#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 "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 "CommonMetrics.h" #include "BannerCache.h" #include "song.h" #include "InputEventPlus.h" const int NUM_SCORE_DIGITS = 9; #define SHOW_OPTIONS_MESSAGE_SECONDS THEME->GetMetricF( m_sName, "ShowOptionsMessageSeconds" ) AutoScreenMessage( SM_AllowOptionsMenuRepeat ) AutoScreenMessage( SM_SongChanged ) AutoScreenMessage( SM_SortOrderChanging ) AutoScreenMessage( SM_SortOrderChanged ) static RString g_sCDTitlePath; static bool g_bWantFallbackCdTitle; static bool g_bCDTitleWaiting = false; static RString g_sBannerPath; static bool g_bBannerWaiting = false; static bool g_bSampleMusicWaiting = false; static RageTimer g_StartedLoadingAt(RageZeroTimer); REGISTER_SCREEN_CLASS( ScreenSelectMusic ); ScreenSelectMusic::ScreenSelectMusic() { if( PREFSMAN->m_bScreenTestMode ) { GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR ); GAMESTATE->m_pCurStyle.Set( GAMEMAN->GameAndStringToStyle(GAMEMAN->GetDefaultGame(),"versus") ); GAMESTATE->JoinPlayer( PLAYER_1 ); GAMESTATE->m_MasterPlayerNumber = PLAYER_1; } } void ScreenSelectMusic::Init() { SAMPLE_MUSIC_DELAY.Load( m_sName, "SampleMusicDelay" ); DO_ROULETTE_ON_MENU_TIMER.Load( m_sName, "DoRouletteOnMenuTimer" ); ALIGN_MUSIC_BEATS.Load( m_sName, "AlignMusicBeat" ); CODES.Load( m_sName, "Codes" ); MUSIC_WHEEL_TYPE.Load( m_sName, "MusicWheelType" ); SELECT_MENU_AVAILABLE.Load( m_sName, "SelectMenuAvailable" ); MODE_MENU_AVAILABLE.Load( m_sName, "ModeMenuAvailable" ); LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU ); /* 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(); m_bSelectIsDown = false; // used by UpdateSelectButton ScreenWithMenuElements::Init(); /* 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.SetName( "MusicWheel" ); m_MusicWheel.Load( MUSIC_WHEEL_TYPE ); SET_XY( m_MusicWheel ); this->AddChild( &m_MusicWheel ); // this is loaded SetSong and TweenToSong m_Banner.SetName( "Banner" ); m_Banner.SetZTestMode( ZTEST_WRITE_ON_PASS ); // do have to pass the z test SET_XY( m_Banner ); this->AddChild( &m_Banner ); 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 ); FOREACH_HumanPlayer( 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( CommonMetrics::PLAYER_COLOR.GetValue(p) ); SET_XY( m_textHighScore[p] ); this->AddChild( &m_textHighScore[p] ); } 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(); OPTIONS_MENU_AVAILABLE.Load( m_sName, "OptionsMenuAvailable" ); m_MusicWheel.BeginScreen(); m_bMadeChoice = false; m_bGoToOptions = false; m_bAllowOptionsMenu = m_bAllowOptionsMenuRepeat = false; ZERO( m_iSelection ); AfterMusicChange(); SOUND->PlayOnceFromAnnouncer( "select music intro" ); } ScreenSelectMusic::~ScreenSelectMusic() { LOG->Trace( "ScreenSelectMusic::~ScreenSelectMusic()" ); BANNERCACHE->Undemand(); } /* If bForce is true, the next request will be started even if it might cause a skip. */ void ScreenSelectMusic::CheckBackgroundRequests( bool bForce ) { if( g_bCDTitleWaiting ) { /* The CDTitle is normally very small, so we don't bother waiting to display it. */ RString sPath; if( !m_BackgroundLoader.IsCacheFileFinished(g_sCDTitlePath, sPath) ) return; g_bCDTitleWaiting = false; RString sCDTitlePath = sPath; if( sCDTitlePath.empty() || !IsAFile(sCDTitlePath) ) sCDTitlePath = g_bWantFallbackCdTitle? m_sFallbackCDTitlePath:RString(""); if( !sCDTitlePath.empty() ) { TEXTUREMAN->DisableOddDimensionWarning(); m_sprCDTitleFront.Load( sCDTitlePath ); m_sprCDTitleBack.Load( sCDTitlePath ); TEXTUREMAN->EnableOddDimensionWarning(); } m_BackgroundLoader.FinishedWithCachedFile( g_sCDTitlePath ); } /* 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() && !bForce ) return; if( g_bBannerWaiting ) { if( m_Banner.GetTweenTimeLeft() > 0 ) return; RString 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 && !bForce ) return; 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 ); } } void ScreenSelectMusic::Update( float fDeltaTime ) { Screen::Update( fDeltaTime ); CheckBackgroundRequests( false ); } 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.RebuildWheelItems(); return; } if( !input.GameI.IsValid() ) return; // don't care PlayerNumber pn = input.pn; if( !GAMESTATE->IsHumanPlayer(pn) ) return; // Check for "Press START again for options" button press if( m_bMadeChoice && input.MenuI == MENU_BUTTON_START && input.type != IET_RELEASE && OPTIONS_MENU_AVAILABLE.GetValue() ) { if( m_bGoToOptions ) return; /* got it already */ if( !m_bAllowOptionsMenu ) return; /* not allowed */ if( !m_bAllowOptionsMenuRepeat && input.type == IET_REPEAT ) { return; /* not allowed yet */ } m_bGoToOptions = true; SCREENMAN->PlayStartSound(); this->PlayCommand( "ShowEnteringOptions" ); // Re-queue SM_BeginFadingOut, since ShowEnteringOptions may have // short-circuited animations. this->ClearMessageQueue( SM_BeginFadingOut ); this->PostScreenMessage( SM_BeginFadingOut, this->GetTweenTimeLeft() ); return; } if( IsTransitioning() ) return; // ignore if( m_bMadeChoice ) return; // ignore UpdateSelectButton(); if( input.MenuI == MENU_BUTTON_SELECT ) { if( input.type == IET_FIRST_PRESS ) m_MusicWheel.Move( 0 ); return; } if( SELECT_MENU_AVAILABLE && INPUTMAPPER->IsBeingPressed( MENU_BUTTON_SELECT, pn ) ) { if( input.type == IET_FIRST_PRESS ) { switch( input.MenuI ) { 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 ) { 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->IsBeingPressed( MENU_BUTTON_LEFT, p ); bRightIsDown |= INPUTMAPPER->IsBeingPressed( MENU_BUTTON_RIGHT, p ); } 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 ) { 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( MENU_BUTTON_LEFT, p ); INPUTMAPPER->ResetKeyRepeat( MENU_BUTTON_RIGHT, p ); } } } break; } if( input.type == IET_FIRST_PRESS && DetectCodes(input) ) return; Screen::Input( input ); } bool ScreenSelectMusic::DetectCodes( const InputEventPlus &input ) { if( CodeDetector::EnteredEasierDifficulty(input.GameI.controller) ) { if( GAMESTATE->IsAnExtraStage() ) m_soundLocked.Play(); else ChangeDifficulty( input.pn, -1 ); } else if( CodeDetector::EnteredHarderDifficulty(input.GameI.controller) ) { if( GAMESTATE->IsAnExtraStage() ) m_soundLocked.Play(); else ChangeDifficulty( input.pn, +1 ); } else if( CodeDetector::EnteredModeMenu(input.GameI.controller) ) { if( MODE_MENU_AVAILABLE ) m_MusicWheel.ChangeSort( SORT_MODE_MENU ); else m_soundLocked.Play(); } else if( CodeDetector::EnteredNextSort(input.GameI.controller) ) { if( ( GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage ) || GAMESTATE->IsExtraStage2() ) m_soundLocked.Play(); else m_MusicWheel.NextSort(); } else if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() && CodeDetector::DetectAndAdjustMusicOptions(input.GameI.controller) ) { m_soundOptionsChange.Play(); MESSAGEMAN->Broadcast( ssprintf("PlayerOptionsChangedP%i", input.pn+1) ); MESSAGEMAN->Broadcast( "SongOptionsChanged" ); } else { return false; } return true; } void ScreenSelectMusic::UpdateSelectButton() { bool bSelectIsDown = false; FOREACH_EnabledPlayer( pn ) bSelectIsDown |= INPUTMAPPER->IsBeingPressed( MENU_BUTTON_SELECT, pn ); 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) ); if( GAMESTATE->m_pCurSong ) { 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() ); } else if( GAMESTATE->m_pCurCourse ) { 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 ); } else { if( !GAMESTATE->ChangePreferredDifficulty( pn, dir ) ) return; } vector vpns; FOREACH_HumanPlayer( p ) { if( pn == p || GAMESTATE->DifficultiesLocked() ) { m_iSelection[p] = m_iSelection[pn]; vpns.push_back( p ); } } AfterStepsOrTrailChange( vpns ); if( dir < 0 ) m_soundDifficultyEasier.Play(); else m_soundDifficultyHarder.Play(); } void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM ) { if( SM == SM_AllowOptionsMenuRepeat ) { m_bAllowOptionsMenuRepeat = true; } else if( SM == SM_MenuTimer ) { if( m_MusicWheel.IsRouletting() ) { MenuStart( InputEventPlus() ); m_MenuTimer->SetSeconds( 15 ); m_MenuTimer->Start(); } else if( DO_ROULETTE_ON_MENU_TIMER ) { if( m_MusicWheel.GetSelectedSong() == NULL && m_MusicWheel.GetSelectedCourse() == NULL ) { m_MusicWheel.StartRoulette(); m_MenuTimer->SetSeconds( 15 ); m_MenuTimer->Start(); } else { MenuStart( InputEventPlus() ); } } else { // Finish sort changing so that the wheel can respond immediately to our // request to choose random. m_MusicWheel.FinishChangingSorts(); if( m_MusicWheel.GetSelectedSong() == NULL && m_MusicWheel.GetSelectedCourse() == NULL ) m_MusicWheel.StartRandom(); MenuStart( InputEventPlus() ); } 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 ) { m_bAllowOptionsMenu = false; if( OPTIONS_MENU_AVAILABLE && !m_bGoToOptions ) this->PlayCommand( "HidePressStartForOptions" ); this->PostScreenMessage( SM_GoToNextScreen, this->GetTweenTimeLeft() ); } else if( SM == SM_GoToNextScreen ) { if( !m_bGoToOptions ) SOUND->StopMusic(); } else if( SM == SM_SongChanged ) { AfterMusicChange(); } else if( SM == SM_SortOrderChanging ) /* happens immediately */ { this->PlayCommand( "SortChange" ); } else if( SM == SM_GainFocus ) { CodeDetector::RefreshCacheItems( CODES ); } else if( SM == SM_LoseFocus ) { CodeDetector::RefreshCacheItems(); /* reset for other screens */ } ScreenWithMenuElements::HandleScreenMessage( SM ); } void ScreenSelectMusic::MenuStart( const InputEventPlus &input ) { if( input.type != IET_FIRST_PRESS ) return; /* If false, we don't have a selection just yet. */ if( !m_MusicWheel.Select() ) return; // a song was selected if( m_MusicWheel.GetSelectedSong() != NULL ) { 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" ); /* 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 ); } else if( m_MusicWheel.GetSelectedCourse() != NULL ) { 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 ) { SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_LifeType, SongOptions::LIFE_BATTERY ); SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_iBatteryLives, pCourse->m_iLives ); } if( pCourse->GetCourseType() == COURSE_TYPE_SURVIVAL) SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_LifeType, SongOptions::LIFE_TIME ); } else { /* We havn't made a selection yet. */ return; } m_bMadeChoice = true; SCREENMAN->PlayStartSound(); /* 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( true ); if( OPTIONS_MENU_AVAILABLE ) { // show "hold START for options" this->PlayCommand( "ShowPressStartForOptions" ); 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 ); StartTransitioningScreen( SM_None ); float fTime = max( SHOW_OPTIONS_MESSAGE_SECONDS, this->GetTweenTimeLeft() ); this->PostScreenMessage( SM_BeginFadingOut, fTime ); } else { StartTransitioningScreen( SM_BeginFadingOut ); } } void ScreenSelectMusic::MenuBack( const InputEventPlus &input ) { m_BackgroundLoader.Abort(); Cancel( SM_GoToPrevScreen ); } void ScreenSelectMusic::AfterStepsOrTrailChange( const vector &vpns ) { FOREACH_CONST( PlayerNumber, vpns, p ) { PlayerNumber pn = *p; ASSERT( GAMESTATE->IsHumanPlayer(pn) ); if( GAMESTATE->m_pCurSong ) { 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 ); GAMESTATE->m_pCurTrail[pn].Set( NULL ); int iScore = 0; if( pSteps ) { const 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) ); } else { 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_pCurSteps[pn].Set( NULL ); GAMESTATE->m_pCurTrail[pn].Set( pTrail ); int iScore = 0; if( pTrail ) { const 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) ); } } } void ScreenSelectMusic::SwitchToPreferredDifficulty() { if( !GAMESTATE->m_pCurCourse ) { FOREACH_HumanPlayer( pn ) { /* Find the closest match to the user's preferred difficulty. */ int iCurDifference = -1; int &iSelection = m_iSelection[pn]; for( unsigned i=0; im_pCurSteps[pn] == m_vpSteps[i] ) { iSelection = i; break; } if( GAMESTATE->m_PreferredDifficulty[pn] != DIFFICULTY_INVALID ) { int iDiff = abs(m_vpSteps[i]->GetDifficulty() - GAMESTATE->m_PreferredDifficulty[pn]); if( iCurDifference == -1 || iDiff < iCurDifference ) { iSelection = i; iCurDifference = iDiff; } } } CLAMP( iSelection, 0, m_vpSteps.size()-1 ); } } else { FOREACH_HumanPlayer( pn ) { /* Find the closest match to the user's preferred difficulty. */ int iCurDifference = -1; int &iSelection = m_iSelection[pn]; for( unsigned i=0; im_pCurTrail[pn] == m_vpTrails[i] ) { iSelection = i; break; } int iDiff = abs(m_vpTrails[i]->m_CourseDifficulty - GAMESTATE->m_PreferredCourseDifficulty[pn]); if( iCurDifference == -1 || iDiff < iCurDifference ) { iSelection = i; iCurDifference = iDiff; } } CLAMP( iSelection, 0, m_vpTrails.size()-1 ); } } if( GAMESTATE->DifficultiesLocked() ) { FOREACH_HumanPlayer( p ) m_iSelection[p] = m_iSelection[GAMESTATE->m_MasterPlayerNumber]; } } void ScreenSelectMusic::AfterMusicChange() { if( !m_MusicWheel.IsRouletting() ) m_MenuTimer->Stall(); 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; m_vpSteps.clear(); m_vpTrails.clear(); m_Banner.SetMovingFast( !!m_MusicWheel.IsMoving() ); vector m_Artists, m_AltArtists; 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. s_lastSortOrder = GAMESTATE->m_SortOrder; } switch( m_MusicWheel.GetSelectedType() ) { case TYPE_SECTION: case TYPE_SORT: case TYPE_ROULETTE: case TYPE_RANDOM: FOREACH_PlayerNumber( p ) m_iSelection[p] = -1; g_sCDTitlePath = ""; // none m_fSampleStartSeconds = 0; m_fSampleLengthSeconds = -1; switch( m_MusicWheel.GetSelectedType() ) { case TYPE_SECTION: g_sBannerPath = SONGMAN->GetSongGroupBannerPath( m_MusicWheel.GetSelectedSection() ); m_sSampleMusicToPlay = m_sSectionMusicPath; break; case TYPE_SORT: bWantBanner = false; /* we load it ourself */ m_Banner.LoadMode(); m_sSampleMusicToPlay = m_sSortMusicPath; break; case TYPE_ROULETTE: bWantBanner = false; /* we load it ourself */ m_Banner.LoadRoulette(); m_sSampleMusicToPlay = m_sRouletteMusicPath; break; case TYPE_RANDOM: bWantBanner = false; /* we load it ourself */ m_Banner.LoadRandom(); m_sSampleMusicToPlay = m_sRandomMusicPath; break; default: ASSERT(0); } 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; SongUtil::GetSteps( pSong, m_vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType ); StepsUtil::RemoveLockedSteps( pSong, m_vpSteps ); StepsUtil::SortNotesArrayByDifficulty( m_vpSteps ); if ( PREFSMAN->m_bShowBanners ) g_sBannerPath = pSong->GetBannerPath(); g_sCDTitlePath = pSong->GetCDTitlePath(); g_bWantFallbackCdTitle = true; SwitchToPreferredDifficulty(); 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; g_sBannerPath = pCourse->m_sBannerPath; if( g_sBannerPath.empty() ) m_Banner.LoadFallback(); SwitchToPreferredDifficulty(); 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(); vector vpns; FOREACH_HumanPlayer( p ) vpns.push_back( p ); AfterStepsOrTrailChange( vpns ); } // 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. */