#include "global.h" #include "ScreenSyncOverlay.h" #include "ScreenDimensions.h" #include "ScreenManager.h" #include "GameState.h" #include "song.h" #include "PrefsManager.h" #include "InputEventPlus.h" static bool IsGameplay() { return SCREENMAN && SCREENMAN->GetTopScreen() && SCREENMAN->GetTopScreen()->GetScreenType() == gameplay; } REGISTER_SCREEN_CLASS( ScreenSyncOverlay ); ScreenSyncOverlay::ScreenSyncOverlay( const CString &sName ) : Screen(sName) { } ScreenSyncOverlay::~ScreenSyncOverlay() { } void ScreenSyncOverlay::Init() { Screen::Init(); m_quad.SetDiffuse( RageColor(0,0,0,0) ); m_quad.SetHorizAlign( Actor::align_left ); m_quad.SetXY( SCREEN_CENTER_X+10, SCREEN_TOP+100 ); this->AddChild( &m_quad ); m_textHelp.LoadFromFont( THEME->GetPathF("Common", "normal") ); m_textHelp.SetHorizAlign( Actor::align_left ); m_textHelp.SetXY( SCREEN_CENTER_X+20, SCREEN_TOP+100 ); m_textHelp.SetDiffuseAlpha( 0 ); m_textHelp.SetZoom( 0.6f ); m_textHelp.SetShadowLength( 2 ); m_textHelp.SetText( "Revert sync changes:\n" " F4\n" "Current BPM - smaller/larger:\n" " F9/F10\n" "Song offset - notes earlier/later:\n" " F11/F12\n" "Machine offset - notes earlier/later:\n" " Shift + F11/F12\n" "(hold Alt for smaller increment)" ); this->AddChild( &m_textHelp ); m_quad.ZoomToWidth( m_textHelp.GetZoomedWidth()+20 ); m_quad.ZoomToHeight( m_textHelp.GetZoomedHeight()+20 ); m_textStatus.LoadFromFont( THEME->GetPathF("Common", "normal") ); m_textStatus.SetHorizAlign( Actor::align_center ); m_textStatus.SetXY( SCREEN_CENTER_X, SCREEN_CENTER_Y+150 ); m_textStatus.SetZoom( 0.8f ); m_textStatus.SetShadowLength( 2 ); this->AddChild( &m_textStatus ); Update( 0 ); } void ScreenSyncOverlay::Update( float fDeltaTime ) { this->SetVisible( IsGameplay() ); if( !IsGameplay() ) { m_quad.SetDiffuseAlpha( 0 ); m_textHelp.SetDiffuseAlpha( 0 ); return; } Screen::Update(fDeltaTime); // TODO: Only update when changed. UpdateText(); } void ScreenSyncOverlay::UpdateText() { CString s; switch( PREFSMAN->m_AutoPlay ) { case PC_HUMAN: break; case PC_AUTOPLAY: s+="AutoPlay\n"; break; case PC_CPU: s+="AutoPlayCPU\n"; break; default: ASSERT(0); } switch( GAMESTATE->m_SongOptions.m_AutosyncType ) { case SongOptions::AUTOSYNC_OFF: break; case SongOptions::AUTOSYNC_SONG: s+="AutoSync Song\n"; break; case SongOptions::AUTOSYNC_MACHINE: s+="AutoSync Machine\n";break; default: ASSERT(0); } if( GAMESTATE->m_pCurSong == NULL || GAMESTATE->IsCourseMode() ) // sync controls not available { m_textStatus.SetText( s ); return; } { float fOld = GAMESTATE->m_fGlobalOffsetSecondsOriginal; float fNew = PREFSMAN->m_fGlobalOffsetSeconds; float fDelta = fNew - fOld; if( fabsf(fDelta) > 0.00001f ) { s += ssprintf( "Global Offset from %+.3f to %+.3f (notes %s)\n", fOld, fNew, fDelta > 0 ? "earlier":"later" ); } } { float fOld = GAMESTATE->m_pTimingDataOriginal->m_fBeat0OffsetInSeconds; float fNew = GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds; float fDelta = fNew - fOld; if( fabsf(fDelta) > 0.00001f ) { s += ssprintf( "Song offset from %+.3f to %+.3f (notes %s)\n", fOld, fNew, fDelta > 0 ? "earlier":"later" ); } } ASSERT( GAMESTATE->m_pTimingDataOriginal->m_BPMSegments.size() == GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size() ); for( unsigned i=0; im_pCurSong->m_Timing.m_BPMSegments.size(); i++ ) { float fOld = GAMESTATE->m_pTimingDataOriginal->m_BPMSegments[i].m_fBPS; float fNew = GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments[i].m_fBPS; float fDelta = fNew - fOld; if( fabsf(fDelta) > 0.00001f ) { s += ssprintf( "%s tempo segment from %+.3f BPS to %+.3f BPS\n", FormatNumberAndSuffix(i+1).c_str(), fOld, fNew ); } } m_textStatus.SetText( s ); } bool ScreenSyncOverlay::OverlayInput( const InputEventPlus &input ) { if( !IsGameplay() ) return false; if( input.DeviceI.device != DEVICE_KEYBOARD ) return false; switch( input.DeviceI.button ) { case KEY_F4: case KEY_F9: case KEY_F10: case KEY_F11: case KEY_F12: if( GAMESTATE->IsCourseMode() ) { SCREENMAN->SystemMessage( "Can't sync while playing a course." ); return true; } break; default: return false; } switch( input.DeviceI.button ) { case KEY_F4: SCREENMAN->SystemMessage( "Sync changes reverted." ); GAMESTATE->RevertSyncChanges(); break; case KEY_F9: case KEY_F10: { float fDelta; switch( input.DeviceI.button ) { case KEY_F9: fDelta = -0.02f; break; case KEY_F10: fDelta = +0.02f; break; default: ASSERT(0); } if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RALT)) || INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LALT)) ) { fDelta /= 20; } switch( input.type ) { case IET_RELEASE: fDelta *= 0; break; case IET_SLOW_REPEAT: fDelta *= 0; break; case IET_FAST_REPEAT: fDelta *= 10; break; } if( GAMESTATE->m_pCurSong != NULL ) { BPMSegment& seg = GAMESTATE->m_pCurSong->GetBPMSegmentAtBeat( GAMESTATE->m_fSongBeat ); seg.m_fBPS += fDelta; } } break; case KEY_F11: case KEY_F12: { float fDelta; switch( input.DeviceI.button ) { case KEY_F11: fDelta = +0.02f; break; // notes earlier case KEY_F12: fDelta = -0.02f; break; // notes earlier default: ASSERT(0); } if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RALT)) || INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LALT)) ) { fDelta /= 20; /* 1ms */ } switch( input.type ) { case IET_RELEASE: fDelta *= 0; break; case IET_SLOW_REPEAT: fDelta *= 0; break; case IET_FAST_REPEAT: fDelta *= 10; break; } if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT)) || INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT)) ) { PREFSMAN->m_fGlobalOffsetSeconds.Set( PREFSMAN->m_fGlobalOffsetSeconds + fDelta ); } else { if( GAMESTATE->m_pCurSong != NULL ) GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds += fDelta; } } break; default: ASSERT(0); } ShowHelp(); UpdateText(); return true; } void ScreenSyncOverlay::ShowHelp() { m_quad.StopTweening(); m_quad.BeginTweening( 0.3f, Actor::TWEEN_LINEAR ); m_quad.SetDiffuseAlpha( 0.5f ); m_textHelp.StopTweening(); m_textHelp.BeginTweening( 0.3f, Actor::TWEEN_LINEAR ); m_textHelp.SetDiffuseAlpha( 1 ); m_quad.Sleep( 4 ); m_quad.BeginTweening( 0.3f, Actor::TWEEN_LINEAR ); m_quad.SetDiffuseAlpha( 0 ); m_textHelp.Sleep( 4 ); m_textHelp.BeginTweening( 0.3f, Actor::TWEEN_LINEAR ); m_textHelp.SetDiffuseAlpha( 0 ); } /* * (c) 2001-2005 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. */