#include "stdafx.h" /* ----------------------------------------------------------------------------- Class: MusicWheel Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "MusicWheel.h" #include "RageUtil.h" #include "SongManager.h" #include "GameManager.h" #include "PrefsManager.h" #include "RageMusic.h" #include "ScreenManager.h" // for sending SM_PlayMusicSample #include "RageLog.h" #include "GameConstantsAndTypes.h" #include "GameState.h" const float FADE_TIME = 1.0f; const float SWITCH_MUSIC_TIME = 0.10f; const float SAMPLE_MUSIC_DELAY = 0.20f; const float ROULETTE_SWITCH_MUSIC_TIME = SWITCH_MUSIC_TIME/2; const int ROULETTE_SWITCHES_IN_SLOWING_DOWN = 5; const float LOCKED_WHEEL_INITIAL_VELOCITY = 7; const float SORT_ICON_ON_SCREEN_X = -140; const float SORT_ICON_ON_SCREEN_Y = -180; const float SORT_ICON_OFF_SCREEN_X = SORT_ICON_ON_SCREEN_X; const float SORT_ICON_OFF_SCREEN_Y = SORT_ICON_ON_SCREEN_Y - 64; const float SCORE_X = 58; const float SCORE_Y[NUM_PLAYERS] = { -40, 40 }; const float SCROLLBAR_X = 150; D3DXCOLOR COLOR_SECTION_TEXT = D3DXCOLOR(1,1,0.3f,1); D3DXCOLOR SECTION_COLORS[] = { D3DXCOLOR( 0.9f, 0.0f, 0.2f, 1 ), // red D3DXCOLOR( 0.6f, 0.0f, 0.4f, 1 ), // pink D3DXCOLOR( 0.2f, 0.1f, 0.3f, 1 ), // purple D3DXCOLOR( 0.0f, 0.4f, 0.8f, 1 ), // sky blue D3DXCOLOR( 0.0f, 0.6f, 0.6f, 1 ), // sea green D3DXCOLOR( 0.0f, 0.6f, 0.2f, 1 ), // green D3DXCOLOR( 0.8f, 0.6f, 0.0f, 1 ), // orange }; const int NUM_SECTION_COLORS = sizeof(SECTION_COLORS)/sizeof(D3DXCOLOR); inline D3DXCOLOR GetNextSectionColor() { static int i=0; i = i % NUM_SECTION_COLORS; return SECTION_COLORS[i++]; } WheelItemData::WheelItemData( WheelItemType wit, Song* pSong, const CString &sSectionName, Course* pCourse, const D3DXCOLOR color ) { m_WheelItemType = wit; m_pSong = pSong; m_sSectionName = sSectionName; m_pCourse = pCourse; m_color = color; } WheelItemDisplay::WheelItemDisplay() { m_fPercentGray = 0; m_MusicStatusDisplay.SetXY( -136, 0 ); m_TextBanner.SetHorizAlign( align_left ); m_TextBanner.SetXY( -30, 0 ); m_sprSongBar.Load( THEME->GetPathTo(GRAPHIC_SELECT_MUSIC_SONG_BAR) ); m_sprSongBar.SetXY( 0, 0 ); m_sprSectionBar.Load( THEME->GetPathTo(GRAPHIC_SELECT_MUSIC_SECTION_BAR) ); m_sprSectionBar.SetXY( 0, 0 ); m_textSectionName.Load( THEME->GetPathTo(FONT_HEADER1) ); m_textSectionName.TurnShadowOff(); m_textSectionName.SetHorizAlign( align_left ); m_textSectionName.SetVertAlign( align_middle ); m_textSectionName.SetXY( m_sprSectionBar.GetX() - m_sprSectionBar.GetUnzoomedWidth()/2 + 30, 0 ); m_textSectionName.SetZoom( 1.0f ); m_textRoulette.Load( THEME->GetPathTo(FONT_TEXT_BANNER) ); m_textRoulette.TurnShadowOff(); m_textRoulette.SetText( "ROULETTE" ); m_textRoulette.TurnRainbowOn(); m_textRoulette.SetZoom( 1.3f ); m_textRoulette.SetHorizAlign( align_left ); m_textRoulette.SetXY( -120, 0 ); for( int p=0; pGetPathTo(GRAPHIC_SELECT_MUSIC_SMALL_GRADES) ); m_GradeDisplay[p].SetZoom( 1.0f ); m_GradeDisplay[p].SetXY( 86.0f + p*26.0f, 0 ); } m_textCourse.Load( THEME->GetPathTo(FONT_TEXT_BANNER) ); m_textCourse.TurnShadowOff(); m_textCourse.SetText( "ROULETTE" ); m_textCourse.TurnRainbowOn(); m_textCourse.SetZoom( 1.3f ); m_textCourse.SetHorizAlign( align_left ); m_textCourse.SetXY( -120, 0 ); } void WheelItemDisplay::LoadFromWheelItemData( WheelItemData* pWID ) { ASSERT( pWID != NULL ); // copy all data items this->m_WheelItemType = pWID->m_WheelItemType; this->m_sSectionName = pWID->m_sSectionName; this->m_pCourse = pWID->m_pCourse; this->m_pSong = pWID->m_pSong; this->m_color = pWID->m_color; // init type specific stuff switch( pWID->m_WheelItemType ) { case TYPE_SECTION: { CString sDisplayName = SONGMAN->ShortenGroupName(m_sSectionName); m_textSectionName.SetZoom( 1 ); m_textSectionName.SetText( sDisplayName ); m_textSectionName.SetDiffuseColor( m_color ); m_textSectionName.TurnRainbowOff(); float fSourcePixelWidth = (float)m_textSectionName.GetWidestLineWidthInSourcePixels(); float fMaxTextWidth = 200; if( fSourcePixelWidth > fMaxTextWidth ) m_textSectionName.SetZoomX( fMaxTextWidth / fSourcePixelWidth ); } break; case TYPE_SONG: { m_TextBanner.LoadFromSong( m_pSong ); D3DXCOLOR color = m_color; color.r += 0.15f; color.g += 0.15f; color.b += 0.15f; m_TextBanner.SetDiffuseColor( color ); m_MusicStatusDisplay.SetType( m_MusicStatusDisplayType ); RefreshGrades(); } break; case TYPE_ROULETTE: { } break; case TYPE_COURSE: { m_textCourse.SetZoom( 1 ); m_textCourse.SetText( m_pCourse->m_sName ); m_textCourse.SetDiffuseColor( m_color ); m_textCourse.TurnRainbowOff(); float fSourcePixelWidth = (float)m_textCourse.GetWidestLineWidthInSourcePixels(); float fMaxTextWidth = 200; if( fSourcePixelWidth > fMaxTextWidth ) m_textCourse.SetZoomX( fMaxTextWidth / fSourcePixelWidth ); } break; default: ASSERT( false ); // invalid type } } void WheelItemDisplay::RefreshGrades() { // Refresh Grades for( int p=0; pIsPlayerEnabled( (PlayerNumber)p ) ) { m_GradeDisplay[p].SetDiffuseColor( D3DXCOLOR(1,1,1,0) ); continue; } if( m_pSong ) // this is a song display { const DifficultyClass dc = GAMESTATE->m_PreferredDifficultyClass[p]; const Grade grade = m_pSong->GetGradeForDifficultyClass( GAMESTATE->GetCurrentStyleDef()->m_NotesType, dc ); m_GradeDisplay[p].SetGrade( grade ); m_GradeDisplay[p].SetDiffuseColor( PlayerToColor((PlayerNumber)p) ); } else // this is a section display { m_GradeDisplay[p].SetGrade( GRADE_NO_DATA ); } } } void WheelItemDisplay::Update( float fDeltaTime ) { Actor::Update( fDeltaTime ); switch( m_WheelItemType ) { case TYPE_SECTION: m_sprSectionBar.Update( fDeltaTime ); m_textSectionName.Update( fDeltaTime ); break; case TYPE_ROULETTE: m_sprSectionBar.Update( fDeltaTime ); m_textRoulette.Update( fDeltaTime ); break; case TYPE_SONG: { m_sprSongBar.Update( fDeltaTime ); m_MusicStatusDisplay.Update( fDeltaTime ); m_TextBanner.Update( fDeltaTime ); for( int p=0; p 0 ) { m_sprSongBar.SetDiffuseColor( D3DXCOLOR(1,1,1,0) ); m_sprSongBar.SetAddColor( D3DXCOLOR(0,0,0,m_fPercentGray) ); m_sprSongBar.Draw(); m_sprSongBar.SetDiffuseColor( D3DXCOLOR(1,1,1,1) ); m_sprSongBar.SetAddColor( D3DXCOLOR(0,0,0,0) ); } } break; case TYPE_COURSE: m_sprSongBar.Draw(); m_textCourse.Draw(); break; default: ASSERT(0); } } MusicWheel::MusicWheel() { LOG->Trace( "MusicWheel::MusicWheel()" ); // for debugging if( GAMESTATE->m_CurStyle == STYLE_NONE ) GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE; m_frameOverlay.SetXY( 0, 0 ); for( int p=0; pIsPlayerEnabled((PlayerNumber)p) ) continue; // skip m_sprHighScoreFrame[p].Load( THEME->GetPathTo(GRAPHIC_SELECT_MUSIC_SCORE_FRAME) ); m_sprHighScoreFrame[p].SetXY( SCORE_X, SCORE_Y[p] ); m_frameOverlay.AddSubActor( &m_sprHighScoreFrame[p] ); m_HighScore[p].SetXY( SCORE_X, SCORE_Y[p]*0.97f ); m_HighScore[p].SetZoom( 0.6f ); m_HighScore[p].SetDiffuseColor( PlayerToColor(p) ); m_frameOverlay.AddSubActor( &m_HighScore[p] ); } m_sprHighScoreFrame[1].SetZoomY( -1 ); // flip vertically m_sprSelectionOverlay.Load( THEME->GetPathTo(GRAPHIC_SELECT_MUSIC_SONG_HIGHLIGHT) ); m_sprSelectionOverlay.SetXY( 0, 0 ); m_sprSelectionOverlay.SetDiffuseColor( D3DXCOLOR(1,1,1,1) ); m_sprSelectionOverlay.SetEffectGlowing( 1.0f, D3DXCOLOR(1,1,1,0.4f), D3DXCOLOR(1,1,1,1) ); m_frameOverlay.AddSubActor( &m_sprSelectionOverlay ); m_MusicSortDisplay.SetXY( SORT_ICON_ON_SCREEN_X, SORT_ICON_ON_SCREEN_Y ); m_MusicSortDisplay.SetEffectGlowing( 1.0f ); m_frameOverlay.AddSubActor( &m_MusicSortDisplay ); this->AddSubActor( &m_frameOverlay ); m_ScrollBar.SetX( SCROLLBAR_X ); this->AddSubActor( &m_ScrollBar ); m_soundChangeMusic.Load( THEME->GetPathTo(SOUND_SELECT_MUSIC_CHANGE_MUSIC), 16 ); m_soundChangeSort.Load( THEME->GetPathTo(SOUND_SELECT_MUSIC_CHANGE_SORT) ); m_soundExpand.Load( THEME->GetPathTo(SOUND_SELECT_MUSIC_SECTION_EXPAND) ); m_soundStart.Load( THEME->GetPathTo(SOUND_MENU_START) ); m_soundLocked.Load( THEME->GetPathTo(SOUND_SELECT_MUSIC_WHEEL_LOCKED) ); m_fTimeLeftBeforePlayMusicSample = 0; // init m_mapGroupNameToBannerColor CArray arraySongs; arraySongs.Copy( SONGMAN->m_pSongs ); SortSongPointerArrayByGroup( arraySongs ); m_SortOrder = GAMESTATE->m_SongSortOrder; m_MusicSortDisplay.Set( m_SortOrder ); m_MusicSortDisplay.SetXY( SORT_ICON_ON_SCREEN_X, SORT_ICON_ON_SCREEN_Y ); m_sExpandedSectionName = ""; m_iSelection = 0; m_WheelState = STATE_SELECTING_MUSIC; m_fTimeLeftInState = 0; m_fPositionOffsetFromSelection = 0; m_iSwitchesLeftInSpinDown = 0; // build all of the wheel item datas for( int so=0; soIsExtraStage() || GAMESTATE->IsExtraStage2() ) { // make the preferred group the group of the last song played. if( GAMESTATE->m_sPreferredGroup == "ALL MUSIC" ) 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()->m_NotesType, pSong, pNotes, po, so ); GAMESTATE->m_pCurSong = pSong; for( int p=0; pIsPlayerEnabled(p) ) { GAMESTATE->m_pCurNotes[p] = pNotes; GAMESTATE->m_PlayerOptions[p] = po; } } GAMESTATE->m_SongOptions = so; } // If there is no currently selected song, select one. if( GAMESTATE->m_pCurSong == NULL ) { CStringArray asGroupNames; SONGMAN->GetGroupNames( asGroupNames ); if( asGroupNames.GetSize() > 0 ) { CArray arraySongs; SONGMAN->GetSongsInGroup( asGroupNames[0], arraySongs ); if( arraySongs.GetSize() > 0 ) // still nothing selected GAMESTATE->m_pCurSong = arraySongs[0]; // select the first song } } // Select the the previously selected song (if any) if( GAMESTATE->m_pCurSong ) { for( int i=0; im_pCurSong ) { m_iSelection = i; // select it m_sExpandedSectionName = GetCurWheelItemDatas()[m_iSelection].m_sSectionName; // make its group the currently expanded group break; } } } // Select the the previously selected course (if any) if( GAMESTATE->m_pCurCourse != NULL ) { for( int i=0; im_pCurCourse ) { m_iSelection = i; // select it m_sExpandedSectionName = GetCurWheelItemDatas()[m_iSelection].m_sSectionName; // make its group the currently expanded group break; } } } // rebuild the WheelItems that appear on screen RebuildWheelItemDisplays(); } MusicWheel::~MusicWheel() { GAMESTATE->m_SongSortOrder = m_SortOrder; } void MusicWheel::BuildWheelItemDatas( CArray &arrayWheelItemDatas, SongSortOrder so, bool bRoulette ) { int i; switch( GAMESTATE->m_PlayMode ) { case PLAY_MODE_ARCADE: { /////////////////////////////////// // Make an array of Song*, then sort them /////////////////////////////////// CArray arraySongs; // copy only song that have at least one Notes for the current GameMode for( i=0; im_pSongs.GetSize(); i++ ) { Song* pSong = SONGMAN->m_pSongs[i]; CArray arraySteps; pSong->GetNotesThatMatch( GAMESTATE->GetCurrentStyleDef()->m_NotesType, arraySteps ); if( arraySteps.GetSize() > 0 ) arraySongs.Add( pSong ); } // sort the songs switch( so ) { case SORT_GROUP: SortSongPointerArrayByGroup( arraySongs ); break; case SORT_TITLE: SortSongPointerArrayByTitle( arraySongs ); break; case SORT_BPM: SortSongPointerArrayByBPM( arraySongs ); break; // case SORT_ARTIST: // SortSongPointerArrayByArtist( arraySongs ); // break; case SORT_MOST_PLAYED: SortSongPointerArrayByMostPlayed( arraySongs ); break; default: ASSERT( false ); // unhandled SORT_ORDER } /////////////////////////////////// // Build an array of WheelItemDatas from the sorted list of Song*s /////////////////////////////////// arrayWheelItemDatas.SetSize( 0, 300 ); // clear out the previous wheel items and set large capacity jumps bool bUseSections; switch( so ) { case SORT_MOST_PLAYED: bUseSections = false; break; case SORT_BPM: bUseSections = false; break; case SORT_GROUP: bUseSections = GAMESTATE->m_sPreferredGroup == "ALL MUSIC"; break; case SORT_TITLE: bUseSections = true; break; default: ASSERT( false ); } if( bRoulette ) bUseSections = false; if( bUseSections ) { // make WheelItemDatas with sections CString sLastSection = ""; D3DXCOLOR colorSection; int iCurWheelItem = 0; for( int i=0; i< arraySongs.GetSize(); i++ ) { Song* pSong = arraySongs[i]; CString sThisSection = GetSectionNameFromSongAndSort( pSong, so ); int iSectionColorIndex = 0; if( GAMESTATE->m_sPreferredGroup != "ALL MUSIC" && pSong->m_sGroupName != GAMESTATE->m_sPreferredGroup ) continue; 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.Add( WheelItemData(TYPE_SECTION, NULL, sThisSection, NULL, colorSection) ); sLastSection = sThisSection; } arrayWheelItemDatas.Add( WheelItemData( TYPE_SONG, pSong, sThisSection, NULL, SONGMAN->GetGroupColor(pSong->m_sGroupName)) ); } } else { for( int i=0; im_sPreferredGroup != "ALL MUSIC" && pSong->m_sGroupName != GAMESTATE->m_sPreferredGroup ) continue; // skip arrayWheelItemDatas.Add( WheelItemData(TYPE_SONG, pSong, "", NULL, SONGMAN->GetGroupColor(pSong->m_sGroupName)) ); } } } break; case PLAY_MODE_ONI: case PLAY_MODE_ENDLESS: { int i; CArray apCourses; switch( GAMESTATE->m_PlayMode ) { case PLAY_MODE_ONI: for( i=0; im_aOniCourses.GetSize(); i++ ) apCourses.Add( &SONGMAN->m_aOniCourses[i] ); SortCoursePointerArrayByDifficulty( apCourses ); break; case PLAY_MODE_ENDLESS: for( i=0; im_aEndlessCourses.GetSize(); i++ ) apCourses.Add( &SONGMAN->m_aEndlessCourses[i] ); break; } for( int c=0; c apSongs; CArray apNotes; CStringArray asModifiers; pCourse->GetSongAndNotesForCurrentStyle( apSongs, apNotes, asModifiers ); if( apNotes.GetSize() > 0 ) arrayWheelItemDatas.Add( WheelItemData(TYPE_COURSE, NULL, "", pCourse, pCourse->GetColor()) ); } } break; default: ASSERT(0); // invalid PlayMode } // init crowns for( i=0; iGetNumTimesPlayed()==0) ? TYPE_NEW : TYPE_NONE; } } if( so == SORT_MOST_PLAYED ) { // init crown icons for( int i=0; im_PlayMode == PLAY_MODE_ARCADE && !bRoulette ) { arrayWheelItemDatas.Add( WheelItemData(TYPE_ROULETTE, NULL, "", NULL, D3DXCOLOR(1,0,0,1)) ); } } void MusicWheel::SwitchSortOrder() { } float MusicWheel::GetBannerY( float fPosOffsetsFromMiddle ) { return (float)roundf( fPosOffsetsFromMiddle*44 ); } float MusicWheel::GetBannerBrightness( float fPosOffsetsFromMiddle ) { //return 1 - fabsf(fPosOffsetsFromMiddle)*0.11f; return 1; } float MusicWheel::GetBannerAlpha( float fPosOffsetsFromMiddle ) { /* if( m_WheelState == STATE_FLYING_OFF_BEFORE_NEXT_SORT || m_WheelState == STATE_TWEENING_OFF_SCREEN ) { return m_fTimeLeftInState / FADE_TIME; } else if( m_WheelState == STATE_FLYING_ON_AFTER_NEXT_SORT || m_WheelState == STATE_TWEENING_ON_SCREEN ) { return 1 - (m_fTimeLeftInState / FADE_TIME); } else if( m_WheelState == STATE_WAITING_OFF_SCREEN ) { return 0; } else { return 1; } */ return 1; } float MusicWheel::GetBannerX( float fPosOffsetsFromMiddle ) { float fX = (1-cosf((fPosOffsetsFromMiddle)/3))*95.0f; return (float)roundf( fX ); } void MusicWheel::RebuildWheelItemDisplays() { // rewind to first index that will be displayed; int iIndex = m_iSelection; if( m_iSelection > GetCurWheelItemDatas().GetSize()-1 ) m_iSelection = 0; for( int i=0; i GetCurWheelItemDatas().GetSize()-1 ) iIndex = 0; } while( GetCurWheelItemDatas()[iIndex].m_WheelItemType == TYPE_SONG && GetCurWheelItemDatas()[iIndex].m_sSectionName != "" && GetCurWheelItemDatas()[iIndex].m_sSectionName != m_sExpandedSectionName ); } } void MusicWheel::NotesChanged( PlayerNumber pn ) // update grade graphics and top score { DifficultyClass dc = GAMESTATE->m_PreferredDifficultyClass[pn]; Song* pSong = GAMESTATE->m_pCurSong; Notes* m_pNotes = GAMESTATE->m_pCurNotes[ pn ]; if( m_pNotes ) m_HighScore[pn].SetScore( (float)m_pNotes->m_iTopScore ); for( int i=0; i SCREEN_HEIGHT/2 ) continue; // skip float fX = GetBannerX( fThisBannerPositionOffsetFromSelection ); display.SetXY( fX, fY ); } break; }; if( m_WheelState == STATE_LOCKED && i != NUM_WHEEL_ITEMS_TO_DRAW/2 ) display.m_fPercentGray = 0.5f; else display.m_fPercentGray = 0; display.Draw(); } ActorFrame::DrawPrimitives(); } void MusicWheel::Update( float fDeltaTime ) { ActorFrame::Update( fDeltaTime ); for( int i=0; i 0 ) { m_fTimeLeftBeforePlayMusicSample -= fDeltaTime; if( m_fTimeLeftBeforePlayMusicSample < 0 ) SCREENMAN->SendMessageToTopScreen( SM_PlaySongSample, 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: { m_WheelState = STATE_FLYING_ON_AFTER_NEXT_SORT; m_fTimeLeftInState = FADE_TIME; Song* pPrevSelectedSong = GetCurWheelItemDatas()[m_iSelection].m_pSong; CString sPrevSelectedSection = GetCurWheelItemDatas()[m_iSelection].m_sSectionName; // change the sort order m_SortOrder = SongSortOrder(m_SortOrder+1); if( m_SortOrder > NUM_SORT_ORDERS-1 ) m_SortOrder = (SongSortOrder)0; m_sExpandedSectionName = GetSectionNameFromSongAndSort( pPrevSelectedSong, m_SortOrder ); //RebuildWheelItems(); m_MusicSortDisplay.Set( m_SortOrder ); m_MusicSortDisplay.BeginTweening( FADE_TIME, TWEEN_BIAS_BEGIN ); m_MusicSortDisplay.SetTweenXY( SORT_ICON_ON_SCREEN_X, SORT_ICON_ON_SCREEN_Y ); m_iSelection = 0; if( pPrevSelectedSong != NULL ) // the previous selected item was a song { // find the previously selected song, and select it for( i=0; iSendMessageToTopScreen( SM_PlaySongSample, 0 ); m_WheelState = STATE_SELECTING_MUSIC; // now, wait for input break; case STATE_TWEENING_ON_SCREEN: SCREENMAN->SendMessageToTopScreen( SM_PlaySongSample, 0 ); m_fTimeLeftInState = 0; if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) { // if ( m_bUseRandomExtra ) // { // MUSIC->Stop(); // m_soundExpand.Play(); // m_WheelState = STATE_ROULETTE_SPINNING; // m_SortOrder = SORT_GROUP; // m_MusicSortDisplay.SetDiffuseColor( D3DXCOLOR(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: 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; } else { m_iSwitchesLeftInSpinDown--; switch( m_iSwitchesLeftInSpinDown ) { case 4: m_fTimeLeftInState = 0.2f; break; case 3: m_fTimeLeftInState = 0.4f; break; case 2: m_fTimeLeftInState = 0.8f; break; case 1: m_fTimeLeftInState = 1.3f; break; case 0: m_fTimeLeftInState = 0.5f; break; default: ASSERT(0); } LOG->Trace( "m_iSwitchesLeftInSpinDown id %d, m_fTimeLeftInState is %f", m_iSwitchesLeftInSpinDown, m_fTimeLeftInState ); if( m_iSwitchesLeftInSpinDown < 2 ) randomf(0,1) >= 0.5f ? NextMusic() : PrevMusic(); else NextMusic(); } break; default: ASSERT(0); // all state changes should be handled explitily break; } } if( m_WheelState == STATE_LOCKED ) { m_fPositionOffsetFromSelection = clamp( m_fPositionOffsetFromSelection, -0.3f, +0.3f ); float fSpringForce = - m_fPositionOffsetFromSelection*LOCKED_WHEEL_INITIAL_VELOCITY; m_fLockedWheelVelocity += fSpringForce; float fDrag = -m_fLockedWheelVelocity * fDeltaTime*4; m_fLockedWheelVelocity += fDrag; m_fPositionOffsetFromSelection += m_fLockedWheelVelocity*fDeltaTime; if( fabsf(m_fPositionOffsetFromSelection) < 0.01f && fabsf(m_fLockedWheelVelocity) < 0.01f ) { m_fPositionOffsetFromSelection = 0; m_fLockedWheelVelocity = 0; } } else { // "rotate" wheel toward selected song float fSpinSpeed; if( m_WheelState == STATE_ROULETTE_SPINNING ) fSpinSpeed = 1.0f/ROULETTE_SWITCH_MUSIC_TIME; else fSpinSpeed = 0.6f + fabsf(m_fPositionOffsetFromSelection)/SWITCH_MUSIC_TIME; if( m_fPositionOffsetFromSelection > 0 ) { m_fPositionOffsetFromSelection -= fSpinSpeed*fDeltaTime; if( m_fPositionOffsetFromSelection < 0 ) { m_fPositionOffsetFromSelection = 0; m_fTimeLeftBeforePlayMusicSample = SAMPLE_MUSIC_DELAY; } } else if( m_fPositionOffsetFromSelection < 0 ) { m_fPositionOffsetFromSelection += fSpinSpeed*fDeltaTime; if( m_fPositionOffsetFromSelection > 0 ) { m_fPositionOffsetFromSelection = 0; m_fTimeLeftBeforePlayMusicSample = SAMPLE_MUSIC_DELAY; } } } } void MusicWheel::PrevMusic( bool bSendSongChangedMessage ) { if( m_WheelState == STATE_LOCKED ) { m_fLockedWheelVelocity = LOCKED_WHEEL_INITIAL_VELOCITY; m_soundLocked.Play(); return; } if( fabsf(m_fPositionOffsetFromSelection) > 0.5f ) // wheel is busy spinning return; m_fTimeLeftBeforePlayMusicSample = 0; switch( m_WheelState ) { case STATE_SELECTING_MUSIC: case STATE_ROULETTE_SPINNING: case STATE_ROULETTE_SLOWING_DOWN: break; // fall through default: return; // don't fall through } // decrement m_iSelection do { m_iSelection--; if( m_iSelection < 0 ) m_iSelection = GetCurWheelItemDatas().GetSize()-1; } while( (GetCurWheelItemDatas()[m_iSelection].m_WheelItemType == TYPE_SONG || GetCurWheelItemDatas()[m_iSelection].m_WheelItemType == TYPE_COURSE) && GetCurWheelItemDatas()[m_iSelection].m_sSectionName != "" && GetCurWheelItemDatas()[m_iSelection].m_sSectionName != m_sExpandedSectionName ); RebuildWheelItemDisplays(); m_fPositionOffsetFromSelection -= 1; m_soundChangeMusic.Play(); if( bSendSongChangedMessage ) SCREENMAN->SendMessageToTopScreen( SM_SongChanged, 0 ); } void MusicWheel::NextMusic( bool bSendSongChangedMessage ) { if( m_WheelState == STATE_LOCKED ) { m_fLockedWheelVelocity = -LOCKED_WHEEL_INITIAL_VELOCITY; m_soundLocked.Play(); return; } if( fabsf(m_fPositionOffsetFromSelection) > 0.5f ) // wheel is very busy spinning return; m_fTimeLeftBeforePlayMusicSample = 0; switch( m_WheelState ) { case STATE_SELECTING_MUSIC: case STATE_ROULETTE_SPINNING: case STATE_ROULETTE_SLOWING_DOWN: break; // fall through default: LOG->Trace( "NextMusic() ignored" ); return; // don't continue } // increment m_iSelection do { m_iSelection++; if( m_iSelection > GetCurWheelItemDatas().GetSize()-1 ) m_iSelection = 0; } while( (GetCurWheelItemDatas()[m_iSelection].m_WheelItemType == TYPE_SONG || GetCurWheelItemDatas()[m_iSelection].m_WheelItemType == TYPE_COURSE) && GetCurWheelItemDatas()[m_iSelection].m_sSectionName != "" && GetCurWheelItemDatas()[m_iSelection].m_sSectionName != m_sExpandedSectionName ); RebuildWheelItemDisplays(); m_fPositionOffsetFromSelection += 1; m_soundChangeMusic.Play(); if( bSendSongChangedMessage ) SCREENMAN->SendMessageToTopScreen( SM_SongChanged, 0 ); } void MusicWheel::PrevSort() { NextSort(); } void MusicWheel::NextSort() { switch( m_WheelState ) { case STATE_SELECTING_MUSIC: case STATE_FLYING_ON_AFTER_NEXT_SORT: break; // fall through default: return; // don't continue } m_soundChangeSort.Play(); m_MusicSortDisplay.BeginTweening( FADE_TIME, TWEEN_BIAS_END ); m_MusicSortDisplay.SetTweenXY( SORT_ICON_OFF_SCREEN_X, SORT_ICON_OFF_SCREEN_Y ); TweenOffScreen(); m_WheelState = STATE_FLYING_OFF_BEFORE_NEXT_SORT; m_fTimeLeftInState = FADE_TIME; } bool MusicWheel::Select() // return true of a playable item was chosen { LOG->Trace( "MusicWheel::Select()" ); if( m_WheelState == STATE_ROULETTE_SPINNING ) { m_WheelState = STATE_ROULETTE_SLOWING_DOWN; m_iSwitchesLeftInSpinDown = ROULETTE_SWITCHES_IN_SLOWING_DOWN/2+1 + rand()%(ROULETTE_SWITCHES_IN_SLOWING_DOWN/2); m_fTimeLeftInState = 0.1f; return false; } switch( GetCurWheelItemDatas()[m_iSelection].m_WheelItemType ) { case TYPE_SECTION: { CString sThisItemSectionName = GetCurWheelItemDatas()[m_iSelection].m_sSectionName; if( m_sExpandedSectionName == sThisItemSectionName ) // already expanded m_sExpandedSectionName = ""; // collapse it else // already collapsed m_sExpandedSectionName = sThisItemSectionName; // expand it RebuildWheelItemDisplays(); m_soundExpand.Play(); m_iSelection = 0; // reset in case we can't find the last selected song // find the section header and select it for( int i=0; i