419 lines
10 KiB
C++
419 lines
10 KiB
C++
/* ScreenEdit - Edit, record, playback, and synchronize notes. */
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#ifndef SCREEN_EDIT_H
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#define SCREEN_EDIT_H
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#include "ScreenWithMenuElements.h"
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#include "Sprite.h"
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#include "Transition.h"
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#include "BitmapText.h"
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#include "Player.h"
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#include "RageSound.h"
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#include "SnapDisplay.h"
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#include "Background.h"
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#include "Foreground.h"
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#include "Course.h"
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#include "NoteField.h"
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#include "song.h"
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#include "Steps.h"
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#include "ThemeMetric.h"
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#include "PlayerState.h"
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const int NUM_EDIT_BUTTON_COLUMNS = 10;
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enum EditButton
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{
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EDIT_BUTTON_COLUMN_0,
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EDIT_BUTTON_COLUMN_1,
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EDIT_BUTTON_COLUMN_2,
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EDIT_BUTTON_COLUMN_3,
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EDIT_BUTTON_COLUMN_4,
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EDIT_BUTTON_COLUMN_5,
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EDIT_BUTTON_COLUMN_6,
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EDIT_BUTTON_COLUMN_7,
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EDIT_BUTTON_COLUMN_8,
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EDIT_BUTTON_COLUMN_9,
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/* These are modifiers to EDIT_BUTTON_COLUMN_*. */
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EDIT_BUTTON_RIGHT_SIDE,
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EDIT_BUTTON_LAY_MINE_OR_ROLL,
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EDIT_BUTTON_LAY_ATTACK,
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EDIT_BUTTON_SCROLL_UP_LINE,
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EDIT_BUTTON_SCROLL_UP_PAGE,
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EDIT_BUTTON_SCROLL_DOWN_LINE,
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EDIT_BUTTON_SCROLL_DOWN_PAGE,
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EDIT_BUTTON_SCROLL_HOME,
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EDIT_BUTTON_SCROLL_END,
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/* These are modifiers to EDIT_BUTTON_SCROLL_*. */
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EDIT_BUTTON_SCROLL_SELECT,
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EDIT_BUTTON_LAY_SELECT,
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EDIT_BUTTON_SCROLL_SPEED_UP,
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EDIT_BUTTON_SCROLL_SPEED_DOWN,
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EDIT_BUTTON_SNAP_NEXT,
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EDIT_BUTTON_SNAP_PREV,
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EDIT_BUTTON_OPEN_EDIT_MENU,
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EDIT_BUTTON_OPEN_AREA_MENU,
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EDIT_BUTTON_OPEN_BGA_MENU,
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EDIT_BUTTON_OPEN_COURSE_MENU,
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EDIT_BUTTON_OPEN_INPUT_HELP,
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EDIT_BUTTON_PLAY_FROM_START,
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EDIT_BUTTON_PLAY_FROM_CURSOR,
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EDIT_BUTTON_PLAY_SELECTION,
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EDIT_BUTTON_RECORD,
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EDIT_BUTTON_RETURN_TO_EDIT,
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EDIT_BUTTON_INSERT,
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EDIT_BUTTON_DELETE,
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EDIT_BUTTON_INSERT_SHIFT_PAUSES,
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EDIT_BUTTON_DELETE_SHIFT_PAUSES,
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EDIT_BUTTON_OPEN_NEXT_STEPS,
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EDIT_BUTTON_OPEN_PREV_STEPS,
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EDIT_BUTTON_TOGGLE_ASSIST_TICK,
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EDIT_BUTTON_TOGGLE_AUTOPLAY,
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EDIT_BUTTON_PLAY_SAMPLE_MUSIC,
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EDIT_BUTTON_BPM_UP,
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EDIT_BUTTON_BPM_DOWN,
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EDIT_BUTTON_STOP_UP,
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EDIT_BUTTON_STOP_DOWN,
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EDIT_BUTTON_OFFSET_UP,
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EDIT_BUTTON_OFFSET_DOWN,
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EDIT_BUTTON_SAMPLE_START_UP,
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EDIT_BUTTON_SAMPLE_START_DOWN,
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EDIT_BUTTON_SAMPLE_LENGTH_UP,
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EDIT_BUTTON_SAMPLE_LENGTH_DOWN,
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/* This modifies offset, BPM, and stop segment changes. */
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EDIT_BUTTON_ADJUST_FINE,
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NUM_EDIT_BUTTONS, // leave this at the end
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EDIT_BUTTON_INVALID
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};
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#define FOREACH_EditButton( e ) FOREACH_ENUM( EditButton, NUM_EDIT_BUTTONS, e )
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#define NUM_EDIT_TO_DEVICE_SLOTS 2
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/*
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* g_MapEditToDI is a simple mapping: edit functions map to DeviceInputs.
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* If g_MapEditToDIHold for a given edit function is valid, then at least one
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* input in g_MapEditToDIHold must be held when pressing any key in g_MapEditToDI
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* for the input to occur.
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*/
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struct MapEditToDI
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{
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DeviceInput button[NUM_EDIT_BUTTONS][NUM_EDIT_TO_DEVICE_SLOTS];
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DeviceInput hold[NUM_EDIT_BUTTONS][NUM_EDIT_TO_DEVICE_SLOTS];
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void Clear()
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{
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FOREACH_EditButton(e)
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for( int slot = 0; slot < NUM_EDIT_TO_DEVICE_SLOTS; ++slot )
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{
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button[e][slot].MakeInvalid();
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hold[e][slot].MakeInvalid();
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}
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}
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};
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class ScreenEdit : public ScreenWithMenuElements
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{
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public:
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ScreenEdit( CString sName );
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virtual void Init();
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virtual ~ScreenEdit();
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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void InputEdit( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI, EditButton EditB );
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void InputRecord( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI, EditButton EditB );
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void InputPlay( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI, EditButton EditB );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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protected:
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ThemeMetric<CString> PREV_SCREEN;
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enum EditState { STATE_EDITING, STATE_RECORDING, STATE_PLAYING, NUM_EDIT_STATES, STATE_INVALID };
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void TransitionEditState( EditState em );
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void PlayTicks();
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void PlayPreviewMusic();
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// Call this before modifying m_NoteDataEdit.
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void SaveUndo();
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// Revert m_NoteDataEdit using m_Undo.
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void Undo();
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// Call this after modifying m_NoteDataEdit. It will Undo() if
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// MAX_NOTES_PER_MEASURE was exceeded.
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void CheckNumberOfNotesAndUndo();
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void OnSnapModeChange();
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void MenuItemGainFocus( BitmapText* menuitem );
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void MenuItemLoseFocus( BitmapText* menuitem );
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float GetMaximumBeatForNewNote() const; // don't allow Down key to go past this beat.
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float GetMaximumBeatForMoving() const; // don't allow Down key to go past this beat.
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EditState m_EditState;
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Song* m_pSong;
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Steps* m_pSteps;
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PlayerState m_PlayerStateEdit;
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NoteField m_NoteFieldEdit;
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NoteData m_NoteDataEdit;
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SnapDisplay m_SnapDisplay;
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BitmapText m_textInputTips;
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void UpdateTextInfo();
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BitmapText m_textInfo; // status information that changes
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bool m_bTextInfoNeedsUpdate;
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BitmapText m_textPlayRecordHelp;
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// keep track of where we are and what we're doing
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float m_fTrailingBeat; // this approaches GAMESTATE->m_fSongBeat, which is the actual beat
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/* The location we were at when shift was pressed, or
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* -1 when shift isn't pressed: */
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int g_iShiftAnchor;
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NoteData m_Clipboard;
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bool m_bHasUndo;
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NoteData m_Undo;
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RageSound m_soundAddNote;
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RageSound m_soundRemoveNote;
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RageSound m_soundChangeLine;
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RageSound m_soundChangeSnap;
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RageSound m_soundMarker;
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RageSound m_soundSwitch;
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RageSound m_soundSave;
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// used for reverting
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void CopyToLastSave();
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void CopyFromLastSave();
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Song m_songLastSave;
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Steps m_stepsLastSave;
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// for MODE_RECORD
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NoteField m_NoteFieldRecord;
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NoteData m_NoteDataRecord;
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// for MODE_PLAY
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void SetupCourseAttacks();
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Player m_Player;
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Background m_Background;
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Foreground m_Foreground;
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Course *m_pAttacksFromCourse;
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// for MODE_RECORD and MODE_PLAY
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RageSound m_soundMusic;
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RageSound m_soundAssistTick;
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public:
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enum MainMenuChoice {
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edit_steps_information,
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play_whole_song,
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play_current_beat_to_end,
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save,
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revert_to_last_save,
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player_options,
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song_options,
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edit_song_info,
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edit_bpm,
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edit_stop,
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edit_bg_change,
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play_preview_music,
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preferences,
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exit,
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save_on_exit,
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NUM_MAIN_MENU_CHOICES,
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MAIN_MENU_CHOICE_INVALID
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};
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void HandleMainMenuChoice( MainMenuChoice c, const vector<int> &iAnswers );
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void HandleMainMenuChoice( MainMenuChoice c ) { const vector<int> v; HandleMainMenuChoice( c, v ); }
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MainMenuChoice m_CurrentAction;
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enum AreaMenuChoice {
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cut,
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copy,
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paste_at_current_beat,
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paste_at_begin_marker,
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clear,
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quantize,
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turn,
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transform,
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alter,
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tempo,
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play,
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record,
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insert_and_shift,
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delete_and_shift,
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shift_pauses_forward,
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shift_pauses_backward,
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convert_beat_to_pause,
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convert_pause_to_beat,
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undo,
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NUM_AREA_MENU_CHOICES
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};
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void HandleAreaMenuChoice( AreaMenuChoice c, const vector<int> &iAnswers, bool bAllowUndo = true );
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void HandleAreaMenuChoice( AreaMenuChoice c, bool bAllowUndo = true ) { const vector<int> v; HandleAreaMenuChoice( c, v, bAllowUndo ); }
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enum TurnType
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{
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left,
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right,
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mirror,
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shuffle,
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super_shuffle,
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NUM_TURN_TYPES
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};
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enum TransformType
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{
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noholds,
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nomines,
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little,
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wide,
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big,
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quick,
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skippy,
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add_mines,
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echo,
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stomp,
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planted,
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floored,
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twister,
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nojumps,
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nohands,
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noquads,
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nostretch,
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NUM_TRANSFORM_TYPES
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};
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enum AlterType
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{
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autogen_to_fill_width,
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backwards,
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swap_sides,
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copy_left_to_right,
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copy_right_to_left,
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clear_left,
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clear_right,
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collapse_to_one,
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collapse_left,
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shift_left,
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shift_right,
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NUM_ALTER_TYPES
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};
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enum TempoType
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{
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compress_2x,
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compress_3_2,
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compress_4_3,
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expand_4_3,
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expand_3_2,
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expand_2x,
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NUM_TEMPO_TYPES
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};
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enum StepsInformationChoice {
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difficulty,
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meter,
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description,
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predict_meter,
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tap_notes,
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jumps,
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hands,
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quads,
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holds,
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mines,
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stream,
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voltage,
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air,
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freeze,
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chaos,
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NUM_STEPS_INFORMATION_CHOICES
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};
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void HandleStepsInformationChoice( StepsInformationChoice c, const vector<int> &iAnswers );
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enum SongInformationChoice {
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main_title,
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sub_title,
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artist,
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credit,
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main_title_transliteration,
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sub_title_transliteration,
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artist_transliteration,
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NUM_SONG_INFORMATION_CHOICES
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};
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void HandleSongInformationChoice( SongInformationChoice c, const vector<int> &iAnswers );
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enum BGChangeChoice {
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rate,
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fade_last,
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rewind_movie,
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loop,
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add_random,
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add_song_bganimation,
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add_song_movie,
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add_song_still,
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add_global_random_movie,
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add_global_bganimation,
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add_global_visualization,
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delete_change,
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NUM_BGCHANGE_CHOICES
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};
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enum PrefsChoice {
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pref_show_bgs_play,
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NUM_PREFS_CHOICES
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};
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void HandleBGChangeChoice( BGChangeChoice c, const vector<int> &iAnswers );
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void InitEditMappings();
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bool DeviceToEdit( DeviceInput DeviceI, EditButton &button ) const;
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bool EditToDevice( EditButton button, int iSlotNum, DeviceInput &DeviceI ) const;
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bool EditPressed( EditButton button, const DeviceInput &DeviceI );
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bool EditIsBeingPressed( EditButton button ) const;
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const MapEditToDI *GetCurrentMap() const;
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MapEditToDI g_EditMappings, g_PlayMappings, g_RecordMappings;
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};
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#endif
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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