#include "global.h" #include "BPMDisplay.h" #include "RageUtil.h" #include "GameConstantsAndTypes.h" #include "GameState.h" #include "Course.h" #include "Style.h" #include "ActorUtil.h" #include "CommonMetrics.h" #include "LocalizedString.h" #include "Song.h" #include "Steps.h" #include REGISTER_ACTOR_CLASS( BPMDisplay ); BPMDisplay::BPMDisplay() { m_fBPMFrom = m_fBPMTo = 0; m_iCurrentBPM = 0; m_BPMS.push_back(0); m_fPercentInState = 0; m_fCycleTime = 1.0f; } void BPMDisplay::Load() { SET_NO_BPM_COMMAND.Load( m_sName, "SetNoBpmCommand"); SET_NORMAL_COMMAND.Load( m_sName, "SetNormalCommand"); SET_CHANGING_COMMAND.Load( m_sName, "SetChangeCommand" ); SET_RANDOM_COMMAND.Load( m_sName, "SetRandomCommand" ); SET_EXTRA_COMMAND.Load( m_sName, "SetExtraCommand" ); CYCLE.Load( m_sName, "Cycle" ); RANDOM_CYCLE_SPEED.Load( m_sName, "RandomCycleSpeed" ); COURSE_CYCLE_SPEED.Load( m_sName, "CourseCycleSpeed" ); SEPARATOR.Load( m_sName, "Separator" ); SHOW_QMARKS.Load( m_sName, "ShowQMarksInRandomCycle" ); NO_BPM_TEXT.Load( m_sName, "NoBpmText" ); QUESTIONMARKS_TEXT.Load( m_sName, "QuestionMarksText" ); RANDOM_TEXT.Load( m_sName, "RandomText" ); VARIOUS_TEXT.Load( m_sName, "VariousText" ); BPM_FORMAT_STRING.Load( m_sName, "FormatString" ); RunCommands( SET_NORMAL_COMMAND ); } void BPMDisplay::LoadFromNode( const XNode *pNode ) { BitmapText::LoadFromNode( pNode ); Load(); } float BPMDisplay::GetActiveBPM() const { return m_fBPMTo + (m_fBPMFrom-m_fBPMTo)*m_fPercentInState; } void BPMDisplay::Update( float fDeltaTime ) { BitmapText::Update( fDeltaTime ); if( !(bool)CYCLE ) return; if( m_BPMS.size() == 0 ) return; // no bpm m_fPercentInState -= fDeltaTime / m_fCycleTime; if( m_fPercentInState < 0 ) { // go to next state m_fPercentInState = 1; // reset timer m_iCurrentBPM = (m_iCurrentBPM + 1) % m_BPMS.size(); m_fBPMFrom = m_fBPMTo; m_fBPMTo = m_BPMS[m_iCurrentBPM]; if(m_fBPMTo == -1) { m_fBPMFrom = -1; if( (bool)SHOW_QMARKS ) SetText( (RandomFloat(0,1)>0.90f) ? (RString)QUESTIONMARKS_TEXT : ssprintf((RString)BPM_FORMAT_STRING,RandomFloat(0,999)) ); else SetText( ssprintf((RString)BPM_FORMAT_STRING, RandomFloat(0,999)) ); } else if(m_fBPMFrom == -1) { m_fBPMFrom = m_fBPMTo; } } if( m_fBPMTo != -1) { const float fActualBPM = GetActiveBPM(); SetText( ssprintf((RString)BPM_FORMAT_STRING, fActualBPM) ); } } void BPMDisplay::SetBPMRange( const DisplayBpms &bpms ) { ASSERT( !bpms.vfBpms.empty() ); m_BPMS.clear(); const vector &BPMS = bpms.vfBpms; bool AllIdentical = true; for( unsigned i = 0; i < BPMS.size(); ++i ) { if( i > 0 && BPMS[i] != BPMS[i-1] ) AllIdentical = false; } if( !(bool)CYCLE ) { int MinBPM = INT_MAX; int MaxBPM = INT_MIN; for( unsigned i = 0; i < BPMS.size(); ++i ) { MinBPM = min( MinBPM, (int)lrintf(BPMS[i]) ); MaxBPM = max( MaxBPM, (int)lrintf(BPMS[i]) ); } if( MinBPM == MaxBPM ) { if( MinBPM == -1 ) SetText( RANDOM_TEXT ); // random (was "...") -aj else SetText( ssprintf("%i", MinBPM) ); } else { SetText( ssprintf("%i%s%i", MinBPM, SEPARATOR.GetValue().c_str(), MaxBPM) ); } } else { for( unsigned i = 0; i < BPMS.size(); ++i ) { m_BPMS.push_back(BPMS[i]); if( BPMS[i] != -1 ) m_BPMS.push_back(BPMS[i]); // hold } m_iCurrentBPM = min(1u, m_BPMS.size()); // start on the first hold m_fBPMFrom = BPMS[0]; m_fBPMTo = BPMS[0]; m_fPercentInState = 1; } if( GAMESTATE->IsAnExtraStageAndSelectionLocked() ) RunCommands( SET_EXTRA_COMMAND ); else if( !AllIdentical ) RunCommands( SET_CHANGING_COMMAND ); else RunCommands( SET_NORMAL_COMMAND ); } void BPMDisplay::CycleRandomly() { DisplayBpms bpms; bpms.Add(-1); SetBPMRange( bpms ); RunCommands( SET_RANDOM_COMMAND ); m_fCycleTime = (float)RANDOM_CYCLE_SPEED; // Go to default value in event of a negative value in the metrics if( m_fCycleTime < 0 ) m_fCycleTime = 0.2f; } void BPMDisplay::NoBPM() { m_BPMS.clear(); SetText( NO_BPM_TEXT ); RunCommands( SET_NO_BPM_COMMAND ); } void BPMDisplay::SetBpmFromSong( const Song* pSong ) { ASSERT( pSong != NULL ); switch( pSong->m_DisplayBPMType ) { case DISPLAY_BPM_ACTUAL: case DISPLAY_BPM_SPECIFIED: { DisplayBpms bpms; pSong->GetDisplayBpms( bpms ); SetBPMRange( bpms ); m_fCycleTime = 1.0f; } break; case DISPLAY_BPM_RANDOM: CycleRandomly(); break; default: FAIL_M(ssprintf("Invalid display BPM type: %i", pSong->m_DisplayBPMType)); } } void BPMDisplay::SetBpmFromSteps( const Steps* pSteps ) { ASSERT( pSteps != NULL ); DisplayBpms bpms; float fMinBPM, fMaxBPM; pSteps->GetTimingData()->GetActualBPM( fMinBPM, fMaxBPM ); bpms.Add( fMinBPM ); bpms.Add( fMaxBPM ); m_fCycleTime = 1.0f; } void BPMDisplay::SetBpmFromCourse( const Course* pCourse ) { ASSERT( pCourse != NULL ); ASSERT( GAMESTATE->GetCurrentStyle(PLAYER_INVALID) != NULL ); StepsType st = GAMESTATE->GetCurrentStyle(PLAYER_INVALID)->m_StepsType; Trail *pTrail = pCourse->GetTrail( st ); // GetTranslitFullTitle because "Crashinfo.txt is garbled because of the ANSI output as usual." -f ASSERT_M( pTrail != NULL, ssprintf("Course '%s' has no trail for StepsType '%s'", pCourse->GetTranslitFullTitle().c_str(), StringConversion::ToString(st).c_str() ) ); m_fCycleTime = (float)COURSE_CYCLE_SPEED; if( (int)pTrail->m_vEntries.size() > CommonMetrics::MAX_COURSE_ENTRIES_BEFORE_VARIOUS ) { SetVarious(); return; } DisplayBpms bpms; pTrail->GetDisplayBpms( bpms ); SetBPMRange( bpms ); } void BPMDisplay::SetConstantBpm( float fBPM ) { DisplayBpms bpms; bpms.Add( fBPM ); SetBPMRange( bpms ); } void BPMDisplay::SetVarious() { m_BPMS.clear(); m_BPMS.push_back( -1 ); SetText( VARIOUS_TEXT ); } void BPMDisplay::SetFromGameState() { if( GAMESTATE->m_pCurSong.Get() ) { if( GAMESTATE->IsAnExtraStageAndSelectionLocked() ) CycleRandomly(); else SetBpmFromSong( GAMESTATE->m_pCurSong ); return; } if( GAMESTATE->m_pCurCourse.Get() ) { if( GAMESTATE->GetCurrentStyle(PLAYER_INVALID) == NULL ) ; // This is true when backing out from ScreenSelectCourse to ScreenTitleMenu. So, don't call SetBpmFromCourse where an assert will fire. else SetBpmFromCourse( GAMESTATE->m_pCurCourse ); return; } NoBPM(); } // SongBPMDisplay (in-game BPM display) class SongBPMDisplay: public BPMDisplay { public: SongBPMDisplay(); virtual SongBPMDisplay *Copy() const; virtual void Update( float fDeltaTime ); private: float m_fLastGameStateBPM; }; SongBPMDisplay::SongBPMDisplay() { m_fLastGameStateBPM = 0; } void SongBPMDisplay::Update( float fDeltaTime ) { float fGameStateBPM = GAMESTATE->m_Position.m_fCurBPS * 60.0f; if( m_fLastGameStateBPM != fGameStateBPM ) { m_fLastGameStateBPM = fGameStateBPM; SetConstantBpm( fGameStateBPM ); } BPMDisplay::Update( fDeltaTime ); } REGISTER_ACTOR_CLASS( SongBPMDisplay ); #include "LuaBinding.h" /** @brief Allow Lua to have access to the BPMDisplay. */ class LunaBPMDisplay: public Luna { public: static int SetFromGameState( T* p, lua_State *L ) { p->SetFromGameState(); COMMON_RETURN_SELF; } static int SetFromSong( T* p, lua_State *L ) { if( lua_isnil(L,1) ) { p->NoBPM(); } else { const Song* pSong = Luna::check( L, 1, true ); p->SetBpmFromSong(pSong); } COMMON_RETURN_SELF; } static int SetFromSteps( T* p, lua_State *L ) { if( lua_isnil(L,1) ) { p->NoBPM(); } else { const Steps* pSteps = Luna::check( L, 1, true ); p->SetBpmFromSteps(pSteps); } COMMON_RETURN_SELF; } static int SetFromCourse( T* p, lua_State *L ) { if( lua_isnil(L,1) ) { p->NoBPM(); } else { const Course* pCourse = Luna::check( L, 1, true ); p->SetBpmFromCourse(pCourse); } COMMON_RETURN_SELF; } static int GetText( T* p, lua_State *L ) { lua_pushstring( L, p->GetText() ); return 1; } LunaBPMDisplay() { ADD_METHOD( SetFromGameState ); ADD_METHOD( SetFromSong ); ADD_METHOD( SetFromSteps ); ADD_METHOD( SetFromCourse ); ADD_METHOD( GetText ); } }; LUA_REGISTER_DERIVED_CLASS( BPMDisplay, BitmapText ) /* * (c) 2001-2002 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. */