Files
itgmania212121/stepmania/src/ScreenEdit.h
T
Glenn Maynard 1dbb8cfac2 Fix shift not releasing g_iShiftAnchor.
This call is cleaner and simpler than DeviceToEdit, and it shouldn't
be less efficient to call it many times than calling DeviceToEdit once
(since DeviceToEdit loops over all keys anyway).  Maybe DeviceToEdit
should be dropped.
2005-01-23 23:49:19 +00:00

329 lines
8.9 KiB
C++

/* ScreenEdit - Edit, record, playback, and synchronize notes. */
#ifndef SCREEN_EDIT_H
#define SCREEN_EDIT_H
#include "Screen.h"
#include "Sprite.h"
#include "Transition.h"
#include "BitmapText.h"
#include "Player.h"
#include "RageSound.h"
#include "SnapDisplay.h"
#include "Background.h"
#include "Foreground.h"
#include "Course.h"
const int NUM_ACTION_MENU_ITEMS = 23;
const int NUM_NAMING_MENU_ITEMS = 6;
enum EditButton
{
EDIT_BUTTON_COLUMN_0,
EDIT_BUTTON_COLUMN_1,
EDIT_BUTTON_COLUMN_2,
EDIT_BUTTON_COLUMN_3,
EDIT_BUTTON_COLUMN_4,
EDIT_BUTTON_COLUMN_5,
EDIT_BUTTON_COLUMN_6,
EDIT_BUTTON_COLUMN_7,
EDIT_BUTTON_COLUMN_8,
EDIT_BUTTON_COLUMN_9,
/* These are modifiers to EDIT_BUTTON_COLUMN_*. */
EDIT_BUTTON_RIGHT_SIDE,
EDIT_BUTTON_LAY_MINE,
EDIT_BUTTON_LAY_ATTACK,
EDIT_BUTTON_SCROLL_UP_LINE,
EDIT_BUTTON_SCROLL_UP_PAGE,
EDIT_BUTTON_SCROLL_DOWN_LINE,
EDIT_BUTTON_SCROLL_DOWN_PAGE,
EDIT_BUTTON_SCROLL_HOME,
EDIT_BUTTON_SCROLL_END,
/* These are modifiers to EDIT_BUTTON_SCROLL_*. */
EDIT_BUTTON_SCROLL_SELECT,
EDIT_BUTTON_LAY_SELECT,
EDIT_BUTTON_SCROLL_SPEED_UP,
EDIT_BUTTON_SCROLL_SPEED_DOWN,
EDIT_BUTTON_SNAP_NEXT,
EDIT_BUTTON_SNAP_PREV,
EDIT_BUTTON_OPEN_EDIT_MENU,
EDIT_BUTTON_OPEN_AREA_MENU,
EDIT_BUTTON_OPEN_BGA_MENU,
EDIT_BUTTON_OPEN_COURSE_MENU,
EDIT_BUTTON_OPEN_INPUT_HELP,
EDIT_BUTTON_PLAY_FROM_START,
EDIT_BUTTON_PLAY_FROM_CURSOR,
EDIT_BUTTON_PLAY_SELECTION,
EDIT_BUTTON_RECORD,
EDIT_BUTTON_RETURN_TO_EDIT,
EDIT_BUTTON_INSERT,
EDIT_BUTTON_DELETE,
EDIT_BUTTON_INSERT_SHIFT_PAUSES,
EDIT_BUTTON_DELETE_SHIFT_PAUSES,
EDIT_BUTTON_OPEN_NEXT_STEPS,
EDIT_BUTTON_OPEN_PREV_STEPS,
EDIT_BUTTON_TOGGLE_ASSIST_TICK,
EDIT_BUTTON_TOGGLE_AUTOPLAY,
EDIT_BUTTON_PLAY_SAMPLE_MUSIC,
EDIT_BUTTON_BPM_UP,
EDIT_BUTTON_BPM_DOWN,
EDIT_BUTTON_STOP_UP,
EDIT_BUTTON_STOP_DOWN,
EDIT_BUTTON_OFFSET_UP,
EDIT_BUTTON_OFFSET_DOWN,
EDIT_BUTTON_SAMPLE_START_UP,
EDIT_BUTTON_SAMPLE_START_DOWN,
EDIT_BUTTON_SAMPLE_LENGTH_UP,
EDIT_BUTTON_SAMPLE_LENGTH_DOWN,
/* This modifies offset, BPM, and stop segment changes. */
EDIT_BUTTON_ADJUST_FINE,
NUM_EDIT_BUTTONS, // leave this at the end
EDIT_BUTTON_INVALID
};
#define FOREACH_EditButton( e ) FOREACH_ENUM( EditButton, NUM_EDIT_BUTTONS, e )
#define NUM_EDIT_TO_DEVICE_SLOTS 2
/*
* g_MapEditToDI is a simple mapping: edit functions map to DeviceInputs.
* If g_MapEditToDIHold for a given edit function is valid, then at least one
* input in g_MapEditToDIHold must be held when pressing any key in g_MapEditToDI
* for the input to occur.
*/
struct MapEditToDI
{
DeviceInput button[NUM_EDIT_BUTTONS][NUM_EDIT_TO_DEVICE_SLOTS];
DeviceInput hold[NUM_EDIT_BUTTONS][NUM_EDIT_TO_DEVICE_SLOTS];
void Clear()
{
FOREACH_EditButton(e)
for( int slot = 0; slot < NUM_EDIT_TO_DEVICE_SLOTS; ++slot )
{
button[e][slot].MakeInvalid();
hold[e][slot].MakeInvalid();
}
}
};
class ScreenEdit : public Screen
{
public:
ScreenEdit( CString sName );
virtual ~ScreenEdit();
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
void InputEdit( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI, EditButton EditB );
void InputRecord( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI, EditButton EditB );
void InputPlay( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI, EditButton EditB );
virtual void HandleScreenMessage( const ScreenMessage SM );
protected:
void TransitionFromRecordToEdit();
void TransitionToEdit();
void PlayTicks();
void PlayPreviewMusic();
void UpdateTextInfo();
void OnSnapModeChange();
void MenuItemGainFocus( BitmapText* menuitem );
void MenuItemLoseFocus( BitmapText* menuitem );
enum EditMode { MODE_EDITING, MODE_RECORDING, MODE_PLAYING };
EditMode m_EditMode;
Song* m_pSong;
Steps* m_pSteps;
NoteField m_NoteFieldEdit;
NoteData m_NoteDataEdit;
SnapDisplay m_SnapDisplay;
AutoActor m_sprOverlay;
BitmapText m_textHelp;
BitmapText m_textInfo; // status information that changes
// keep track of where we are and what we're doing
float m_fTrailingBeat; // this approaches GAMESTATE->m_fSongBeat, which is the actual beat
/* The location we were at when shift was pressed, or
* -1 when shift isn't pressed: */
int g_iShiftAnchor;
NoteData m_Clipboard;
RageSound m_soundChangeLine;
RageSound m_soundChangeSnap;
RageSound m_soundMarker;
Transition m_In;
Transition m_Out;
// for MODE_RECORD
NoteField m_NoteFieldRecord;
NoteData m_NoteDataRecord;
// for MODE_PLAY
void SetupCourseAttacks();
Player m_Player;
Background m_Background;
Foreground m_Foreground;
Course *m_pAttacksFromCourse;
// for MODE_RECORD and MODE_PLAY
Quad m_rectRecordBack;
RageSound m_soundMusic;
RageSound m_soundAssistTick;
public:
enum MainMenuChoice {
edit_notes_statistics,
play_whole_song,
play_current_beat_to_end,
save,
reload,
player_options,
song_options,
edit_song_info,
edit_bpm,
edit_stop,
edit_bg_change,
play_preview_music,
preferences,
exit,
NUM_MAIN_MENU_CHOICES
};
void HandleMainMenuChoice( MainMenuChoice c, int* iAnswers );
enum AreaMenuChoice {
cut,
copy,
paste_at_current_beat,
paste_at_begin_marker,
clear,
quantize,
turn,
transform,
alter,
tempo,
play,
record,
insert_and_shift,
delete_and_shift,
shift_pauses_forward,
shift_pauses_backward,
convert_beat_to_pause,
convert_pause_to_beat,
NUM_AREA_MENU_CHOICES
};
void HandleAreaMenuChoice( AreaMenuChoice c, int* iAnswers );
enum TurnType { left, right, mirror, shuffle, super_shuffle, NUM_TURN_TYPES };
enum TransformType { noholds, nomines, little, wide, big, quick, bmrize, skippy, mines, echo, stomp, planted, floored, twister, nojumps, nohands, noquads, NUM_TRANSFORM_TYPES };
enum AlterType { backwards, swap_sides, copy_left_to_right, copy_right_to_left, clear_left, clear_right, collapse_to_one, collapse_left, shift_left, shift_right, NUM_ALTER_TYPES };
enum TempoType { compress_2x, compress_3_2, compress_4_3, expand_4_3, expand_3_2, expand_2x, NUM_TEMPO_TYPES };
enum EditNotesStatisticsChoice {
difficulty,
meter,
description,
predict_meter,
tap_notes,
hold_notes,
stream,
voltage,
air,
freeze,
chaos,
NUM_EDIT_NOTES_STATISTICS_CHOICES
};
void HandleEditNotesStatisticsChoice( EditNotesStatisticsChoice c, int* iAnswers );
enum EditSongInfoChoice {
main_title,
sub_title,
artist,
credit,
main_title_transliteration,
sub_title_transliteration,
artist_transliteration,
NUM_EDIT_SONG_INFO_CHOICES
};
void HandleEditSongInfoChoice( EditSongInfoChoice c, int* iAnswers );
enum BGChangeChoice {
rate,
fade_last,
rewind_movie,
loop,
add_random,
add_song_bganimation,
add_song_movie,
add_song_still,
add_global_random_movie,
add_global_bganimation,
add_global_visualization,
delete_change,
NUM_BGCHANGE_CHOICES
};
enum PrefsChoice {
pref_show_bgs_play,
NUM_PREFS_CHOICES
};
void HandleBGChangeChoice( BGChangeChoice c, int* iAnswers );
void InitEditMappings();
bool DeviceToEdit( DeviceInput DeviceI, EditButton &button ) const;
bool EditToDevice( EditButton button, int iSlotNum, DeviceInput &DeviceI ) const;
bool EditPressed( EditButton button, const DeviceInput &DeviceI );
bool EditIsBeingPressed( EditButton button ) const;
const MapEditToDI *GetCurrentMap() const;
MapEditToDI g_EditMappings, g_PlayMappings, g_RecordMappings;
};
#endif
/*
* (c) 2001-2004 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.
*/