#include "global.h" #include "MusicWheel.h" #include "RageUtil.h" #include "SongManager.h" #include "GameManager.h" #include "PrefsManager.h" #include "ScreenManager.h" // for sending SM_PlayMusicSample #include "RageLog.h" #include "GameConstantsAndTypes.h" #include "GameState.h" #include "RageMath.h" #include "ThemeManager.h" #include "song.h" #include "Course.h" #include "RageDisplay.h" #include "RageTextureManager.h" #include "Banner.h" #include "Steps.h" #include "UnlockManager.h" #include "GameCommand.h" #include "ActorUtil.h" #include "SongUtil.h" #include "CourseUtil.h" #include "Foreach.h" #include "Style.h" #include "ThemeMetric.h" #include "PlayerState.h" #define NUM_WHEEL_ITEMS ((int)ceil(NUM_WHEEL_ITEMS_TO_DRAW+2)) // leaving this one under ScreenSelectMusic because that is the only place it takes effect anyway. ThemeMetric DEFAULT_SORT ("ScreenSelectMusic","DefaultSort"); static CString SECTION_COLORS_NAME( size_t i ) { return ssprintf("SectionColor%d",int(i+1)); } static CString CHOICE_NAME( CString s ) { return ssprintf("Choice%s",s.c_str()); } AutoScreenMessage( SM_SongChanged ) // TODO: Replace this with a Message and MESSAGEMAN AutoScreenMessage( SM_SortOrderChanging ); AutoScreenMessage( SM_SortOrderChanged ); const int MAX_WHEEL_SOUND_SPEED = 15; static const SortOrder g_SongSortOrders[] = { SORT_GROUP, SORT_TITLE, SORT_BPM, SORT_MOST_PLAYED, SORT_ARTIST, SORT_GENRE, }; const vector SONG_SORT_ORDERS( g_SongSortOrders, g_SongSortOrders + ARRAYSIZE(g_SongSortOrders) ); MusicWheel::MusicWheel() { } SortOrder ForceAppropriateSort( PlayMode pm, SortOrder so ) { switch( pm ) { // in course modes, force a particular sort case PLAY_MODE_ONI: return SORT_ONI_COURSES; case PLAY_MODE_NONSTOP: return SORT_NONSTOP_COURSES; case PLAY_MODE_ENDLESS: return SORT_ENDLESS_COURSES; } /* If we're not in a course mode, don't start in a course sort. */ switch( so ) { case SORT_ONI_COURSES: case SORT_NONSTOP_COURSES: case SORT_ENDLESS_COURSES: so = SORT_INVALID; break; } // if no preferred sort, fall back to theme default if( so == SORT_INVALID ) { so = StringToSortOrder( DEFAULT_SORT ); ASSERT( so != SORT_INVALID ); return so; } return so; } void MusicWheel::Load( CString sType ) { LOG->Trace( "MusicWheel::Load('%s')", sType.c_str() ); SWITCH_SECONDS .Load(sType,"SwitchSeconds"); ROULETTE_SWITCH_SECONDS .Load(sType,"RouletteSwitchSeconds"); ROULETTE_SLOW_DOWN_SWITCHES .Load(sType,"RouletteSlowDownSwitches"); LOCKED_INITIAL_VELOCITY .Load(sType,"LockedInitialVelocity"); SCROLL_BAR_X .Load(sType,"ScrollBarX"); SCROLL_BAR_HEIGHT .Load(sType,"ScrollBarHeight"); ITEM_CURVE_X .Load(sType,"ItemCurveX"); USE_LINEAR_WHEEL .Load(sType,"NoCurving"); ITEM_SPACING_Y .Load(sType,"ItemSpacingY"); WHEEL_3D_RADIUS .Load(sType,"Wheel3DRadius"); CIRCLE_PERCENT .Load(sType,"CirclePercent"); NUM_SECTION_COLORS .Load(sType,"NumSectionColors"); SONG_REAL_EXTRA_COLOR .Load(sType,"SongRealExtraColor"); SORT_MENU_COLOR .Load(sType,"SortMenuColor"); SHOW_ROULETTE .Load(sType,"ShowRoulette"); SHOW_RANDOM .Load(sType,"ShowRandom"); SHOW_PORTAL .Load(sType,"ShowPortal"); USE_3D .Load(sType,"Use3D"); NUM_WHEEL_ITEMS_TO_DRAW .Load(sType,"NumWheelItems"); MOST_PLAYED_SONGS_TO_SHOW .Load(sType,"MostPlayedSongsToShow"); MODE_MENU_CHOICE_NAMES .Load(sType,"ModeMenuChoiceNames"); vector vsModeChoiceNames; split( MODE_MENU_CHOICE_NAMES, ",", vsModeChoiceNames ); CHOICE .Load(sType,CHOICE_NAME,vsModeChoiceNames); WHEEL_ITEM_ON_DELAY_CENTER .Load(sType,"WheelItemOnDelayCenter"); WHEEL_ITEM_ON_DELAY_OFFSET .Load(sType,"WheelItemOnDelayOffset"); WHEEL_ITEM_OFF_DELAY_CENTER .Load(sType,"WheelItemOffDelayCenter"); WHEEL_ITEM_OFF_DELAY_OFFSET .Load(sType,"WheelItemOffDelayOffset"); SECTION_COLORS .Load(sType,SECTION_COLORS_NAME,NUM_SECTION_COLORS); FOREACH( MusicWheelItem*, m_MusicWheelItems, i ) SAFE_DELETE( *i ); m_MusicWheelItems.clear(); for( int i=0; iTrace( "MusicWheel::Load('%s')", sType.c_str() ); if (GAMESTATE->m_pCurSong != NULL) LOG->Trace( "Current Song: %s", GAMESTATE->m_pCurSong->GetSongDir().c_str() ); else LOG->Trace( "Current Song: NULL" ); SONGMAN->UpdateRankingCourses(); /* // for debugging. // Whatever Screen uses MusicWheel should set the Style if it needs to be set. if( GAMESTATE->m_CurStyle == NULL ) GAMESTATE->m_CurStyle = GAMEMAN->STYLE_DANCE_SINGLE; */ m_sprHighlight.Load( THEME->GetPathG(sType,"highlight") ); m_sprHighlight->SetName( "Highlight" ); this->AddChild( m_sprHighlight ); ActorUtil::OnCommand( m_sprHighlight, sType ); 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->GetPathS(sType,"change"), true ); m_soundChangeSort.Load( THEME->GetPathS(sType,"sort") ); m_soundExpand.Load( THEME->GetPathS(sType,"expand"), true ); m_soundLocked.Load( THEME->GetPathS(sType,"locked"), true ); m_iSelection = 0; 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_sPreferredSongGroup==GROUP_ALL_MUSIC && !PREFSMAN->m_bPickExtraStage ) { ASSERT(GAMESTATE->m_pCurSong); GAMESTATE->m_sPreferredSongGroup = GAMESTATE->m_pCurSong->m_sGroupName; } Song* pSong; Steps* pSteps; PlayerOptions po; SongOptions so; SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyle(), pSong, pSteps, po, so ); GAMESTATE->m_pCurSong.Set( pSong ); GAMESTATE->m_pPreferredSong = pSong; FOREACH_HumanPlayer( p ) { GAMESTATE->m_pCurSteps[p].Set( pSteps ); GAMESTATE->m_pPlayerState[p]->m_PlayerOptions = po; GAMESTATE->m_PreferredDifficulty[p].Set( pSteps->GetDifficulty() ); } GAMESTATE->m_SongOptions = so; } m_SortOrder = GAMESTATE->m_PreferredSortOrder; /* Never start in the mode menu; some elements may not initialize correctly. */ if( m_SortOrder == SORT_MODE_MENU ) m_SortOrder = SORT_INVALID; m_SortOrder = ForceAppropriateSort( GAMESTATE->m_PlayMode, m_SortOrder ); /* Only save the sort order if the player didn't already have one. If he did, don't * overwrite it. */ if( GAMESTATE->m_PreferredSortOrder == SORT_INVALID ) GAMESTATE->m_PreferredSortOrder = m_SortOrder; /* Update for SORT_MOST_PLAYED. */ SONGMAN->UpdateBest(); /* Sort SONGMAN's songs by CompareSongPointersByTitle, so we can do other sorts (with * stable_sort) from its output, and title will be the secondary sort, without having * to re-sort by title each time. */ SONGMAN->SortSongs(); RageTimer timer; CString times; /* Build all of the wheel item data. Do this after selecting * the extra stage, so it knows to always display it. */ for( int so=0; soTrace( "took: %s", times.c_str() ); /* Set m_LastModeMenuItem to the first item that matches the current mode. (Do this * after building wheel item data.) */ { const vector &from = m_WheelItemDatas[SORT_MODE_MENU]; for( unsigned i=0; im_pCurSong != NULL && SongManager::GetNumStagesForSong( GAMESTATE->m_pCurSong ) + GAMESTATE->m_iCurrentStageIndex > PREFSMAN->m_iNumArcadeStages && !GAMESTATE->IsEventMode() && !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() ) { GAMESTATE->m_pCurSong.Set( NULL ); } // Select the the previously selected song (if any) if( !SelectSongOrCourse() ) SetOpenGroup(""); // rebuild the WheelItems that appear on screen RebuildAllMusicWheelItems(); } MusicWheel::~MusicWheel() { FOREACH( MusicWheelItem*, m_MusicWheelItems, i ) SAFE_DELETE( *i ); m_MusicWheelItems.clear(); } /* If a song or course is set in GAMESTATE and available, select it. Otherwise, choose the * first available song or course. Return true if an item was set, false if no items are * available. */ bool MusicWheel::SelectSongOrCourse() { if( GAMESTATE->m_pPreferredSong && SelectSong( GAMESTATE->m_pPreferredSong ) ) return true; if( GAMESTATE->m_pCurSong && SelectSong( GAMESTATE->m_pCurSong ) ) return true; if( GAMESTATE->m_pPreferredCourse && SelectCourse( GAMESTATE->m_pPreferredCourse ) ) return true; if( GAMESTATE->m_pCurCourse && SelectCourse( GAMESTATE->m_pCurCourse ) ) return true; // Select the first selectable song based on the sort order... vector &wiWheelItems = m_WheelItemDatas[m_SortOrder]; for( unsigned i = 0; i < wiWheelItems.size(); i++ ) { if( wiWheelItems[i].m_pSong ) return SelectSong( wiWheelItems[i].m_pSong ); else if ( wiWheelItems[i].m_pCourse ) return SelectCourse( wiWheelItems[i].m_pCourse ); } LOG->Trace( "MusicWheel::MusicWheel() - No selectable songs or courses found in WheelData" ); return false; } bool MusicWheel::SelectSection( const CString & SectionName ) { unsigned int i; for( i=0; im_sSectionName == SectionName ) { m_iSelection = i; // select it break; } } if ( i == m_CurWheelItemData.size() ) return false; return true; } bool MusicWheel::SelectSong( Song *p ) { if(p == NULL) return false; unsigned i; vector &from = m_WheelItemDatas[m_SortOrder]; for( i=0; im_pSong == p ) m_iSelection = i; // select it } return true; } bool MusicWheel::SelectCourse( Course *p ) { if(p == NULL) return false; GAMESTATE->m_pCurCourse = p; unsigned i; vector &from = m_WheelItemDatas[m_SortOrder]; for( i=0; im_pCourse == p ) m_iSelection = i; // select it } return true; } bool MusicWheel::SelectModeMenuItem() { /* Select the last-chosen option. */ const vector &from = m_WheelItemDatas[m_SortOrder]; unsigned i; for( i=0; im_Action.m_sName != m_sLastModeMenuItem ) continue; m_iSelection = i; // select it break; } return true; } /* bool MusicWheel::ScrollToItem( CString Item ) { for ( int i=0;i &arraySongs, SortOrder 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() ); if( so == SORT_MOST_PLAYED ) SONGMAN->GetBestSongs( apAllSongs, GAMESTATE->m_sPreferredSongGroup, GAMESTATE->GetNumStagesLeft() ); else SONGMAN->GetSongs( apAllSongs, GAMESTATE->m_sPreferredSongGroup, GAMESTATE->GetNumStagesLeft() ); // copy only songs that have at least one Steps 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 && UNLOCKMAN->SongIsRouletteOnly( pSong ) ) continue; /* Don't show in roulette if #SELECTABLE:NO. */ if( so==SORT_ROULETTE && !pSong->RouletteDisplayed() ) continue; } // If we're using unlocks, check it here to prevent from being shown if( so!=SORT_ROULETTE && UNLOCKMAN->SongIsLocked(pSong) ) continue; // If the song has at least one steps, add it. if( pSong->HasStepsType(GAMESTATE->GetCurrentStyle()->m_StepsType) ) arraySongs.push_back( pSong ); } /* Hack: Add extra stage item if it was eliminated for any reason (eg. it's a long * song). */ if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) { Song* pSong; Steps* pSteps; PlayerOptions po; SongOptions so; SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyle(), pSong, pSteps, po, so ); if( find( arraySongs.begin(), arraySongs.end(), pSong ) == arraySongs.end() ) arraySongs.push_back( pSong ); } } void MusicWheel::BuildWheelItemDatas( vector &arrayWheelItemDatas, SortOrder so ) { switch( so ) { case SORT_MODE_MENU: { arrayWheelItemDatas.clear(); // clear out the previous wheel items vector vsNames; split( MODE_MENU_CHOICE_NAMES, ",", vsNames ); for( unsigned i=0; iIsEventMode() && GAMESTATE->m_iCurrentStageIndex ) continue; } if( !wid.m_Action.IsPlayable() ) continue; arrayWheelItemDatas.push_back( wid ); } break; } case SORT_PREFERRED: case SORT_ROULETTE: case SORT_GROUP: case SORT_TITLE: case SORT_BPM: case SORT_MOST_PLAYED: case SORT_GRADE: case SORT_ARTIST: case SORT_GENRE: case SORT_EASY_METER: case SORT_MEDIUM_METER: case SORT_HARD_METER: case SORT_CHALLENGE_METER: { /////////////////////////////////// // Make an array of Song*, then sort them /////////////////////////////////// vector arraySongs; GetSongList(arraySongs, so, GAMESTATE->m_sPreferredSongGroup ); bool bUseSections = true; // sort the songs switch( so ) { case SORT_PREFERRED: case SORT_ROULETTE: SongUtil::SortSongPointerArrayByGroupAndDifficulty( arraySongs ); bUseSections = false; break; case SORT_GROUP: SongUtil::SortSongPointerArrayByGroupAndTitle( arraySongs ); bUseSections = GAMESTATE->m_sPreferredSongGroup == GROUP_ALL_MUSIC; break; case SORT_TITLE: SongUtil::SortSongPointerArrayByTitle( arraySongs ); break; case SORT_BPM: SongUtil::SortSongPointerArrayByBPM( arraySongs ); break; case SORT_MOST_PLAYED: if( (int) arraySongs.size() > MOST_PLAYED_SONGS_TO_SHOW ) arraySongs.erase( arraySongs.begin()+MOST_PLAYED_SONGS_TO_SHOW, arraySongs.end() ); bUseSections = false; break; case SORT_GRADE: SongUtil::SortSongPointerArrayByGrade( arraySongs ); break; case SORT_ARTIST: SongUtil::SortSongPointerArrayByArtist( arraySongs ); break; case SORT_GENRE: SongUtil::SortSongPointerArrayByGenre( arraySongs ); break; case SORT_EASY_METER: SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_EASY ); break; case SORT_MEDIUM_METER: SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_MEDIUM ); break; case SORT_HARD_METER: SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_HARD ); break; case SORT_CHALLENGE_METER: SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_CHALLENGE ); 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 arrayWheelItemDatas.reserve( arraySongs.size() ); switch( PREFSMAN->m_MusicWheelUsesSections ) { case PrefsManager::NEVER: bUseSections = false; break; case PrefsManager::ABC_ONLY: if( so != SORT_TITLE && so != SORT_GROUP ) bUseSections = false; break; } 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 ) SongUtil::SortSongPointerArrayBySectionName(arraySongs, so); // make WheelItemDatas with sections CString sLastSection = ""; int iSectionColorIndex = 0; for( unsigned i=0; i< arraySongs.size(); i++ ) { Song* pSong = arraySongs[i]; CString sThisSection = SongUtil::GetSectionNameFromSongAndSort( pSong, so ); if( sThisSection != sLastSection) // new section, make a section item { RageColor colorSection = (so==SORT_GROUP) ? SONGMAN->GetGroupColor(pSong->m_sGroupName) : SECTION_COLORS.GetValue(iSectionColorIndex); iSectionColorIndex = (iSectionColorIndex+1) % NUM_SECTION_COLORS; arrayWheelItemDatas.push_back( WheelItemData(TYPE_SECTION, NULL, sThisSection, NULL, colorSection) ); sLastSection = sThisSection; } arrayWheelItemDatas.push_back( WheelItemData( TYPE_SONG, pSong, sThisSection, NULL, SONGMAN->GetSongColor(pSong)) ); } } else { for( unsigned i=0; iGetSongColor(pSong)) ); } } if( so != SORT_ROULETTE ) { if( SHOW_ROULETTE ) arrayWheelItemDatas.push_back( WheelItemData(TYPE_ROULETTE, NULL, "", NULL, RageColor(1,0,0,1)) ); /* Only add TYPE_PORTAL if there's at least one song on the list. */ bool bFoundAnySong = false; for( unsigned i=0; !bFoundAnySong && i < arrayWheelItemDatas.size(); i++ ) if( arrayWheelItemDatas[i].m_Type == TYPE_SONG ) bFoundAnySong = true; if( SHOW_RANDOM && bFoundAnySong ) arrayWheelItemDatas.push_back( WheelItemData(TYPE_RANDOM, NULL, "", NULL, RageColor(1,0,0,1)) ); if( SHOW_PORTAL && bFoundAnySong ) arrayWheelItemDatas.push_back( WheelItemData(TYPE_PORTAL, NULL, "", NULL, RageColor(1,0,0,1)) ); } if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) { Song* pSong; Steps* pSteps; PlayerOptions po; SongOptions so; SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyle(), pSong, pSteps, po, so ); for( unsigned i=0; i apCourses; switch( so ) { case SORT_NONSTOP_COURSES: SONGMAN->GetCourses( COURSE_TYPE_NONSTOP, apCourses, PREFSMAN->m_bAutogenGroupCourses ); break; case SORT_ONI_COURSES: SONGMAN->GetCourses( COURSE_TYPE_ONI, apCourses, PREFSMAN->m_bAutogenGroupCourses ); break; case SORT_ENDLESS_COURSES: SONGMAN->GetCourses( COURSE_TYPE_ENDLESS, apCourses, PREFSMAN->m_bAutogenGroupCourses ); break; case SORT_ALL_COURSES: SONGMAN->GetAllCourses( apCourses, PREFSMAN->m_bAutogenGroupCourses ); break; default: ASSERT(0); break; } if (PREFSMAN->m_iCourseSortOrder == PrefsManager::COURSE_SORT_SONGS) CourseUtil::SortCoursePointerArrayByDifficulty( apCourses ); else { if (PREFSMAN->m_iCourseSortOrder == PrefsManager::COURSE_SORT_METER) CourseUtil::SortCoursePointerArrayByAvgDifficulty( apCourses ); if (PREFSMAN->m_iCourseSortOrder == PrefsManager::COURSE_SORT_METER_SUM) CourseUtil::SortCoursePointerArrayByTotalDifficulty( apCourses ); if (PREFSMAN->m_iCourseSortOrder == PrefsManager::COURSE_SORT_RANK) CourseUtil::SortCoursePointerArrayByRanking( apCourses ); // since we can't agree, make it an option if (PREFSMAN->m_bMoveRandomToEnd) CourseUtil::MoveRandomToEnd( apCourses ); } if( so == SORT_ALL_COURSES ) CourseUtil::SortCoursePointerArrayByType( apCourses ); arrayWheelItemDatas.clear(); // clear out the previous wheel items CString sLastSection = ""; int iSectionColorIndex = 0; for( unsigned c=0; cCourseIsLocked(pCourse) ) continue; CString sThisSection = ""; if( so == SORT_ALL_COURSES ) { switch( pCourse->GetPlayMode() ) { case PLAY_MODE_ONI: sThisSection = "Oni"; break; case PLAY_MODE_NONSTOP: sThisSection = "Nonstop"; break; case PLAY_MODE_ENDLESS: sThisSection = "Endless"; break; } } // check that this course has at least one song playable in the current style if( !pCourse->IsPlayableIn(GAMESTATE->GetCurrentStyle()->m_StepsType) ) continue; if( sThisSection != sLastSection ) // new section, make a section item { RageColor c = SECTION_COLORS.GetValue(iSectionColorIndex); iSectionColorIndex = (iSectionColorIndex+1) % NUM_SECTION_COLORS; arrayWheelItemDatas.push_back( WheelItemData(TYPE_SECTION, NULL, sThisSection, NULL, c) ); sLastSection = sThisSection; } arrayWheelItemDatas.push_back( WheelItemData(TYPE_COURSE, NULL, sThisSection, pCourse, pCourse->GetColor()) ); } break; } } // init music status icons for( unsigned i=0; iIsEasy( STEPS_TYPE_DANCE_SINGLE ); WID.m_Flags.bEdits = pSong->HasEdits( STEPS_TYPE_DANCE_SINGLE ); WID.m_Flags.iStagesForSong = SongManager::GetNumStagesForSong( pSong ); } // init crowns if( so == SORT_MOST_PLAYED ) { // init crown icons for( unsigned 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)) ); } } void MusicWheel::GetItemPosition( float fPosOffsetsFromMiddle, float& fX_out, float& fY_out, float& fZ_out, float& fRotationX_out ) { if( USE_3D ) { const float curve = CIRCLE_PERCENT*2*PI; fRotationX_out = SCALE(fPosOffsetsFromMiddle,-NUM_WHEEL_ITEMS/2.0f,+NUM_WHEEL_ITEMS/2.0f,-curve/2.f,+curve/2.f); fX_out = (1-RageFastCos(fPosOffsetsFromMiddle/PI))*ITEM_CURVE_X; fY_out = WHEEL_3D_RADIUS*RageFastSin(fRotationX_out); fZ_out = -100+WHEEL_3D_RADIUS*RageFastCos(fRotationX_out); fRotationX_out *= 180.f/PI; // to degrees // printf( "fRotationX_out = %f\n", fRotationX_out ); } else if(!USE_LINEAR_WHEEL) { fX_out = (1-RageFastCos(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 ); } else { fX_out = fPosOffsetsFromMiddle*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::SetItemPosition( Actor &item, float fPosOffsetsFromMiddle ) { float fX, fY, fZ, fRotationX; GetItemPosition( fPosOffsetsFromMiddle, fX, fY, fZ, fRotationX ); item.SetXY( fX, fY ); item.SetZ( fZ ); item.SetRotationX( fRotationX ); } void MusicWheel::RebuildAllMusicWheelItems() { RebuildMusicWheelItems( INT_MAX ); } void MusicWheel::RebuildMusicWheelItems( int dist ) { // rewind to first index that will be displayed; int iFirstVisibleIndex = m_iSelection; if( m_iSelection > int(m_CurWheelItemData.size()-1) ) m_iSelection = 0; // find the first wheel item shown iFirstVisibleIndex -= NUM_WHEEL_ITEMS/2; ASSERT(m_CurWheelItemData.size()); wrap( iFirstVisibleIndex, m_CurWheelItemData.size() ); // iIndex is now the index of the lowest WheelItem to draw if( dist == INT_MAX ) { // Refresh all for( int i=0; iLoadFromWheelItemData( data ); } } else { // Shift items and refresh only those that have changed. CircularShift( m_MusicWheelItems, dist ); if( dist > 0 ) { for( int i=NUM_WHEEL_ITEMS-dist; iLoadFromWheelItemData( data ); } } else if( dist < 0 ) { for( int i=0; i<-dist; i++ ) { int iIndex = iFirstVisibleIndex + i; wrap( iIndex, m_CurWheelItemData.size() ); WheelItemData *data = m_CurWheelItemData[iIndex]; MusicWheelItem *display = m_MusicWheelItems[i]; display->LoadFromWheelItemData( data ); } } } } void MusicWheel::NotesOrTrailChanged( PlayerNumber pn ) // update grade graphics and top score { for( int i=0; iRefreshGrades(); } } void MusicWheel::DrawPrimitives() { if( USE_3D ) { // DISPLAY->PushMatrix(); // DISPLAY->EnterPerspective(45, false); // construct view and project matrix // RageVector3 Up( 0.0f, 1.0f, 0.0f ); // RageVector3 Eye( SCREEN_CENTER_X, SCREEN_CENTER_Y, 550 ); // RageVector3 At( SCREEN_CENTER_X, SCREEN_CENTER_Y, 0 ); // DISPLAY->LookAt(Eye, At, Up); } // draw outside->inside for( int 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]; const float fThisBannerPositionOffsetFromSelection = i - NUM_WHEEL_ITEMS/2 + m_fPositionOffsetFromSelection; if( fabsf(fThisBannerPositionOffsetFromSelection) > NUM_WHEEL_ITEMS_TO_DRAW/2 ) return; switch( m_WheelState ) { case STATE_SELECTING_MUSIC: case STATE_ROULETTE_SPINNING: case STATE_ROULETTE_SLOWING_DOWN: case STATE_RANDOM_SPINNING: case STATE_LOCKED: { SetItemPosition( *display, fThisBannerPositionOffsetFromSelection ); } 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 ); } } bool MusicWheel::IsSettled() const { if( m_Moving ) return false; if( m_WheelState != STATE_SELECTING_MUSIC && m_WheelState != STATE_LOCKED ) return false; if( m_fPositionOffsetFromSelection != 0 ) return false; return true; } void MusicWheel::Update( float fDeltaTime ) { ActorFrame::Update( fDeltaTime ); for( unsigned i=0; iUpdate( fDeltaTime ); } UpdateScrollbar(); if( m_Moving ) { m_TimeBeforeMovingBegins -= fDeltaTime; m_TimeBeforeMovingBegins = max(m_TimeBeforeMovingBegins, 0); } // update wheel state m_fTimeLeftInState -= fDeltaTime; if( m_fTimeLeftInState <= 0 ) // time to go to a new state { switch( m_WheelState ) { case STATE_FLYING_OFF_BEFORE_NEXT_SORT: { Song* pPrevSelectedSong = m_CurWheelItemData[m_iSelection]->m_pSong; SCREENMAN->PostMessageToTopScreen( SM_SortOrderChanged, 0 ); SetOpenGroup(SongUtil::GetSectionNameFromSongAndSort( pPrevSelectedSong, m_SortOrder )); m_iSelection = 0; // // Select the previously selected item // switch( m_SortOrder ) { default: // Look for the last selected song or course SelectSongOrCourse(); break; case SORT_MODE_MENU: SelectModeMenuItem(); break; } // // Change difficulty for sorts by meter - XXX: do this with GameCommand? // Difficulty dc = DIFFICULTY_INVALID; switch( m_SortOrder ) { case SORT_EASY_METER: dc = DIFFICULTY_EASY; break; case SORT_MEDIUM_METER: dc = DIFFICULTY_MEDIUM; break; case SORT_HARD_METER: dc = DIFFICULTY_HARD; break; case SORT_CHALLENGE_METER: dc = DIFFICULTY_CHALLENGE; break; } if( dc != DIFFICULTY_INVALID ) { FOREACH_PlayerNumber( p ) if( GAMESTATE->IsPlayerEnabled(p) ) GAMESTATE->m_PreferredDifficulty[p].Set( dc ); } SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 ); RebuildAllMusicWheelItems(); TweenOnScreen(true); m_WheelState = STATE_FLYING_ON_AFTER_NEXT_SORT; SCREENMAN->ZeroNextUpdate(); } 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() ) { m_WheelState = STATE_LOCKED; SCREENMAN->PlayStartSound(); 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; SCREENMAN->PlayStartSound(); 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 explicitly 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; wrap( m_iSelection, m_CurWheelItemData.size() ); RebuildMusicWheelItems( dist ); 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( SortOrder new_so ) // return true if change successful { ASSERT( new_so < NUM_SORT_ORDERS ); if( m_SortOrder == new_so ) return false; /* Don't change to SORT_MODE_MENU if it doesn't have at least two choices. */ if( new_so == SORT_MODE_MENU && m_WheelItemDatas[new_so].size() < 2 ) 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 } SCREENMAN->PostMessageToTopScreen( SM_SortOrderChanging, 0 ); m_soundChangeSort.Play(); TweenOffScreen(true); /* Save the new preference. */ if( IsSongSort(new_so) ) GAMESTATE->m_PreferredSortOrder = new_so; m_SortOrder = new_so; m_WheelState = STATE_FLYING_OFF_BEFORE_NEXT_SORT; return true; } bool MusicWheel::NextSort() // return true if change successful { // don't allow NextSort when on the sort menu or mode menu if( m_SortOrder == SORT_MODE_MENU ) return false; // find the index of the current sort int cur = 0; while( cur < int(SONG_SORT_ORDERS.size()) && SONG_SORT_ORDERS[cur] != m_SortOrder ) ++cur; // move to the next sort with wrapping ++cur; wrap( cur, SONG_SORT_ORDERS.size() ); // apply new sort SortOrder soNew = SONG_SORT_ORDERS[cur]; return ChangeSort( soNew ); } 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; SCREENMAN->PlayStartSound(); 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_PORTAL: // Don't -permanently- unlock the song. Just let them play // the unlocked song once. // if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() ) // UNLOCKMAN->UnlockSong( m_CurWheelItemData[m_iSelection]->m_pSong ); return true; case TYPE_COURSE: return true; case TYPE_SORT: LOG->Trace("New sort order selected: %s - %s", m_CurWheelItemData[m_iSelection]->m_sLabel.c_str(), SortOrderToString(m_CurWheelItemData[m_iSelection]->m_Action.m_SortOrder).c_str() ); m_CurWheelItemData[m_iSelection]->m_Action.ApplyToAllPlayers(); ChangeSort( GAMESTATE->m_PreferredSortOrder ); m_sLastModeMenuItem = m_CurWheelItemData[m_iSelection]->m_Action.m_sName; 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("", SortOrder(SORT_ROULETTE)); } void MusicWheel::StartRandom() { /* Shuffle the roulette wheel. */ RandomGen rnd; random_shuffle( m_WheelItemDatas[SORT_ROULETTE].begin(), m_WheelItemDatas[SORT_ROULETTE].end(), rnd ); SetOpenGroup("", SortOrder(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; SelectSong( GetPreferredSelectionForRandomOrPortal() ); this->Select(); RebuildAllMusicWheelItems(); } void MusicWheel::SetOpenGroup(CString group, SortOrder so) { if( so != SORT_INVALID ) m_SortOrder = so; m_sExpandedSectionName = group; WheelItemData *old = NULL; if(!m_CurWheelItemData.empty()) old = m_CurWheelItemData[m_iSelection]; m_CurWheelItemData.clear(); vector &from = m_WheelItemDatas[m_SortOrder]; for( unsigned i = 0; i < from.size(); ++i ) { WheelItemData &d = from[i]; if( (d.m_Type == TYPE_SONG || d.m_Type == TYPE_COURSE) && !d.m_sSectionName.empty() && d.m_sSectionName != group ) continue; /* Only show tutorial songs in arcade */ if( GAMESTATE->m_PlayMode!=PLAY_MODE_REGULAR && d.m_pSong && d.m_pSong->IsTutorial() ) continue; m_CurWheelItemData.push_back(&d); } // // Try to select the item that was selected before changing groups // m_iSelection = 0; for( unsigned i=0; iBeginTweening( delay ); // sleep COMMAND( m_sprHighlight, "FinishOnSort"); } else { COMMAND( m_sprHighlight, "FinishOn"); } m_ScrollBar.SetX( SCROLL_BAR_X ); m_ScrollBar.AddX( 30 ); if(changing_sort) m_ScrollBar.BeginTweening( 0.2f ); // sleep else m_ScrollBar.BeginTweening( 0.7f ); // sleep m_ScrollBar.BeginTweening( 0.2f , Actor::TWEEN_ACCELERATE ); m_ScrollBar.AddX( -30 ); for( int i=0; iBeginTweening( delay ); // sleep COMMAND( display, "FinishOn"); if( changing_sort ) display->HurryTweening( 0.25f ); } if( changing_sort ) HurryTweening( 0.25f ); m_fTimeLeftInState = GetTweenTimeLeft() + 0.100f; } void MusicWheel::TweenOffScreen(bool changing_sort) { m_WheelState = STATE_TWEENING_OFF_SCREEN; SetItemPosition( *m_sprHighlight, 0 ); COMMAND( m_sprHighlight, "StartOff"); if(changing_sort) { /* When changing sort, tween the overlay with the item in the center; * having it separate looks messy when we're moving fast. */ const float delay = fabsf(NUM_WHEEL_ITEMS/2-WHEEL_ITEM_ON_DELAY_CENTER) * WHEEL_ITEM_ON_DELAY_OFFSET; m_sprHighlight->BeginTweening( delay ); // sleep COMMAND( m_sprHighlight, "FinishOffSort"); } else { COMMAND( m_sprHighlight, "FinishOff"); } COMMAND( m_sprHighlight, "FinishOff"); m_ScrollBar.BeginTweening( 0 ); m_ScrollBar.BeginTweening( 0.2f, Actor::TWEEN_ACCELERATE ); m_ScrollBar.SetX( SCROLL_BAR_X+30 ); for( int i=0; iBeginTweening( delay ); // sleep COMMAND( display, "FinishOff"); if( changing_sort ) display->HurryTweening( 0.25f ); } if( changing_sort ) HurryTweening( 0.25f ); m_fTimeLeftInState = GetTweenTimeLeft() + 0.100f; } 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. */ /* Still process Move(0) so we sometimes continue moving immediate * after the sort change finished and before the repeat event causes a * Move(0). -Chris */ switch( m_WheelState ) { case STATE_SELECTING_MUSIC: break; case STATE_FLYING_OFF_BEFORE_NEXT_SORT: case STATE_FLYING_ON_AFTER_NEXT_SORT: if( n!= 0 ) return; break; default: return; // don't continue } 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 = 1/4.0f; m_SpinSpeed = float(PREFSMAN->m_iMusicWheelSwitchSpeed); m_Moving = n; if(m_Moving) ChangeMusic(m_Moving); } Song* MusicWheel::GetSelectedSong() { switch( m_CurWheelItemData[m_iSelection]->m_Type ) { case TYPE_PORTAL: return GetPreferredSelectionForRandomOrPortal(); } return m_CurWheelItemData[m_iSelection]->m_pSong; } /* Find a random song. If possible, find one that has the preferred difficulties of * each player. Prefer songs in the active group, if any. * * Note that if this is called, we *must* find a song. We will only be called if * the active sort has at least one song, but there may be no open group. This means * that any filters and preferences applied here must be optional. */ Song *MusicWheel::GetPreferredSelectionForRandomOrPortal() { // probe to find a song that has the preferred // difficulties of each player vector vDifficultiesToRequire; FOREACH_HumanPlayer(p) { if( GAMESTATE->m_PreferredDifficulty[p] == DIFFICULTY_INVALID ) continue; // skip // TRICKY: Don't require that edits be present if perferred // difficulty is DIFFICULTY_EDIT. Otherwise, players could use this // to set up a 100% chance of getting a particular locked song by // having a single edit for a locked song. if( GAMESTATE->m_PreferredDifficulty[p] == DIFFICULTY_EDIT ) continue; // skip vDifficultiesToRequire.push_back( GAMESTATE->m_PreferredDifficulty[p] ); } CString sPreferredGroup = m_sExpandedSectionName; vector &wid = m_WheelItemDatas[m_SortOrder]; StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType; #define NUM_PROBES 1000 for( int i=0; iIsTutorial() ) continue; FOREACH( Difficulty, vDifficultiesToRequire, d ) if( !pSong->HasStepsTypeAndDifficulty(st,*d) ) goto try_next; return wid[iSelection].m_pSong; try_next: ; } LOG->Warn( "Couldn't find any songs" ); return wid[0].m_pSong; } /* * (c) 2001-2004 Chris Danford, Chris Gomez, Glenn Maynard * 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. */