#include "global.h" /* ----------------------------------------------------------------------------- Class: ScreenSelectMusic Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "ScreenSelectMusic.h" #include "ScreenManager.h" #include "PrefsManager.h" #include "SongManager.h" #include "GameManager.h" #include "RageSounds.h" #include "GameConstantsAndTypes.h" #include "PrefsManager.h" #include "RageLog.h" #include "InputMapper.h" #include "InputQueue.h" #include "AnnouncerManager.h" #include "InputMapper.h" #include "GameState.h" #include "CodeDetector.h" #include #include "GameConstantsAndTypes.h" #include "ThemeManager.h" #include "Steps.h" #include "ActorUtil.h" #include "RageDisplay.h" #include "RageTextureManager.h" #include "Course.h" #include "ProfileManager.h" #include "MenuTimer.h" #include "LightsManager.h" const int NUM_SCORE_DIGITS = 9; #define FOV THEME->GetMetricF("ScreenSelectMusic","FOV") #define FOV_CENTER_X THEME->GetMetricF("ScreenSelectMusic","FOVCenterX") #define FOV_CENTER_Y THEME->GetMetricF("ScreenSelectMusic","FOVCenterY") #define BANNER_WIDTH THEME->GetMetricF("ScreenSelectMusic","BannerWidth") #define BANNER_HEIGHT THEME->GetMetricF("ScreenSelectMusic","BannerHeight") #define SONG_OPTIONS_EXTRA_COMMAND THEME->GetMetric ("ScreenSelectMusic","SongOptionsExtraCommand") #define SAMPLE_MUSIC_DELAY THEME->GetMetricF("ScreenSelectMusic","SampleMusicDelay") #define SHOW_RADAR THEME->GetMetricB("ScreenSelectMusic","ShowRadar") #define SHOW_GRAPH THEME->GetMetricB("ScreenSelectMusic","ShowGraph") #define CDTITLE_SPIN_SECONDS THEME->GetMetricF("ScreenSelectMusic","CDTitleSpinSeconds") #define PREV_SCREEN( play_mode ) THEME->GetMetric ("ScreenSelectMusic","PrevScreen"+Capitalize(PlayModeToString(play_mode))) #define NEXT_SCREEN( play_mode ) THEME->GetMetric ("ScreenSelectMusic","NextScreen"+Capitalize(PlayModeToString(play_mode))) #define NEXT_OPTIONS_SCREEN( play_mode ) THEME->GetMetric ("ScreenSelectMusic","NextOptionsScreen"+Capitalize(PlayModeToString(play_mode))) #define SCORE_SORT_CHANGE_COMMAND(i) THEME->GetMetric ("ScreenSelectMusic",ssprintf("ScoreP%iSortChangeCommand", i+1)) #define SCORE_FRAME_SORT_CHANGE_COMMAND(i) THEME->GetMetric ("ScreenSelectMusic",ssprintf("ScoreFrameP%iSortChangeCommand", i+1)) static const ScreenMessage SM_AllowOptionsMenuRepeat = ScreenMessage(SM_User+1); CString g_sFallbackCDTitlePath; /* We make a backface for the CDTitle by rotating it on Y and mirroring it * on Y by flipping texture coordinates. */ static void FlipSpriteHorizontally(Sprite &s) { s.StopUsingCustomCoords(); float Coords[8]; s.GetActiveTextureCoords(Coords); swap(Coords[0], Coords[6]); /* top left X <-> top right X */ swap(Coords[1], Coords[7]); /* top left Y <-> top right Y */ swap(Coords[2], Coords[4]); /* bottom left X <-> bottom left X */ swap(Coords[3], Coords[5]); /* bottom left Y <-> bottom left Y */ s.SetCustomTextureCoords(Coords); } ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : Screen( sClassName ) { LOG->Trace( "ScreenSelectMusic::ScreenSelectMusic()" ); LIGHTSMAN->SetLightMode( LIGHTMODE_MENU ); m_bInCourseDisplayMode = GAMESTATE->IsCourseMode(); /* Cache: */ g_sFallbackCDTitlePath = THEME->GetPathToG("ScreenSelectMusic fallback cdtitle"); if( GAMESTATE->m_CurStyle == STYLE_INVALID ) RageException::Throw( "The Style has not been set. A theme must set the Style before loading ScreenSelectMusic." ); if( GAMESTATE->m_PlayMode == PLAY_MODE_INVALID ) RageException::Throw( "The PlayMode has not been set. A theme must set the PlayMode before loading ScreenSelectMusic." ); CodeDetector::RefreshCacheItems(); int p; m_Menu.Load( "ScreenSelectMusic" ); this->AddChild( &m_Menu ); m_MusicWheel.SetName( "Wheel" ); SET_XY( m_MusicWheel ); this->AddChild( &m_MusicWheel ); m_sprBannerMask.SetName( "Banner" ); // use the same metrics and animation as Banner m_sprBannerMask.Load( THEME->GetPathToG("ScreenSelectMusic banner mask") ); m_sprBannerMask.SetBlendMode( BLEND_NO_EFFECT ); // don't draw to color buffer m_sprBannerMask.SetUseZBuffer( true ); // do draw to the zbuffer m_sprBannerMask.SetZ( m_sprBannerMask.GetZ()+0.05f ); // closer to camera SET_XY( m_sprBannerMask ); this->AddChild( &m_sprBannerMask ); // this is loaded SetSong and TweenToSong m_Banner.SetName( "Banner" ); m_Banner.SetUseZBuffer( true ); // do have to pass the z test m_Banner.ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT ); SET_XY( m_Banner ); this->AddChild( &m_Banner ); m_sprBannerFrame.Load( THEME->GetPathToG("ScreenSelectMusic banner frame") ); m_sprBannerFrame->SetName( "BannerFrame" ); SET_XY( m_sprBannerFrame ); this->AddChild( m_sprBannerFrame ); m_BPMDisplay.SetName( "BPMDisplay" ); m_BPMDisplay.Load(); SET_XY( m_BPMDisplay ); this->AddChild( &m_BPMDisplay ); m_DifficultyDisplay.SetName( "DifficultyDisplay" ); m_DifficultyDisplay.EnableShadow( false ); SET_XY( m_DifficultyDisplay ); this->AddChild( &m_DifficultyDisplay ); { CStringArray StageTexts; GAMESTATE->GetAllStageTexts( StageTexts ); for( unsigned i = 0; i < StageTexts.size(); ++i ) { CString path = THEME->GetPathToG( "ScreenSelectMusic stage "+StageTexts[i], true ); if( path != "" ) TEXTUREMAN->CacheTexture( path ); } } m_sprStage.SetName( "Stage" ); m_sprStage.Load( THEME->GetPathToG("ScreenSelectMusic stage "+GAMESTATE->GetStageText()) ); SET_XY( m_sprStage ); this->AddChild( &m_sprStage ); m_sprCDTitleFront.SetName( "CDTitle" ); m_sprCDTitleFront.Load( THEME->GetPathToG("ScreenSelectMusic fallback cdtitle") ); m_sprCDTitleFront.SetUseBackfaceCull(true); m_sprCDTitleFront.SetDiffuse( RageColor(1,1,1,1) ); m_sprCDTitleFront.SetEffectSpin( RageVector3(0, 360/CDTITLE_SPIN_SECONDS, 0) ); SET_XY( m_sprCDTitleFront ); this->AddChild( &m_sprCDTitleFront ); m_sprCDTitleBack.SetName( "CDTitle" ); m_sprCDTitleBack.Load( THEME->GetPathToG("ScreenSelectMusic fallback cdtitle") ); FlipSpriteHorizontally(m_sprCDTitleBack); m_sprCDTitleBack.SetUseBackfaceCull(true); m_sprCDTitleBack.SetDiffuse( RageColor(0.2f,0.2f,0.2f,1) ); m_sprCDTitleBack.SetRotationY( 180 ); m_sprCDTitleBack.SetEffectSpin( RageVector3(0, 360/CDTITLE_SPIN_SECONDS, 0) ); SET_XY( m_sprCDTitleBack ); this->AddChild( &m_sprCDTitleBack ); m_GrooveRadar.SetName( "Radar" ); SET_XY( m_GrooveRadar ); if( SHOW_RADAR ) this->AddChild( &m_GrooveRadar ); m_GrooveGraph.SetName( "Graph" ); SET_XY( m_GrooveGraph ); if( SHOW_GRAPH ) this->AddChild( &m_GrooveGraph ); m_textSongOptions.SetName( "SongOptions" ); m_textSongOptions.LoadFromFont( THEME->GetPathToF("Common normal") ); SET_XY( m_textSongOptions ); this->AddChild( &m_textSongOptions ); m_CourseContentsFrame.SetName( "CourseContents" ); SET_XY( m_CourseContentsFrame ); this->AddChild( &m_CourseContentsFrame ); for( p=0; pIsHumanPlayer(p) ) continue; // skip m_sprDifficultyFrame[p].SetName( ssprintf("DifficultyFrameP%d",p+1) ); m_sprDifficultyFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenSelectMusic difficulty frame p%d",p+1)) ); m_sprDifficultyFrame[p].StopAnimating(); SET_XY( m_sprDifficultyFrame[p] ); this->AddChild( &m_sprDifficultyFrame[p] ); m_DifficultyIcon[p].SetName( ssprintf("DifficultyIconP%d",p+1) ); m_DifficultyIcon[p].Load( THEME->GetPathToG("ScreenSelectMusic difficulty icons 1x5") ); SET_XY( m_DifficultyIcon[p] ); this->AddChild( &m_DifficultyIcon[p] ); m_AutoGenIcon[p].SetName( ssprintf("AutogenIconP%d",p+1) ); m_AutoGenIcon[p].Load( THEME->GetPathToG("ScreenSelectMusic autogen") ); SET_XY( m_AutoGenIcon[p] ); this->AddChild( &m_AutoGenIcon[p] ); m_OptionIconRow[p].SetName( ssprintf("OptionIconsP%d",p+1) ); m_OptionIconRow[p].Refresh( (PlayerNumber)p ); SET_XY( m_OptionIconRow[p] ); this->AddChild( &m_OptionIconRow[p] ); m_sprMeterFrame[p].SetName( ssprintf("MeterFrameP%d",p+1) ); m_sprMeterFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenSelectMusic meter frame p%d",p+1)) ); SET_XY( m_sprMeterFrame[p] ); this->AddChild( &m_sprMeterFrame[p] ); m_DifficultyMeter[p].SetName( "DifficultyMeter", ssprintf("MeterP%d",p+1) ); m_DifficultyMeter[p].Load(); SET_XY_AND_ON_COMMAND( m_DifficultyMeter[p] ); this->AddChild( &m_DifficultyMeter[p] ); m_Artist.SetName( "ArtistDisplay" ); m_Artist.Load(); SET_XY( m_Artist ); this->AddChild( &m_Artist ); m_sprHighScoreFrame[p].SetName( ssprintf("ScoreFrameP%d",p+1) ); m_sprHighScoreFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenSelectMusic score frame p%d",p+1)) ); SET_XY( m_sprHighScoreFrame[p] ); this->AddChild( &m_sprHighScoreFrame[p] ); m_textHighScore[p].SetName( ssprintf("ScoreP%d",p+1) ); m_textHighScore[p].LoadFromNumbers( THEME->GetPathToN("ScreenSelectMusic score") ); m_textHighScore[p].EnableShadow( false ); m_textHighScore[p].SetDiffuse( PlayerToColor(p) ); SET_XY( m_textHighScore[p] ); this->AddChild( &m_textHighScore[p] ); } m_MusicSortDisplay.SetName( "SortIcon" ); m_MusicSortDisplay.Set( GAMESTATE->m_SongSortOrder ); SET_XY( m_MusicSortDisplay ); this->AddChild( &m_MusicSortDisplay ); m_sprBalloon.SetName( "Balloon" ); TEXTUREMAN->CacheTexture( THEME->GetPathToG("ScreenSelectMusic balloon long") ); TEXTUREMAN->CacheTexture( THEME->GetPathToG("ScreenSelectMusic balloon marathon") ); this->AddChild( &m_sprBalloon ); m_sprOptionsMessage.SetName( "OptionsMessage" ); m_sprOptionsMessage.Load( THEME->GetPathToG("ScreenSelectMusic options message 1x2") ); m_sprOptionsMessage.StopAnimating(); m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) ); // invisible //this->AddChild( &m_sprOptionsMessage ); // we have to draw this manually over the top of transitions m_soundSelect.Load( THEME->GetPathToS("Common start") ); m_soundChangeNotes.Load( THEME->GetPathToS("ScreenSelectMusic difficulty") ); m_soundOptionsChange.Load( THEME->GetPathToS("ScreenSelectMusic options") ); m_soundLocked.Load( THEME->GetPathToS("ScreenSelectMusic locked") ); SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("select music intro") ); m_bMadeChoice = false; m_bGoToOptions = false; m_fPlaySampleCountdown = 0; m_bAllowOptionsMenu = m_bAllowOptionsMenuRepeat = false; UpdateOptionsDisplays(); AfterMusicChange(); TweenOnScreen(); } ScreenSelectMusic::~ScreenSelectMusic() { LOG->Trace( "ScreenSelectMusic::~ScreenSelectMusic()" ); } void ScreenSelectMusic::DrawPrimitives() { DISPLAY->CameraPushMatrix(); DISPLAY->LoadMenuPerspective( FOV, FOV_CENTER_X, FOV_CENTER_Y ); m_Menu.DrawBottomLayer(); Screen::DrawPrimitives(); m_Menu.DrawTopLayer(); m_sprOptionsMessage.Draw(); DISPLAY->CameraPopMatrix(); } void ScreenSelectMusic::TweenSongPartsOnScreen( bool Initial ) { m_GrooveRadar.StopTweening(); m_GrooveGraph.StopTweening(); m_GrooveRadar.TweenOnScreen(); m_GrooveGraph.TweenOnScreen(); for( int p=0; pIsHumanPlayer(p) ) continue; // skip ON_COMMAND( m_sprDifficultyFrame[p] ); ON_COMMAND( m_sprMeterFrame[p] ); ON_COMMAND( m_DifficultyIcon[p] ); ON_COMMAND( m_AutoGenIcon[p] ); ON_COMMAND( m_DifficultyMeter[p] ); } } void ScreenSelectMusic::TweenSongPartsOffScreen( bool Final ) { m_GrooveRadar.TweenOffScreen(); m_GrooveGraph.TweenOffScreen(); for( int p=0; pIsHumanPlayer(p) ) continue; // skip OFF_COMMAND( m_sprDifficultyFrame[p] ); OFF_COMMAND( m_sprMeterFrame[p] ); OFF_COMMAND( m_DifficultyIcon[p] ); OFF_COMMAND( m_AutoGenIcon[p] ); OFF_COMMAND( m_DifficultyMeter[p] ); } } void ScreenSelectMusic::TweenCoursePartsOnScreen( bool Initial ) { m_CourseContentsFrame.SetZoomY( 1 ); if( Initial ) m_CourseContentsFrame.FadeOn( 0, "foldy", 0.3f ); else m_CourseContentsFrame.SetFromCourse(NULL); } void ScreenSelectMusic::TweenCoursePartsOffScreen( bool Final ) { m_CourseContentsFrame.SetZoomY( 1 ); m_CourseContentsFrame.FadeOff( 0, "foldy", 0.3f ); } void ScreenSelectMusic::SkipSongPartTweens() { m_GrooveRadar.FinishTweening(); m_GrooveGraph.FinishTweening(); for( int p=0; pIsHumanPlayer(p) ) continue; // skip m_sprDifficultyFrame[p].FinishTweening(); m_sprMeterFrame[p].FinishTweening(); m_DifficultyIcon[p].FinishTweening(); m_AutoGenIcon[p].FinishTweening(); m_DifficultyMeter[p].FinishTweening(); } } void ScreenSelectMusic::SkipCoursePartTweens() { m_CourseContentsFrame.FinishTweening(); } void ScreenSelectMusic::TweenOnScreen() { TweenSongPartsOnScreen( true ); TweenCoursePartsOnScreen( true ); switch( GAMESTATE->m_SongSortOrder ) { case SORT_ALL_COURSES: case SORT_NONSTOP_COURSES: case SORT_ONI_COURSES: case SORT_ENDLESS_COURSES: TweenSongPartsOffScreen( false ); SkipSongPartTweens(); break; default: TweenCoursePartsOffScreen( false ); SkipCoursePartTweens(); break; } ON_COMMAND( m_sprBannerMask ); ON_COMMAND( m_Banner ); ON_COMMAND( m_sprBannerFrame ); ON_COMMAND( m_BPMDisplay ); ON_COMMAND( m_DifficultyDisplay ); ON_COMMAND( m_sprStage ); ON_COMMAND( m_sprCDTitleFront ); ON_COMMAND( m_sprCDTitleBack ); ON_COMMAND( m_GrooveRadar ); ON_COMMAND( m_GrooveGraph ); ON_COMMAND( m_textSongOptions ); ON_COMMAND( m_MusicSortDisplay ); m_MusicWheel.TweenOnScreen(); ON_COMMAND( m_MusicWheel ); ON_COMMAND( m_Artist ); for( int p=0; pIsHumanPlayer(p) ) continue; // skip ON_COMMAND( m_OptionIconRow[p] ); ON_COMMAND( m_sprHighScoreFrame[p] ); ON_COMMAND( m_textHighScore[p] ); } if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) m_textSongOptions.Command( SONG_OPTIONS_EXTRA_COMMAND ); } void ScreenSelectMusic::TweenOffScreen() { switch( GAMESTATE->m_SongSortOrder ) { case SORT_ALL_COURSES: case SORT_NONSTOP_COURSES: case SORT_ONI_COURSES: case SORT_ENDLESS_COURSES: TweenCoursePartsOffScreen( true ); break; default: TweenSongPartsOffScreen( true ); break; } OFF_COMMAND( m_sprBannerMask ); OFF_COMMAND( m_Banner ); OFF_COMMAND( m_sprBannerFrame ); OFF_COMMAND( m_BPMDisplay ); OFF_COMMAND( m_DifficultyDisplay ); OFF_COMMAND( m_sprStage ); OFF_COMMAND( m_sprCDTitleFront ); OFF_COMMAND( m_sprCDTitleBack ); OFF_COMMAND( m_GrooveRadar ); OFF_COMMAND( m_GrooveGraph ); OFF_COMMAND( m_textSongOptions ); OFF_COMMAND( m_MusicSortDisplay ); m_MusicWheel.TweenOffScreen(); OFF_COMMAND( m_MusicWheel ); OFF_COMMAND( m_sprBalloon ); OFF_COMMAND( m_Artist ); for( int p=0; pIsHumanPlayer(p) ) continue; // skip OFF_COMMAND( m_OptionIconRow[p] ); OFF_COMMAND( m_sprHighScoreFrame[p] ); OFF_COMMAND( m_textHighScore[p] ); } } /* This hides elements that are only relevant when displaying a single song, * and shows elements for course display. XXX: Allow different tween commands. */ void ScreenSelectMusic::EnterCourseDisplayMode() { if( m_bInCourseDisplayMode ) return; m_bInCourseDisplayMode = true; TweenSongPartsOffScreen( false ); TweenCoursePartsOnScreen( false ); } void ScreenSelectMusic::ExitCourseDisplayMode() { if( !m_bInCourseDisplayMode ) return; m_bInCourseDisplayMode = false; TweenSongPartsOnScreen( false ); TweenCoursePartsOffScreen( false ); } void ScreenSelectMusic::TweenScoreOnAndOffAfterChangeSort() { for( int p=0; pIsHumanPlayer(p) ) continue; // skip m_textHighScore[p].Command( SCORE_SORT_CHANGE_COMMAND(p) ); m_sprHighScoreFrame[p].Command( SCORE_FRAME_SORT_CHANGE_COMMAND(p) ); } switch( GAMESTATE->m_SongSortOrder ) { case SORT_ALL_COURSES: case SORT_NONSTOP_COURSES: case SORT_ONI_COURSES: case SORT_ENDLESS_COURSES: EnterCourseDisplayMode(); break; default: if( GAMESTATE->m_SongSortOrder != SORT_MENU ) ExitCourseDisplayMode(); break; } } void ScreenSelectMusic::Update( float fDeltaTime ) { Screen::Update( fDeltaTime ); m_sprOptionsMessage.Update( fDeltaTime ); if( m_fPlaySampleCountdown > 0 ) { m_fPlaySampleCountdown -= fDeltaTime; /* Make sure we don't start the sample when rouletting is * spinning down. */ if( m_fPlaySampleCountdown <= 0 && !m_MusicWheel.IsRouletting() ) { if( !m_sSampleMusicToPlay.empty() ) { SOUND->PlayMusic( m_sSampleMusicToPlay, true, m_fSampleStartSeconds, m_fSampleLengthSeconds, 1.5f); /* fade out for 1.5 seconds */ } } } } void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { // LOG->Trace( "ScreenSelectMusic::Input()" ); if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F9 ) { if( type != IET_FIRST_PRESS ) return; PREFSMAN->m_bShowNative ^= 1; m_MusicWheel.RebuildMusicWheelItems(); Course* pCourse = m_MusicWheel.GetSelectedCourse(); if(pCourse) m_CourseContentsFrame.SetFromCourse( pCourse ); return; } if( MenuI.button == MENU_BUTTON_RIGHT || MenuI.button == MENU_BUTTON_LEFT ) { if( !MenuI.IsValid() ) return; if( !GAMESTATE->IsHumanPlayer(MenuI.player) ) return; /* If we're rouletting, hands off. */ if(m_MusicWheel.IsRouletting()) return; int dir = 0; if(INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) ) ) dir++; if(INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_LEFT) ) ) dir--; m_MusicWheel.Move(dir); return; } if( type == IET_RELEASE ) return; // don't care if( !GameI.IsValid() ) return; // don't care if( m_bMadeChoice && MenuI.IsValid() && MenuI.button == MENU_BUTTON_START && !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() ) { if(m_bGoToOptions) return; /* got it already */ if(!m_bAllowOptionsMenu) return; /* not allowed */ if( !m_bAllowOptionsMenuRepeat && (type == IET_SLOW_REPEAT || type == IET_FAST_REPEAT )) return; /* not allowed yet */ m_bGoToOptions = true; m_sprOptionsMessage.SetState( 1 ); SOUND->PlayOnce( THEME->GetPathToS("Common start") ); return; } if( m_Menu.IsTransitioning() ) return; // ignore if( m_bMadeChoice ) return; PlayerNumber pn = GAMESTATE->GetCurrentStyleDef()->ControllerToPlayerNumber( GameI.controller ); if( CodeDetector::EnteredEasierDifficulty(GameI.controller) ) { if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) m_soundLocked.Play(); else EasierDifficulty( pn ); return; } if( CodeDetector::EnteredHarderDifficulty(GameI.controller) ) { if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) m_soundLocked.Play(); else HarderDifficulty( pn ); return; } if( CodeDetector::EnteredNextSort(GameI.controller) ) { if( ( GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage ) || GAMESTATE->IsExtraStage2() ) m_soundLocked.Play(); else m_MusicWheel.ChangeSort( SORT_MENU ); return; } if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() && CodeDetector::DetectAndAdjustMusicOptions(GameI.controller) ) { m_soundOptionsChange.Play(); UpdateOptionsDisplays(); return; } Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler } void ScreenSelectMusic::EasierDifficulty( PlayerNumber pn ) { LOG->Trace( "ScreenSelectMusic::EasierDifficulty( %d )", pn ); if( !GAMESTATE->IsHumanPlayer(pn) ) return; if( m_MusicWheel.GetSelectedType() == TYPE_COURSE && GAMESTATE->m_bDifficultCourses ) { m_soundChangeNotes.Play(); GAMESTATE->m_bDifficultCourses = false; AfterMusicChange(); return; } if( m_MusicWheel.GetSelectedType() != TYPE_SONG ) return; if( m_MusicWheel.GetSelectedType() != TYPE_SONG ) return; if( m_iSelection[pn] == 0 ) return; m_iSelection[pn]--; // the user explicity switched difficulties. Update the preferred difficulty GAMESTATE->m_PreferredDifficulty[pn] = m_arrayNotes[ m_iSelection[pn] ]->GetDifficulty(); m_soundChangeNotes.Play(); AfterNotesChange( pn ); } void ScreenSelectMusic::HarderDifficulty( PlayerNumber pn ) { LOG->Trace( "ScreenSelectMusic::HarderDifficulty( %d )", pn ); if( !GAMESTATE->IsHumanPlayer(pn) ) return; if( m_MusicWheel.GetSelectedType() == TYPE_COURSE && !GAMESTATE->m_bDifficultCourses ) { m_soundChangeNotes.Play(); GAMESTATE->m_bDifficultCourses = true; AfterMusicChange(); return; } if( m_MusicWheel.GetSelectedType() != TYPE_SONG ) return; if( m_iSelection[pn] == int(m_arrayNotes.size()-1) ) return; m_iSelection[pn]++; // the user explicity switched difficulties. Update the preferred difficulty GAMESTATE->m_PreferredDifficulty[pn] = m_arrayNotes[ m_iSelection[pn] ]->GetDifficulty(); m_soundChangeNotes.Play(); AfterNotesChange( pn ); } void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM ) { Screen::HandleScreenMessage( SM ); switch( SM ) { case SM_AllowOptionsMenuRepeat: m_bAllowOptionsMenuRepeat = true; break; case SM_MenuTimer: if( m_MusicWheel.IsRouletting() ) { MenuStart(PLAYER_INVALID); m_Menu.m_MenuTimer->SetSeconds( 15 ); } else if( m_MusicWheel.GetSelectedType() != TYPE_SONG ) { m_MusicWheel.StartRoulette(); m_Menu.m_MenuTimer->SetSeconds( 15 ); } else { MenuStart(PLAYER_INVALID); } break; case SM_GoToPrevScreen: SCREENMAN->SetNewScreen( PREV_SCREEN(GAMESTATE->m_PlayMode) ); /* We may have stray SM_SongChanged messages from the music wheel. We can't * handle them anymore, since the title menu (and attract screens) reset * the game state, so just discard them. */ ClearMessageQueue(); break; case SM_GoToNextScreen: if( m_bGoToOptions ) { SCREENMAN->SetNewScreen( NEXT_OPTIONS_SCREEN(GAMESTATE->m_PlayMode) ); } else { GAMESTATE->AdjustFailType(); SOUND->StopMusic(); SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) ); } break; case SM_SongChanged: AfterMusicChange(); break; case SM_SortOrderChanged: SortOrderChanged(); break; case SM_SortOrderChanging: // m_MusicSortDisplay.FadeOff( 0, "fade", TWEEN_TIME ); TweenScoreOnAndOffAfterChangeSort(); break; } } void ScreenSelectMusic::MenuStart( PlayerNumber pn ) { if( pn != PLAYER_INVALID && INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_LEFT) ) && INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_RIGHT) ) ) { // if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) // m_soundLocked.Play(); // else { m_MusicWheel.NextSort(); } return; } // this needs to check whether valid Steps are selected! bool bResult = m_MusicWheel.Select(); /* If false, we don't have a selection just yet. */ if( !bResult ) return; // a song was selected switch( m_MusicWheel.GetSelectedType() ) { case TYPE_SONG: { const bool bIsNew = m_MusicWheel.GetSelectedSong()->IsNew(); bool bIsHard = false; for( int p=0; pIsHumanPlayer( (PlayerNumber)p ) ) continue; // skip if( GAMESTATE->m_pCurNotes[p] && GAMESTATE->m_pCurNotes[p]->GetMeter() >= 10 ) bIsHard = true; } /* See if this song is a repeat. If we're in event mode, only check the last five songs. */ bool bIsRepeat = false; int i = 0; if( PREFSMAN->m_bEventMode ) i = max( 0, int(GAMESTATE->m_vPlayedStageStats.size())-5 ); for( ; i < (int)GAMESTATE->m_vPlayedStageStats.size(); ++i ) if( GAMESTATE->m_vPlayedStageStats[i].pSong == m_MusicWheel.GetSelectedSong() ) bIsRepeat = true; /* Don't complain about repeats if the user didn't get to pick. */ if( GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage ) bIsRepeat = false; if( bIsRepeat ) SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("select music comment repeat") ); else if( bIsNew ) SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("select music comment new") ); else if( bIsHard ) SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("select music comment hard") ); else SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("select music comment general") ); m_bMadeChoice = true; /* If we're in event mode, we may have just played a course (putting us * in course mode). Make sure we're in a single song mode. */ if( GAMESTATE->IsCourseMode() ) GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE; break; } case TYPE_COURSE: { SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("select course comment general") ); Course *pCourse = m_MusicWheel.GetSelectedCourse(); ASSERT( pCourse ); GAMESTATE->m_PlayMode = pCourse->GetPlayMode(); // apply #LIVES if( pCourse->m_iLives != -1 ) { GAMESTATE->m_SongOptions.m_LifeType = SongOptions::LIFE_BATTERY; GAMESTATE->m_SongOptions.m_iBatteryLives = pCourse->m_iLives; } m_bMadeChoice = true; break; } case TYPE_SECTION: case TYPE_ROULETTE: case TYPE_SORT: break; default: ASSERT(0); } if( m_bMadeChoice ) { TweenOffScreen(); m_soundSelect.Play(); if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() ) { // float fShowSeconds = m_Menu.m_Out.GetLengthSeconds(); // show "hold START for options" m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,1) ); // visible SET_XY_AND_ON_COMMAND( m_sprOptionsMessage ); m_bAllowOptionsMenu = true; /* Don't accept a held START for a little while, so it's not * hit accidentally. Accept an initial START right away, though, * so we don't ignore deliberate fast presses (which would be * annoying). */ this->PostScreenMessage( SM_AllowOptionsMenuRepeat, 0.5f ); } m_Menu.StartTransitioning( SM_GoToNextScreen ); } if( GAMESTATE->IsExtraStage() && PREFSMAN->m_bPickExtraStage ) { /* Check if user selected the real extra stage. */ Song* pSong; Steps* pNotes; PlayerOptions po; SongOptions so; SONGMAN->GetExtraStageInfo( false, GAMESTATE->GetCurrentStyleDef(), pSong, pNotes, po, so ); ASSERT(pSong); /* Enable 2nd extra stage if user chose the correct song */ if( m_MusicWheel.GetSelectedSong() == pSong ) GAMESTATE->m_bAllow2ndExtraStage = true; else GAMESTATE->m_bAllow2ndExtraStage = false; } } void ScreenSelectMusic::MenuBack( PlayerNumber pn ) { SOUND->StopMusic(); m_Menu.Back( SM_GoToPrevScreen ); } void ScreenSelectMusic::AfterNotesChange( PlayerNumber pn ) { if( !GAMESTATE->IsHumanPlayer(pn) ) return; m_iSelection[pn] = clamp( m_iSelection[pn], 0, int(m_arrayNotes.size()-1) ); // bounds clamping Steps* pNotes = m_arrayNotes.empty()? NULL: m_arrayNotes[m_iSelection[pn]]; GAMESTATE->m_pCurNotes[pn] = pNotes; // m_BPMDisplay.SetZoomY( 0 ); // m_BPMDisplay.BeginTweening( 0.2f ); // m_BPMDisplay.SetZoomY( 1.2f ); if( pNotes ) { int iScore = 0; if( PROFILEMAN->IsUsingProfile(pn) ) { if( !pNotes->m_MemCardDatas[pn].vHighScores.empty() ) iScore = pNotes->m_MemCardDatas[pn].vHighScores[0].iScore; } else { if( !pNotes->m_MemCardDatas[MEMORY_CARD_MACHINE].vHighScores.empty() ) iScore = pNotes->m_MemCardDatas[MEMORY_CARD_MACHINE].vHighScores[0].iScore; } m_textHighScore[pn].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, iScore) ); } else { m_textHighScore[pn].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, 0) ); } m_DifficultyIcon[pn].SetFromNotes( pn, pNotes ); if( pNotes && pNotes->IsAutogen() ) { m_AutoGenIcon[pn].SetEffectDiffuseShift(); } else { m_AutoGenIcon[pn].SetEffectNone(); m_AutoGenIcon[pn].SetDiffuse( RageColor(1,1,1,0) ); } m_DifficultyMeter[pn].SetFromGameState( pn ); m_GrooveRadar.SetFromNotes( pn, pNotes ); m_MusicWheel.NotesChanged( pn ); } void ScreenSelectMusic::SwitchToPreferredDifficulty() { for( int p=0; pIsHumanPlayer( PlayerNumber(p) ) ) continue; /* Find the closest match to the user's preferred difficulty. */ int CurDifference = -1; for( unsigned i=0; iGetDifficulty() - GAMESTATE->m_PreferredDifficulty[p]); if( CurDifference == -1 || Diff < CurDifference ) { m_iSelection[p] = i; CurDifference = Diff; } } m_iSelection[p] = clamp( m_iSelection[p], 0, int(m_arrayNotes.size()) ) ; } } void ScreenSelectMusic::AfterMusicChange() { if( !m_MusicWheel.IsRouletting() ) m_Menu.m_MenuTimer->Stall(); Song* pSong = m_MusicWheel.GetSelectedSong(); if( pSong ) GAMESTATE->m_pCurSong = pSong; m_GrooveGraph.SetFromSong( pSong ); Course* pCourse = m_MusicWheel.GetSelectedCourse(); if( pCourse ) GAMESTATE->m_pCurCourse = pCourse; int pn; for( pn = 0; pn < NUM_PLAYERS; ++pn) m_arrayNotes.clear(); m_Banner.SetMovingFast( !!m_MusicWheel.IsMoving() ); CString SampleMusicToPlay; vector m_Artists, m_AltArtists; switch( m_MusicWheel.GetSelectedType() ) { case TYPE_SECTION: case TYPE_SORT: { CString sGroup = m_MusicWheel.GetSelectedSection(); for( int p=0; pGetPathToS("ScreenSelectMusic section music"); break; case TYPE_SORT: SampleMusicToPlay = THEME->GetPathToS("ScreenSelectMusic sort music"); break; default: ASSERT(0); } m_sprBalloon.StopTweening(); OFF_COMMAND( m_sprBalloon ); } break; case TYPE_SONG: { SampleMusicToPlay = pSong->GetMusicPath(); m_fSampleStartSeconds = pSong->m_fMusicSampleStartSeconds; m_fSampleLengthSeconds = pSong->m_fMusicSampleLengthSeconds; pSong->GetSteps( m_arrayNotes, GAMESTATE->GetCurrentStyleDef()->m_StepsType ); SortNotesArrayByDifficulty( m_arrayNotes ); if ( PREFSMAN->m_bShowBanners ) m_Banner.LoadFromSong( pSong ); else m_Banner.LoadFallback() ; if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) { m_BPMDisplay.CycleRandomly(); } else { m_BPMDisplay.SetBPM( pSong ); } const CString CDTitlePath = pSong->HasCDTitle()? pSong->GetCDTitlePath():g_sFallbackCDTitlePath; TEXTUREMAN->DisableOddDimensionWarning(); m_sprCDTitleFront.Load( CDTitlePath ); m_sprCDTitleBack.Load( CDTitlePath ); TEXTUREMAN->EnableOddDimensionWarning(); FlipSpriteHorizontally(m_sprCDTitleBack); m_DifficultyDisplay.SetDifficulties( pSong, GAMESTATE->GetCurrentStyleDef()->m_StepsType ); SwitchToPreferredDifficulty(); /* Short delay before actually showing these, so they don't show * up when scrolling fast. It'll still show up in "slow" scrolling, * but it doesn't look at weird as it does in "fast", and I don't * like the effect with a lot of delay. */ if( pSong->m_fMusicLengthSeconds > PREFSMAN->m_fMarathonVerSongSeconds ) { m_sprBalloon.StopTweening(); m_sprBalloon.Load( THEME->GetPathToG("ScreenSelectMusic balloon marathon") ); SET_XY_AND_ON_COMMAND( m_sprBalloon ); } else if( pSong->m_fMusicLengthSeconds > PREFSMAN->m_fLongVerSongSeconds ) { m_sprBalloon.StopTweening(); m_sprBalloon.Load( THEME->GetPathToG("ScreenSelectMusic balloon long") ); SET_XY_AND_ON_COMMAND( m_sprBalloon ); } else { m_sprBalloon.StopTweening(); OFF_COMMAND( m_sprBalloon ); } // update stage counter display (long versions/marathons) m_sprStage.Load( THEME->GetPathToG("ScreenSelectMusic stage "+GAMESTATE->GetStageText()) ); m_Artists.push_back( pSong->GetDisplayArtist() ); m_AltArtists.push_back( pSong->GetTranslitArtist() ); } break; case TYPE_ROULETTE: case TYPE_RANDOM: switch(m_MusicWheel.GetSelectedType()) { case TYPE_ROULETTE: m_Banner.LoadRoulette(); break; case TYPE_RANDOM: m_Banner.LoadRandom(); break; default: ASSERT(0); } m_BPMDisplay.NoBPM(); m_sprCDTitleFront.UnloadTexture(); m_sprCDTitleBack.UnloadTexture(); m_DifficultyDisplay.UnsetDifficulties(); m_fSampleStartSeconds = m_fSampleLengthSeconds = -1; switch( m_MusicWheel.GetSelectedType() ) { case TYPE_ROULETTE: SampleMusicToPlay = THEME->GetPathToS("ScreenSelectMusic roulette music"); break; case TYPE_RANDOM: SampleMusicToPlay = THEME->GetPathToS("ScreenSelectMusic random music"); break; default: ASSERT(0); } m_sprBalloon.StopTweening(); OFF_COMMAND( m_sprBalloon ); break; case TYPE_COURSE: { Course* pCourse = m_MusicWheel.GetSelectedCourse(); SampleMusicToPlay = THEME->GetPathToS("ScreenSelectMusic course music"); // m_textNumSongs.SetText( ssprintf("%d", pCourse->GetEstimatedNumStages()) ); // float fTotalSeconds; // if( pCourse->GetTotalSeconds(fTotalSeconds) ) // m_textTime.SetText( SecondsToTime(fTotalSeconds) ); // else // m_textTime.SetText( "xx:xx:xx" ); // The numbers format doesn't have a '?'. Is there a better solution? m_Banner.LoadFromCourse( pCourse ); m_BPMDisplay.SetBPM( pCourse ); m_CourseContentsFrame.SetFromCourse( pCourse ); m_CourseContentsFrame.TweenInAfterChangedCourse(); m_DifficultyDisplay.UnsetDifficulties(); vector ci; pCourse->GetCourseInfo( GAMESTATE->GetCurrentStyleDef()->m_StepsType, ci ); for( unsigned i = 0; i < ci.size(); ++i ) { if( ci[i].Mystery ) { m_Artists.push_back( "???" ); m_AltArtists.push_back( "???" ); } else { m_Artists.push_back( ci[i].pSong->GetDisplayArtist() ); m_AltArtists.push_back( ci[i].pSong->GetTranslitArtist() ); } } break; } default: ASSERT(0); } // Don't stop music if it's already playing the right file. if( SampleMusicToPlay == "" ) SOUND->StopMusic(); else if( SOUND->GetMusicPath() != SampleMusicToPlay ) { SOUND->StopMusic(); m_sSampleMusicToPlay = SampleMusicToPlay; m_fPlaySampleCountdown = SAMPLE_MUSIC_DELAY; } m_Artist.SetTips( m_Artists, m_AltArtists ); for( int p=0; pm_PlayerOptions, &GAMESTATE->m_SongOptions ); // m_PlayerOptionIcons.Refresh(); for( int p=0; pIsHumanPlayer(p) ) { CString s = GAMESTATE->m_PlayerOptions[p].GetString(); s.Replace( ", ", "\n" ); // m_textPlayerOptions[p].SetText( s ); } } CString s = GAMESTATE->m_SongOptions.GetString(); s.Replace( ", ", "\n" ); m_textSongOptions.SetText( s ); } void ScreenSelectMusic::SortOrderChanged() { m_MusicSortDisplay.Set( GAMESTATE->m_SongSortOrder ); // tween music sort on screen // m_MusicSortDisplay.FadeOn( 0, "fade", TWEEN_TIME ); }