Files
itgmania212121/stepmania/src/DifficultyList.cpp
T
Chris Danford bcbe615c0d Pass ActorCommand structures to Actor instead of unparsed command strings.
This way, we can potentially do the parsing early and not parse inside of Actor as the command is executing.
2004-11-06 23:13:47 +00:00

452 lines
12 KiB
C++

#include "global.h"
#include "DifficultyList.h"
#include "GameState.h"
#include "song.h"
#include "Steps.h"
#include "Style.h"
#include "DifficultyMeter.h"
#include "RageLog.h"
#include "BitmapText.h"
#include "SongManager.h"
#include "ThemeManager.h"
#include "StepsUtil.h"
#include "CommonMetrics.h"
#define ITEMS_SPACING_Y THEME->GetMetricF(m_sName,"ItemsSpacingY")
#define DESCRIPTION_MAX_WIDTH THEME->GetMetricF(m_sName,"DescriptionMaxWidth")
#define NUM_SHOWN_ITEMS THEME->GetMetricI(m_sName,"NumShownItems")
#define CAPITALIZE_DIFFICULTY_NAMES THEME->GetMetric( m_sName,"CapitalizeDifficultyNames" )
#define MAX_METERS NUM_DIFFICULTIES + MAX_EDITS_PER_SONG
DifficultyList::DifficultyList() :
MOVE_COMMAND("","MoveCommand")
{
m_bShown = true;
}
DifficultyList::~DifficultyList()
{
}
void DifficultyList::Load()
{
MOVE_COMMAND.ChangeGroup(m_sName);
m_Lines.resize( MAX_METERS );
m_CurSong = NULL;
FOREACH_HumanPlayer( pn )
{
m_Cursors[pn].Load( THEME->GetPathToG(ssprintf("%s cursor p%i",m_sName.c_str(), pn+1)) );
m_Cursors[pn]->SetName( ssprintf("CursorP%i",pn+1) );
/* Hack: we need to tween cursors both up to down (cursor motion) and visible to
* invisible (fading). Cursor motion needs to stoptweening, so multiple motions
* don't queue and look unresponsive. However, that stpotweening interrupts fading,
* resulting in the cursor remaining invisible or partially invisible. So, do them
* in separate tweening stacks. This means the Cursor command can't change diffuse
* colors; I think we do need a diffuse color stack ... */
m_CursorFrames[pn].SetName( ssprintf("CursorP%i",pn+1) );
m_CursorFrames[pn].AddChild( m_Cursors[pn] );
this->AddChild( &m_CursorFrames[pn] );
}
for( unsigned m = 0; m < m_Lines.size(); ++m )
{
m_Lines[m].m_Meter.SetName( "DifficultySummaryRow", "Row" );
m_Lines[m].m_Meter.Load();
this->AddChild( &m_Lines[m].m_Meter );
m_Lines[m].m_Description.SetName( "Description" );
m_Lines[m].m_Description.LoadFromFont( THEME->GetPathToF(ssprintf("%s description",m_sName.c_str())) );
this->AddChild( &m_Lines[m].m_Description );
m_Lines[m].m_Number.SetName( "Number" );
m_Lines[m].m_Number.LoadFromFont( THEME->GetPathToF(ssprintf("%s number",m_sName.c_str())) );
this->AddChild( &m_Lines[m].m_Number );
}
FOREACH_HumanPlayer( pn )
ON_COMMAND( m_Cursors[pn] );
for( int m = 0; m < MAX_METERS; ++m )
{
ON_COMMAND( m_Lines[m].m_Meter );
ON_COMMAND( m_Lines[m].m_Description );
ON_COMMAND( m_Lines[m].m_Number );
}
UpdatePositions();
PositionItems();
}
int DifficultyList::GetCurrentRowIndex( PlayerNumber pn ) const
{
for( unsigned i=0; i<m_Rows.size(); i++ )
{
const Row &row = m_Rows[i];
if( GAMESTATE->m_pCurSteps[pn] == NULL )
{
if( row.m_dc == GAMESTATE->m_PreferredDifficulty[pn] )
return i;
}
else
{
if( GAMESTATE->m_pCurSteps[pn] == row.m_Steps )
return i;
}
}
return 0;
}
/* Update m_fY and m_bHidden[]. */
void DifficultyList::UpdatePositions()
{
int iCurrentRow[NUM_PLAYERS];
FOREACH_HumanPlayer( p )
iCurrentRow[p] = GetCurrentRowIndex( p );
const int total = NUM_SHOWN_ITEMS;
const int halfsize = total / 2;
int first_start, first_end, second_start, second_end;
/* Choices for each player. If only one player is active, it's the same for both. */
int P1Choice = GAMESTATE->IsHumanPlayer(PLAYER_1)? iCurrentRow[PLAYER_1]: iCurrentRow[PLAYER_2];
int P2Choice = GAMESTATE->IsHumanPlayer(PLAYER_2)? iCurrentRow[PLAYER_2]: iCurrentRow[PLAYER_1];
vector<Row> &Rows = m_Rows;
const bool BothPlayersActivated = GAMESTATE->IsHumanPlayer(PLAYER_1) && GAMESTATE->IsHumanPlayer(PLAYER_2);
if( !BothPlayersActivated )
{
/* Simply center the cursor. */
first_start = max( P1Choice - halfsize, 0 );
first_end = first_start + total;
second_start = second_end = first_end;
} else {
/* First half: */
const int earliest = min( P1Choice, P2Choice );
first_start = max( earliest - halfsize/2, 0 );
first_end = first_start + halfsize;
/* Second half: */
const int latest = max( P1Choice, P2Choice );
second_start = max( latest - halfsize/2, 0 );
/* Don't overlap. */
second_start = max( second_start, first_end );
second_end = second_start + halfsize;
}
first_end = min( first_end, (int) Rows.size() );
second_end = min( second_end, (int) Rows.size() );
/* If less than total (and Rows.size()) are displayed, fill in the empty
* space intelligently. */
while(1)
{
const int sum = (first_end - first_start) + (second_end - second_start);
if( sum >= (int) Rows.size() || sum >= total)
break; /* nothing more to display, or no room */
/* First priority: expand the top of the second half until it meets
* the first half. */
if( second_start > first_end )
second_start--;
/* Otherwise, expand either end. */
else if( first_start > 0 )
first_start--;
else if( second_end < (int) Rows.size() )
second_end++;
else
ASSERT(0); /* do we have room to grow or don't we? */
}
int pos = 0;
for( int i=0; i<(int) Rows.size(); i++ ) // foreach row
{
float ItemPosition;
if( i < first_start )
ItemPosition = -0.5f;
else if( i < first_end )
ItemPosition = (float) pos++;
else if( i < second_start )
ItemPosition = halfsize - 0.5f;
else if( i < second_end )
ItemPosition = (float) pos++;
else
ItemPosition = (float) total - 0.5f;
Row &row = Rows[i];
float fY = ITEMS_SPACING_Y*ItemPosition;
row.m_fY = fY;
row.m_bHidden = i < first_start ||
(i >= first_end && i < second_start) ||
i >= second_end;
}
}
void DifficultyList::PositionItems()
{
for( int i = 0; i < MAX_METERS; ++i )
{
bool bUnused = ( i >= (int)m_Rows.size() );
m_Lines[i].m_Description.SetHidden( bUnused );
m_Lines[i].m_Meter.SetHidden( bUnused );
m_Lines[i].m_Number.SetHidden( bUnused );
}
int m;
for( m = 0; m < (int)m_Rows.size(); ++m )
{
Row &row = m_Rows[m];
bool bHidden = row.m_bHidden;
if( !m_bShown )
bHidden = true;
const float DiffuseAlpha = bHidden? 0.0f:1.0f;
if( m_Lines[m].m_Number.GetDestY() != row.m_fY ||
m_Lines[m].m_Number.DestTweenState().diffuse[0][3] != DiffuseAlpha )
{
m_Lines[m].m_Description.Command( MOVE_COMMAND );
m_Lines[m].m_Meter.Command( MOVE_COMMAND );
m_Lines[m].m_Meter.RunCommandOnChildren( MOVE_COMMAND );
m_Lines[m].m_Number.Command( MOVE_COMMAND );
}
m_Lines[m].m_Description.SetY( row.m_fY );
m_Lines[m].m_Meter.SetY( row.m_fY );
m_Lines[m].m_Number.SetY( row.m_fY );
}
for( m=0; m < MAX_METERS; ++m )
{
bool bHidden = true;
if( m_bShown && m < (int)m_Rows.size() )
bHidden = m_Rows[m].m_bHidden;
const ActorCommands cmds = ParseActorCommands( ssprintf("diffusealpha,%f",bHidden?0.0f:1.0f) );
m_Lines[m].m_Description.Command( cmds );
m_Lines[m].m_Meter.RunCommandOnChildren( cmds );
m_Lines[m].m_Number.Command( cmds );
}
FOREACH_HumanPlayer( pn )
{
int iCurrentRow = GetCurrentRowIndex( pn );
float fY = 0;
if( iCurrentRow < (int) m_Rows.size() )
fY = m_Rows[iCurrentRow].m_fY;
COMMAND( m_CursorFrames[pn], "Change" );
m_CursorFrames[pn].SetY( fY );
}
}
void DifficultyList::SetFromGameState()
{
Song *song = GAMESTATE->m_pCurSong;
const bool bSongChanged = (song != m_CurSong);
/* If the song has changed, update displays: */
if( bSongChanged )
{
m_CurSong = song;
for( int m = 0; m < MAX_METERS; ++m )
{
m_Lines[m].m_Meter.Unset();
m_Lines[m].m_Number.SetText( "" );
m_Lines[m].m_Description.SetText( "" );
}
m_Rows.clear();
if( song == NULL )
{
// FIXME: This clamps to between the min and the max difficulty, but
// it really should round to the nearest difficulty that's in
// DIFFICULTIES_TO_SHOW.
CStringArray asDiff;
split( DIFFICULTIES_TO_SHOW, ",", asDiff );
for( unsigned i=0; i<asDiff.size(); i++ )
{
Difficulty d = StringToDifficulty( asDiff[i] );
if( d == DIFFICULTY_INVALID )
continue;
m_Rows.resize( m_Rows.size()+1 );
Row &row = m_Rows.back();
row.m_dc = d;
m_Lines[i].m_Meter.SetFromMeterAndDifficulty( 3*(d), d );
m_Lines[i].m_Description.SetText( GetDifficultyString(d) );
m_Lines[i].m_Description.SetDiffuseColor( SONGMAN->GetDifficultyColor(d) );
m_Lines[i].m_Number.SetZoomX(1);
m_Lines[i].m_Number.SetDiffuseColor( SONGMAN->GetDifficultyColor(d) );
m_Lines[i].m_Number.SetText( "?" );
}
}
else
{
vector<Steps*> CurSteps;
song->GetSteps( CurSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );
/* Should match the sort in ScreenSelectMusic::AfterMusicChange. */
StepsUtil::SortNotesArrayByDifficulty( CurSteps );
m_Rows.resize( CurSteps.size() );
for( unsigned i = 0; i < CurSteps.size(); ++i )
{
Row &row = m_Rows[i];
row.m_Steps = CurSteps[i];
m_Lines[i].m_Meter.SetFromSteps( m_Rows[i].m_Steps );
row.m_dc = row.m_Steps->GetDifficulty();
CString s;
if( row.m_Steps->GetDifficulty() == DIFFICULTY_EDIT )
s = row.m_Steps->GetDescription();
else
s = GetDifficultyString(row.m_dc);
m_Lines[i].m_Description.SetMaxWidth( DESCRIPTION_MAX_WIDTH );
m_Lines[i].m_Description.SetText( s );
/* Don't mess with alpha; it might be fading on. */
m_Lines[i].m_Description.SetDiffuseColor( SONGMAN->GetDifficultyColor(row.m_dc) );
m_Lines[i].m_Number.SetZoomX(1);
m_Lines[i].m_Number.SetDiffuseColor( SONGMAN->GetDifficultyColor(row.m_dc) );
m_Lines[i].m_Number.SetText( ssprintf("%d",row.m_Steps->GetMeter()) );
}
}
}
UpdatePositions();
PositionItems();
if( bSongChanged )
{
for( int m = 0; m < MAX_METERS; ++m )
{
m_Lines[m].m_Meter.FinishTweening();
m_Lines[m].m_Description.FinishTweening();
m_Lines[m].m_Number.FinishTweening();
}
}
}
void DifficultyList::HideRows()
{
for( unsigned m = 0; m < m_Rows.size(); ++m )
{
static const ActorCommands cmds = ParseActorCommands( "finishtweening;diffusealpha,0" );
m_Lines[m].m_Description.Command( cmds );
m_Lines[m].m_Meter.RunCommandOnChildren( cmds );
m_Lines[m].m_Number.Command( cmds );
}
}
void DifficultyList::TweenOnScreen()
{
this->SetHibernate( 0.5f );
m_bShown = true;
for( unsigned m = 0; m < m_Rows.size(); ++m )
{
static const ActorCommands cmds = ParseActorCommands( "finishtweening" );
m_Lines[m].m_Description.Command( cmds );
m_Lines[m].m_Meter.RunCommandOnChildren( cmds );
m_Lines[m].m_Number.Command( cmds );
}
// PositionItems();
HideRows();
PositionItems();
FOREACH_HumanPlayer( pn )
{
COMMAND( m_Cursors[pn], "TweenOn" );
}
}
void DifficultyList::TweenOffScreen()
{
}
void DifficultyList::Show()
{
m_bShown = true;
SetFromGameState();
HideRows();
PositionItems();
FOREACH_HumanPlayer( pn )
{
COMMAND( m_Cursors[pn], "Show" );
}
}
void DifficultyList::Hide()
{
m_bShown = false;
PositionItems();
FOREACH_HumanPlayer( pn )
{
COMMAND( m_Cursors[pn], "Hide" );
}
}
CString DifficultyList::GetDifficultyString( Difficulty d ) const
{
CString s = DifficultyToThemedString( d );
if( CAPITALIZE_DIFFICULTY_NAMES )
s.MakeUpper();
return s;
}
/*
* (c) 2003-2004 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.
*/