#include "global.h" /* ----------------------------------------------------------------------------- Class: MusicWheelItem Desc: See header. Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved. Chris Danford Chris Gomez Glenn Maynard ----------------------------------------------------------------------------- */ #include "MusicWheel.h" #include "RageUtil.h" #include "SongManager.h" #include "GameManager.h" #include "PrefsManager.h" #include "RageSoundManager.h" #include "ScreenManager.h" // for sending SM_PlayMusicSample #include "RageLog.h" #include "GameConstantsAndTypes.h" #include "GameState.h" #include #include "ThemeManager.h" #include "song.h" #include "Course.h" #include "RageDisplay.h" #include "RageTextureManager.h" #include "Banner.h" #define NUM_WHEEL_ITEMS min( MAX_WHEEL_ITEMS, THEME->GetMetricI("MusicWheel","NumWheelItems") ) #define FADE_SECONDS THEME->GetMetricF("MusicWheel","FadeSeconds") #define SWITCH_SECONDS THEME->GetMetricF("MusicWheel","SwitchSeconds") #define ROULETTE_SWITCH_SECONDS THEME->GetMetricF("MusicWheel","RouletteSwitchSeconds") #define ROULETTE_SLOW_DOWN_SWITCHES THEME->GetMetricI("MusicWheel","RouletteSlowDownSwitches") #define LOCKED_INITIAL_VELOCITY THEME->GetMetricF("MusicWheel","LockedInitialVelocity") #define SCROLL_BAR_X THEME->GetMetricF("MusicWheel","ScrollBarX") #define SCROLL_BAR_HEIGHT THEME->GetMetricI("MusicWheel","ScrollBarHeight") CachedThemeMetricF ITEM_CURVE_X ("MusicWheel","ItemCurveX"); CachedThemeMetricF ITEM_SPACING_Y ("MusicWheel","ItemSpacingY"); #define NUM_SECTION_COLORS THEME->GetMetricI("MusicWheel","NumSectionColors") #define SECTION_COLORS( i ) THEME->GetMetricC("MusicWheel",ssprintf("SectionColor%d",i+1)) #define DEFAULT_SCROLL_DIRECTION THEME->GetMetricI("Notes","DefaultScrollDirection") #define SONG_REAL_EXTRA_COLOR THEME->GetMetricC("MusicWheel","SongRealExtraColor") #define SHOW_ROULETTE THEME->GetMetricB("MusicWheel","ShowRoulette") #define SHOW_RANDOM THEME->GetMetricB("MusicWheel","ShowRandom") CachedThemeMetricB USE_3D ("MusicWheel","Use3D"); const int MAX_WHEEL_SOUND_SPEED = 15; MusicWheel::MusicWheel() { LOG->Trace( "MusicWheel::MusicWheel()" ); if (GAMESTATE->m_pCurSong != NULL) LOG->Trace( "Current Song: %s", GAMESTATE->m_pCurSong->GetSongDir().c_str() ); else LOG->Trace( "Current Song: NULL" ); if(DEFAULT_SCROLL_DIRECTION && GAMESTATE->m_pCurSong == NULL) /* check the song is null... incase they have just come back from a song and changed their PlayerOptions */ { for(int i=0; im_PlayerOptions[i].m_fReverseScroll = 1; } // update theme metric cache ITEM_CURVE_X.Refresh(); ITEM_SPACING_Y.Refresh(); USE_3D.Refresh(); // for debugging if( GAMESTATE->m_CurStyle == STYLE_INVALID ) GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE; m_sprSelectionOverlay.Load( THEME->GetPathToG("MusicWheel highlight") ); m_sprSelectionOverlay.SetXY( 0, 0 ); m_sprSelectionOverlay.SetDiffuse( RageColor(1,1,1,1) ); m_sprSelectionOverlay.SetEffectGlowShift( 1.0f, RageColor(1,1,1,0.4f), RageColor(1,1,1,1) ); AddChild( &m_sprSelectionOverlay ); m_ScrollBar.SetX( SCROLL_BAR_X ); m_ScrollBar.SetBarHeight( SCROLL_BAR_HEIGHT ); this->AddChild( &m_ScrollBar ); /* We play a lot of this one, so precache it. */ m_soundChangeMusic.Load( THEME->GetPathToS("MusicWheel change"), true ); m_soundChangeSort.Load( THEME->GetPathToS("MusicWheel sort") ); m_soundExpand.Load( THEME->GetPathToS("MusicWheel expand") ); m_soundStart.Load( THEME->GetPathToS("Common start") ); m_soundLocked.Load( THEME->GetPathToS("MusicWheel locked") ); m_iSelection = 0; m_LastSongSortOrder = SORT_INVALID; m_WheelState = STATE_SELECTING_MUSIC; m_fTimeLeftInState = 0; m_fPositionOffsetFromSelection = 0; m_iSwitchesLeftInSpinDown = 0; m_Moving = 0; if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) { // make the preferred group the group of the last song played. if( GAMESTATE->m_sPreferredGroup==GROUP_ALL_MUSIC && !PREFSMAN->m_bPickExtraStage ) { ASSERT(GAMESTATE->m_pCurSong); GAMESTATE->m_sPreferredGroup = GAMESTATE->m_pCurSong->m_sGroupName; } Song* pSong; Notes* pNotes; PlayerOptions po; SongOptions so; SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->m_sPreferredGroup, GAMESTATE->GetCurrentStyleDef(), pSong, pNotes, po, so ); GAMESTATE->m_pCurSong = pSong; for( int p=0; pIsHumanPlayer(p) ) { GAMESTATE->m_pCurNotes[p] = pNotes; GAMESTATE->m_PlayerOptions[p] = po; } } GAMESTATE->m_SongOptions = so; } /* Disable SORT_PREFERRED for now, until it's implemented; right now it's not * very different than SORT_GROUP. Once it's implemented, enable it only * when no group is selected. */ if(GAMESTATE->m_SongSortOrder == SORT_PREFERRED) GAMESTATE->m_SongSortOrder = SORT_GROUP; /* Build all of the wheel item data. Do tihs after selecting * the extra stage, so it knows to always display it. */ for( int so=0; som_pCurSong == NULL ) { //Select the first selectable song based on the sort order... vector &wiWheelItems = m_WheelItemDatas[GAMESTATE->m_SongSortOrder]; for( unsigned i = 0; i < wiWheelItems.size(); i++ ) { if( wiWheelItems[i].m_pSong != NULL ) { GAMESTATE->m_pCurSong = wiWheelItems[i].m_pSong; break; } } if( GAMESTATE->m_pCurSong == NULL ) { //XXX What to do here? //No selectable songs from the wheel data... //Cursor will be on Random/Roulette, but GAMESTATE->m_pCurSong will be NULL //Should we error out? The user won't have an enjoyable game experience at this point... //Should we find the pointer to the roulette entry? (the old way did that - maybe not intentional though) //For now, write out to the debug log... LOG->Trace("MusicWheel::MusicWheel() - No selectable songs found in WheelData!"); } } // Select the the previously selected song (if any) bool selected = SelectSong(GAMESTATE->m_pCurSong); // Select the the previously selected course (if any) if(!selected) selected = SelectCourse(GAMESTATE->m_pCurCourse); if(!selected) SetOpenGroup(""); // rebuild the WheelItems that appear on screen RebuildMusicWheelItems(); } MusicWheel::~MusicWheel() { } bool MusicWheel::SelectSong( const Song *p ) { if(p == NULL) return false; unsigned i; vector &from = m_WheelItemDatas[GAMESTATE->m_SongSortOrder]; for( i=0; im_pSong == p ) m_iSelection = i; // select it } return true; } bool MusicWheel::SelectCourse( const Course *p ) { if(p == NULL) return false; unsigned i; vector &from = m_WheelItemDatas[GAMESTATE->m_SongSortOrder]; for( i=0; im_pCourse == p ) m_iSelection = i; // select it } return true; } bool MusicWheel::SelectSort( SongSortOrder so ) { if(so == SORT_INVALID) return false; unsigned i; vector &from = m_WheelItemDatas[GAMESTATE->m_SongSortOrder]; for( i=0; im_SongSortOrder == so ) m_iSelection = i; // select it } return true; } void MusicWheel::GetSongList(vector &arraySongs, SongSortOrder so, CString sPreferredGroup ) { vector apAllSongs; // if( so==SORT_PREFERRED && GAMESTATE->m_sPreferredGroup!=GROUP_ALL_MUSIC) // SONGMAN->GetSongs( apAllSongs, GAMESTATE->m_sPreferredGroup, GAMESTATE->GetNumStagesLeft() ); // else // SONGMAN->GetSongs( apAllSongs, GAMESTATE->GetNumStagesLeft() ); SONGMAN->GetSongs( apAllSongs, GAMESTATE->m_sPreferredGroup, GAMESTATE->GetNumStagesLeft() ); // copy only songs that have at least one Notes for the current GameMode for( unsigned i=0; im_pCurSong || (!GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2()) ) { /* Hide songs that asked to be hidden via #SELECTABLE. */ if( so!=SORT_ROULETTE && !pSong->NormallyDisplayed() ) continue; if( so==SORT_ROULETTE && !pSong->RouletteDisplayed() ) continue; } vector arraySteps; pSong->GetNotes( arraySteps, GAMESTATE->GetCurrentStyleDef()->m_NotesType, DIFFICULTY_INVALID, -1, -1, "", PREFSMAN->m_bAutogenMissingTypes ); if( !arraySteps.empty() ) { // If we're using unlocks, check it here to prevent from being shown if( PREFSMAN->m_bUseUnlockSystem ) { pSong->m_bIsLocked = GAMESTATE->UnlockingSys.SongIsLocked( pSong->m_sMainTitle ); if( pSong->m_bIsLocked ) { continue; } } arraySongs.push_back( pSong ); } } } extern map song_sort_val; bool CompareSongPointersBySortVal(const Song *pSong1, const Song *pSong2); void MusicWheel::SortSongPointerArrayBySectionName( vector &arraySongPointers, SongSortOrder so ) { for(unsigned i = 0; i < arraySongPointers.size(); ++i) { CString val = MusicWheel::GetSectionNameFromSongAndSort( arraySongPointers[i], so ); /* Make sure NUM comes first and OTHER comes last. */ if( val == "NUM" ) val = "0"; else if( val == "OTHER" ) val = "2"; else val = "1" + val; song_sort_val[arraySongPointers[i]] = val; } stable_sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersBySortVal ); song_sort_val.clear(); } void MusicWheel::BuildWheelItemDatas( vector &arrayWheelItemDatas, SongSortOrder so ) { unsigned i; switch( GAMESTATE->m_PlayMode ) { case PLAY_MODE_ARCADE: case PLAY_MODE_BATTLE: case PLAY_MODE_RAVE: { if( so == SORT_SORT ) { arrayWheelItemDatas.clear(); // clear out the previous wheel items for( i=0; i arraySongs; GetSongList(arraySongs, so, GAMESTATE->m_sPreferredGroup ); // sort the songs switch( so ) { case SORT_PREFERRED: case SORT_ROULETTE: SortSongPointerArrayByGroupAndDifficulty( arraySongs ); break; case SORT_GROUP: SortSongPointerArrayByGroupAndTitle( arraySongs ); break; case SORT_TITLE: SortSongPointerArrayByTitle( arraySongs ); break; case SORT_BPM: SortSongPointerArrayByBPM( arraySongs ); break; case SORT_MOST_PLAYED: SortSongPointerArrayByMostPlayed( arraySongs ); if( arraySongs.size() > 30 ) arraySongs.erase(arraySongs.begin()+30, arraySongs.end()); break; case SORT_GRADE: SortSongPointerArrayByGrade( arraySongs ); break; case SORT_ARTIST: SortSongPointerArrayByArtist( arraySongs ); break; default: ASSERT(0); // unhandled SortOrder } /////////////////////////////////// // Build an array of WheelItemDatas from the sorted list of Song*'s /////////////////////////////////// arrayWheelItemDatas.clear(); // clear out the previous wheel items bool bUseSections = false; switch( so ) { case SORT_PREFERRED: bUseSections = false; break; case SORT_GROUP: bUseSections = GAMESTATE->m_sPreferredGroup == GROUP_ALL_MUSIC; break; case SORT_TITLE: bUseSections = true; break; case SORT_BPM: bUseSections = true; break; case SORT_MOST_PLAYED: bUseSections = false; break; case SORT_GRADE: bUseSections = true; break; case SORT_ARTIST: bUseSections = true; break; case SORT_ROULETTE: bUseSections = false; break; default: ASSERT( 0 ); } if( PREFSMAN->m_MusicWheelUsesSections == PrefsManager::NEVER || (so != SORT_TITLE && PREFSMAN->m_MusicWheelUsesSections == PrefsManager::ABC_ONLY )) bUseSections = false; if( bUseSections ) { // Sorting twice isn't necessary. Instead, modify the compatator functions // in Song.cpp to have the desired effect. -Chris /* Keeping groups together with the sorts is tricky and brittle; we * keep getting OTHER split up without this. However, it puts the * Grade and BPM sorts in the wrong order, and they're already correct, * so don't re-sort for them. */ // /* We're using sections, so use the section name as the top-level // * sort. */ if( so != SORT_GRADE && so != SORT_BPM ) SortSongPointerArrayBySectionName(arraySongs, so); // make WheelItemDatas with sections CString sLastSection = ""; RageColor colorSection; for( unsigned i=0; i< arraySongs.size(); i++ ) { Song* pSong = arraySongs[i]; CString sThisSection = GetSectionNameFromSongAndSort( pSong, so ); int iSectionColorIndex = 0; if( sThisSection != sLastSection) // new section, make a section item { colorSection = (so==SORT_GROUP) ? SONGMAN->GetGroupColor(pSong->m_sGroupName) : SECTION_COLORS(iSectionColorIndex); iSectionColorIndex = (iSectionColorIndex+1) % NUM_SECTION_COLORS; arrayWheelItemDatas.push_back( WheelItemData(TYPE_SECTION, NULL, sThisSection, NULL, colorSection, SORT_INVALID) ); sLastSection = sThisSection; } arrayWheelItemDatas.push_back( WheelItemData( TYPE_SONG, pSong, sThisSection, NULL, SONGMAN->GetSongColor(pSong), SORT_INVALID) ); } } else { for( unsigned i=0; iGetSongColor(pSong), SORT_INVALID) ); } } if( so != SORT_ROULETTE ) { if( SHOW_ROULETTE ) arrayWheelItemDatas.push_back( WheelItemData(TYPE_ROULETTE, NULL, "", NULL, RageColor(1,0,0,1), SORT_INVALID) ); if( SHOW_RANDOM ) arrayWheelItemDatas.push_back( WheelItemData(TYPE_RANDOM, NULL, "", NULL, RageColor(1,0,0,1), SORT_INVALID) ); } // HACK: Add extra stage item if it isn't already present on the music wheel if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) { Song* pSong; Notes* pNotes; PlayerOptions po; SongOptions so; SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->m_pCurSong->m_sGroupName, GAMESTATE->GetCurrentStyleDef(), pSong, pNotes, po, so ); bool bFoundExtraSong = false; for( unsigned i=0; i apCourses; switch( GAMESTATE->m_PlayMode ) { case PLAY_MODE_NONSTOP: SONGMAN->GetNonstopCourses( apCourses, PREFSMAN->m_bAutogenGroupCourses ); break; case PLAY_MODE_ONI: SONGMAN->GetOniCourses( apCourses, PREFSMAN->m_bAutogenGroupCourses ); break; case PLAY_MODE_ENDLESS: SONGMAN->GetEndlessCourses( apCourses, PREFSMAN->m_bAutogenGroupCourses ); break; default: ASSERT(0); } SortCoursePointerArrayByDifficulty( apCourses ); for( unsigned c=0; cIsPlayableIn(GAMESTATE->GetCurrentStyleDef()->m_NotesType) ) arrayWheelItemDatas.push_back( WheelItemData(TYPE_COURSE, NULL, "", pCourse, pCourse->GetColor(), SORT_INVALID) ); } } break; default: ASSERT(0); // invalid PlayMode } // init music status icons for( i=0; iIsEasy( NOTES_TYPE_DANCE_SINGLE ); WID.m_Flags.bEdits = pSong->HasEdits( NOTES_TYPE_DANCE_SINGLE ); WID.m_Flags.iStagesForSong = SongManager::GetNumStagesForSong( pSong ); } // init crowns if( so == SORT_MOST_PLAYED ) { // init crown icons for( i=0; i< min(3u,arrayWheelItemDatas.size()); i++ ) { WheelItemData& WID = arrayWheelItemDatas[i]; WID.m_Flags.iPlayersBestNumber = i+1; } } if( arrayWheelItemDatas.empty() ) { arrayWheelItemDatas.push_back( WheelItemData(TYPE_SECTION, NULL, "- EMPTY -", NULL, RageColor(1,0,0,1), SORT_INVALID) ); } } void MusicWheel::GetItemPosition( float fPosOffsetsFromMiddle, float& fX_out, float& fY_out, float& fZ_out, float& fRotationX_out ) { if( USE_3D ) { fRotationX_out = SCALE(fPosOffsetsFromMiddle,-7,+7,+PI/2.f,-PI/2.f); printf( "fRotationX_out = %f\n", fRotationX_out ); float radius = 200; fX_out = 0; fY_out = -radius*sinf(fRotationX_out); fZ_out = -100+radius*cosf(fRotationX_out); // getting werid results with acosf() fRotationX_out *= 180.f/PI; // to degrees } else { fX_out = (1-cosf(fPosOffsetsFromMiddle/PI))*ITEM_CURVE_X; fY_out = fPosOffsetsFromMiddle*ITEM_SPACING_Y; fZ_out = 0; fRotationX_out = 0; fX_out = roundf( fX_out ); fY_out = roundf( fY_out ); fZ_out = roundf( fZ_out ); } } void MusicWheel::RebuildMusicWheelItems() { // rewind to first index that will be displayed; int iIndex = m_iSelection; if( m_iSelection > int(m_CurWheelItemData.size()-1) ) m_iSelection = 0; iIndex -= NUM_WHEEL_ITEMS/2; ASSERT(m_CurWheelItemData.size()); while(iIndex < 0) iIndex += m_CurWheelItemData.size(); // iIndex is now the index of the lowest WheelItem to draw for( int i=0; i int(m_CurWheelItemData.size()-1) ) iIndex = 0; } } void MusicWheel::NotesChanged( PlayerNumber pn ) // update grade graphics and top score { for( int i=0; iPushMatrix(); // DISPLAY->EnterPerspective(45, false); // construct view and project matrix // RageVector3 Up( 0.0f, 1.0f, 0.0f ); // RageVector3 Eye( CENTER_X, CENTER_Y, 550 ); // RageVector3 At( CENTER_X, CENTER_Y, 0 ); // DISPLAY->LookAt(Eye, At, Up); } // draw outside->inside int i; for( i=0; i=NUM_WHEEL_ITEMS/2; i-- ) DrawItem( i ); ActorFrame::DrawPrimitives(); if( USE_3D ) { // DISPLAY->ExitPerspective(); // DISPLAY->PopMatrix(); } } void MusicWheel::DrawItem( int i ) { MusicWheelItem& display = m_MusicWheelItems[i]; switch( m_WheelState ) { case STATE_SELECTING_MUSIC: case STATE_ROULETTE_SPINNING: case STATE_ROULETTE_SLOWING_DOWN: case STATE_RANDOM_SPINNING: case STATE_LOCKED: { float fThisBannerPositionOffsetFromSelection = i - NUM_WHEEL_ITEMS/2 + m_fPositionOffsetFromSelection; float fX, fY, fZ, fRotationX; GetItemPosition( fThisBannerPositionOffsetFromSelection, fX, fY, fZ, fRotationX ); // if( fY < -SCREEN_HEIGHT/2 || fY > SCREEN_HEIGHT/2 ) // continue; // skip display.SetXY( fX, fY ); display.SetZ( fZ ); display.SetRotationX( fRotationX ); } break; } if( m_WheelState == STATE_LOCKED && i != NUM_WHEEL_ITEMS/2 ) display.m_fPercentGray = 0.5f; else display.m_fPercentGray = 0; display.Draw(); } void MusicWheel::UpdateScrollbar() { int total_num_items = m_CurWheelItemData.size(); float item_at=m_iSelection - m_fPositionOffsetFromSelection; if(NUM_WHEEL_ITEMS >= total_num_items) { m_ScrollBar.SetPercentage( 0, 1 ); } else { float size = float(NUM_WHEEL_ITEMS) / total_num_items; float center = item_at / total_num_items; size *= 0.5f; m_ScrollBar.SetPercentage( center - size, center + size ); } } void MusicWheel::Update( float fDeltaTime ) { ActorFrame::Update( fDeltaTime ); unsigned i; for( i=0; im_pSong; SCREENMAN->PostMessageToTopScreen( SM_SortOrderChanged, 0 ); SetOpenGroup(GetSectionNameFromSongAndSort( pPrevSelectedSong, GAMESTATE->m_SongSortOrder )); m_iSelection = 0; switch( GAMESTATE->m_SongSortOrder ) { case SORT_PREFERRED: case SORT_GROUP: case SORT_TITLE: case SORT_BPM: case SORT_GRADE: case SORT_ARTIST: case SORT_MOST_PLAYED: case SORT_ROULETTE: // Look for the last selected song or course if( GAMESTATE->m_pCurCourse ) SelectCourse( GAMESTATE->m_pCurCourse ); if( GAMESTATE->m_pCurSong ) SelectSong( GAMESTATE->m_pCurSong ); break; case SORT_SORT: SelectSort( m_LastSongSortOrder ); break; default: ASSERT(0); } SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 ); RebuildMusicWheelItems(); TweenOnScreen(true); m_WheelState = STATE_FLYING_ON_AFTER_NEXT_SORT; } break; case STATE_FLYING_ON_AFTER_NEXT_SORT: m_WheelState = STATE_SELECTING_MUSIC; // now, wait for input break; case STATE_TWEENING_ON_SCREEN: m_fTimeLeftInState = 0; if( (GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage) || GAMESTATE->IsExtraStage2() ) { // if ( m_bUseRandomExtra ) // { // SOUNDMAN->StopMusic(); // m_soundExpand.Play(); // m_WheelState = STATE_ROULETTE_SPINNING; // m_SortOrder = SORT_GROUP; // m_MusicSortDisplay.SetDiffuse( RageColor(1,1,1,0) ); // m_MusicSortDisplay.SetEffectNone(); // BuildWheelItemDatas( m_WheelItemDatas[SORT_GROUP], SORT_GROUP, true ); // } // else { m_WheelState = STATE_LOCKED; m_soundStart.Play(); m_fLockedWheelVelocity = 0; } } else { m_WheelState = STATE_SELECTING_MUSIC; } break; case STATE_TWEENING_OFF_SCREEN: m_WheelState = STATE_WAITING_OFF_SCREEN; m_fTimeLeftInState = 0; break; case STATE_SELECTING_MUSIC: m_fTimeLeftInState = 0; break; case STATE_ROULETTE_SPINNING: case STATE_RANDOM_SPINNING: break; case STATE_WAITING_OFF_SCREEN: break; case STATE_LOCKED: break; case STATE_ROULETTE_SLOWING_DOWN: if( m_iSwitchesLeftInSpinDown == 0 ) { m_WheelState = STATE_LOCKED; m_fTimeLeftInState = 0; m_soundStart.Play(); m_fLockedWheelVelocity = 0; /* Send this again so the screen starts sample music. */ SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 ); } else { m_iSwitchesLeftInSpinDown--; const float SwitchTimes[] = { 0.5f, 1.3f, 0.8f, 0.4f, 0.2f }; ASSERT(m_iSwitchesLeftInSpinDown >= 0 && m_iSwitchesLeftInSpinDown <= 4); m_fTimeLeftInState = SwitchTimes[m_iSwitchesLeftInSpinDown]; LOG->Trace( "m_iSwitchesLeftInSpinDown id %d, m_fTimeLeftInState is %f", m_iSwitchesLeftInSpinDown, m_fTimeLeftInState ); if( m_iSwitchesLeftInSpinDown < 2 ) ChangeMusic(randomf(0,1) >= 0.5f? 1:-1); else ChangeMusic(1); } break; default: ASSERT(0); // all state changes should be handled explitily break; } } if( m_WheelState == STATE_LOCKED ) { /* Do this in at most .1 sec chunks, so we don't get weird if we * stop for some reason (and so it behaves the same when being * single stepped). */ float tm = fDeltaTime; while(tm > 0) { float t = min(tm, 0.1f); tm -= t; m_fPositionOffsetFromSelection = clamp( m_fPositionOffsetFromSelection, -0.3f, +0.3f ); float fSpringForce = - m_fPositionOffsetFromSelection * LOCKED_INITIAL_VELOCITY; m_fLockedWheelVelocity += fSpringForce; float fDrag = -m_fLockedWheelVelocity * t*4; m_fLockedWheelVelocity += fDrag; m_fPositionOffsetFromSelection += m_fLockedWheelVelocity*t; if( fabsf(m_fPositionOffsetFromSelection) < 0.01f && fabsf(m_fLockedWheelVelocity) < 0.01f ) { m_fPositionOffsetFromSelection = 0; m_fLockedWheelVelocity = 0; } } } else if( IsMoving() ) { /* We're automatically moving. Move linearly, and don't clamp * to the selection. */ float fSpinSpeed = m_SpinSpeed*m_Moving; m_fPositionOffsetFromSelection -= fSpinSpeed*fDeltaTime; /* Make sure that we don't go further than 1 away, in case the * speed is very high or we miss a lot of frames. */ m_fPositionOffsetFromSelection = clamp(m_fPositionOffsetFromSelection, -1.0f, 1.0f); /* If it passed the selection, move again. */ if((m_Moving == -1 && m_fPositionOffsetFromSelection >= 0) || (m_Moving == 1 && m_fPositionOffsetFromSelection <= 0)) { ChangeMusic(m_Moving); if(PREFSMAN->m_iMusicWheelSwitchSpeed < MAX_WHEEL_SOUND_SPEED) m_soundChangeMusic.Play(); } if(PREFSMAN->m_iMusicWheelSwitchSpeed >= MAX_WHEEL_SOUND_SPEED && m_MovingSoundTimer.PeekDeltaTime() >= 1.0f / MAX_WHEEL_SOUND_SPEED) { m_MovingSoundTimer.GetDeltaTime(); m_soundChangeMusic.Play(); } } else { // "rotate" wheel toward selected song float fSpinSpeed = 0.2f + fabsf(m_fPositionOffsetFromSelection)/SWITCH_SECONDS; if( m_fPositionOffsetFromSelection > 0 ) { m_fPositionOffsetFromSelection -= fSpinSpeed*fDeltaTime; if( m_fPositionOffsetFromSelection < 0 ) m_fPositionOffsetFromSelection = 0; } else if( m_fPositionOffsetFromSelection < 0 ) { m_fPositionOffsetFromSelection += fSpinSpeed*fDeltaTime; if( m_fPositionOffsetFromSelection > 0 ) m_fPositionOffsetFromSelection = 0; } } } void MusicWheel::ChangeMusic(int dist) { m_iSelection += dist; if( m_iSelection < 0 ) m_iSelection = m_CurWheelItemData.size()-1; else if( m_iSelection > int(m_CurWheelItemData.size()-1) ) m_iSelection = 0; RebuildMusicWheelItems(); m_fPositionOffsetFromSelection += dist; SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 ); /* If we're moving automatically, don't play this; it'll be called in Update. */ if(!IsMoving()) m_soundChangeMusic.Play(); } bool MusicWheel::ChangeSort( SongSortOrder new_so ) // return true if change successful { if( GAMESTATE->m_SongSortOrder == new_so ) return false; switch( m_WheelState ) { case STATE_SELECTING_MUSIC: case STATE_FLYING_ON_AFTER_NEXT_SORT: break; // fall through default: return false; // don't continue } m_soundChangeSort.Play(); TweenOffScreen(true); m_LastSongSortOrder = GAMESTATE->m_SongSortOrder; GAMESTATE->m_SongSortOrder = new_so; m_WheelState = STATE_FLYING_OFF_BEFORE_NEXT_SORT; return true; } bool MusicWheel::NextSort() // return true if change successful { SongSortOrder so = SongSortOrder( GAMESTATE->m_SongSortOrder+1 ); if(so > MAX_SELECTABLE_SORT) so = SongSortOrder(0); /* Disable SORT_PREFERRED for now, until it's implemented; right now it's not * very different than SORT_GROUP. Once it's implemented, enable it only * when no group is selected. */ if(so == SORT_PREFERRED) so = SORT_GROUP; return ChangeSort( so ); } bool MusicWheel::Select() // return true if this selection ends the screen { LOG->Trace( "MusicWheel::Select()" ); if( m_WheelState == STATE_ROULETTE_SLOWING_DOWN ) return false; m_Moving = 0; if( m_WheelState == STATE_ROULETTE_SPINNING ) { m_WheelState = STATE_ROULETTE_SLOWING_DOWN; m_iSwitchesLeftInSpinDown = ROULETTE_SLOW_DOWN_SWITCHES/2+1 + rand()%(ROULETTE_SLOW_DOWN_SWITCHES/2); m_fTimeLeftInState = 0.1f; return false; } if( m_WheelState == STATE_RANDOM_SPINNING ) { m_fPositionOffsetFromSelection = max(m_fPositionOffsetFromSelection, 0.3f); m_WheelState = STATE_LOCKED; m_soundStart.Play(); m_fLockedWheelVelocity = 0; SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 ); return false; } switch( m_CurWheelItemData[m_iSelection]->m_Type ) { case TYPE_SECTION: { CString sThisItemSectionName = m_CurWheelItemData[m_iSelection]->m_sSectionName; if( m_sExpandedSectionName == sThisItemSectionName ) // already expanded m_sExpandedSectionName = ""; // collapse it else // already collapsed m_sExpandedSectionName = sThisItemSectionName; // expand it m_soundExpand.Play(); SetOpenGroup(m_sExpandedSectionName); } return false; case TYPE_ROULETTE: StartRoulette(); return false; case TYPE_RANDOM: StartRandom(); return false; case TYPE_SONG: case TYPE_COURSE: return true; case TYPE_SORT: ChangeSort( m_CurWheelItemData[m_iSelection]->m_SongSortOrder ); return false; default: ASSERT(0); return false; } } void MusicWheel::StartRoulette() { m_WheelState = STATE_ROULETTE_SPINNING; m_Moving = 1; m_TimeBeforeMovingBegins = 0; m_SpinSpeed = 1.0f/ROULETTE_SWITCH_SECONDS; SetOpenGroup("", SongSortOrder(SORT_ROULETTE)); } void MusicWheel::StartRandom() { /* Shuffle the roulette wheel. */ unsigned total = m_WheelItemDatas[SORT_ROULETTE].size(); for(unsigned i = 0; i < total; ++i) swap(m_WheelItemDatas[SORT_ROULETTE][i], m_WheelItemDatas[SORT_ROULETTE][rand() % total]); SetOpenGroup("", SongSortOrder(SORT_ROULETTE)); m_Moving = -1; m_TimeBeforeMovingBegins = 0; m_SpinSpeed = 1.0f/ROULETTE_SWITCH_SECONDS; m_SpinSpeed *= 20.0f; /* faster! */ m_WheelState = STATE_RANDOM_SPINNING; this->Select(); RebuildMusicWheelItems(); } void MusicWheel::SetOpenGroup(CString group, SongSortOrder so) { if( so == SORT_INVALID) so = GAMESTATE->m_SongSortOrder; m_sExpandedSectionName = group; WheelItemData *old = NULL; if(!m_CurWheelItemData.empty()) old = m_CurWheelItemData[m_iSelection]; m_CurWheelItemData.clear(); vector &from = m_WheelItemDatas[so]; unsigned i; for(i = 0; i < from.size(); ++i) { if((from[i].m_Type == TYPE_SONG || from[i].m_Type == TYPE_COURSE) && !from[i].m_sSectionName.empty() && from[i].m_sSectionName != group) continue; m_CurWheelItemData.push_back(&from[i]); } // // Try to select the item that was selected before chaning groups // m_iSelection = 0; for( i=0; im_sGroupName; case SORT_TITLE: case SORT_ARTIST: { CString s; switch( so ) { case SORT_TITLE: s = pSong->GetTranslitMainTitle(); break; case SORT_ARTIST: s = pSong->GetTranslitArtist(); break; default: ASSERT(0); } s = MakeSortString(s); // resulting string will be uppercase if( s.empty() ) return ""; else if( s[0] >= '0' && s[0] <= '9' ) return "NUM"; else if( s[0] < 'A' || s[0] > 'Z') return "OTHER"; else return s.Left(1); } case SORT_BPM: { const int iBPMGroupSize = 20; float fMinBPM, fMaxBPM; pSong->GetDisplayBPM( fMinBPM, fMaxBPM ); int iMaxBPM = (int)fMaxBPM; iMaxBPM += iBPMGroupSize - (iMaxBPM%iBPMGroupSize) - 1; return ssprintf("%03d-%03d",iMaxBPM-(iBPMGroupSize-1), iMaxBPM); } case SORT_MOST_PLAYED: return ""; case SORT_GRADE: { for( int i=NUM_GRADES; i>GRADE_NO_DATA; i-- ) { Grade g = (Grade)i; int iCount = pSong->GetNumNotesWithGrade( g ); if( iCount > 0 ) return ssprintf( "%4s x %d", GradeToString(g).c_str(), iCount ); } return "NO DATA"; } case SORT_SORT: return ""; default: ASSERT(0); return ""; } } void MusicWheel::Move(int n) { if(n == m_Moving) return; if( m_WheelState == STATE_LOCKED ) { if(n) { int iSign = n/abs(n); m_fLockedWheelVelocity = iSign*LOCKED_INITIAL_VELOCITY; m_soundLocked.Play(); } return; } /* If we're not selecting, discard this. We won't ignore it; we'll * get called again every time the key is repeated. */ if( m_WheelState != STATE_SELECTING_MUSIC ) return; if(m_Moving != 0 && n == 0 && m_TimeBeforeMovingBegins == 0) { /* We were moving, and now we're stopping. If we're really close to * the selection, move to the next one, so we have a chance to spin down * smoothly. */ if(fabsf(m_fPositionOffsetFromSelection) < 0.25f ) ChangeMusic(m_Moving); /* Make sure the user always gets an SM_SongChanged when * Moving() is 0, so the final banner, etc. always gets set. */ SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 ); } m_TimeBeforeMovingBegins = TIME_BEFORE_SLOW_REPEATS; m_SpinSpeed = float(PREFSMAN->m_iMusicWheelSwitchSpeed); m_Moving = n; if( fabsf(m_fPositionOffsetFromSelection) > 0.5f ) // wheel is very busy spinning return; if(m_Moving) ChangeMusic(m_Moving); }