts, false, bRelease ); break; case GameButtonType_Strum: m_Player->Strum( iCol, -1, input.DeviceI.ts, false, bRelease ); break; } } break; } } if( gbt == GameButtonType_INVALID && input.type == IET_FIRST_PRESS ) { switch( EditB ) { case EDIT_BUTTON_RETURN_TO_EDIT: /* When exiting play mode manually, leave the cursor where it is. */ m_fBeatToReturnTo = GAMESTATE->m_fSongBeat; TransitionEditState( STATE_EDITING ); break; case EDIT_BUTTON_OFFSET_UP: case EDIT_BUTTON_OFFSET_DOWN: { float fOffsetDelta; switch( EditB ) { DEFAULT_FAIL( EditB ); case EDIT_BUTTON_OFFSET_DOWN: fOffsetDelta = -0.020f; break; case EDIT_BUTTON_OFFSET_UP: fOffsetDelta = +0.020f; break; } if( EditIsBeingPressed( EDIT_BUTTON_ADJUST_FINE ) ) { fOffsetDelta /= 20; /* 1ms */ } else if( input.type == IET_REPEAT ) { if( INPUTFILTER->GetSecsHeld(input.DeviceI) < 1.0f ) fOffsetDelta *= 10; else fOffsetDelta *= 40; } m_pSong->m_Timing.m_fBeat0OffsetInSeconds += fOffsetDelta; } break; } } } void ScreenEdit::TransitionEditState( EditState em ) { EditState old = m_EditState; // If we're going from recording to paused, come back when we're done. if( old == STATE_RECORDING_PAUSED && em == STATE_PLAYING ) m_bReturnToRecordMenuAfterPlay = true; const bool bStateChanging = em != old; #if 0 // If switching out of record, open the menu. { bool bGoToRecordMenu = (old == STATE_RECORDING); if( m_bReturnToRecordMenuAfterPlay && old == STATE_PLAYING ) { bGoToRecordMenu = true; m_bReturnToRecordMenuAfterPlay = false; } if( bGoToRecordMenu ) em = STATE_RECORDING_PAUSED; } #endif // If we're playing music or assist ticks when changing modes, stop. SOUND->StopMusic(); if( m_pSoundMusic ) m_pSoundMusic->StopPlaying(); m_GameplayAssist.StopPlaying(); GAMESTATE->m_bGameplayLeadIn.Set( true ); if( bStateChanging ) { switch( old ) { case STATE_EDITING: // If exiting EDIT mode, save the cursor position. m_fBeatToReturnTo = GAMESTATE->m_fSongBeat; break; case STATE_PLAYING: AdjustSync::HandleSongEnd(); if( AdjustSync::IsSyncDataChanged() ) ScreenSaveSync::PromptSaveSync(); break; case STATE_RECORDING: SetDirty( true ); SaveUndo(); // delete old TapNotes in the range m_NoteDataEdit.ClearRange( m_iStartPlayingAt, m_iStopPlayingAt ); m_NoteDataEdit.CopyRange( m_NoteDataRecord, m_iStartPlayingAt, m_iStopPlayingAt, m_iStartPlayingAt ); m_NoteDataRecord.ClearAll(); CheckNumberOfNotesAndUndo(); break; } } // Set up player options for this mode. (EDITING uses m_PlayerStateEdit, // which we don't need to change.) if( em != STATE_EDITING ) { // Stop displaying course attacks, if any. GAMESTATE->m_pPlayerState[PLAYER_1]->RemoveActiveAttacks(); // Load the player's default PlayerOptions. GAMESTATE->m_pPlayerState[PLAYER_1]->RebuildPlayerOptionsFromActiveAttacks(); switch( em ) { case STATE_RECORDING: case STATE_RECORDING_PAUSED: PO_GROUP_ASSIGN_N( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, m_fScrolls, PlayerOptions::SCROLL_CENTERED, 1.0f ); break; } // Snap to current options. GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.SetCurrentToLevel( ModsLevel_Stage ); } switch( em ) { DEFAULT_FAIL( em ); case STATE_EDITING: // Important: people will stop playing, change the BG and start again; make sure we reload m_Background.Unload(); m_Foreground.Unload(); /* Restore the cursor position. */ GAMESTATE->m_fSongBeat = m_fBeatToReturnTo; /* Make sure we're snapped. */ GAMESTATE->m_fSongBeat = Quantize( GAMESTATE->m_fSongBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) ); /* Playing and recording have lead-ins, which may start before beat 0; * make sure we don't stay there if we escaped out early. */ GAMESTATE->m_fSongBeat = max( GAMESTATE->m_fSongBeat, 0 ); break; case STATE_PLAYING: case STATE_RECORDING: { if( bStateChanging ) AdjustSync::ResetOriginalSyncData(); /* Give a 1 second lead-in. If we're loading Player, this must be done first. */ float fSeconds = m_pSong->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_iStartPlayingAt) ) - 1; GAMESTATE->UpdateSongPosition( fSeconds, m_pSong->m_Timing ); GAMESTATE->m_bGameplayLeadIn.Set( false ); /* Reset the note skin, in case preferences have changed. */ // XXX // GAMESTATE->ResetNoteSkins(); //GAMESTATE->res break; } case STATE_RECORDING_PAUSED: break; } switch( em ) { case STATE_PLAYING: // If we're in course display mode, set that up. SetupCourseAttacks(); m_Player.Load( m_NoteDataEdit ); if( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetCurrent().m_fPlayerAutoPlay != 0 ) GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_AUTOPLAY; else GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = GamePreferences::m_AutoPlay; if( g_bEditorShowBGChangesPlay ) { /* FirstBeat affects backgrounds, so commit changes to memory (not to disk) * and recalc it. */ Steps* pSteps = GAMESTATE->m_pCurSteps[PLAYER_1]; ASSERT( pSteps ); pSteps->SetNoteData( m_NoteDataEdit ); m_pSong->ReCalculateRadarValuesAndLastBeat(); m_Background.Unload(); m_Background.LoadFromSong( m_pSong ); m_Foreground.Unload(); m_Foreground.LoadFromSong( m_pSong ); } break; case STATE_RECORDING: case STATE_RECORDING_PAUSED: // initialize m_NoteFieldRecord m_NoteDataRecord.CopyAll( m_NoteDataEdit ); // highlight the section being recorded m_NoteFieldRecord.m_iBeginMarker = m_iStartPlayingAt; m_NoteFieldRecord.m_iEndMarker = m_iStopPlayingAt; break; } // Show/hide depending on edit state (em) m_sprOverlay->PlayCommand( EditStateToString(em) ); m_sprUnderlay->PlayCommand( EditStateToString(em) ); m_Background.SetVisible( g_bEditorShowBGChangesPlay && em != STATE_EDITING ); m_textInputTips.SetVisible( em == STATE_EDITING ); m_textInfo.SetVisible( em == STATE_EDITING ); // Play the OnCommands again so that these will be re-hidden if the OnCommand hides them. if( em == STATE_EDITING ) { m_textInputTips.PlayCommand( "On" ); m_textInfo.PlayCommand( "On" ); } m_textPlayRecordHelp.SetVisible( em != STATE_EDITING ); m_SnapDisplay.SetVisible( em == STATE_EDITING ); m_NoteFieldEdit.SetVisible( em == STATE_EDITING ); m_NoteFieldRecord.SetVisible( em == STATE_RECORDING || em == STATE_RECORDING_PAUSED ); m_Player->SetVisible( em == STATE_PLAYING ); m_Foreground.SetVisible( g_bEditorShowBGChangesPlay && em != STATE_EDITING ); switch( em ) { case STATE_PLAYING: case STATE_RECORDING: const float fStartSeconds = m_pSong->GetElapsedTimeFromBeat(GAMESTATE->m_fSongBeat); LOG->Trace( "Starting playback at %f", fStartSeconds ); RageSoundParams p; p.m_fSpeed = GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate; p.m_StartSecond = fStartSeconds; p.StopMode = RageSoundParams::M_CONTINUE; m_pSoundMusic->SetProperty( "AccurateSync", true ); m_pSoundMusic->Play( &p ); break; } m_EditState = em; } void ScreenEdit::ScrollTo( float fDestinationBeat ) { CLAMP( fDestinationBeat, 0, GetMaximumBeatForMoving() ); // Don't play the sound and do the hold note logic below if our position didn't change. const float fOriginalBeat = GAMESTATE->m_fSongBeat; if( fOriginalBeat == fDestinationBeat ) return; GAMESTATE->m_fSongBeat = fDestinationBeat; // check to see if they're holding a button for( int n=0; n= m_NoteDataEdit.GetNumTracks() ) continue; // skip EditButton b = EditButton(EDIT_BUTTON_COLUMN_0+n); if( !EditIsBeingPressed(b) ) continue; // create a new hold note int iStartRow = BeatToNoteRow( min(fOriginalBeat, fDestinationBeat) ); int iEndRow = BeatToNoteRow( max(fOriginalBeat, fDestinationBeat) ); // Don't SaveUndo. We want to undo the whole hold, not just the last segment // that the user made. Dragging the hold bigger can only absorb and remove // other taps, so dragging won't cause us to exceed the note limit. TapNote tn = EditIsBeingPressed(EDIT_BUTTON_LAY_MINE_OR_ROLL) ? TAP_ORIGINAL_ROLL_HEAD : TAP_ORIGINAL_HOLD_HEAD; tn.pn = m_InputPlayerNumber; m_NoteDataEdit.AddHoldNote( iCol, iStartRow, iEndRow, tn ); } if( EditIsBeingPressed(EDIT_BUTTON_SCROLL_SELECT) ) { /* Shift is being held. * If this is the first time we've moved since shift was depressed, * the old position (before this move) becomes the start pos: */ int iDestinationRow = BeatToNoteRow( fDestinationBeat ); if( m_iShiftAnchor == -1 ) m_iShiftAnchor = BeatToNoteRow(fOriginalBeat); if( iDestinationRow == m_iShiftAnchor ) { // We're back at the anchor, so we have nothing selected. m_NoteFieldEdit.m_iBeginMarker = m_NoteFieldEdit.m_iEndMarker = -1; } else { m_NoteFieldEdit.m_iBeginMarker = m_iShiftAnchor; m_NoteFieldEdit.m_iEndMarker = iDestinationRow; if( m_NoteFieldEdit.m_iBeginMarker > m_NoteFieldEdit.m_iEndMarker ) swap( m_NoteFieldEdit.m_iBeginMarker, m_NoteFieldEdit.m_iEndMarker ); } } m_soundChangeLine.Play(); } void ScreenEdit::HandleMessage( const Message &msg ) { if( msg == "Judgment" ) { PlayerNumber pn; msg.GetParam( "Player", pn ); if( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetCurrent().m_bMuteOnError ) { RageSoundReader *pSoundReader = m_AutoKeysounds.GetPlayerSound( pn ); if( pSoundReader == NULL ) pSoundReader = m_AutoKeysounds.GetSharedSound(); HoldNoteScore hns; msg.GetParam( "HoldNoteScore", hns ); TapNoteScore tns; msg.GetParam( "TapNoteScore", tns ); bool bOn = false; if( hns != HoldNoteScore_Invalid ) bOn = hns != HNS_LetGo; else bOn = tns != TNS_Miss; if( pSoundReader ) pSoundReader->SetProperty( "Volume", bOn? 1.0f:0.0f ); } } if( msg == Message_SongModified ) { SetDirty( true ); } Screen::HandleMessage( msg ); } static LocalizedString SAVE_SUCCESSFUL ( "ScreenEdit", "Save successful." ); void ScreenEdit::HandleScreenMessage( const ScreenMessage SM ) { if( SM != SM_UpdateTextInfo ) m_bTextInfoNeedsUpdate = true; if( SM == SM_UpdateTextInfo ) { UpdateTextInfo(); this->PostScreenMessage( SM_UpdateTextInfo, 0.1f ); } else if( SM == SM_GoToNextScreen ) { GAMESTATE->m_EditMode = EditMode_Invalid; } else if( SM == SM_BackFromMainMenu ) { HandleMainMenuChoice( (MainMenuChoice)ScreenMiniMenu::s_iLastRowCode, ScreenMiniMenu::s_viLastAnswers ); } else if( SM == SM_BackFromAreaMenu ) { HandleAreaMenuChoice( (AreaMenuChoice)ScreenMiniMenu::s_iLastRowCode, ScreenMiniMenu::s_viLastAnswers ); } else if( SM == SM_BackFromStepsInformation ) { HandleStepsInformationChoice( (StepsInformationChoice)ScreenMiniMenu::s_iLastRowCode, ScreenMiniMenu::s_viLastAnswers ); } else if( SM == SM_BackFromSongInformation ) { HandleSongInformationChoice( (SongInformationChoice)ScreenMiniMenu::s_iLastRowCode, ScreenMiniMenu::s_viLastAnswers ); } else if( SM == SM_BackFromBPMChange ) { float fBPM = StringToFloat( ScreenTextEntry::s_sLastAnswer ); if( fBPM > 0 ) m_pSong->SetBPMAtBeat( GAMESTATE->m_fSongBeat, fBPM ); SetDirty( true ); } else if( SM == SM_BackFromStopChange ) { float fStop = StringToFloat( ScreenTextEntry::s_sLastAnswer ); if( fStop >= 0 ) m_pSong->m_Timing.SetStopAtBeat( GAMESTATE->m_fSongBeat, fStop ); SetDirty( true ); } else if( SM == SM_BackFromDelayChange ) { float fDelay = StringToFloat( ScreenTextEntry::s_sLastAnswer ); if( fDelay >= 0 ) m_pSong->m_Timing.SetStopAtBeat( GAMESTATE->m_fSongBeat, fDelay, true ); SetDirty( true ); } else if( SM == SM_BackFromBGChange ) { HandleBGChangeChoice( (BGChangeChoice)ScreenMiniMenu::s_iLastRowCode, ScreenMiniMenu::s_viLastAnswers ); SetDirty( true ); } else if( SM == SM_BackFromCourseModeMenu ) { const int num = ScreenMiniMenu::s_viLastAnswers[0]; GAMESTATE->m_pCurCourse.Set( NULL ); if( num != 0 ) { const RString name = g_CourseMode.rows[0].choices[num]; Course *pCourse = SONGMAN->FindCourse( name ); int iCourseEntryIndex = -1; FOREACH_CONST( CourseEntry, pCourse->m_vEntries, i ) { if( i->songID.ToSong() == GAMESTATE->m_pCurSong.Get() ) iCourseEntryIndex = i - pCourse->m_vEntries.begin(); } ASSERT( iCourseEntryIndex != -1 ); GAMESTATE->m_pCurCourse.Set( pCourse ); GAMESTATE->m_iEditCourseEntryIndex.Set( iCourseEntryIndex ); ASSERT( GAMESTATE->m_pCurCourse ); } } else if( SM == SM_BackFromOptions ) { // The options may have changed the note skin. m_NoteFieldRecord.CacheAllUsedNoteSkins(); m_Player->CacheAllUsedNoteSkins(); // stop any music that screen may have been playing SOUND->StopMusic(); } else if( SM == SM_BackFromInsertTapAttack ) { int iDurationChoice = ScreenMiniMenu::s_viLastAnswers[0]; g_fLastInsertAttackDurationSeconds = StringToFloat( g_InsertTapAttack.rows[0].choices[iDurationChoice] ); SCREENMAN->AddNewScreenToTop( "ScreenPlayerOptions", SM_BackFromInsertTapAttackPlayerOptions ); } else if( SM == SM_BackFromInsertTapAttackPlayerOptions ) { PlayerOptions poChosen = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetPreferred(); RString sMods = poChosen.GetString(); const int row = BeatToNoteRow( GAMESTATE->m_fSongBeat ); TapNote tn( TapNote::attack, TapNote::SubType_Invalid, TapNote::original, sMods, g_fLastInsertAttackDurationSeconds, -1 ); tn.pn = m_InputPlayerNumber; SetDirty( true ); SaveUndo(); m_NoteDataEdit.SetTapNote( g_iLastInsertTapAttackTrack, row, tn ); CheckNumberOfNotesAndUndo(); } else if( SM == SM_BackFromInsertCourseAttack ) { int iDurationChoice = ScreenMiniMenu::s_viLastAnswers[0]; Course *pCourse = GAMESTATE->m_pCurCourse; CourseEntry &ce = pCourse->m_vEntries[GAMESTATE->m_iEditCourseEntryIndex]; int iAttack; g_fLastInsertAttackPositionSeconds = m_pSong->GetElapsedTimeFromBeat( GAMESTATE->m_fSongBeat ); g_fLastInsertAttackDurationSeconds = StringToFloat( g_InsertCourseAttack.rows[0].choices[iDurationChoice] ); iAttack = FindAttackAtTime( ce.attacks, g_fLastInsertAttackPositionSeconds ); if( ScreenMiniMenu::s_iLastRowCode == ScreenEdit::remove ) { ASSERT( iAttack >= 0 ); ce.attacks.erase( ce.attacks.begin() + iAttack ); } else { PlayerOptions po; if( iAttack >= 0 ) po.FromString( ce.attacks[iAttack].sModifiers ); GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.Assign( ModsLevel_Preferred, po ); SCREENMAN->AddNewScreenToTop( "ScreenPlayerOptions", SM_BackFromInsertCourseAttackPlayerOptions ); } } else if( SM == SM_BackFromInsertCourseAttackPlayerOptions ) { PlayerOptions poChosen = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetPreferred(); RString sMods = poChosen.GetString(); Course *pCourse = GAMESTATE->m_pCurCourse; CourseEntry &ce = pCourse->m_vEntries[GAMESTATE->m_iEditCourseEntryIndex]; if( g_fLastInsertAttackPositionSeconds < 0 ) { ce.sModifiers = sMods; } else { Attack a( ATTACK_LEVEL_1, g_fLastInsertAttackPositionSeconds, g_fLastInsertAttackDurationSeconds, sMods, false, false ); int iAttack = FindAttackAtTime( ce.attacks, g_fLastInsertAttackPositionSeconds ); if( iAttack >= 0 ) ce.attacks[iAttack] = a; else ce.attacks.push_back( a ); } } else if( SM == SM_DoRevertToLastSave ) { if( ScreenPrompt::s_LastAnswer == ANSWER_YES ) { SaveUndo(); CopyFromLastSave(); m_pSteps->GetNoteData( m_NoteDataEdit ); SetDirty( false ); } } else if( SM == SM_DoRevertFromDisk ) { if( ScreenPrompt::s_LastAnswer == ANSWER_YES ) { SaveUndo(); RevertFromDisk(); m_pSteps->GetNoteData( m_NoteDataEdit ); SetDirty( false ); } } else if( SM == SM_DoSaveAndExit ) // just asked "save before exiting? yes, no, cancel" { switch( ScreenPrompt::s_LastAnswer ) { DEFAULT_FAIL( ScreenPrompt::s_LastAnswer ); case ANSWER_YES: // This will send SM_SaveSuccessful or SM_SaveFailed. HandleMainMenuChoice( ScreenEdit::save_on_exit ); return; case ANSWER_NO: /* Don't save; just exit. */ SCREENMAN->SendMessageToTopScreen( SM_DoExit ); return; case ANSWER_CANCEL: break; // do nothing } } else if( SM == SM_SaveSuccessful ) { LOG->Trace( "Save successful." ); CopyToLastSave(); SetDirty( false ); SONGMAN->Invalidate( GAMESTATE->m_pCurSong ); if( m_CurrentAction == save_on_exit ) ScreenPrompt::Prompt( SM_DoExit, SAVE_SUCCESSFUL ); else SCREENMAN->SystemMessage( SAVE_SUCCESSFUL ); } else if( SM == SM_SaveFailed ) // save failed; stay in the editor { /* We committed the steps to SongManager. Revert to the last save, and * recommit the reversion to SongManager. */ LOG->Trace( "Save failed. Changes uncommitted from memory." ); CopyFromLastSave(); m_pSteps->SetNoteData( m_NoteDataEdit ); } else if( SM == SM_DoExit ) { // IMPORTANT: CopyFromLastSave before deleting the Steps below CopyFromLastSave(); /* The user has been given a choice to save. Delete all unsaved * steps before exiting the editor. */ Song *pSong = GAMESTATE->m_pCurSong; const vector &apSteps = pSong->GetAllSteps(); vector apToDelete; FOREACH_CONST( Steps *, apSteps, s ) { if( (*s)->IsAutogen() || (*s)->GetSavedToDisk() ) continue; apToDelete.push_back( *s ); } FOREACH_CONST( Steps *, apToDelete, s ) { Steps *pSteps = *s; pSong->DeleteSteps( pSteps ); if( m_pSteps == pSteps ) m_pSteps = NULL; if( GAMESTATE->m_pCurSteps[PLAYER_1].Get() == pSteps ) GAMESTATE->m_pCurSteps[PLAYER_1].Set( NULL ); } m_Out.StartTransitioning( SM_GoToNextScreen ); } else if( SM == SM_GainFocus ) { /* When another screen comes up, RageSounds takes over the sound timer. When we come * back, put the timer back to where it was. */ GAMESTATE->m_fSongBeat = m_fTrailingBeat; } else if( SM == SM_LoseFocus ) { // Snap the trailing beat, in case we lose focus while tweening. m_fTrailingBeat = GAMESTATE->m_fSongBeat; } ScreenWithMenuElements::HandleScreenMessage( SM ); } void ScreenEdit::OnSnapModeChange() { m_soundChangeSnap.Play(); NoteType nt = m_SnapDisplay.GetNoteType(); int iStepIndex = BeatToNoteRow( GAMESTATE->m_fSongBeat ); int iElementsPerNoteType = BeatToNoteRow( NoteTypeToBeat(nt) ); int iStepIndexHangover = iStepIndex % iElementsPerNoteType; GAMESTATE->m_fSongBeat -= NoteRowToBeat( iStepIndexHangover ); } // Helper function for below // Begin helper functions for InputEdit static void ChangeDescription( const RString &sNew ) { Steps* pSteps = GAMESTATE->m_pCurSteps[PLAYER_1]; /* Don't erase edit descriptions. */ if( sNew.empty() && pSteps->GetDifficulty() == Difficulty_Edit ) return; pSteps->SetDescription(sNew); } static void ChangeMainTitle( const RString &sNew ) { Song* pSong = GAMESTATE->m_pCurSong; pSong->m_sMainTitle = sNew; } static void ChangeSubTitle( const RString &sNew ) { Song* pSong = GAMESTATE->m_pCurSong; pSong->m_sSubTitle = sNew; } static void ChangeArtist( const RString &sNew ) { Song* pSong = GAMESTATE->m_pCurSong; pSong->m_sArtist = sNew; } static void ChangeGenre( const RString &sNew ) { Song* pSong = GAMESTATE->m_pCurSong; pSong->m_sGenre = sNew; } static void ChangeCredit( const RString &sNew ) { Song* pSong = GAMESTATE->m_pCurSong; pSong->m_sCredit = sNew; } static void ChangeMainTitleTranslit( const RString &sNew ) { Song* pSong = GAMESTATE->m_pCurSong; pSong->m_sMainTitleTranslit = sNew; } static void ChangeSubTitleTranslit( const RString &sNew ) { Song* pSong = GAMESTATE->m_pCurSong; pSong->m_sSubTitleTranslit = sNew; } static void ChangeArtistTranslit( const RString &sNew ) { Song* pSong = GAMESTATE->m_pCurSong; pSong->m_sArtistTranslit = sNew; } static void ChangeLastBeatHint( const RString &sNew ) { GAMESTATE->m_pCurSong->m_fSpecifiedLastBeat = StringToFloat( sNew ); } // End helper functions static LocalizedString REVERT_LAST_SAVE ( "ScreenEdit", "Do you want to revert to your last save?" ); static LocalizedString DESTROY_ALL_UNSAVED_CHANGES ( "ScreenEdit", "This will destroy all unsaved changes." ); static LocalizedString REVERT_FROM_DISK ( "ScreenEdit", "Do you want to revert from disk?" ); static LocalizedString SAVE_CHANGES_BEFORE_EXITING ( "ScreenEdit", "Do you want to save changes before exiting?" ); static LocalizedString ENTER_BPM_VALUE ( "ScreenEdit", "Enter a new BPM value." ); static LocalizedString ENTER_STOP_VALUE ( "ScreenEdit", "Enter a new Stop value." ); static LocalizedString ENTER_DELAY_VALUE ( "ScreenEdit", "Enter a new Delay value." ); void ScreenEdit::HandleMainMenuChoice( MainMenuChoice c, const vector &iAnswers ) { switch( c ) { DEFAULT_FAIL( c ); case play_selection: if( m_NoteFieldEdit.m_iBeginMarker!=-1 && m_NoteFieldEdit.m_iEndMarker!=-1 ) HandleAreaMenuChoice( play ); else if( m_NoteFieldEdit.m_iBeginMarker!=-1 ) HandleMainMenuChoice( play_selection_start_to_end ); else HandleMainMenuChoice( play_current_beat_to_end ); break; case play_whole_song: { m_iStartPlayingAt = 0; m_iStopPlayingAt = m_NoteDataEdit.GetLastRow(); TransitionEditState( STATE_PLAYING ); } break; case play_selection_start_to_end: { m_iStartPlayingAt = m_NoteFieldEdit.m_iBeginMarker; m_iStopPlayingAt = max( m_iStartPlayingAt, m_NoteDataEdit.GetLastRow() ); TransitionEditState( STATE_PLAYING ); } break; case play_current_beat_to_end: { m_iStartPlayingAt = BeatToNoteRow(GAMESTATE->m_fSongBeat); m_iStopPlayingAt = max( m_iStartPlayingAt, m_NoteDataEdit.GetLastRow() ); TransitionEditState( STATE_PLAYING ); } break; case set_selection_start: { const int iCurrentRow = BeatToNoteRow(GAMESTATE->m_fSongBeat); if( m_NoteFieldEdit.m_iEndMarker!=-1 && iCurrentRow >= m_NoteFieldEdit.m_iEndMarker ) { SCREENMAN->PlayInvalidSound(); } else { m_NoteFieldEdit.m_iBeginMarker = iCurrentRow; m_soundMarker.Play(); } } break; case set_selection_end: { const int iCurrentRow = BeatToNoteRow(GAMESTATE->m_fSongBeat); if( m_NoteFieldEdit.m_iBeginMarker!=-1 && iCurrentRow <= m_NoteFieldEdit.m_iBeginMarker ) { SCREENMAN->PlayInvalidSound(); } else { m_NoteFieldEdit.m_iEndMarker = iCurrentRow; m_soundMarker.Play(); } } break; case edit_steps_information: { /* XXX: If the difficulty is changed from EDIT, and pSteps->WasLoadedFromProfile() * is true, we should warn that the steps will no longer be saved to the profile. */ Steps* pSteps = GAMESTATE->m_pCurSteps[PLAYER_1]; float fMusicSeconds = m_pSoundMusic->GetLengthSeconds(); g_StepsInformation.rows[difficulty].choices.clear(); FOREACH_ENUM( Difficulty, dc ) { g_StepsInformation.rows[difficulty].choices.push_back( "|" + CustomDifficultyToLocalizedString( GetCustomDifficulty(pSteps->m_StepsType, dc, CourseType_Invalid) ) ); } g_StepsInformation.rows[difficulty].iDefaultChoice = pSteps->GetDifficulty(); g_StepsInformation.rows[difficulty].bEnabled = (EDIT_MODE.GetValue() >= EditMode_Full); g_StepsInformation.rows[meter].iDefaultChoice = clamp( pSteps->GetMeter()-1, 0, MAX_METER+1 ); g_StepsInformation.rows[meter].bEnabled = (EDIT_MODE.GetValue() >= EditMode_Home); g_StepsInformation.rows[predict_meter].SetOneUnthemedChoice( ssprintf("%.2f",pSteps->PredictMeter()) ); g_StepsInformation.rows[description].bEnabled = (EDIT_MODE.GetValue() >= EditMode_Full); g_StepsInformation.rows[description].SetOneUnthemedChoice( pSteps->GetDescription() ); g_StepsInformation.rows[tap_notes].SetOneUnthemedChoice( ssprintf("%d", m_NoteDataEdit.GetNumTapNotes()) ); g_StepsInformation.rows[jumps].SetOneUnthemedChoice( ssprintf("%d", m_NoteDataEdit.GetNumJumps()) ); g_StepsInformation.rows[hands].SetOneUnthemedChoice( ssprintf("%d", m_NoteDataEdit.GetNumHands()) ); g_StepsInformation.rows[quads].SetOneUnthemedChoice( ssprintf("%d", m_NoteDataEdit.GetNumQuads()) ); g_StepsInformation.rows[holds].SetOneUnthemedChoice( ssprintf("%d", m_NoteDataEdit.GetNumHoldNotes()) ); g_StepsInformation.rows[mines].SetOneUnthemedChoice( ssprintf("%d", m_NoteDataEdit.GetNumMines()) ); g_StepsInformation.rows[stream].SetOneUnthemedChoice( ssprintf("%.2f", NoteDataUtil::GetStreamRadarValue(m_NoteDataEdit,fMusicSeconds)) ); g_StepsInformation.rows[voltage].SetOneUnthemedChoice( ssprintf("%.2f", NoteDataUtil::GetVoltageRadarValue(m_NoteDataEdit,fMusicSeconds)) ); g_StepsInformation.rows[air].SetOneUnthemedChoice( ssprintf("%.2f", NoteDataUtil::GetAirRadarValue(m_NoteDataEdit,fMusicSeconds)) ); g_StepsInformation.rows[freeze].SetOneUnthemedChoice( ssprintf("%.2f", NoteDataUtil::GetFreezeRadarValue(m_NoteDataEdit,fMusicSeconds)) ); g_StepsInformation.rows[chaos].SetOneUnthemedChoice( ssprintf("%.2f", NoteDataUtil::GetChaosRadarValue(m_NoteDataEdit,fMusicSeconds)) ); EditMiniMenu( &g_StepsInformation, SM_BackFromStepsInformation, SM_None ); } break; case save: case save_on_exit: { m_CurrentAction = c; // copy edit into current Steps m_pSteps->SetNoteData( m_NoteDataEdit ); switch( EDIT_MODE.GetValue() ) { DEFAULT_FAIL( EDIT_MODE.GetValue() ); case EditMode_Home: { ASSERT( m_pSteps->IsAnEdit() ); RString sError; m_pSteps->CalculateRadarValues( m_pSong->m_fMusicLengthSeconds ); if( !NotesWriterSM::WriteEditFileToMachine(m_pSong, m_pSteps, sError) ) { ScreenPrompt::Prompt( SM_None, sError ); break; } m_pSteps->SetSavedToDisk( true ); // HACK: clear undo, so "exit" below knows we don't need to save. // This only works because important non-steps data can't be changed in // home mode (BPMs, stops). ClearUndo(); SCREENMAN->ZeroNextUpdate(); HandleScreenMessage( SM_SaveSuccessful ); /* FIXME RString s; switch( c ) { case save: s = "ScreenMemcardSaveEditsAfterSave"; break; case save_on_exit: s = "ScreenMemcardSaveEditsAfterExit"; break; default: ASSERT(0); } SCREENMAN->AddNewScreenToTop( s ); */ } break; case EditMode_Full: { // This will recalculate radar values. m_pSong->Save(); SCREENMAN->ZeroNextUpdate(); HandleScreenMessage( SM_SaveSuccessful ); } break; case EditMode_CourseMods: case EditMode_Practice: break; } m_soundSave.Play(); } break; case revert_to_last_save: ScreenPrompt::Prompt( SM_DoRevertToLastSave, REVERT_LAST_SAVE.GetValue() + "\n\n" + DESTROY_ALL_UNSAVED_CHANGES.GetValue(), PROMPT_YES_NO, ANSWER_NO ); break; case revert_from_disk: ScreenPrompt::Prompt( SM_DoRevertFromDisk, REVERT_FROM_DISK.GetValue() + "\n\n" + DESTROY_ALL_UNSAVED_CHANGES.GetValue(), PROMPT_YES_NO, ANSWER_NO ); break; case options: SCREENMAN->AddNewScreenToTop( "ScreenEditOptions", SM_BackFromOptions ); break; case edit_song_info: { const Song* pSong = GAMESTATE->m_pCurSong; g_SongInformation.rows[main_title].SetOneUnthemedChoice( pSong->m_sMainTitle ); g_SongInformation.rows[sub_title].SetOneUnthemedChoice( pSong->m_sSubTitle ); g_SongInformation.rows[artist].SetOneUnthemedChoice( pSong->m_sArtist ); g_SongInformation.rows[genre].SetOneUnthemedChoice( pSong->m_sGenre ); g_SongInformation.rows[credit].SetOneUnthemedChoice( pSong->m_sCredit ); g_SongInformation.rows[main_title_transliteration].SetOneUnthemedChoice( pSong->m_sMainTitleTranslit ); g_SongInformation.rows[sub_title_transliteration].SetOneUnthemedChoice( pSong->m_sSubTitleTranslit ); g_SongInformation.rows[artist_transliteration].SetOneUnthemedChoice( pSong->m_sArtistTranslit ); g_SongInformation.rows[last_beat_hint].SetOneUnthemedChoice( ssprintf("%.5f", pSong->m_fSpecifiedLastBeat) ); EditMiniMenu( &g_SongInformation, SM_BackFromSongInformation ); } break; case edit_bpm: // todo: Call a screen with class ScreenTextEntry instead. -aj ScreenTextEntry::TextEntry( SM_BackFromBPMChange, ENTER_BPM_VALUE, ssprintf( "%.4f", m_pSong->GetBPMAtBeat(GAMESTATE->m_fSongBeat) ), 10 ); break; case edit_stop: // todo: Call a screen with class ScreenTextEntry instead. -aj bool bThrowaway; // is it? ScreenTextEntry::TextEntry( SM_BackFromStopChange, ENTER_STOP_VALUE, ssprintf( "%.4f", m_pSong->m_Timing.GetStopAtRow( BeatToNoteRow(GAMESTATE->m_fSongBeat), bThrowaway ) ), 10 ); break; case edit_delay: // todo: Call a screen with class ScreenTextEntry instead. -aj ScreenTextEntry::TextEntry( SM_BackFromDelayChange, ENTER_DELAY_VALUE, ssprintf( "%.4f", m_pSong->m_Timing.GetStopAtRow( BeatToNoteRow(GAMESTATE->m_fSongBeat), bThrowaway ) ), 10 ); break; case play_preview_music: PlayPreviewMusic(); break; case exit: switch( EDIT_MODE.GetValue() ) { DEFAULT_FAIL( EDIT_MODE.GetValue() ); case EditMode_Full: case EditMode_Home: if( IsDirty() ) ScreenPrompt::Prompt( SM_DoSaveAndExit, SAVE_CHANGES_BEFORE_EXITING, PROMPT_YES_NO_CANCEL, ANSWER_CANCEL ); else SCREENMAN->SendMessageToTopScreen( SM_DoExit ); break; case EditMode_Practice: case EditMode_CourseMods: SCREENMAN->SendMessageToTopScreen( SM_DoExit ); break; } break; }; } void ScreenEdit::HandleAreaMenuChoice( AreaMenuChoice c, const vector &iAnswers, bool bAllowUndo ) { bool bSaveUndo = false; switch( c ) { DEFAULT_FAIL( c ); case cut: case copy: case play: case record: case undo: bSaveUndo = false; break; case paste_at_current_beat: case paste_at_begin_marker: case clear: case quantize: case turn: case transform: case alter: case tempo: case insert_and_shift: case delete_and_shift: case shift_pauses_forward: case shift_pauses_backward: case convert_to_pause: case convert_pause_to_beat: bSaveUndo = true; break; } if( bSaveUndo ) SetDirty( true ); /* We call HandleAreaMenuChoice recursively. Only the outermost * HandleAreaMenuChoice should allow Undo so that the inner calls don't * also save Undo and mess up the outermost */ if( !bAllowUndo ) bSaveUndo = false; if( bSaveUndo ) SaveUndo(); switch( c ) { DEFAULT_FAIL( c ); case cut: { HandleAreaMenuChoice( copy ); HandleAreaMenuChoice( clear ); } break; case copy: { ASSERT( m_NoteFieldEdit.m_iBeginMarker!=-1 && m_NoteFieldEdit.m_iEndMarker!=-1 ); m_Clipboard.ClearAll(); m_Clipboard.CopyRange( m_NoteDataEdit, m_NoteFieldEdit.m_iBeginMarker, m_NoteFieldEdit.m_iEndMarker ); } break; case paste_at_current_beat: case paste_at_begin_marker: { int iDestFirstRow = -1; switch( c ) { DEFAULT_FAIL( c ); case paste_at_current_beat: iDestFirstRow = BeatToNoteRow( GAMESTATE->m_fSongBeat ); break; case paste_at_begin_marker: ASSERT( m_NoteFieldEdit.m_iBeginMarker!=-1 ); iDestFirstRow = m_NoteFieldEdit.m_iBeginMarker; break; } int iRowsToCopy = m_Clipboard.GetLastRow()+1; m_NoteDataEdit.CopyRange( m_Clipboard, 0, iRowsToCopy, iDestFirstRow ); } break; case clear: { ASSERT( m_NoteFieldEdit.m_iBeginMarker!=-1 && m_NoteFieldEdit.m_iEndMarker!=-1 ); m_NoteDataEdit.ClearRange( m_NoteFieldEdit.m_iBeginMarker, m_NoteFieldEdit.m_iEndMarker ); } break; case quantize: { NoteType nt = (NoteType)iAnswers[c]; NoteDataUtil::SnapToNearestNoteType( m_NoteDataEdit, nt, nt, m_NoteFieldEdit.m_iBeginMarker, m_NoteFieldEdit.m_iEndMarker ); } break; case turn: { const NoteData OldClipboard( m_Clipboard ); HandleAreaMenuChoice( cut ); StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType; TurnType tt = (TurnType)iAnswers[c]; switch( tt ) { DEFAULT_FAIL( tt ); case left: NoteDataUtil::Turn( m_Clipboard, st, NoteDataUtil::left ); break; case right: NoteDataUtil::Turn( m_Clipboard, st, NoteDataUtil::right ); break; case mirror: NoteDataUtil::Turn( m_Clipboard, st, NoteDataUtil::mirror ); break; case shuffle: NoteDataUtil::Turn( m_Clipboard, st, NoteDataUtil::shuffle ); break; case super_shuffle: NoteDataUtil::Turn( m_Clipboard, st, NoteDataUtil::super_shuffle ); break; } HandleAreaMenuChoice( paste_at_begin_marker ); m_Clipboard = OldClipboard; } break; case transform: { int iBeginRow = m_NoteFieldEdit.m_iBeginMarker; int iEndRow = m_NoteFieldEdit.m_iEndMarker; TransformType tt = (TransformType)iAnswers[c]; StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType; switch( tt ) { DEFAULT_FAIL( tt ); case noholds: NoteDataUtil::RemoveHoldNotes( m_NoteDataEdit, iBeginRow, iEndRow ); break; case nomines: NoteDataUtil::RemoveMines( m_NoteDataEdit, iBeginRow, iBeginRow ); break; case little: NoteDataUtil::Little( m_NoteDataEdit, iBeginRow, iEndRow ); break; case wide: NoteDataUtil::Wide( m_NoteDataEdit, iBeginRow, iEndRow ); break; case big: NoteDataUtil::Big( m_NoteDataEdit, iBeginRow, iEndRow ); break; case quick: NoteDataUtil::Quick( m_NoteDataEdit, iBeginRow, iEndRow ); break; case skippy: NoteDataUtil::Skippy( m_NoteDataEdit, iBeginRow, iEndRow ); break; case add_mines: NoteDataUtil::AddMines( m_NoteDataEdit, iBeginRow, iEndRow ); break; case echo: NoteDataUtil::Echo( m_NoteDataEdit, iBeginRow, iEndRow ); break; case stomp: NoteDataUtil::Stomp( m_NoteDataEdit, st, iBeginRow, iEndRow ); break; case planted: NoteDataUtil::Planted( m_NoteDataEdit, iBeginRow, iEndRow ); break; case floored: NoteDataUtil::Floored( m_NoteDataEdit, iBeginRow, iEndRow ); break; case twister: NoteDataUtil::Twister( m_NoteDataEdit, iBeginRow, iEndRow ); break; case nojumps: NoteDataUtil::RemoveJumps( m_NoteDataEdit, iBeginRow, iEndRow ); break; case nohands: NoteDataUtil::RemoveHands( m_NoteDataEdit, iBeginRow, iEndRow ); break; case noquads: NoteDataUtil::RemoveQuads( m_NoteDataEdit, iBeginRow, iEndRow ); break; case nostretch: NoteDataUtil::RemoveStretch( m_NoteDataEdit, st, iBeginRow, iBeginRow );break; } // bake in the additions NoteDataUtil::ConvertAdditionsToRegular( m_NoteDataEdit ); } break; case alter: { const NoteData OldClipboard( m_Clipboard ); HandleAreaMenuChoice( cut ); AlterType at = (AlterType)iAnswers[c]; switch( at ) { DEFAULT_FAIL( at ); case autogen_to_fill_width: { NoteData temp( m_Clipboard ); int iMaxNonEmptyTrack = NoteDataUtil::GetMaxNonEmptyTrack( temp ); if( iMaxNonEmptyTrack == -1 ) break; temp.SetNumTracks( iMaxNonEmptyTrack+1 ); NoteDataUtil::LoadTransformedSlidingWindow( temp, m_Clipboard, m_Clipboard.GetNumTracks() ); NoteDataUtil::RemoveStretch( m_Clipboard, GAMESTATE->m_pCurSteps[0]->m_StepsType ); } break; case backwards: NoteDataUtil::Backwards( m_Clipboard ); break; case swap_sides: NoteDataUtil::SwapSides( m_Clipboard ); break; case copy_left_to_right: NoteDataUtil::CopyLeftToRight( m_Clipboard ); break; case copy_right_to_left: NoteDataUtil::CopyRightToLeft( m_Clipboard ); break; case clear_left: NoteDataUtil::ClearLeft( m_Clipboard ); break; case clear_right: NoteDataUtil::ClearRight( m_Clipboard ); break; case collapse_to_one: NoteDataUtil::CollapseToOne( m_Clipboard ); break; case collapse_left: NoteDataUtil::CollapseLeft( m_Clipboard ); break; case shift_left: NoteDataUtil::ShiftLeft( m_Clipboard ); break; case shift_right: NoteDataUtil::ShiftRight( m_Clipboard ); break; } HandleAreaMenuChoice( paste_at_begin_marker ); m_Clipboard = OldClipboard; } break; case tempo: { // This affects all steps. const NoteData OldClipboard( m_Clipboard ); HandleAreaMenuChoice( cut ); AlterType at = (AlterType)iAnswers[c]; float fScale = -1; switch( at ) { DEFAULT_FAIL( at ); case compress_2x: fScale = 0.5f; break; case compress_3_2: fScale = 2.0f/3; break; case compress_4_3: fScale = 0.75f; break; case expand_4_3: fScale = 4.0f/3; break; case expand_3_2: fScale = 1.5f; break; case expand_2x: fScale = 2; break; } switch( at ) { DEFAULT_FAIL( at ); case compress_2x: NoteDataUtil::Scale( m_Clipboard, fScale ); break; case compress_3_2: NoteDataUtil::Scale( m_Clipboard, fScale ); break; case compress_4_3: NoteDataUtil::Scale( m_Clipboard, fScale ); break; case expand_4_3: NoteDataUtil::Scale( m_Clipboard, fScale ); break; case expand_3_2: NoteDataUtil::Scale( m_Clipboard, fScale ); break; case expand_2x: NoteDataUtil::Scale( m_Clipboard, fScale ); break; } int iOldClipboardRow = m_NoteFieldEdit.m_iEndMarker - m_NoteFieldEdit.m_iBeginMarker; int iNewClipboardRow = lrintf( iOldClipboardRow * fScale ); int iDeltaRows = iNewClipboardRow - iOldClipboardRow; int iNewClipboardEndRow = m_NoteFieldEdit.m_iBeginMarker + iNewClipboardRow; if( iDeltaRows > 0 ) NoteDataUtil::InsertRows( m_NoteDataEdit, m_NoteFieldEdit.m_iBeginMarker, iDeltaRows ); else NoteDataUtil::DeleteRows( m_NoteDataEdit, m_NoteFieldEdit.m_iBeginMarker, -iDeltaRows ); m_pSong->m_Timing.ScaleRegion( fScale, m_NoteFieldEdit.m_iBeginMarker, m_NoteFieldEdit.m_iEndMarker ); HandleAreaMenuChoice( paste_at_begin_marker ); const vector sIter = m_pSong->GetAllSteps(); RString sTempStyle, sTempDiff; for( unsigned i = 0; i < sIter.size(); i++ ) { if( sIter[i]->IsAutogen() ) continue; // XXX: Edits are distinguished by description. // Compare vs m_pSteps. if( (sIter[i]->m_StepsType == GAMESTATE->m_pCurSteps[PLAYER_1]->m_StepsType) && (sIter[i]->GetDifficulty() == GAMESTATE->m_pCurSteps[PLAYER_1]->GetDifficulty()) ) continue; NoteData ndTemp; sIter[i]->GetNoteData( ndTemp ); NoteDataUtil::ScaleRegion( ndTemp, fScale, m_NoteFieldEdit.m_iBeginMarker, m_NoteFieldEdit.m_iEndMarker ); sIter[i]->SetNoteData( ndTemp ); } m_NoteFieldEdit.m_iEndMarker = iNewClipboardEndRow; float fOldBPM = m_pSong->GetBPMAtBeat( NoteRowToBeat(m_NoteFieldEdit.m_iBeginMarker) ); float fNewBPM = fOldBPM * fScale; m_pSong->m_Timing.SetBPMAtRow( m_NoteFieldEdit.m_iBeginMarker, fNewBPM ); m_pSong->m_Timing.SetBPMAtRow( iNewClipboardEndRow, fOldBPM ); } break; case play: ASSERT( m_NoteFieldEdit.m_iBeginMarker!=-1 && m_NoteFieldEdit.m_iEndMarker!=-1 ); m_iStartPlayingAt = m_NoteFieldEdit.m_iBeginMarker; m_iStopPlayingAt = m_NoteFieldEdit.m_iEndMarker; TransitionEditState( STATE_PLAYING ); break; case record: ASSERT( m_NoteFieldEdit.m_iBeginMarker!=-1 && m_NoteFieldEdit.m_iEndMarker!=-1 ); m_iStartPlayingAt = m_NoteFieldEdit.m_iBeginMarker; m_iStopPlayingAt = m_NoteFieldEdit.m_iEndMarker; TransitionEditState( STATE_RECORDING ); break; case insert_and_shift: NoteDataUtil::InsertRows( m_NoteDataEdit, BeatToNoteRow(GAMESTATE->m_fSongBeat), BeatToNoteRow(1) ); break; case delete_and_shift: NoteDataUtil::DeleteRows( m_NoteDataEdit, BeatToNoteRow(GAMESTATE->m_fSongBeat), BeatToNoteRow(1) ); break; case shift_pauses_forward: m_pSong->m_Timing.InsertRows( BeatToNoteRow(GAMESTATE->m_fSongBeat), BeatToNoteRow(1) ); break; case shift_pauses_backward: m_pSong->m_Timing.DeleteRows( BeatToNoteRow(GAMESTATE->m_fSongBeat), BeatToNoteRow(1) ); break; case convert_to_pause: { ASSERT( m_NoteFieldEdit.m_iBeginMarker!=-1 && m_NoteFieldEdit.m_iEndMarker!=-1 ); float fMarkerStart = m_pSong->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_NoteFieldEdit.m_iBeginMarker) ); float fMarkerEnd = m_pSong->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_NoteFieldEdit.m_iEndMarker) ); // The length of the stop segment we're going to create. This includes time spent in any // stops in the selection, which will be deleted and subsumed into the new stop. float fStopLength = fMarkerEnd - fMarkerStart; // be sure not to clobber the row at the start - a row at the end // can be dropped safely, though NoteDataUtil::DeleteRows( m_NoteDataEdit, m_NoteFieldEdit.m_iBeginMarker + 1, m_NoteFieldEdit.m_iEndMarker-m_NoteFieldEdit.m_iBeginMarker ); m_pSong->m_Timing.DeleteRows( m_NoteFieldEdit.m_iBeginMarker, m_NoteFieldEdit.m_iEndMarker-m_NoteFieldEdit.m_iBeginMarker ); m_pSong->m_Timing.SetStopAtRow( m_NoteFieldEdit.m_iBeginMarker, fStopLength ); m_NoteFieldEdit.m_iBeginMarker = -1; m_NoteFieldEdit.m_iEndMarker = -1; break; } case convert_pause_to_beat: { bool bThrowaway; // is it? float fStopSeconds = m_pSong->m_Timing.GetStopAtRow( BeatToNoteRow(GAMESTATE->m_fSongBeat), bThrowaway ); m_pSong->m_Timing.SetStopAtBeat( GAMESTATE->m_fSongBeat, 0 ); float fStopBeats = fStopSeconds * m_pSong->GetBPMAtBeat(GAMESTATE->m_fSongBeat) / 60; // don't move the step from where it is, just move everything later NoteDataUtil::InsertRows( m_NoteDataEdit, BeatToNoteRow(GAMESTATE->m_fSongBeat) + 1, BeatToNoteRow(fStopBeats) ); m_pSong->m_Timing.InsertRows( BeatToNoteRow(GAMESTATE->m_fSongBeat) + 1, BeatToNoteRow(fStopSeconds) ); } break; case undo: Undo(); break; }; if( bSaveUndo ) CheckNumberOfNotesAndUndo(); } static LocalizedString ENTER_NEW_DESCRIPTION( "ScreenEdit", "Enter a new description." ); void ScreenEdit::HandleStepsInformationChoice( StepsInformationChoice c, const vector &iAnswers ) { Steps* pSteps = GAMESTATE->m_pCurSteps[PLAYER_1]; Difficulty dc = (Difficulty)iAnswers[difficulty]; pSteps->SetDifficulty( dc ); int iMeter = iAnswers[meter]+1; pSteps->SetMeter( iMeter ); switch( c ) { case description: // todo: Call a screen with class ScreenTextEntry instead. -aj ScreenTextEntry::TextEntry( SM_None, ENTER_NEW_DESCRIPTION, m_pSteps->GetDescription(), (dc == Difficulty_Edit) ? MAX_EDIT_STEPS_DESCRIPTION_LENGTH : 255, SongUtil::ValidateCurrentStepsDescription, ChangeDescription, NULL ); break; } } static LocalizedString ENTER_MAIN_TITLE ("ScreenEdit","Enter a new main title."); static LocalizedString ENTER_SUB_TITLE ("ScreenEdit","Enter a new sub title."); static LocalizedString ENTER_ARTIST ("ScreenEdit","Enter a new artist."); static LocalizedString ENTER_GENRE ("ScreenEdit","Enter a new genre."); static LocalizedString ENTER_CREDIT ("ScreenEdit","Enter a new credit."); static LocalizedString ENTER_MAIN_TITLE_TRANSLIT ("ScreenEdit","Enter a new main title transliteration."); static LocalizedString ENTER_SUB_TITLE_TRANSLIT ("ScreenEdit","Enter a new sub title transliteration."); static LocalizedString ENTER_ARTIST_TRANSLIT ("ScreenEdit","Enter a new artist transliteration."); static LocalizedString ENTER_LAST_BEAT_HINT ("ScreenEdit","Enter a new last beat hint."); void ScreenEdit::HandleSongInformationChoice( SongInformationChoice c, const vector &iAnswers ) { Song* pSong = GAMESTATE->m_pCurSong; // todo: Call a screen with class ScreenTextEntry instead. // multiple times in this section, so I'm only saying it here. -aj switch( c ) { DEFAULT_FAIL(c); case main_title: ScreenTextEntry::TextEntry( SM_None, ENTER_MAIN_TITLE, pSong->m_sMainTitle, 100, NULL, ChangeMainTitle, NULL ); break; case sub_title: ScreenTextEntry::TextEntry( SM_None, ENTER_SUB_TITLE, pSong->m_sSubTitle, 100, NULL, ChangeSubTitle, NULL ); break; case artist: ScreenTextEntry::TextEntry( SM_None, ENTER_ARTIST, pSong->m_sArtist, 100, NULL, ChangeArtist, NULL ); break; case genre: ScreenTextEntry::TextEntry( SM_None, ENTER_GENRE, pSong->m_sGenre, 100, NULL, ChangeGenre, NULL ); break; case credit: ScreenTextEntry::TextEntry( SM_None, ENTER_CREDIT, pSong->m_sCredit, 100, NULL, ChangeCredit, NULL ); break; case main_title_transliteration: ScreenTextEntry::TextEntry( SM_None, ENTER_MAIN_TITLE_TRANSLIT, pSong->m_sMainTitleTranslit, 100, NULL, ChangeMainTitleTranslit, NULL ); break; case sub_title_transliteration: ScreenTextEntry::TextEntry( SM_None, ENTER_SUB_TITLE_TRANSLIT, pSong->m_sSubTitleTranslit, 100, NULL, ChangeSubTitleTranslit, NULL ); break; case artist_transliteration: ScreenTextEntry::TextEntry( SM_None, ENTER_ARTIST_TRANSLIT, pSong->m_sArtistTranslit, 100, NULL, ChangeArtistTranslit, NULL ); break; case last_beat_hint: ScreenTextEntry::TextEntry( SM_None, ENTER_LAST_BEAT_HINT, ssprintf("%.5f", pSong->m_fSpecifiedLastBeat), 20, ScreenTextEntry::FloatValidate, ChangeLastBeatHint, NULL ); }; } void ScreenEdit::HandleBGChangeChoice( BGChangeChoice c, const vector &iAnswers ) { BackgroundChange newChange; FOREACH( BackgroundChange, m_pSong->GetBackgroundChanges(g_CurrentBGChangeLayer), iter ) { if( iter->m_fStartBeat == GAMESTATE->m_fSongBeat ) { newChange = *iter; // delete the old change. We'll add a new one below. m_pSong->GetBackgroundChanges(g_CurrentBGChangeLayer).erase( iter ); break; } } newChange.m_fStartBeat = GAMESTATE->m_fSongBeat; newChange.m_fRate = StringToFloat( g_BackgroundChange.rows[rate].choices[iAnswers[rate]] )/100.f; newChange.m_sTransition = iAnswers[transition] ? g_BackgroundChange.rows[transition].choices[iAnswers[transition]] : RString(); newChange.m_def.m_sEffect = iAnswers[effect] ? g_BackgroundChange.rows[effect].choices[iAnswers[effect]] : RString(); newChange.m_def.m_sColor1 = iAnswers[color1] ? g_BackgroundChange.rows[color1].choices[iAnswers[color1]] : RString(); newChange.m_def.m_sColor2 = iAnswers[color2] ? g_BackgroundChange.rows[color2].choices[iAnswers[color2]] : RString(); switch( iAnswers[file1_type] ) { DEFAULT_FAIL( iAnswers[file1_type] ); case none: newChange.m_def.m_sFile1 = ""; break; case dynamic_random: newChange.m_def.m_sFile1 = RANDOM_BACKGROUND_FILE; break; case baked_random: newChange.m_def.m_sFile1 = GetOneBakedRandomFile( m_pSong ); break; case song_bganimation: case song_movie: case song_bitmap: case global_bganimation: case global_movie: case global_movie_song_group: case global_movie_song_group_and_genre: { BGChangeChoice row1 = (BGChangeChoice)(file1_song_bganimation + iAnswers[file1_type]); newChange.m_def.m_sFile1 = g_BackgroundChange.rows[row1].choices.empty() ? "" : g_BackgroundChange.rows[row1].choices[iAnswers[row1]]; } break; } switch( iAnswers[file2_type] ) { DEFAULT_FAIL(iAnswers[file2_type]); case none: newChange.m_def.m_sFile2 = ""; break; case dynamic_random: newChange.m_def.m_sFile2 = RANDOM_BACKGROUND_FILE; break; case baked_random: newChange.m_def.m_sFile2 = GetOneBakedRandomFile( m_pSong ); break; case song_bganimation: case song_movie: case song_bitmap: case global_bganimation: case global_movie: case global_movie_song_group: case global_movie_song_group_and_genre: { BGChangeChoice row2 = (BGChangeChoice)(file2_song_bganimation + iAnswers[file2_type]); newChange.m_def.m_sFile2 = g_BackgroundChange.rows[row2].choices.empty() ? "" : g_BackgroundChange.rows[row2].choices[iAnswers[row2]]; } break; } if( c == delete_change || newChange.m_def.m_sFile1.empty() ) { // don't add } else { m_pSong->AddBackgroundChange( g_CurrentBGChangeLayer, newChange ); } g_CurrentBGChangeLayer = BACKGROUND_LAYER_Invalid; } void ScreenEdit::SetupCourseAttacks() { /* This is the first beat that can be changed without it being visible. Until * we draw for the first time, any beat can be changed. */ GAMESTATE->m_pPlayerState[PLAYER_1]->m_fLastDrawnBeat = -100; // Put course options into effect. GAMESTATE->m_pPlayerState[PLAYER_1]->m_ModsToApply.clear(); GAMESTATE->m_pPlayerState[PLAYER_1]->RemoveActiveAttacks(); if( GAMESTATE->m_pCurCourse ) { AttackArray Attacks; if( EDIT_MODE == EditMode_CourseMods ) { Attacks = GAMESTATE->m_pCurCourse->m_vEntries[GAMESTATE->m_iEditCourseEntryIndex].attacks; } else { GAMESTATE->m_pCurCourse->RevertFromDisk(); // Remove this and have a separate reload key? for( unsigned e = 0; e < GAMESTATE->m_pCurCourse->m_vEntries.size(); ++e ) { if( GAMESTATE->m_pCurCourse->m_vEntries[e].songID.ToSong() != m_pSong ) continue; Attacks = GAMESTATE->m_pCurCourse->m_vEntries[e].attacks; break; } } FOREACH( Attack, Attacks, attack ) GAMESTATE->m_pPlayerState[PLAYER_1]->LaunchAttack( *attack ); } GAMESTATE->m_pPlayerState[PLAYER_1]->RebuildPlayerOptionsFromActiveAttacks(); } void ScreenEdit::CopyToLastSave() { ASSERT( GAMESTATE->m_pCurSong ); ASSERT( GAMESTATE->m_pCurSteps[PLAYER_1] ); m_SongLastSave = *GAMESTATE->m_pCurSong; m_vStepsLastSave.clear(); const vector &vSteps = GAMESTATE->m_pCurSong->GetStepsByStepsType( GAMESTATE->m_pCurSteps[PLAYER_1]->m_StepsType ); FOREACH_CONST( Steps*, vSteps, it ) m_vStepsLastSave.push_back( **it ); } void ScreenEdit::CopyFromLastSave() { // We are assuming two things here: // 1) No steps can be created by ScreenEdit // 2) No steps can be deleted by ScreenEdit (except possibly when we exit) *GAMESTATE->m_pCurSong = m_SongLastSave; const vector &vSteps = GAMESTATE->m_pCurSong->GetStepsByStepsType( GAMESTATE->m_pCurSteps[PLAYER_1]->m_StepsType ); ASSERT_M( vSteps.size() == m_vStepsLastSave.size(), ssprintf("Step sizes don't match: %d, %d", int(vSteps.size()), int(m_vStepsLastSave.size())) ); for( unsigned i = 0; i < vSteps.size(); ++i ) *vSteps[i] = m_vStepsLastSave[i]; } void ScreenEdit::RevertFromDisk() { ASSERT( GAMESTATE->m_pCurSteps[PLAYER_1] ); StepsID id; id.FromSteps( GAMESTATE->m_pCurSteps[PLAYER_1] ); ASSERT( id.IsValid() ); GAMESTATE->m_pCurSong->ReloadFromSongDir( GAMESTATE->m_pCurSong->GetSongDir() ); Steps *pNewSteps = id.ToSteps( GAMESTATE->m_pCurSong, true ); if( !pNewSteps ) { // If the Steps we were currently editing vanished when we did the revert, // put a blank Steps in its place. Note that this does not have to be the // work of someone maliciously changing the simfile; it could happen to // someone editing a new stepchart and reverting from disk, for example. pNewSteps = new Steps(); pNewSteps->CreateBlank( id.GetStepsType() ); pNewSteps->SetDifficulty( id.GetDifficulty() ); GAMESTATE->m_pCurSong->AddSteps( pNewSteps ); } GAMESTATE->m_pCurSteps[PLAYER_1].Set( pNewSteps ); m_pSteps = pNewSteps; CopyToLastSave(); SetDirty( false ); SONGMAN->Invalidate( GAMESTATE->m_pCurSong ); } void ScreenEdit::SaveUndo() { m_bHasUndo = true; m_Undo.CopyAll( m_NoteDataEdit ); } static LocalizedString UNDO ("ScreenEdit", "Undo"); static LocalizedString CANT_UNDO ("ScreenEdit", "Can't undo - no undo data."); void ScreenEdit::Undo() { if( m_bHasUndo ) { swap( m_Undo, m_NoteDataEdit ); SCREENMAN->SystemMessage( UNDO ); } else { SCREENMAN->SystemMessage( CANT_UNDO ); SCREENMAN->PlayInvalidSound(); } } void ScreenEdit::ClearUndo() { m_bHasUndo = false; m_Undo.ClearAll(); } static LocalizedString CREATES_MORE_THAN_NOTES ( "ScreenEdit", "This change creates more than %d notes in a measure." ); static LocalizedString MORE_THAN_NOTES ( "ScreenEdit", "More than %d notes per measure is not allowed. This change has been reverted." ); static LocalizedString CREATES_NOTES_PAST_END ( "ScreenEdit", "This change creates notes past the end of the music and is not allowed." ); static LocalizedString CHANGE_REVERTED ( "ScreenEdit", "The change has been reverted." ); void ScreenEdit::CheckNumberOfNotesAndUndo() { if( EDIT_MODE.GetValue() != EditMode_Home ) return; for( int row=0; row<=m_NoteDataEdit.GetLastRow(); row+=ROWS_PER_MEASURE ) { int iNumNotesThisMeasure = 0; FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( m_NoteDataEdit, r, row, row+ROWS_PER_MEASURE ) iNumNotesThisMeasure += m_NoteDataEdit.GetNumTapNonEmptyTracks( r ); if( iNumNotesThisMeasure > MAX_NOTES_PER_MEASURE ) { Undo(); m_bHasUndo = false; RString sError = ssprintf( CREATES_MORE_THAN_NOTES.GetValue() + "\n\n" + MORE_THAN_NOTES.GetValue(), MAX_NOTES_PER_MEASURE, MAX_NOTES_PER_MEASURE ); ScreenPrompt::Prompt( SM_None, sError ); return; } } if( GAMESTATE->m_pCurSteps[0]->IsAnEdit() ) { /* Check that the action didn't push notes any farther past the last * measure. This blocks Insert Beat from pushing past the end, but allows * Delete Beat to pull back the notes that are already past the end. */ float fNewLastBeat = m_NoteDataEdit.GetLastBeat(); bool bLastBeatIncreased = fNewLastBeat > m_Undo.GetLastBeat(); bool bPassedTheEnd = fNewLastBeat > GetMaximumBeatForNewNote(); if( bLastBeatIncreased && bPassedTheEnd ) { Undo(); m_bHasUndo = false; RString sError = CREATES_NOTES_PAST_END.GetValue() + "\n\n" + CHANGE_REVERTED.GetValue(); ScreenPrompt::Prompt( SM_None, sError ); return; } } } float ScreenEdit::GetMaximumBeatForNewNote() const { switch( EDIT_MODE.GetValue() ) { DEFAULT_FAIL( EDIT_MODE.GetValue() ); case EditMode_Practice: case EditMode_CourseMods: case EditMode_Home: { float fEndBeat = GAMESTATE->m_pCurSong->m_fLastBeat; /* Round up to the next measure end. Some songs end on weird beats * mid-measure, and it's odd to have movement capped to these weird * beats. */ fEndBeat += BEATS_PER_MEASURE; fEndBeat = ftruncf( fEndBeat, (float)BEATS_PER_MEASURE ); return fEndBeat; } case EditMode_Full: return NoteRowToBeat(MAX_NOTE_ROW); } } float ScreenEdit::GetMaximumBeatForMoving() const { float fEndBeat = GetMaximumBeatForNewNote(); /* Jump to GetLastBeat even if it's past m_pCurSong->m_fLastBeat * so that users can delete garbage steps past then end that they have * have inserted in a text editor. Once they delete all steps on * GetLastBeat() and move off of that beat, they won't be able to return. */ fEndBeat = max( fEndBeat, m_NoteDataEdit.GetLastBeat() ); return fEndBeat; } struct EditHelpLine { const char *szEnglishDescription; vector veb; EditHelpLine( const char *_szEnglishDescription, EditButton eb0, EditButton eb1 = EditButton_Invalid, EditButton eb2 = EditButton_Invalid, EditButton eb3 = EditButton_Invalid, EditButton eb4 = EditButton_Invalid, EditButton eb5 = EditButton_Invalid, EditButton eb6 = EditButton_Invalid, EditButton eb7 = EditButton_Invalid, EditButton eb8 = EditButton_Invalid, EditButton eb9 = EditButton_Invalid ) { szEnglishDescription = _szEnglishDescription; #define PUSH_IF_VALID( x ) if( x != EditButton_Invalid ) veb.push_back( x ); PUSH_IF_VALID( eb0 ); PUSH_IF_VALID( eb1 ); PUSH_IF_VALID( eb2 ); PUSH_IF_VALID( eb3 ); PUSH_IF_VALID( eb4 ); PUSH_IF_VALID( eb5 ); PUSH_IF_VALID( eb6 ); PUSH_IF_VALID( eb7 ); PUSH_IF_VALID( eb8 ); PUSH_IF_VALID( eb9 ); #undef PUSH_IF_VALID } }; static const EditHelpLine g_EditHelpLines[] = { EditHelpLine( "Move cursor", EDIT_BUTTON_SCROLL_UP_LINE, EDIT_BUTTON_SCROLL_DOWN_LINE ), EditHelpLine( "Jump measure", EDIT_BUTTON_SCROLL_UP_PAGE, EDIT_BUTTON_SCROLL_DOWN_PAGE ), EditHelpLine( "Jump measure", EDIT_BUTTON_SCROLL_PREV_MEASURE, EDIT_BUTTON_SCROLL_NEXT_MEASURE ), EditHelpLine( "Select region", EDIT_BUTTON_SCROLL_SELECT ), EditHelpLine( "Jump to first/last beat", EDIT_BUTTON_SCROLL_HOME, EDIT_BUTTON_SCROLL_END ), EditHelpLine( "Change zoom", EDIT_BUTTON_SCROLL_SPEED_UP, EDIT_BUTTON_SCROLL_SPEED_DOWN ), EditHelpLine( "Play", EDIT_BUTTON_PLAY_SELECTION ), EditHelpLine( "Play current beat to end", EDIT_BUTTON_PLAY_FROM_CURSOR ), EditHelpLine( "Play whole song", EDIT_BUTTON_PLAY_FROM_START ), EditHelpLine( "Record", EDIT_BUTTON_RECORD_SELECTION ), EditHelpLine( "Set selection", EDIT_BUTTON_LAY_SELECT ), EditHelpLine( "Drag area marker", EDIT_BUTTON_SCROLL_SELECT ), EditHelpLine( "Next/prev steps of same StepsType", EDIT_BUTTON_OPEN_NEXT_STEPS, EDIT_BUTTON_OPEN_PREV_STEPS ), EditHelpLine( "Decrease/increase BPM at cur beat", EDIT_BUTTON_BPM_DOWN, EDIT_BUTTON_BPM_UP ), EditHelpLine( "Decrease/increase stop at cur beat", EDIT_BUTTON_STOP_DOWN, EDIT_BUTTON_STOP_UP ), //EditHelpLine( "Decrease/increase delay at cur beat", EDIT_BUTTON_DELAY_DOWN, EDIT_BUTTON_DELAY_UP ), EditHelpLine( "Decrease/increase music offset", EDIT_BUTTON_OFFSET_DOWN, EDIT_BUTTON_OFFSET_UP ), EditHelpLine( "Decrease/increase sample music start", EDIT_BUTTON_SAMPLE_START_DOWN, EDIT_BUTTON_SAMPLE_START_UP ), EditHelpLine( "Decrease/increase sample music length", EDIT_BUTTON_SAMPLE_LENGTH_DOWN, EDIT_BUTTON_SAMPLE_LENGTH_UP ), EditHelpLine( "Play sample music", EDIT_BUTTON_PLAY_SAMPLE_MUSIC ), EditHelpLine( "Add/Edit Background Change", EDIT_BUTTON_OPEN_BGCHANGE_LAYER1_MENU ), EditHelpLine( "Insert beat and shift down", EDIT_BUTTON_INSERT ), EditHelpLine( "Shift BPM changes and stops down one beat", EDIT_BUTTON_INSERT_SHIFT_PAUSES ), EditHelpLine( "Delete beat and shift up", EDIT_BUTTON_DELETE ), EditHelpLine( "Shift BPM changes and stops up one beat", EDIT_BUTTON_DELETE_SHIFT_PAUSES ), EditHelpLine( "Lay mine", EDIT_BUTTON_LAY_MINE_OR_ROLL ), EditHelpLine( "Lay lift", EDIT_BUTTON_LAY_LIFT ), EditHelpLine( "Add to/remove from right half", EDIT_BUTTON_RIGHT_SIDE ), }; static bool IsMapped( EditButton eb, const MapEditToDI &editmap ) { for( int s=0; s &vs ) { FOREACH( RString, vs, s ) ProcessKeyName( *s ); sort( vs.begin(), vs.end() ); vector::iterator toDelete = unique( vs.begin(), vs.end() ); vs.erase(toDelete, vs.end()); } static RString GetDeviceButtonsLocalized( const vector &veb, const MapEditToDI &editmap ) { vector vsPress; vector vsHold; FOREACH_CONST( EditButton, veb, eb ) { if( !IsMapped( *eb, editmap ) ) continue; for( int s=0; sGetLocalizedInputString(diPress)) ); if( diHold.IsValid() ) vsHold.push_back( Capitalize(INPUTMAN->GetLocalizedInputString(diHold)) ); } } ProcessKeyNames( vsPress ); ProcessKeyNames( vsHold ); RString s = join("/",vsPress); if( !vsHold.empty() ) s = join("/",vsHold) + " + " + s; return s; } void ScreenEdit::DoHelp() { g_EditHelp.rows.clear(); for( unsigned i=0; iGetString( "EditHelpDescription", hl.szEnglishDescription ); g_EditHelp.rows.push_back( MenuRowDef( -1, sDescription, false, EditMode_Practice, false, false, 0, sButtons ) ); } EditMiniMenu( &g_EditHelp ); } /* * (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. */