#include "stdafx.h" /* ----------------------------------------------------------------------------- Class: ScreenMachineOptions Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "ScreenMachineOptions.h" #include "RageTextureManager.h" #include "RageUtil.h" #include "RageMusic.h" #include "ScreenManager.h" #include "PrefsManager.h" #include "GameConstantsAndTypes.h" #include "StepMania.h" #include "PrefsManager.h" #include "RageLog.h" #include "ThemeManager.h" enum { MO_MENU_TIMER, MO_SHOW_DANGER, MO_NUM_ARCADE_STAGES, MO_JUDGE_DIFFICULTY, MO_LIFE_DIFFICULTY, MO_HIDDEN_SONGS, MO_SHOWSTATS, NUM_MACHINE_OPTIONS_LINES }; /* Hmm. Ignore JoyAxes and Back Delayed probably belong in "input options", * preferably alongside button configuration. */ OptionRowData g_MachineOptionsLines[NUM_MACHINE_OPTIONS_LINES] = { { "Menu\nTimer", 2, {"OFF","ON"} }, { "Show\nDanger", 2, {"OFF","ON"} }, { "Arcade\nStages", 8, {"1","2","3","4","5","6","7","UNLIMITED"} }, { "Judge\nDifficulty", 8, {"1","2","3","4","5","6","7","8"} }, { "Life\nDifficulty", 7, {"1","2","3","4","5","6","7"} }, { "Hidden\nSongs", 2, {"OFF","ON"} }, { "Show\nStats", 2, {"OFF","ON"} }, }; ScreenMachineOptions::ScreenMachineOptions() : ScreenOptions( THEME->GetPathTo("BGAnimations","machine options"), THEME->GetPathTo("Graphics","machine options page"), THEME->GetPathTo("Graphics","machine options top edge") ) { LOG->Trace( "ScreenMachineOptions::ScreenMachineOptions()" ); // fill g_InputOptionsLines with explanation text for( int i=0; iGetMetric("ScreenMachineOptions",sLineName) ); } Init( INPUTMODE_BOTH, g_MachineOptionsLines, NUM_MACHINE_OPTIONS_LINES, false ); m_Menu.StopTimer(); MUSIC->LoadAndPlayIfNotAlready( THEME->GetPathTo("Sounds","machine options music") ); } void ScreenMachineOptions::ImportOptions() { m_iSelectedOption[0][MO_MENU_TIMER] = PREFSMAN->m_bMenuTimer ? 1:0; m_iSelectedOption[0][MO_SHOW_DANGER] = PREFSMAN->m_bShowDanger ? 1:0; m_iSelectedOption[0][MO_NUM_ARCADE_STAGES] = PREFSMAN->m_bEventMode ? 7 : PREFSMAN->m_iNumArcadeStages - 1; m_iSelectedOption[0][MO_HIDDEN_SONGS] = PREFSMAN->m_bHiddenSongs ? 1:0; /* .02 difficulty is beyond our timing right now; even autoplay * misses! At least fix autoplay before enabling this, or we'll * probably get lots of bug reports about it. * * It's not *supposed* to be doable--it's supposed to be mostly * impossible, and perhaps it *is* justice that even the CPU fails * it. :) */ if( PREFSMAN->m_fJudgeWindowSeconds == 0.27f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 0; else if( PREFSMAN->m_fJudgeWindowSeconds == 0.24f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 1; else if( PREFSMAN->m_fJudgeWindowSeconds == 0.21f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 2; else if( PREFSMAN->m_fJudgeWindowSeconds == 0.18f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 3; else if( PREFSMAN->m_fJudgeWindowSeconds == 0.15f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 4; else if( PREFSMAN->m_fJudgeWindowSeconds == 0.12f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 5; else if( PREFSMAN->m_fJudgeWindowSeconds == 0.09f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 6; else if( PREFSMAN->m_fJudgeWindowSeconds == 0.06f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 7; else m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 3; if( PREFSMAN->m_fLifeDifficultyScale == 1.60f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 0; else if( PREFSMAN->m_fLifeDifficultyScale == 1.40f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 1; else if( PREFSMAN->m_fLifeDifficultyScale == 1.20f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 2; else if( PREFSMAN->m_fLifeDifficultyScale == 1.00f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 3; else if( PREFSMAN->m_fLifeDifficultyScale == 0.80f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 4; else if( PREFSMAN->m_fLifeDifficultyScale == 0.60f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 5; else if( PREFSMAN->m_fLifeDifficultyScale == 0.40f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 6; else m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 3; m_iSelectedOption[0][MO_SHOWSTATS] = PREFSMAN->m_bShowStats ? 1:0; } void ScreenMachineOptions::ExportOptions() { PREFSMAN->m_bMenuTimer = m_iSelectedOption[0][MO_MENU_TIMER] == 1; PREFSMAN->m_bShowDanger = m_iSelectedOption[0][MO_SHOW_DANGER] == 1; PREFSMAN->m_bEventMode = m_iSelectedOption[0][MO_NUM_ARCADE_STAGES] == 7; PREFSMAN->m_iNumArcadeStages = m_iSelectedOption[0][MO_NUM_ARCADE_STAGES] + 1; PREFSMAN->m_bHiddenSongs = m_iSelectedOption[0][MO_HIDDEN_SONGS] == 1; switch( m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] ) { case 0: PREFSMAN->m_fJudgeWindowSeconds = 0.27f; break; case 1: PREFSMAN->m_fJudgeWindowSeconds = 0.24f; break; case 2: PREFSMAN->m_fJudgeWindowSeconds = 0.21f; break; case 3: PREFSMAN->m_fJudgeWindowSeconds = 0.18f; break; case 4: PREFSMAN->m_fJudgeWindowSeconds = 0.15f; break; case 5: PREFSMAN->m_fJudgeWindowSeconds = 0.12f; break; case 6: PREFSMAN->m_fJudgeWindowSeconds = 0.09f; break; case 7: PREFSMAN->m_fJudgeWindowSeconds = 0.06f; break; default: ASSERT(0); } switch( m_iSelectedOption[0][MO_LIFE_DIFFICULTY] ) { case 0: PREFSMAN->m_fLifeDifficultyScale = 1.60f; break; case 1: PREFSMAN->m_fLifeDifficultyScale = 1.40f; break; case 2: PREFSMAN->m_fLifeDifficultyScale = 1.20f; break; case 3: PREFSMAN->m_fLifeDifficultyScale = 1.00f; break; case 4: PREFSMAN->m_fLifeDifficultyScale = 0.80f; break; case 5: PREFSMAN->m_fLifeDifficultyScale = 0.60f; break; case 6: PREFSMAN->m_fLifeDifficultyScale = 0.40f; break; default: ASSERT(0); } PREFSMAN->m_bShowStats = m_iSelectedOption[0][MO_SHOWSTATS] == 1; } void ScreenMachineOptions::GoToPrevState() { SCREENMAN->SetNewScreen( "ScreenTitleMenu" ); PREFSMAN->SaveGlobalPrefsToDisk(); } void ScreenMachineOptions::GoToNextState() { GoToPrevState(); }