#include "global.h" #include "ScreenSelectMusic.h" #include "ScreenManager.h" #include "PrefsManager.h" #include "SongManager.h" #include "GameManager.h" #include "GameSoundManager.h" #include "GameConstantsAndTypes.h" #include "PrefsManager.h" #include "RageLog.h" #include "InputMapper.h" #include "GameState.h" #include "CodeDetector.h" #include "ThemeManager.h" #include "Steps.h" #include "ActorUtil.h" #include "RageTextureManager.h" #include "Course.h" #include "ProfileManager.h" #include "Profile.h" #include "MenuTimer.h" #include "LightsManager.h" #include "StatsManager.h" #include "StepsUtil.h" #include "Foreach.h" #include "Style.h" #include "PlayerState.h" #include "Command.h" #include "CommonMetrics.h" #include "BannerCache.h" #include "song.h" #include "InputEventPlus.h" const int NUM_SCORE_DIGITS = 9; #define SCORE_SORT_CHANGE_COMMAND(i) THEME->GetMetricA(m_sName,ssprintf("ScoreP%iSortChangeCommand", i+1)) #define SCORE_FRAME_SORT_CHANGE_COMMAND(i) THEME->GetMetricA(m_sName,ssprintf("ScoreFrameP%iSortChangeCommand", i+1)) #define METER_TYPE THEME->GetMetric (m_sName,"MeterType") #define SHOW_OPTIONS_MESSAGE_SECONDS THEME->GetMetricF(m_sName,"ShowOptionsMessageSeconds") #define TWEEN_OFF_OPTIONS_MESSAGE_IMMEDIATELY THEME->GetMetricB(m_sName,"TweenOptionsMessageOffImmediately") AutoScreenMessage( SM_AllowOptionsMenuRepeat ) AutoScreenMessage( SM_SongChanged ) AutoScreenMessage( SM_SortOrderChanging ) AutoScreenMessage( SM_SortOrderChanged ) AutoScreenMessage( SM_TweenOffOptionsMessage ) static CString g_sCDTitlePath; static bool g_bWantFallbackCdTitle; static bool g_bCDTitleWaiting = false; static CString g_sBannerPath; static bool g_bBannerWaiting = false; static bool g_bSampleMusicWaiting = false; static RageTimer g_StartedLoadingAt(RageZeroTimer); REGISTER_SCREEN_CLASS( ScreenSelectMusic ); ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : ScreenWithMenuElements( sClassName ), BANNER_WIDTH( m_sName, "BannerWidth" ), BANNER_HEIGHT( m_sName, "BannerHeight" ), SAMPLE_MUSIC_DELAY( m_sName, "SampleMusicDelay" ), SHOW_RADAR( m_sName, "ShowRadar" ), SHOW_PANES( m_sName, "ShowPanes" ), SHOW_DIFFICULTY_LIST( m_sName, "ShowDifficultyList" ), SHOW_COURSE_CONTENTS( m_sName, "ShowCourseContents" ), DO_ROULETTE_ON_MENU_TIMER( m_sName, "DoRouletteOnMenuTimer" ), ALIGN_MUSIC_BEATS( m_sName, "AlignMusicBeat" ), CODES( m_sName, "Codes" ), MUSIC_WHEEL_TYPE( m_sName, "MusicWheelType" ), OPTIONS_MENU_AVAILABLE( m_sName, "OptionsMenuAvailable" ), SELECT_MENU_AVAILABLE( m_sName, "SelectMenuAvailable" ), MODE_MENU_AVAILABLE( m_sName, "ModeMenuAvailable" ) { LOG->Trace( "ScreenSelectMusic::ScreenSelectMusic()" ); LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU ); if( PREFSMAN->m_bScreenTestMode ) { GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR ); GAMESTATE->m_pCurStyle.Set( GAMEMAN->GameAndStringToStyle(GAMEMAN->GetDefaultGame(),"versus") ); GAMESTATE->m_bSideIsJoined[PLAYER_1] = true; GAMESTATE->m_MasterPlayerNumber = PLAYER_1; } /* Finish any previous stage. It's OK to call this when we havn't played a stage yet. * Do this before anything that might look at GAMESTATE->m_iCurrentStageIndex. */ GAMESTATE->FinishStage(); } void ScreenSelectMusic::Init() { m_bSelectIsDown = false; // used by LoadHelpText which is called by ScreenWithMenuElements::Init() ScreenWithMenuElements::Init(); m_DisplayMode = GAMESTATE->IsCourseMode() ? DISPLAY_COURSES : DISPLAY_SONGS; /* Cache: */ m_sSectionMusicPath = THEME->GetPathS(m_sName,"section music"); m_sSortMusicPath = THEME->GetPathS(m_sName,"sort music"); m_sRouletteMusicPath = THEME->GetPathS(m_sName,"roulette music"); m_sRandomMusicPath = THEME->GetPathS(m_sName,"random music"); m_sCourseMusicPath = THEME->GetPathS(m_sName,"course music"); m_sFallbackCDTitlePath = THEME->GetPathG(m_sName,"fallback cdtitle"); m_TexturePreload.Load( m_sFallbackCDTitlePath ); if( PREFSMAN->m_BannerCache != PrefsManager::BNCACHE_OFF ) { m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Banner","all music")) ); m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Common","fallback banner")) ); m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Banner","roulette")) ); m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Banner","random")) ); m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Banner","mode")) ); } if( GAMESTATE->m_pCurStyle == NULL ) 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." ); /* Load low-res banners, if needed. */ BANNERCACHE->Demand(); m_MusicWheel.Load( MUSIC_WHEEL_TYPE ); m_MusicWheelUnder.Load( THEME->GetPathG(m_sName,"wheel under") ); m_MusicWheelUnder->SetName( "WheelUnder" ); SET_XY( m_MusicWheelUnder ); this->AddChild( m_MusicWheelUnder ); m_MusicWheel.SetName( "MusicWheel" ); SET_XY( m_MusicWheel ); this->AddChild( &m_MusicWheel ); m_sprBannerMask.SetName( "Banner" ); // use the same metrics and animation as Banner m_sprBannerMask.Load( THEME->GetPathG(m_sName,"banner mask") ); m_sprBannerMask.SetBlendMode( BLEND_NO_EFFECT ); // don't draw to color buffer m_sprBannerMask.SetZWrite( true ); // do draw to the zbuffer SET_XY( m_sprBannerMask ); this->AddChild( &m_sprBannerMask ); // this is loaded SetSong and TweenToSong m_Banner.SetName( "Banner" ); m_Banner.SetZTestMode( ZTEST_WRITE_ON_PASS ); // 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->GetPathG(m_sName,"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.SetShadowLength( 0 ); SET_XY( m_DifficultyDisplay ); this->AddChild( &m_DifficultyDisplay ); m_sprCDTitleFront.SetName( "CDTitle" ); m_sprCDTitleFront.Load( THEME->GetPathG(m_sName,"fallback cdtitle") ); SET_XY( m_sprCDTitleFront ); COMMAND( m_sprCDTitleFront, "Front" ); this->AddChild( &m_sprCDTitleFront ); m_sprCDTitleBack.SetName( "CDTitle" ); m_sprCDTitleBack.Load( THEME->GetPathG(m_sName,"fallback cdtitle") ); SET_XY( m_sprCDTitleBack ); COMMAND( m_sprCDTitleBack, "Back" ); this->AddChild( &m_sprCDTitleBack ); m_GrooveRadar.SetName( "Radar" ); SET_XY( m_GrooveRadar ); if( SHOW_RADAR ) this->AddChild( &m_GrooveRadar ); m_textNumSongs.SetName( "NumSongs" ); m_textNumSongs.LoadFromFont( THEME->GetPathF(m_sName,"num songs") ); SET_XY( m_textNumSongs ); this->AddChild( &m_textNumSongs ); m_textTotalTime.SetName( "TotalTime" ); m_textTotalTime.LoadFromFont( THEME->GetPathF(m_sName,"total time") ); SET_XY( m_textTotalTime ); this->AddChild( &m_textTotalTime ); m_Artist.SetName( "ArtistDisplay" ); m_Artist.Load( "ArtistDisplay" ); SET_XY( m_Artist ); this->AddChild( &m_Artist ); m_MachineRank.SetName( "MachineRank" ); m_MachineRank.LoadFromFont( THEME->GetPathF(m_sName,"rank") ); SET_XY( m_MachineRank ); this->AddChild( &m_MachineRank ); if( SHOW_DIFFICULTY_LIST ) { m_DifficultyList.SetName( "DifficultyList" ); m_DifficultyList.Load(); SET_XY( m_DifficultyList ); this->AddChild( &m_DifficultyList ); } if( SHOW_COURSE_CONTENTS ) { m_CourseContents.SetName( "CourseContents" ); m_CourseContents.Load(); SET_XY( m_CourseContents ); this->AddChild( &m_CourseContents ); } FOREACH_HumanPlayer( p ) { m_sprDifficultyFrame[p].SetName( ssprintf("DifficultyFrameP%d",p+1) ); m_sprDifficultyFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("difficulty frame p%d",p+1)) ); SET_XY( m_sprDifficultyFrame[p] ); this->AddChild( &m_sprDifficultyFrame[p] ); m_DifficultyIcon[p].SetName( ssprintf("DifficultyIconP%d",p+1) ); m_DifficultyIcon[p].Load( THEME->GetPathG(m_sName,ssprintf("difficulty icons 1x%d",NUM_DIFFICULTIES)) ); SET_XY( m_DifficultyIcon[p] ); this->AddChild( &m_DifficultyIcon[p] ); m_AutoGenIcon[p].SetName( ssprintf("AutogenIconP%d",p+1) ); m_AutoGenIcon[p].Load( THEME->GetPathG(m_sName,"autogen") ); SET_XY( m_AutoGenIcon[p] ); this->AddChild( &m_AutoGenIcon[p] ); m_sprMeterFrame[p].SetName( ssprintf("MeterFrameP%d",p+1) ); m_sprMeterFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("meter frame p%d",p+1)) ); SET_XY( m_sprMeterFrame[p] ); this->AddChild( &m_sprMeterFrame[p] ); if( SHOW_PANES ) { m_PaneDisplay[p].SetName( ssprintf("PaneDisplayP%d",p+1) ); m_PaneDisplay[p].Load( "PaneDisplay", p ); SET_XY( m_PaneDisplay[p] ); this->AddChild( &m_PaneDisplay[p] ); } m_DifficultyMeter[p].SetName( ssprintf("MeterP%d",p+1) ); m_DifficultyMeter[p].Load( METER_TYPE ); SET_XY( m_DifficultyMeter[p] ); this->AddChild( &m_DifficultyMeter[p] ); m_sprHighScoreFrame[p].SetName( ssprintf("ScoreFrameP%d",p+1) ); m_sprHighScoreFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("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].LoadFromFont( THEME->GetPathF(m_sName,"score") ); m_textHighScore[p].SetShadowLength( 0 ); m_textHighScore[p].RunCommands( PLAYER_COLOR.GetValue(p) ); SET_XY( m_textHighScore[p] ); this->AddChild( &m_textHighScore[p] ); } m_sprLongBalloon.Load( THEME->GetPathG(m_sName,"balloon long") ); m_sprLongBalloon->SetName( "Balloon" ); m_sprLongBalloon->SetHidden( 1 ); this->AddChild( m_sprLongBalloon ); m_sprMarathonBalloon.Load( THEME->GetPathG(m_sName,"balloon marathon") ); m_sprMarathonBalloon->SetName( "Balloon" ); m_sprMarathonBalloon->SetHidden( 1 ); this->AddChild( m_sprMarathonBalloon ); m_sprCourseHasMods.LoadAndSetName( m_sName, "CourseHasMods" ); SET_XY( m_sprCourseHasMods ); this->AddChild( m_sprCourseHasMods ); m_sprOptionsMessage.SetName( "OptionsMessage" ); m_sprOptionsMessage.Load( THEME->GetPathG(m_sName,"options message 1x2") ); m_sprOptionsMessage.StopAnimating(); m_sprOptionsMessage.SetHidden( true ); m_sprOptionsMessage.SetDrawOrder( DRAW_ORDER_TRANSITIONS+1 ); SET_XY( m_sprOptionsMessage ); this->AddChild( &m_sprOptionsMessage ); m_bgOptionsOut.Load( THEME->GetPathB(m_sName,"options out") ); m_bgOptionsOut.SetDrawOrder( DRAW_ORDER_TRANSITIONS+2 ); this->AddChild( &m_bgOptionsOut ); m_bgNoOptionsOut.Load( THEME->GetPathB(m_sName,"no options out") ); m_bgNoOptionsOut.SetDrawOrder( DRAW_ORDER_TRANSITIONS+2 ); this->AddChild( &m_bgNoOptionsOut ); m_soundDifficultyEasier.Load( THEME->GetPathS(m_sName,"difficulty easier") ); m_soundDifficultyHarder.Load( THEME->GetPathS(m_sName,"difficulty harder") ); m_soundOptionsChange.Load( THEME->GetPathS(m_sName,"options") ); m_soundLocked.Load( THEME->GetPathS(m_sName,"locked") ); m_soundSelectPressed.Load( THEME->GetPathS(m_sName,"select down"), true ); this->SortByDrawOrder(); } void ScreenSelectMusic::BeginScreen() { ScreenWithMenuElements::BeginScreen(); m_bMadeChoice = false; m_bGoToOptions = false; m_bAllowOptionsMenu = m_bAllowOptionsMenuRepeat = false; ZERO( m_iSelection ); AfterMusicChange(); m_bgOptionsOut.Reset(); m_bgNoOptionsOut.Reset(); FOREACH_HumanPlayer( p ) { ON_COMMAND( m_DifficultyMeter[p] ); } if( SHOW_DIFFICULTY_LIST ) ON_COMMAND( m_DifficultyList ); TweenSongPartsOnScreen( true ); TweenCoursePartsOnScreen( true ); switch( GAMESTATE->m_SortOrder ) { 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; } m_sprOptionsMessage.SetState( 0 ); ON_COMMAND( m_sprBannerMask ); ON_COMMAND( m_Banner ); ON_COMMAND( m_sprBannerFrame ); ON_COMMAND( m_BPMDisplay ); ON_COMMAND( m_DifficultyDisplay ); ON_COMMAND( m_sprCDTitleFront ); ON_COMMAND( m_sprCDTitleBack ); ON_COMMAND( m_GrooveRadar ); ON_COMMAND( m_textNumSongs ); ON_COMMAND( m_textTotalTime ); ON_COMMAND( m_MusicWheelUnder ); m_MusicWheel.TweenOnScreen(); ON_COMMAND( m_sprLongBalloon ); ON_COMMAND( m_sprMarathonBalloon ); ON_COMMAND( m_sprCourseHasMods ); ON_COMMAND( m_MusicWheel ); ON_COMMAND( m_Artist ); ON_COMMAND( m_MachineRank ); FOREACH_HumanPlayer( p ) { ON_COMMAND( m_sprHighScoreFrame[p] ); ON_COMMAND( m_textHighScore[p] ); if( SHOW_PANES ) ON_COMMAND( m_PaneDisplay[p] ); } SOUND->PlayOnceFromAnnouncer( "select music intro" ); } ScreenSelectMusic::~ScreenSelectMusic() { LOG->Trace( "ScreenSelectMusic::~ScreenSelectMusic()" ); BANNERCACHE->Undemand(); } void ScreenSelectMusic::TweenSongPartsOnScreen( bool Initial ) { m_GrooveRadar.StopTweening(); m_GrooveRadar.TweenOnScreen(); if( SHOW_DIFFICULTY_LIST ) { if( Initial ) m_DifficultyList.TweenOnScreen(); // else // do this after SM_SortOrderChanged // m_DifficultyList.Show(); } { FOREACH_HumanPlayer( p ) { ON_COMMAND( m_sprDifficultyFrame[p] ); ON_COMMAND( m_sprMeterFrame[p] ); ON_COMMAND( m_DifficultyIcon[p] ); ON_COMMAND( m_AutoGenIcon[p] ); } } } void ScreenSelectMusic::TweenSongPartsOffScreen( bool Final ) { m_GrooveRadar.TweenOffScreen(); if( SHOW_DIFFICULTY_LIST ) { if( Final ) { OFF_COMMAND( m_DifficultyList ); m_DifficultyList.TweenOffScreen(); } else m_DifficultyList.Hide(); } { FOREACH_HumanPlayer( p ) { OFF_COMMAND( m_sprDifficultyFrame[p] ); OFF_COMMAND( m_sprMeterFrame[p] ); OFF_COMMAND( m_DifficultyIcon[p] ); OFF_COMMAND( m_AutoGenIcon[p] ); } } } void ScreenSelectMusic::TweenCoursePartsOnScreen( bool Initial ) { if( SHOW_COURSE_CONTENTS ) { m_CourseContents.SetZoomY( 1 ); if( Initial ) { COMMAND( m_CourseContents, "On" ); } else { m_CourseContents.SetFromGameState(); COMMAND( m_CourseContents, "Show" ); } } } void ScreenSelectMusic::TweenCoursePartsOffScreen( bool Final ) { if( SHOW_COURSE_CONTENTS ) { if( Final ) OFF_COMMAND( m_CourseContents ); else COMMAND( m_CourseContents, "Hide" ); } } void ScreenSelectMusic::SkipSongPartTweens() { m_GrooveRadar.FinishTweening(); if( SHOW_DIFFICULTY_LIST ) m_DifficultyList.FinishTweening(); FOREACH_HumanPlayer( p ) { m_sprDifficultyFrame[p].FinishTweening(); m_sprMeterFrame[p].FinishTweening(); m_DifficultyIcon[p].FinishTweening(); m_AutoGenIcon[p].FinishTweening(); } } void ScreenSelectMusic::SkipCoursePartTweens() { if( SHOW_COURSE_CONTENTS ) m_CourseContents.FinishTweening(); } void ScreenSelectMusic::TweenOffScreen() { ScreenWithMenuElements::TweenOffScreen(); switch( GAMESTATE->m_SortOrder ) { 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_sprCDTitleFront ); OFF_COMMAND( m_sprCDTitleBack ); OFF_COMMAND( m_GrooveRadar ); OFF_COMMAND( m_textNumSongs ); OFF_COMMAND( m_textTotalTime ); m_MusicWheel.TweenOffScreen(); OFF_COMMAND( m_MusicWheelUnder ); OFF_COMMAND( m_MusicWheel ); OFF_COMMAND( m_sprLongBalloon ); OFF_COMMAND( m_sprMarathonBalloon ); OFF_COMMAND( m_sprCourseHasMods ); OFF_COMMAND( m_Artist ); OFF_COMMAND( m_MachineRank ); FOREACH_HumanPlayer( p ) { OFF_COMMAND( m_sprHighScoreFrame[p] ); OFF_COMMAND( m_textHighScore[p] ); if( SHOW_PANES ) OFF_COMMAND( m_PaneDisplay[p] ); OFF_COMMAND( m_DifficultyMeter[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::SwitchDisplayMode( DisplayMode dm ) { if( m_DisplayMode == dm ) return; // tween off switch( m_DisplayMode ) { case DISPLAY_SONGS: TweenSongPartsOffScreen( false ); break; case DISPLAY_COURSES: TweenCoursePartsOffScreen( false ); break; case DISPLAY_MODES: break; } // tween on m_DisplayMode = dm; switch( m_DisplayMode ) { case DISPLAY_SONGS: TweenSongPartsOnScreen( false ); break; case DISPLAY_COURSES: TweenCoursePartsOnScreen( false ); break; case DISPLAY_MODES: break; } } void ScreenSelectMusic::TweenScoreOnAndOffAfterChangeSort() { FOREACH_HumanPlayer( p ) { m_textHighScore[p].RunCommands( SCORE_SORT_CHANGE_COMMAND(p) ); m_sprHighScoreFrame[p].RunCommands( SCORE_FRAME_SORT_CHANGE_COMMAND(p) ); } switch( GAMESTATE->m_SortOrder ) { case SORT_ALL_COURSES: case SORT_NONSTOP_COURSES: case SORT_ONI_COURSES: case SORT_ENDLESS_COURSES: SwitchDisplayMode( DISPLAY_COURSES ); break; case SORT_MODE_MENU: SwitchDisplayMode( DISPLAY_MODES ); break; default: SwitchDisplayMode( DISPLAY_SONGS ); break; } } void ScreenSelectMusic::CheckBackgroundRequests() { if( g_bCDTitleWaiting ) { /* The CDTitle is normally very small, so we don't bother waiting to display it. */ CString sPath; if( m_BackgroundLoader.IsCacheFileFinished(g_sCDTitlePath, sPath) ) { g_bCDTitleWaiting = false; CString sCDTitlePath = sPath; if( sCDTitlePath.empty() || !IsAFile(sCDTitlePath) ) sCDTitlePath = g_bWantFallbackCdTitle? m_sFallbackCDTitlePath:CString(""); if( !sCDTitlePath.empty() ) { TEXTUREMAN->DisableOddDimensionWarning(); m_sprCDTitleFront.Load( sCDTitlePath ); m_sprCDTitleBack.Load( sCDTitlePath ); TEXTUREMAN->EnableOddDimensionWarning(); } m_BackgroundLoader.FinishedWithCachedFile( g_sCDTitlePath ); } else return; } /* Loading the rest can cause small skips, so don't do it until the wheel settles. * Do load if we're transitioning out, though, so we don't miss starting the music * for the options screen if a song is selected quickly. Also, don't do this * if the wheel is locked, since we're just bouncing around after selecting TYPE_RANDOM, * and it'll take a while before the wheel will settle. */ if( !m_MusicWheel.IsSettled() && !m_MusicWheel.WheelIsLocked() && !m_Out.IsTransitioning() ) return; if( g_bBannerWaiting ) { if( m_Banner.GetTweenTimeLeft() > 0 ) return; CString sPath; bool bFreeCache = false; if( TEXTUREMAN->IsTextureRegistered( Sprite::SongBannerTexture(g_sBannerPath) ) ) { /* If the file is already loaded into a texture, it's finished, * and we only do this to honor the HighQualTime value. */ sPath = g_sBannerPath; } else { if( !m_BackgroundLoader.IsCacheFileFinished( g_sBannerPath, sPath ) ) return; bFreeCache = true; } g_bBannerWaiting = false; m_Banner.Load( sPath, true ); if( bFreeCache ) m_BackgroundLoader.FinishedWithCachedFile( g_sBannerPath ); } /* Nothing else is going. Start the music, if we havn't yet. */ if( g_bSampleMusicWaiting ) { /* Don't start the music sample when moving fast. */ if( g_StartedLoadingAt.Ago() >= SAMPLE_MUSIC_DELAY ) { g_bSampleMusicWaiting = false; SOUND->PlayMusic( m_sSampleMusicToPlay, m_pSampleMusicTimingData, true, m_fSampleStartSeconds, m_fSampleLengthSeconds, 1.5f, /* fade out for 1.5 seconds */ ALIGN_MUSIC_BEATS ); } else return; } } void ScreenSelectMusic::Update( float fDeltaTime ) { Screen::Update( fDeltaTime ); CheckBackgroundRequests(); } void ScreenSelectMusic::Input( const InputEventPlus &input ) { // LOG->Trace( "ScreenSelectMusic::Input()" ); // debugging? // I just like being able to see untransliterated titles occasionally. if( input.DeviceI.device == DEVICE_KEYBOARD && input.DeviceI.button == KEY_F9 ) { if( input.type != IET_FIRST_PRESS ) return; PREFSMAN->m_bShowNativeLanguage.Set( !PREFSMAN->m_bShowNativeLanguage ); m_MusicWheel.RebuildAllMusicWheelItems(); if( SHOW_COURSE_CONTENTS ) m_CourseContents.SetFromGameState(); return; } if( !input.GameI.IsValid() ) return; // don't care /* XXX: What's the difference between this and StyleI.player? */ /* StyleI won't be valid if it's a menu button that's pressed. * There's got to be a better way of doing this. -Chris */ PlayerNumber pn = GAMESTATE->GetCurrentStyle()->ControllerToPlayerNumber( input.GameI.controller ); if( !GAMESTATE->IsHumanPlayer(pn) ) return; // Check for "Press START again for options" button press if( m_bMadeChoice && input.MenuI.IsValid() && input.MenuI.button == MENU_BUTTON_START && input.type != IET_RELEASE && input.type != IET_LEVEL_CHANGED && OPTIONS_MENU_AVAILABLE.GetValue() ) { if(m_bGoToOptions) return; /* got it already */ if(!m_bAllowOptionsMenu) return; /* not allowed */ if( !m_bAllowOptionsMenuRepeat && (input.type == IET_SLOW_REPEAT || input.type == IET_FAST_REPEAT )) return; /* not allowed yet */ m_bGoToOptions = true; m_sprOptionsMessage.SetState( 1 ); SCREENMAN->PlayStartSound(); if( TWEEN_OFF_OPTIONS_MESSAGE_IMMEDIATELY ) { // Send SM_TweenOffOptionsMessage faster. Don't tween off the // options message until the wheel has finished tweening off though. this->ClearMessageQueue( SM_TweenOffOptionsMessage ); float fOffCommandLengthSeconds = Actor::GetCommandsLengthSeconds( m_sprOptionsMessage.GetCommand("Off") ); float fSecondsToDelay = max( this->GetTweenTimeLeft() - fOffCommandLengthSeconds, 0 ); this->PostScreenMessage( SM_TweenOffOptionsMessage, fSecondsToDelay ); } return; } if( IsTransitioning() ) return; // ignore if( m_bMadeChoice ) return; // ignore LoadHelpText(); if( input.MenuI.button == MENU_BUTTON_SELECT ) { if( input.type == IET_FIRST_PRESS ) m_MusicWheel.Move( 0 ); return; } if( SELECT_MENU_AVAILABLE && INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_SELECT) ) ) { if( input.type == IET_FIRST_PRESS ) { switch( input.MenuI.button ) { case MENU_BUTTON_LEFT: ChangeDifficulty( pn, -1 ); return; case MENU_BUTTON_RIGHT: ChangeDifficulty( pn, +1 ); return; case MENU_BUTTON_START: if( MODE_MENU_AVAILABLE ) m_MusicWheel.ChangeSort( SORT_MODE_MENU ); else m_soundLocked.Play(); return; } } return; } switch( input.MenuI.button ) { case MENU_BUTTON_RIGHT: case MENU_BUTTON_LEFT: { /* If we're rouletting, hands off. */ if( m_MusicWheel.IsRouletting() ) return; bool bLeftIsDown = false; bool bRightIsDown = false; FOREACH_EnabledPlayer( p ) { bLeftIsDown |= INPUTMAPPER->IsButtonDown( MenuInput(p, MENU_BUTTON_LEFT) ); bRightIsDown |= INPUTMAPPER->IsButtonDown( MenuInput(p, MENU_BUTTON_RIGHT) ); } bool bBothDown = bLeftIsDown && bRightIsDown; bool bNeitherDown = !bLeftIsDown && !bRightIsDown; if( bNeitherDown ) { /* Both buttons released. */ m_MusicWheel.Move( 0 ); } else if( bBothDown ) { m_MusicWheel.Move( 0 ); if( input.type == IET_FIRST_PRESS ) { switch( input.MenuI.button ) { case MENU_BUTTON_LEFT: m_MusicWheel.ChangeMusicUnlessLocked( -1 ); break; case MENU_BUTTON_RIGHT: m_MusicWheel.ChangeMusicUnlessLocked( +1 ); break; } } } else if( bLeftIsDown ) { if( input.type != IET_RELEASE ) m_MusicWheel.Move( -1 ); } else if( bRightIsDown ) { if( input.type != IET_RELEASE ) m_MusicWheel.Move( +1 ); } else { ASSERT(0); } // Reset the repeat timer when the button is released. // This fixes jumping when you release Left and Right after entering the sort // code at the same if L & R aren't released at the exact same time. if( input.type == IET_RELEASE ) { FOREACH_HumanPlayer( p ) { INPUTMAPPER->ResetKeyRepeat( MenuInput(p, MENU_BUTTON_LEFT) ); INPUTMAPPER->ResetKeyRepeat( MenuInput(p, MENU_BUTTON_RIGHT) ); } } } break; } // TRICKY: Do default processing of MenuLeft and MenuRight before detecting // codes. Do default processing of Start AFTER detecting codes. This gives us a // change to return if Start is part of a code because we don't want to process // Start as "move to the next screen" if it was just part of a code. switch( input.MenuI.button ) { case MENU_BUTTON_UP: this->MenuUp( input ); break; case MENU_BUTTON_DOWN: this->MenuDown( input ); break; case MENU_BUTTON_LEFT: this->MenuLeft( input ); break; case MENU_BUTTON_RIGHT: this->MenuRight( input ); break; case MENU_BUTTON_BACK: /* Don't make the user hold the back button if they're pressing escape and escape is the back button. */ if( input.DeviceI.device == DEVICE_KEYBOARD && input.DeviceI.button == KEY_ESC ) this->MenuBack( input.MenuI.player ); else Screen::MenuBack( input ); break; // Do the default handler for Start after detecting codes. // case MENU_BUTTON_START: this->MenuStart( input ); break; case MENU_BUTTON_COIN: this->MenuCoin( input ); break; } if( input.type == IET_FIRST_PRESS ) { if( CodeDetector::EnteredEasierDifficulty(input.GameI.controller) ) { if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) m_soundLocked.Play(); else ChangeDifficulty( pn, -1 ); return; } if( CodeDetector::EnteredHarderDifficulty(input.GameI.controller) ) { if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) m_soundLocked.Play(); else ChangeDifficulty( pn, +1 ); return; } if( CodeDetector::EnteredModeMenu(input.GameI.controller) ) { if( MODE_MENU_AVAILABLE ) m_MusicWheel.ChangeSort( SORT_MODE_MENU ); else m_soundLocked.Play(); return; } if( CodeDetector::EnteredNextSort(input.GameI.controller) ) { if( ( GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage ) || GAMESTATE->IsExtraStage2() ) m_soundLocked.Play(); else m_MusicWheel.NextSort(); return; } if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() && CodeDetector::DetectAndAdjustMusicOptions(input.GameI.controller) ) { m_soundOptionsChange.Play(); MESSAGEMAN->Broadcast( ssprintf("PlayerOptionsChangedP%i", pn+1) ); MESSAGEMAN->Broadcast( "SongOptionsChanged" ); return; } } switch( input.MenuI.button ) { case MENU_BUTTON_START: Screen::MenuStart( input ); break; } } void ScreenSelectMusic::LoadHelpText() { ScreenWithMenuElements::LoadHelpText(); bool bSelectIsDown = false; FOREACH_EnabledPlayer( p ) bSelectIsDown |= INPUTMAPPER->IsButtonDown( MenuInput(p, MENU_BUTTON_SELECT) ); if( !SELECT_MENU_AVAILABLE ) bSelectIsDown = false; /* If m_soundSelectPressed isn't loaded yet, wait until it is before we do this. */ if( m_bSelectIsDown != bSelectIsDown && m_soundSelectPressed.IsLoaded() ) { if( bSelectIsDown ) m_soundSelectPressed.Play(); m_bSelectIsDown = bSelectIsDown; if( bSelectIsDown ) MESSAGEMAN->Broadcast( "SelectMenuOn" ); else MESSAGEMAN->Broadcast( "SelectMenuOff" ); } } void ScreenSelectMusic::ChangeDifficulty( PlayerNumber pn, int dir ) { LOG->Trace( "ScreenSelectMusic::ChangeDifficulty( %d, %d )", pn, dir ); ASSERT( GAMESTATE->IsHumanPlayer(pn) ); switch( m_MusicWheel.GetSelectedType() ) { case TYPE_SONG: case TYPE_PORTAL: { m_iSelection[pn] += dir; if( CLAMP(m_iSelection[pn],0,m_vpSteps.size()-1) ) return; // the user explicity switched difficulties. Update the preferred difficulty GAMESTATE->ChangePreferredDifficulty( pn, m_vpSteps[ m_iSelection[pn] ]->GetDifficulty() ); if( dir < 0 ) m_soundDifficultyEasier.Play(); else m_soundDifficultyHarder.Play(); vector vpns; FOREACH_HumanPlayer( p ) { if( pn == p || GAMESTATE->DifficultiesLocked() ) { m_iSelection[p] = m_iSelection[pn]; vpns.push_back( p ); } } AfterStepsChange( vpns ); } break; case TYPE_COURSE: { m_iSelection[pn] += dir; if( CLAMP(m_iSelection[pn],0,m_vpTrails.size()-1) ) return; // the user explicity switched difficulties. Update the preferred difficulty GAMESTATE->ChangePreferredCourseDifficulty( pn, m_vpTrails[ m_iSelection[pn] ]->m_CourseDifficulty ); if( dir < 0 ) m_soundDifficultyEasier.Play(); else m_soundDifficultyHarder.Play(); vector vpns; FOREACH_HumanPlayer( p ) { if( pn == p || GAMESTATE->DifficultiesLocked() ) { m_iSelection[p] = m_iSelection[pn]; vpns.push_back( p ); } } AfterTrailChange( vpns ); } break; case TYPE_RANDOM: case TYPE_ROULETTE: case TYPE_SECTION: /* XXX: We could be on a music or course sort, or even one with both; we don't * really know which difficulty to change. Maybe the two difficulties should be * linked ... */ if( GAMESTATE->ChangePreferredDifficulty( pn, dir ) ) { if( dir < 0 ) m_soundDifficultyEasier.Play(); else m_soundDifficultyHarder.Play(); vector vpns; FOREACH_HumanPlayer( p ) { if( pn == p || GAMESTATE->DifficultiesLocked() ) { m_iSelection[p] = m_iSelection[pn]; vpns.push_back( p ); } } AfterStepsChange( vpns ); } break; case TYPE_SORT: break; default: WARN( ssprintf("%i", m_MusicWheel.GetSelectedType()) ); break; } } void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM ) { if( SM == SM_AllowOptionsMenuRepeat ) { m_bAllowOptionsMenuRepeat = true; } else if( SM == SM_TweenOffOptionsMessage ) { OFF_COMMAND( m_sprOptionsMessage ); this->HandleScreenMessage( SM_BeginFadingOut ); } else if( SM == SM_MenuTimer ) { if( m_MusicWheel.IsRouletting() ) { MenuStart(PLAYER_INVALID); m_MenuTimer->SetSeconds( 15 ); m_MenuTimer->Start(); } else if( DO_ROULETTE_ON_MENU_TIMER ) { if( m_MusicWheel.GetSelectedType() != TYPE_SONG ) { m_MusicWheel.StartRoulette(); m_MenuTimer->SetSeconds( 15 ); m_MenuTimer->Start(); } else { MenuStart(PLAYER_INVALID); } } else { // Finish sort changing so that the wheel can respond immediately to our // request to choose random. m_MusicWheel.FinishChangingSorts(); switch( m_MusicWheel.GetSelectedType() ) { case TYPE_SONG: case TYPE_COURSE: case TYPE_RANDOM: case TYPE_PORTAL: break; default: m_MusicWheel.StartRandom(); break; } MenuStart(PLAYER_INVALID); } return; } else if( SM == SM_GoToPrevScreen ) { /* 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(); } else if( SM == SM_BeginFadingOut ) { /* XXX: yuck. Later on, maybe this can be done in one BGA with lua ... */ if( m_bGoToOptions ) m_bgOptionsOut.StartTransitioning( SM_GoToNextScreen ); else m_bgNoOptionsOut.StartTransitioning( SM_GoToNextScreen ); } else if( SM == SM_GoToNextScreen ) { if( !m_bGoToOptions ) SOUND->StopMusic(); } else if( SM == SM_SongChanged ) { AfterMusicChange(); } else if( SM == SM_SortOrderChanging ) /* happens immediately */ { TweenScoreOnAndOffAfterChangeSort(); } else if( SM == SM_SortOrderChanged ) /* happens after the wheel is off and the new song is selected */ { SortOrderChanged(); } else if( SM == SM_GainFocus ) { CodeDetector::RefreshCacheItems( CODES ); } else if( SM == SM_LoseFocus ) { CodeDetector::RefreshCacheItems(); /* reset for other screens */ } Screen::HandleScreenMessage( SM ); } void ScreenSelectMusic::MenuStart( PlayerNumber pn ) { // 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: case TYPE_PORTAL: { const bool bIsNew = PROFILEMAN->IsSongNew( m_MusicWheel.GetSelectedSong() ); bool bIsHard = false; FOREACH_HumanPlayer( p ) { if( GAMESTATE->m_pCurSteps[p] && GAMESTATE->m_pCurSteps[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( GAMESTATE->IsEventMode() ) i = max( 0, int(STATSMAN->m_vPlayedStageStats.size())-5 ); for( ; i < (int)STATSMAN->m_vPlayedStageStats.size(); ++i ) if( STATSMAN->m_vPlayedStageStats[i].vpPlayedSongs.back() == 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->PlayOnceFromAnnouncer( "select music comment repeat" ); else if( bIsNew ) SOUND->PlayOnceFromAnnouncer( "select music comment new" ); else if( bIsHard ) SOUND->PlayOnceFromAnnouncer( "select music comment hard" ); else SOUND->PlayOnceFromAnnouncer( "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.Set( PLAY_MODE_REGULAR ); } break; case TYPE_COURSE: { SOUND->PlayOnceFromAnnouncer( "select course comment general" ); Course *pCourse = m_MusicWheel.GetSelectedCourse(); ASSERT( pCourse ); GAMESTATE->m_PlayMode.Set( 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_RANDOM: case TYPE_SORT: break; default: ASSERT(0); } if( m_bMadeChoice ) { SCREENMAN->PlayStartSound(); if( OPTIONS_MENU_AVAILABLE ) { // show "hold START for options" m_sprOptionsMessage.SetHidden( false ); 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 ); } /* If we're currently waiting on song assets, abort all except the music and * start the music, so if we make a choice quickly before background requests * come through, the music will still start. */ g_bCDTitleWaiting = g_bBannerWaiting = false; m_BackgroundLoader.Abort(); CheckBackgroundRequests(); if( OPTIONS_MENU_AVAILABLE ) { StartTransitioning( SM_None ); this->PostScreenMessage( SM_TweenOffOptionsMessage, SHOW_OPTIONS_MESSAGE_SECONDS ); } else { StartTransitioning( SM_BeginFadingOut ); } } } void ScreenSelectMusic::MenuBack( PlayerNumber pn ) { m_BackgroundLoader.Abort(); Cancel( SM_GoToPrevScreen ); } void ScreenSelectMusic::AfterStepsChange( const vector &vpns ) { FOREACH_CONST( PlayerNumber, vpns, p ) { PlayerNumber pn = *p; ASSERT( GAMESTATE->IsHumanPlayer(pn) ); CLAMP( m_iSelection[pn], 0, m_vpSteps.size()-1 ); Song* pSong = GAMESTATE->m_pCurSong; Steps* pSteps = m_vpSteps.empty()? NULL: m_vpSteps[m_iSelection[pn]]; GAMESTATE->m_pCurSteps[pn].Set( pSteps ); int iScore = 0; if( pSteps ) { Profile* pProfile = PROFILEMAN->IsPersistentProfile(pn) ? PROFILEMAN->GetProfile(pn) : PROFILEMAN->GetMachineProfile(); iScore = pProfile->GetStepsHighScoreList(pSong,pSteps).GetTopScore().GetScore(); } m_textHighScore[pn].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, iScore) ); m_DifficultyIcon[pn].SetFromSteps( pn, pSteps ); if( pSteps && pSteps->IsAutogen() ) { m_AutoGenIcon[pn].StopEffect(); m_AutoGenIcon[pn].SetDiffuse( RageColor(1,1,1,1) ); } else { m_AutoGenIcon[pn].StopEffect(); m_AutoGenIcon[pn].SetDiffuse( RageColor(1,1,1,0) ); } m_DifficultyMeter[pn].SetFromGameState( pn ); m_GrooveRadar.SetFromSteps( pn, pSteps ); m_MusicWheel.NotesOrTrailChanged( pn ); if( SHOW_PANES ) m_PaneDisplay[pn].SetFromGameState( GAMESTATE->m_SortOrder ); } if( SHOW_DIFFICULTY_LIST ) m_DifficultyList.SetFromGameState(); } void ScreenSelectMusic::AfterTrailChange( const vector &vpns ) { FOREACH_CONST( PlayerNumber, vpns, p ) { PlayerNumber pn = *p; ASSERT( GAMESTATE->IsHumanPlayer(pn) ); CLAMP( m_iSelection[pn], 0, m_vpTrails.size()-1 ); Course* pCourse = GAMESTATE->m_pCurCourse; Trail* pTrail = m_vpTrails.empty()? NULL: m_vpTrails[m_iSelection[pn]]; GAMESTATE->m_pCurTrail[pn].Set( pTrail ); int iScore = 0; if( pTrail ) { Profile* pProfile = PROFILEMAN->IsPersistentProfile(pn) ? PROFILEMAN->GetProfile(pn) : PROFILEMAN->GetMachineProfile(); iScore = pProfile->GetCourseHighScoreList(pCourse,pTrail).GetTopScore().GetScore(); } m_textHighScore[pn].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, iScore) ); m_DifficultyIcon[pn].SetFromTrail( pn, pTrail ); //if( pTrail && pTrail->IsAutogen() ) //{ // m_AutoGenIcon[pn].SetEffectDiffuseShift(); //} //else //{ // m_AutoGenIcon[pn].SetEffectNone(); // m_AutoGenIcon[pn].SetDiffuse( RageColor(1,1,1,0) ); //} /* Update the trail list, but don't actually start the tween; only do that when * the actual course changes (AfterMusicChange). */ if( SHOW_COURSE_CONTENTS ) { m_CourseContents.SetFromGameState(); // m_CourseContents.TweenInAfterChangedCourse(); } m_DifficultyMeter[pn].SetFromGameState( pn ); m_GrooveRadar.SetEmpty( pn ); m_MusicWheel.NotesOrTrailChanged( pn ); if( SHOW_PANES ) m_PaneDisplay[pn].SetFromGameState( GAMESTATE->m_SortOrder ); } if( SHOW_DIFFICULTY_LIST ) m_DifficultyList.SetFromGameState(); } void ScreenSelectMusic::SwitchToPreferredDifficulty() { if( !GAMESTATE->m_pCurCourse ) { FOREACH_HumanPlayer( pn ) { /* Find the closest match to the user's preferred difficulty. */ int CurDifference = -1; for( unsigned i=0; iGetDifficulty() - GAMESTATE->m_PreferredDifficulty[pn]); if( CurDifference == -1 || Diff < CurDifference ) { m_iSelection[pn] = i; CurDifference = Diff; } } CLAMP( m_iSelection[pn],0,m_vpSteps.size()-1 ); } } else { FOREACH_HumanPlayer( pn ) { /* Find the closest match to the user's preferred difficulty. */ int CurDifference = -1; for( unsigned i=0; im_CourseDifficulty - GAMESTATE->m_PreferredCourseDifficulty[pn]); if( CurDifference == -1 || Diff < CurDifference ) { m_iSelection[pn] = i; CurDifference = Diff; } } CLAMP( m_iSelection[pn],0,m_vpTrails.size()-1 ); } } } template int FindCourseIndexOfSameMode( T begin, T end, const Course *p ) { const PlayMode pm = p->GetPlayMode(); int n = 0; for( T it = begin; it != end; ++it ) { if( *it == p ) return n; /* If it's not playable in this mode, don't increment. It might result in * different output in different modes, but that's better than having holes. */ if( !(*it)->IsPlayableIn( GAMESTATE->GetCurrentStyle()->m_StepsType ) ) continue; if( (*it)->GetPlayMode() != pm ) continue; ++n; } return -1; } void ScreenSelectMusic::AfterMusicChange() { if( !m_MusicWheel.IsRouletting() ) m_MenuTimer->Stall(); // lock difficulties. When switching from arcade to rave, we need to // enforce that all players are at the same difficulty. if( GAMESTATE->DifficultiesLocked() ) { FOREACH_HumanPlayer( p ) { m_iSelection[p] = m_iSelection[0]; GAMESTATE->m_PreferredDifficulty[p] = GAMESTATE->m_PreferredDifficulty[0]; } } Song* pSong = m_MusicWheel.GetSelectedSong(); GAMESTATE->m_pCurSong.Set( pSong ); if( pSong ) GAMESTATE->m_pPreferredSong = pSong; Course* pCourse = m_MusicWheel.GetSelectedCourse(); GAMESTATE->m_pCurCourse.Set( pCourse ); if( pCourse ) GAMESTATE->m_pPreferredCourse = pCourse; FOREACH_PlayerNumber( p ) { GAMESTATE->m_pCurSteps[p].Set( NULL ); GAMESTATE->m_pCurTrail[p].Set( NULL ); m_vpSteps.clear(); m_vpTrails.clear(); } m_Banner.SetMovingFast( !!m_MusicWheel.IsMoving() ); CString SampleMusicToPlay, SampleMusicTimingData; vector m_Artists, m_AltArtists; m_MachineRank.SetText( "" ); m_sSampleMusicToPlay = ""; m_pSampleMusicTimingData = NULL; g_sCDTitlePath = ""; g_sBannerPath = ""; g_bWantFallbackCdTitle = false; bool bWantBanner = true; static SortOrder s_lastSortOrder = SORT_INVALID; if( GAMESTATE->m_SortOrder != s_lastSortOrder ) { // Reload to let Lua metrics have a chance to change the help text. LoadHelpText(); s_lastSortOrder = GAMESTATE->m_SortOrder; } switch( m_MusicWheel.GetSelectedType() ) { case TYPE_SECTION: case TYPE_SORT: { CString sGroup = m_MusicWheel.GetSelectedSection(); FOREACH_PlayerNumber( p ) m_iSelection[p] = -1; m_BPMDisplay.NoBPM(); g_sCDTitlePath = ""; // none m_DifficultyDisplay.UnsetDifficulties(); m_fSampleStartSeconds = 0; m_fSampleLengthSeconds = -1; m_textNumSongs.SetText( "" ); m_textTotalTime.SetText( "" ); switch( m_MusicWheel.GetSelectedType() ) { case TYPE_SECTION: g_sBannerPath = SONGMAN->GetSongGroupBannerPath( sGroup ); m_sSampleMusicToPlay = m_sSectionMusicPath; break; case TYPE_SORT: bWantBanner = false; /* we load it ourself */ switch( GAMESTATE->m_SortOrder ) { case SORT_MODE_MENU: m_Banner.LoadMode(); break; } m_sSampleMusicToPlay = m_sSortMusicPath; break; default: ASSERT(0); } m_sprLongBalloon->StopTweening(); COMMAND( m_sprLongBalloon, "Hide" ); m_sprMarathonBalloon->StopTweening(); COMMAND( m_sprMarathonBalloon, "Hide" ); COMMAND( m_sprCourseHasMods, "Hide" ); } break; case TYPE_SONG: case TYPE_PORTAL: { m_sSampleMusicToPlay = pSong->GetMusicPath(); m_pSampleMusicTimingData = &pSong->m_Timing; m_fSampleStartSeconds = pSong->m_fMusicSampleStartSeconds; m_fSampleLengthSeconds = pSong->m_fMusicSampleLengthSeconds; m_textNumSongs.SetText( ssprintf("%d", SongManager::GetNumStagesForSong(pSong) ) ); m_textTotalTime.SetText( SecondsToMMSSMsMs(pSong->m_fMusicLengthSeconds) ); pSong->GetSteps( m_vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType ); StepsUtil::RemoveLockedSteps( pSong, m_vpSteps ); StepsUtil::SortNotesArrayByDifficulty( m_vpSteps ); if ( PREFSMAN->m_bShowBanners ) g_sBannerPath = pSong->GetBannerPath(); if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) { m_BPMDisplay.CycleRandomly(); } else { m_BPMDisplay.SetBpmFromSong( pSong ); } g_sCDTitlePath = pSong->GetCDTitlePath(); g_bWantFallbackCdTitle = true; const vector best = SONGMAN->GetBestSongs( PROFILE_SLOT_MACHINE ); const int index = FindIndex( best.begin(), best.end(), pSong ); if( index != -1 ) m_MachineRank.SetText( FormatNumberAndSuffix( index+1 ) ); m_DifficultyDisplay.SetDifficulties( pSong, GAMESTATE->GetCurrentStyle()->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_sprMarathonBalloon->StopTweening(); SET_XY( m_sprMarathonBalloon ); COMMAND( m_sprMarathonBalloon, "Show" ); m_sprLongBalloon->StopTweening(); COMMAND( m_sprLongBalloon, "Hide" ); } else if( pSong->m_fMusicLengthSeconds > PREFSMAN->m_fLongVerSongSeconds ) { m_sprLongBalloon->StopTweening(); SET_XY( m_sprLongBalloon ); COMMAND( m_sprLongBalloon, "Show" ); m_sprMarathonBalloon->StopTweening(); COMMAND( m_sprMarathonBalloon, "Hide" ); } else { m_sprLongBalloon->StopTweening(); COMMAND( m_sprLongBalloon, "Hide" ); m_sprMarathonBalloon->StopTweening(); COMMAND( m_sprMarathonBalloon, "Hide" ); } COMMAND( m_sprCourseHasMods, "Hide" ); m_Artists.push_back( pSong->GetDisplayArtist() ); m_AltArtists.push_back( pSong->GetTranslitArtist() ); } break; case TYPE_ROULETTE: case TYPE_RANDOM: bWantBanner = false; /* we load it ourself */ switch(m_MusicWheel.GetSelectedType()) { case TYPE_ROULETTE: m_Banner.LoadRoulette(); break; case TYPE_RANDOM: m_Banner.LoadRandom(); break; default: ASSERT(0); } m_BPMDisplay.NoBPM(); g_sCDTitlePath = ""; // none m_DifficultyDisplay.UnsetDifficulties(); m_fSampleStartSeconds = 0; m_fSampleLengthSeconds = -1; m_textNumSongs.SetText( "" ); m_textTotalTime.SetText( "" ); switch( m_MusicWheel.GetSelectedType() ) { case TYPE_ROULETTE: m_sSampleMusicToPlay = m_sRouletteMusicPath; break; case TYPE_RANDOM: m_sSampleMusicToPlay = m_sRandomMusicPath; break; default: ASSERT(0); } m_sprLongBalloon->StopTweening(); COMMAND( m_sprLongBalloon, "Hide" ); m_sprMarathonBalloon->StopTweening(); COMMAND( m_sprMarathonBalloon, "Hide" ); COMMAND( m_sprCourseHasMods, "Hide" ); break; case TYPE_COURSE: { Course* pCourse = m_MusicWheel.GetSelectedCourse(); StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType; Trail *pTrail = pCourse->GetTrail( st ); ASSERT( pTrail ); pCourse->GetTrails( m_vpTrails, GAMESTATE->GetCurrentStyle()->m_StepsType ); m_sSampleMusicToPlay = m_sCourseMusicPath; m_fSampleStartSeconds = 0; m_fSampleLengthSeconds = -1; m_textNumSongs.SetText( ssprintf("%d", pCourse->GetEstimatedNumStages()) ); float fTotalSeconds; if( pCourse->GetTotalSeconds(st,fTotalSeconds) ) m_textTotalTime.SetText( SecondsToMMSSMsMs(fTotalSeconds) ); else m_textTotalTime.SetText( "xx:xx.xx" ); // The numbers format doesn't have a '?'. Is there a better solution? g_sBannerPath = pCourse->m_sBannerPath; if( g_sBannerPath.empty() ) m_Banner.LoadFallback(); if( (int)pTrail->m_vEntries.size() > MAX_COURSE_ENTRIES_BEFORE_VARIOUS ) m_BPMDisplay.SetVarious(); else m_BPMDisplay.SetBpmFromCourse( pCourse ); m_DifficultyDisplay.UnsetDifficulties(); SwitchToPreferredDifficulty(); FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e ) { if( e->bSecret ) { m_Artists.push_back( "???" ); m_AltArtists.push_back( "???" ); } else { m_Artists.push_back( e->pSong->GetDisplayArtist() ); m_AltArtists.push_back( e->pSong->GetTranslitArtist() ); } } CourseType ct = PlayModeToCourseType( GAMESTATE->m_PlayMode ); const vector best = SONGMAN->GetBestCourses( ct, PROFILE_SLOT_MACHINE ); const int index = FindCourseIndexOfSameMode( best.begin(), best.end(), pCourse ); if( index != -1 ) m_MachineRank.SetText( FormatNumberAndSuffix( index+1 ) ); m_sprLongBalloon->StopTweening(); COMMAND( m_sprLongBalloon, "Hide" ); m_sprMarathonBalloon->StopTweening(); COMMAND( m_sprMarathonBalloon, "Hide" ); if( pCourse->HasMods() ) { COMMAND( m_sprCourseHasMods, "Show" ); } else { COMMAND( m_sprCourseHasMods, "Hide" ); } break; } default: ASSERT(0); } m_sprCDTitleFront.UnloadTexture(); m_sprCDTitleBack.UnloadTexture(); /* Cancel any previous, incomplete requests for song assets, since we need new ones. */ m_BackgroundLoader.Abort(); g_bCDTitleWaiting = false; if( !g_sCDTitlePath.empty() || g_bWantFallbackCdTitle ) { LOG->Trace( "cache \"%s\"", g_sCDTitlePath.c_str()); m_BackgroundLoader.CacheFile( g_sCDTitlePath ); // empty OK g_bCDTitleWaiting = true; } g_bBannerWaiting = false; if( bWantBanner ) { LOG->Trace("LoadFromCachedBanner(%s)",g_sBannerPath .c_str()); if( m_Banner.LoadFromCachedBanner( g_sBannerPath ) ) { /* If the high-res banner is already loaded, just * delay before loading it, so the low-res one has * time to fade in. */ if( !TEXTUREMAN->IsTextureRegistered( Sprite::SongBannerTexture(g_sBannerPath) ) ) m_BackgroundLoader.CacheFile( g_sBannerPath ); g_bBannerWaiting = true; } } // Don't stop music if it's already playing the right file. g_bSampleMusicWaiting = false; if( !m_MusicWheel.IsRouletting() && SOUND->GetMusicPath() != m_sSampleMusicToPlay ) { SOUND->StopMusic(); if( !m_sSampleMusicToPlay.empty() ) g_bSampleMusicWaiting = true; } g_StartedLoadingAt.Touch(); if( (int) m_Artists.size() > MAX_COURSE_ENTRIES_BEFORE_VARIOUS ) { m_Artists.clear(); m_AltArtists.clear(); m_Artists.push_back( "Various Artists" ); m_AltArtists.push_back( "Various Artists" ); } m_Artist.SetTips( m_Artists, m_AltArtists ); vector vpns; FOREACH_HumanPlayer( p ) vpns.push_back( p ); if( GAMESTATE->m_pCurCourse ) AfterTrailChange( vpns ); else AfterStepsChange( vpns ); switch( m_MusicWheel.GetSelectedType() ) { case TYPE_COURSE: if( SHOW_COURSE_CONTENTS ) m_CourseContents.TweenInAfterChangedCourse(); break; } } void ScreenSelectMusic::SortOrderChanged() { if( SHOW_PANES ) FOREACH_HumanPlayer(pn) m_PaneDisplay[pn].SetFromGameState( GAMESTATE->m_SortOrder ); switch( GAMESTATE->m_SortOrder ) { case SORT_ALL_COURSES: case SORT_NONSTOP_COURSES: case SORT_ONI_COURSES: case SORT_ENDLESS_COURSES: case SORT_MODE_MENU: // do nothing break; default: if( SHOW_DIFFICULTY_LIST ) m_DifficultyList.Show(); break; } } // lua start #include "LuaBinding.h" class LunaScreenSelectMusic: public Luna { public: LunaScreenSelectMusic() { LUA->Register( Register ); } static int GetGoToOptions( T* p, lua_State *L ) { lua_pushboolean( L, p->GetGoToOptions() ); return 1; } static void Register( Lua *L ) { ADD_METHOD( GetGoToOptions ); Luna::Register( L ); } }; LUA_REGISTER_DERIVED_CLASS( ScreenSelectMusic, ScreenWithMenuElements ) // lua end /* * (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. */