#include "global.h" #include "DifficultyMeter.h" #include "RageUtil.h" #include "GameConstantsAndTypes.h" #include "GameState.h" #include "PrefsManager.h" #include "ThemeManager.h" #include "Steps.h" #include "Course.h" #include "SongManager.h" #include "ActorUtil.h" #include "Style.h" #include "XmlFile.h" #include "LuaBinding.h" REGISTER_ACTOR_CLASS( DifficultyMeter ); DifficultyMeter::DifficultyMeter() { } static CString GetDifficultyCommandName( Difficulty d ) { return "Set"+DifficultyToString(d); } static CString GetCourseDifficultyCommandName( CourseDifficulty d ) { return "Set"+CourseDifficultyToString(d)+"Course"; } static const CString DIFFICULTY_COMMAND_NAME_NONE = "SetNone"; /* sID experiment: * * Names of an actor, "Foo": * [Foo] * Metric=abc * * [ScreenSomething] * FooP1X=20 * FooP2Y=30 * * Graphics\Foo under p1 * * We want to call it different things in different contexts: we may only want one * set of internal metrics for a given use, but separate metrics for each player at * the screen level, and we may or may not want separate names at the asset level. * * As is, we tend to end up having to either duplicate [Foo] to [FooP1] and [FooP2] * or not use m_sName for [Foo], which limits its use. Let's try using a separate * name for internal metrics. I'm not sure if this will cause more confusion than good, * so I'm trying it first in only this object. */ void DifficultyMeter::Load( const CString &sType ) { /* We can't use global ThemeMetrics, because we can have multiple * DifficultyMeters on screen at once, with different names. */ m_iNumFeetInMeter.Load(sType,"NumFeetInMeter"); m_iMaxFeetInMeter.Load(sType,"MaxFeetInMeter"); m_bShowFeet.Load(sType,"ShowFeet"); m_bShowDifficulty.Load(sType,"ShowDifficulty"); m_bShowMeter.Load(sType,"ShowMeter"); m_bShowEditDescription.Load(sType,"ShowEditDescription"); m_bAutoColorFeet.Load(sType,"AutoColorFeet"); m_sZeroMeterString.Load(sType,"ZeroMeterString"); if( m_bShowFeet ) { m_textFeet.SetName( "Feet" ); CString Feet; if( !m_bAutoColorFeet ) { for( unsigned i = 0; i < NUM_DIFFICULTIES; ++i ) Feet += char(i + '0'); // 01234 Feet += 'X'; // Off } else { Feet = "0X"; } m_textFeet.LoadFromTextureAndChars( THEME->GetPathF(sType,"bar"), Feet ); ActorUtil::SetXYAndOnCommand( m_textFeet, sType ); this->AddChild( &m_textFeet ); } if( m_bShowDifficulty ) { m_Difficulty.Load( THEME->GetPathG(sType,"difficulty") ); m_Difficulty->SetName( "Difficulty" ); ActorUtil::SetXYAndOnCommand( m_Difficulty, sType ); this->AddChild( m_Difficulty ); // These commands should have been loaded by SetXYAndOnCommand above. FOREACH_Difficulty( d ) ASSERT( m_Difficulty->HasCommand(GetDifficultyCommandName(d)) ); FOREACH_CourseDifficulty( d ) ASSERT( m_Difficulty->HasCommand(GetCourseDifficultyCommandName(d)) ); ASSERT( m_Difficulty->HasCommand(DIFFICULTY_COMMAND_NAME_NONE) ); } if( m_bShowMeter ) { m_textMeter.SetName( "Meter" ); m_textMeter.LoadFromFont( THEME->GetPathF(sType,"meter") ); ActorUtil::SetXYAndOnCommand( m_textMeter, sType ); this->AddChild( &m_textMeter ); // These commands should have been loaded by SetXYAndOnCommand above. FOREACH_Difficulty( d ) ASSERT( m_textMeter.HasCommand(GetDifficultyCommandName(d)) ); FOREACH_CourseDifficulty( d ) ASSERT( m_textMeter.HasCommand(GetCourseDifficultyCommandName(d)) ); ASSERT( m_textMeter.HasCommand(DIFFICULTY_COMMAND_NAME_NONE) ); } if( m_bShowEditDescription ) { m_textEditDescription.SetName( "EditDescription" ); m_textEditDescription.LoadFromFont( THEME->GetPathF(sType,"EditDescription") ); ActorUtil::SetXYAndOnCommand( m_textEditDescription, sType ); this->AddChild( &m_textEditDescription ); } Unset(); } void DifficultyMeter::LoadFromNode( const CString& sDir, const XNode* pNode ) { ActorFrame::LoadFromNode( sDir, pNode ); CString s; pNode->GetAttrValue( "Type", s ); ASSERT( s.size() ); Load( s ); } void DifficultyMeter::SetFromGameState( PlayerNumber pn ) { if( GAMESTATE->IsCourseMode() ) { const Trail* pTrail = GAMESTATE->m_pCurTrail[pn]; if( pTrail ) SetFromTrail( pTrail ); else SetFromMeterAndCourseDifficulty( 0, GAMESTATE->m_PreferredCourseDifficulty[pn] ); } else { const Steps* pSteps = GAMESTATE->m_pCurSteps[pn]; if( pSteps ) SetFromSteps( pSteps ); else SetFromMeterAndDifficulty( 0, GAMESTATE->m_PreferredDifficulty[pn] ); } } void DifficultyMeter::SetFromSteps( const Steps* pSteps ) { if( pSteps == NULL ) { Unset(); return; } Difficulty dc = pSteps->GetDifficulty(); SetInternal( pSteps->GetMeter(), dc, GetDifficultyCommandName(dc), dc == DIFFICULTY_EDIT ? pSteps->GetDescription() : CString() ); } void DifficultyMeter::SetFromTrail( const Trail* pTrail ) { if( pTrail == NULL ) { Unset(); return; } CourseDifficulty cd = pTrail->m_CourseDifficulty; SetInternal( pTrail->GetMeter(), cd, GetCourseDifficultyCommandName( cd ), CString() ); } void DifficultyMeter::Unset() { SetInternal( 0, DIFFICULTY_EDIT, DIFFICULTY_COMMAND_NAME_NONE, CString() ); } void DifficultyMeter::SetFromMeterAndDifficulty( int iMeter, Difficulty dc ) { SetInternal( 0, dc, GetDifficultyCommandName(dc), CString() ); } void DifficultyMeter::SetFromMeterAndCourseDifficulty( int iMeter, CourseDifficulty cd ) { SetInternal( 0, cd, GetCourseDifficultyCommandName(cd), CString() ); } void DifficultyMeter::SetInternal( int iMeter, Difficulty dc, const CString &sDifficultyCommand, const CString &sDescription ) { if( m_bShowFeet ) { char on = '0'; char off = 'X'; if( !m_bAutoColorFeet ) on = char(dc + '0'); CString sNewText; int iNumOn = min( (int)m_iMaxFeetInMeter, iMeter ); sNewText.insert( sNewText.end(), iNumOn, on ); int iNumOff = max( 0, m_iNumFeetInMeter-iNumOn ); sNewText.insert( sNewText.end(), iNumOff, off ); Lua *L = LUA->Get(); LuaHelpers::Push( dc, L ); m_textFeet.m_pLuaInstance->Set( L, "Difficulty" ); LuaHelpers::Push( iMeter, L ); m_textFeet.m_pLuaInstance->Set( L, "Meter" ); LUA->Release(L); m_textFeet.PlayCommand( "DifficultyChanged" ); m_textFeet.SetText( sNewText ); } if( m_bShowMeter ) { if( iMeter == 0 ) // Unset calls with this { m_textMeter.SetText( m_sZeroMeterString ); } else { const CString sMeter = ssprintf( "%i", iMeter ); m_textMeter.SetText( sMeter ); } m_textMeter.PlayCommand( "TextChanged" ); } if( m_bShowEditDescription ) { if( dc == DIFFICULTY_EDIT ) { m_textEditDescription.SetVisible( true ); m_textEditDescription.SetText( sDescription ); } else { m_textEditDescription.SetVisible( false ); } } if( m_sCurDifficultyCommand == sDifficultyCommand ) return; m_sCurDifficultyCommand = sDifficultyCommand; if( m_bShowDifficulty ) m_Difficulty->PlayCommand( sDifficultyCommand ); if( m_bShowMeter ) m_textMeter.PlayCommand( sDifficultyCommand ); } // lua start #include "LuaBinding.h" class LunaDifficultyMeter: public Luna { public: LunaDifficultyMeter() { LUA->Register( Register ); } static int Load( T* p, lua_State *L ) { p->Load( SArg(1) ); return 0; } static int SetFromMeterAndDifficulty( T* p, lua_State *L ) { p->SetFromMeterAndDifficulty( IArg(1), (Difficulty)IArg(2) ); return 0; } static int SetFromSteps( T* p, lua_State *L ) { if( lua_isnil(L,1) ) { p->SetFromSteps( NULL ); } else { Steps *pS = Luna::check(L,1); p->SetFromSteps( pS ); } return 0; } static int SetFromTrail( T* p, lua_State *L ) { if( lua_isnil(L,1) ) { p->SetFromTrail( NULL ); } else { Trail *pT = Luna::check(L,1); p->SetFromTrail( pT ); } return 0; } static void Register(lua_State *L) { ADD_METHOD( Load ); ADD_METHOD( SetFromMeterAndDifficulty ); ADD_METHOD( SetFromSteps ); ADD_METHOD( SetFromTrail ); Luna::Register( L ); } }; LUA_REGISTER_DERIVED_CLASS( DifficultyMeter, ActorFrame ) // lua end /* * (c) 2001-2004 Chris Danford, Glenn Maynard * 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. 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