#include "global.h" #include "ScreenEditMenu.h" #include "SongManager.h" #include "ScreenManager.h" #include "GameConstantsAndTypes.h" #include "RageUtil.h" #include "GameManager.h" #include "RageLog.h" #include "GameState.h" #include "GameSoundManager.h" #include "ThemeManager.h" #include "Steps.h" #include "song.h" #include "CommonMetrics.h" #include "ScreenTextEntry.h" #include "ScreenPrompt.h" #define EXPLANATION_TEXT( row ) THEME->GetMetric(m_sName,"Explanation"+EditMenuRowToString(row)) #define EDIT_MENU_TYPE THEME->GetMetric(m_sName,"EditMenuType") AutoScreenMessage( SM_RefreshSelector ) AutoScreenMessage( SM_BackFromEditDescription ) REGISTER_SCREEN_CLASS( ScreenEditMenu ); ScreenEditMenu::ScreenEditMenu( CString sName ) : ScreenWithMenuElements( sName ) { LOG->Trace( "ScreenEditMenu::ScreenEditMenu()" ); /* Enable all players. */ FOREACH_PlayerNumber( pn ) GAMESTATE->m_bSideIsJoined[pn] = true; } void ScreenEditMenu::Init() { ScreenWithMenuElements::Init(); m_Selector.SetName( "EditMenu" ); m_Selector.Load( EDIT_MENU_TYPE ); m_Selector.SetXY( 0, 0 ); this->AddChild( &m_Selector ); m_textExplanation.SetName( "Explanation" ); m_textExplanation.LoadFromFont( THEME->GetPathF(m_sName,"explanation") ); SET_XY( m_textExplanation ); RefreshExplanationText(); this->AddChild( &m_textExplanation ); m_textNumStepsLoadedFromProfile.SetName( "NumStepsLoadedFromProfile" ); m_textNumStepsLoadedFromProfile.LoadFromFont( THEME->GetPathF(m_sName,"NumStepsLoadedFromProfile") ); SET_XY_AND_ON_COMMAND( m_textNumStepsLoadedFromProfile ); RefreshNumStepsLoadedFromProfile(); this->AddChild( &m_textNumStepsLoadedFromProfile ); this->SortByDrawOrder(); } void ScreenEditMenu::HandleScreenMessage( const ScreenMessage SM ) { if( SM == SM_RefreshSelector ) { m_Selector.RefreshAll(); RefreshNumStepsLoadedFromProfile(); } else if( SM == SM_Success ) { LOG->Trace( "Delete successful; deleting steps from memory" ); Song* pSong = GAMESTATE->m_pCurSong; Steps* pStepsToDelete = GAMESTATE->m_pCurSteps[PLAYER_1]; bool bSaveSong = !pStepsToDelete->WasLoadedFromProfile(); pSong->DeleteSteps( pStepsToDelete ); /* Only save to the main .SM file if the steps we're deleting were loaded * from it. */ if( bSaveSong ) { pSong->Save(); SCREENMAN->ZeroNextUpdate(); } SCREENMAN->SendMessageToTopScreen( SM_RefreshSelector ); } else if( SM == SM_Failure ) { LOG->Trace( "Delete failed; not deleting steps" ); } else if( SM == SM_BackFromEditDescription ) { if( !ScreenTextEntry::s_bCancelledLast ) { SOUND->StopMusic(); StartTransitioningScreen( SM_GoToNextScreen ); } } ScreenWithMenuElements::HandleScreenMessage( SM ); } void ScreenEditMenu::MenuUp( PlayerNumber pn ) { if( m_Selector.CanGoUp() ) { m_Selector.Up(); RefreshExplanationText(); } } void ScreenEditMenu::MenuDown( PlayerNumber pn ) { if( m_Selector.CanGoDown() ) { m_Selector.Down(); RefreshExplanationText(); } } void ScreenEditMenu::MenuLeft( const InputEventPlus &input ) { if( m_Selector.CanGoLeft() ) { m_Selector.Left(); } } void ScreenEditMenu::MenuRight( const InputEventPlus &input ) { if( m_Selector.CanGoRight() ) { m_Selector.Right(); } } static CString GetCopyDescription( const Steps *pSourceSteps ) { CString s; if( pSourceSteps->GetDifficulty() == DIFFICULTY_EDIT ) s = pSourceSteps->GetDescription(); else s = DifficultyToThemedString( pSourceSteps->GetDifficulty() ); return s; } static LocalizedString YOU_MUST_SUPPLY_NAME ( "ScreenEditMenu", "You must supply a name for your new edit." ); static LocalizedString EDIT_NAME_CONFLICTS ( "ScreenEditMenu", "The name you chose conflicts with another edit. Please use a different name." ); static bool ValidateCurrentStepsDescription( const CString &s, CString &sErrorOut ) { ASSERT( GAMESTATE->m_pCurSteps[0]->GetDifficulty() == DIFFICULTY_EDIT ); if( s.empty() ) { sErrorOut = YOU_MUST_SUPPLY_NAME; return false; } if( !GAMESTATE->m_pCurSong->IsEditDescriptionUnique(GAMESTATE->m_pCurSteps[0]->m_StepsType, s, GAMESTATE->m_pCurSteps[0]) ) { sErrorOut = EDIT_NAME_CONFLICTS; return false; } return true; } static void SetCurrentStepsDescription( const CString &s ) { GAMESTATE->m_pCurSteps[0]->SetDescription( s ); } static void DeleteCurrentSteps() { GAMESTATE->m_pCurSong->DeleteSteps( GAMESTATE->m_pCurSteps[0] ); GAMESTATE->m_pCurSteps[0].Set( NULL ); } static LocalizedString MISSING_MUSIC_FILE ( "ScreenEditMenu", "This song is missing a music file and cannot be edited." ); static LocalizedString STEPS_WILL_BE_LOST ( "ScreenEditMenu", "These steps will be lost permanently." ); static LocalizedString CONTINUE_WITH_DELETE ( "ScreenEditMenu", "Continue with delete?" ); static LocalizedString ENTER_EDIT_DESCRIPTION ( "ScreenEditMenu", "Enter a description for this edit."); void ScreenEditMenu::MenuStart( PlayerNumber pn ) { if( IsTransitioning() ) return; if( m_Selector.CanGoDown() ) { m_Selector.Down(); RefreshExplanationText(); return; } Song* pSong = m_Selector.GetSelectedSong(); StepsType st = m_Selector.GetSelectedStepsType(); Difficulty dc = m_Selector.GetSelectedDifficulty(); Steps* pSteps = m_Selector.GetSelectedSteps(); // StepsType soureNT = m_Selector.GetSelectedSourceStepsType(); // Difficulty sourceDiff = m_Selector.GetSelectedSourceDifficulty(); Steps* pSourceSteps = m_Selector.GetSelectedSourceSteps(); EditMenuAction action = m_Selector.GetSelectedAction(); GAMESTATE->m_pCurSong.Set( pSong ); GAMESTATE->m_pCurStyle.Set( GAMEMAN->GetEditorStyleForStepsType(st) ); GAMESTATE->m_pCurSteps[PLAYER_1].Set( pSteps ); // // handle error cases // if( !pSong->HasMusic() ) { ScreenPrompt::Prompt( SM_None, MISSING_MUSIC_FILE ); return; } // // Do work // switch( action ) { case EditMenuAction_Edit: case EditMenuAction_Practice: break; case EditMenuAction_Delete: ASSERT( pSteps ); ScreenPrompt::Prompt( SM_None, STEPS_WILL_BE_LOST.GetValue() + "\n\n" + CONTINUE_WITH_DELETE.GetValue(), PROMPT_YES_NO, ANSWER_NO ); break; case EditMenuAction_Create: ASSERT( !pSteps ); { // Yuck. Doing the memory allocation doesn't seem right since // Song allocates all of the other Steps. pSteps = new Steps; switch( m_Selector.EDIT_MODE ) { default: ASSERT(0); case EditMode_Full: break; case EditMode_Home: pSteps->SetLoadedFromProfile( ProfileSlot_Machine ); break; case EditMode_Practice: ASSERT(0); break; } CString sEditName; if( pSourceSteps ) { pSteps->CopyFrom( pSourceSteps, st, pSong->m_fMusicLengthSeconds ); sEditName = GetCopyDescription(pSourceSteps); } else { pSteps->CreateBlank( st ); pSteps->SetMeter( 1 ); sEditName = "Blank"; } pSteps->SetDifficulty( dc ); // override difficulty with the user's choice pSong->MakeUniqueEditDescription( st, sEditName ); pSteps->SetDescription( sEditName ); pSong->AddSteps( pSteps ); SCREENMAN->PlayStartSound(); GAMESTATE->m_pCurSong.Set( pSong ); GAMESTATE->m_pCurSteps[0].Set( pSteps ); } break; default: ASSERT(0); } // // Go to the next screen. // switch( action ) { case EditMenuAction_Edit: case EditMenuAction_Create: case EditMenuAction_Practice: { // Prepare prepare for ScreenEdit ASSERT( pSteps ); bool bPromptToNameSteps = (action == EditMenuAction_Create && dc == DIFFICULTY_EDIT); if( bPromptToNameSteps ) { ScreenTextEntry::TextEntry( SM_BackFromEditDescription, ENTER_EDIT_DESCRIPTION, GAMESTATE->m_pCurSteps[0]->GetDescription(), MAX_EDIT_STEPS_DESCRIPTION_LENGTH, ValidateCurrentStepsDescription, SetCurrentStepsDescription, DeleteCurrentSteps ); } else { SOUND->StopMusic(); SCREENMAN->PlayStartSound(); StartTransitioningScreen( SM_GoToNextScreen ); } } break; case EditMenuAction_Delete: break; default: ASSERT(0); } } void ScreenEditMenu::MenuBack( PlayerNumber pn ) { Cancel( SM_GoToPrevScreen ); SOUND->StopMusic(); } void ScreenEditMenu::RefreshExplanationText() { m_textExplanation.SetText( EXPLANATION_TEXT(m_Selector.GetSelectedRow()) ); m_textExplanation.StopTweening(); ON_COMMAND( m_textExplanation ); } void ScreenEditMenu::RefreshNumStepsLoadedFromProfile() { CString s = ssprintf( "edits used: %d", SONGMAN->GetNumStepsLoadedFromProfile() ); m_textNumStepsLoadedFromProfile.SetText( s ); } /* * (c) 2002-2004 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. */