424 lines
14 KiB
C++
424 lines
14 KiB
C++
#include "global.h"
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#include "ScreenNameEntry.h"
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#include "GameConstantsAndTypes.h"
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#include "RageUtil.h"
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#include "PrefsManager.h"
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#include "GameManager.h"
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#include "RageLog.h"
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#include "GameSoundManager.h"
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#include "GameState.h"
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#include "ThemeManager.h"
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#include "Course.h"
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#include "AnnouncerManager.h"
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#include "ProfileManager.h"
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#include "Profile.h"
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#include "StageStats.h"
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#include "ScreenDimensions.h"
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#include "PlayerState.h"
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#include "Style.h"
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#include "NoteSkinManager.h"
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#include "InputEventPlus.h"
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#include "InputMapper.h"
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// used in TestScreen section
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#include "SongManager.h"
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#include "Song.h"
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#include "StatsManager.h"
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// Defines specific to ScreenNameEntry
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#define CATEGORY_Y THEME->GetMetricF(m_sName,"CategoryY")
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#define CATEGORY_ZOOM THEME->GetMetricF(m_sName,"CategoryZoom")
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#define CHARS_ZOOM_SMALL THEME->GetMetricF(m_sName,"CharsZoomSmall")
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#define CHARS_ZOOM_LARGE THEME->GetMetricF(m_sName,"CharsZoomLarge")
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#define CHARS_SPACING_Y THEME->GetMetricF(m_sName,"CharsSpacingY")
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#define CHARS_CHOICES THEME->GetMetric(m_sName,"CharsChoices")
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#define SCROLLING_CHARS_COMMAND THEME->GetMetricA(m_sName,"ScrollingCharsCommand")
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#define SELECTED_CHARS_COMMAND THEME->GetMetricA(m_sName,"SelectedCharsCommand")
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#define GRAY_ARROWS_Y THEME->GetMetricF(m_sName,"ReceptorArrowsY")
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#define NUM_CHARS_TO_DRAW_BEHIND THEME->GetMetricI(m_sName,"NumCharsToDrawBehind")
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#define NUM_CHARS_TO_DRAW_TOTAL THEME->GetMetricI(m_sName,"NumCharsToDrawTotal")
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#define FAKE_BEATS_PER_SEC THEME->GetMetricF(m_sName,"FakeBeatsPerSec")
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#define MAX_RANKING_NAME_LENGTH THEME->GetMetricI(m_sName,"MaxRankingNameLength")
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#define PLAYER_X( p, styleType ) THEME->GetMetricF(m_sName,ssprintf("PlayerP%d%sX",p+1,StyleTypeToString(styleType).c_str()))
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// cache for frequently used metrics
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static float g_fCharsZoomSmall;
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static float g_fCharsZoomLarge;
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static float g_fCharsSpacingY;
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static float g_fReceptorArrowsY;
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static int g_iNumCharsToDrawBehind;
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static int g_iNumCharsToDrawTotal;
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static float g_fFakeBeatsPerSec;
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void ScreenNameEntry::ScrollingText::Init( const RString &sName, const vector<float> &xs )
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{
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SetName( sName );
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m_Xs = xs;
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m_bDone = false;
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m_Stamp.LoadFromFont( THEME->GetPathF(sName, "letters") );
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m_Stamp.RunCommands( THEME->GetMetricA(sName, "ScrollingCharsCommand") );
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}
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void ScreenNameEntry::ScrollingText::DrawPrimitives()
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{
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const float fFakeBeat = GAMESTATE->m_Position.m_fSongBeat;
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const size_t iClosestIndex = lrintf( fFakeBeat ) % CHARS_CHOICES.size();
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const float fClosestYOffset = GetClosestCharYOffset( fFakeBeat );
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size_t iCharIndex = ( iClosestIndex - NUM_CHARS_TO_DRAW_BEHIND + CHARS_CHOICES.size() ) % CHARS_CHOICES.size();
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float fY = GRAY_ARROWS_Y + ( fClosestYOffset - g_iNumCharsToDrawBehind ) * g_fCharsSpacingY;
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for( int i = 0; i < NUM_CHARS_TO_DRAW_TOTAL; ++i )
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{
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const RString c = CHARS_CHOICES.substr( iCharIndex, 1 );
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float fZoom = g_fCharsZoomSmall;
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float fAlpha = 1.f;
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if( iCharIndex == iClosestIndex )
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fZoom = SCALE( fabs(fClosestYOffset), 0, 0.5f, g_fCharsZoomLarge, g_fCharsZoomSmall );
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if( i == 0 )
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fAlpha *= SCALE( fClosestYOffset, -0.5f, 0.f, 0.f, 1.f );
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if( i == g_iNumCharsToDrawTotal-1 )
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fAlpha *= SCALE( fClosestYOffset, 0.f, 0.5f, 1.f, 0.f );
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m_Stamp.SetZoom( fZoom );
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m_Stamp.SetDiffuseAlpha( fAlpha );
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m_Stamp.SetText( c );
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m_Stamp.SetY( fY );
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FOREACH_CONST( float, m_Xs, x )
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{
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m_Stamp.SetX( *x );
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m_Stamp.Draw();
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}
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fY += g_fCharsSpacingY;
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iCharIndex = (iCharIndex+1) % CHARS_CHOICES.size();
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}
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}
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char ScreenNameEntry::ScrollingText::GetClosestChar( float fFakeBeat ) const
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{
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ASSERT( fFakeBeat >= 0.f );
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return CHARS_CHOICES[lrintf(fFakeBeat) % CHARS_CHOICES.size()];
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}
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// return value is relative to gray arrows
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float ScreenNameEntry::ScrollingText::GetClosestCharYOffset( float fFakeBeat ) const
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{
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float f = fmodf(fFakeBeat, 1.0f);
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if( f > 0.5f )
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f -= 1;
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ASSERT( f>-0.5f && f<=0.5f );
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return -f;
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}
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REGISTER_SCREEN_CLASS( ScreenNameEntry );
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ScreenNameEntry::ScreenNameEntry()
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{
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if( PREFSMAN->m_sTestInitialScreen.Get() != "" )
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{
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GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
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GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
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GAMESTATE->SetMasterPlayerNumber(PLAYER_1);
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->SetCurrentStyle( GAMEMAN->GameAndStringToStyle( GAMEMAN->GetDefaultGame(),"versus") );
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StageStats ss;
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for( int z = 0; z < 3; ++z )
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{
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ss.m_vpPlayedSongs.push_back( SONGMAN->GetRandomSong() );
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ss.m_vpPossibleSongs = ss.m_vpPlayedSongs;
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ss.m_pStyle = GAMESTATE->GetCurrentStyle();
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ss.m_playMode = GAMESTATE->m_PlayMode;
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ASSERT( ss.m_vpPlayedSongs[0]->GetAllSteps().size() );
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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FOREACH_PlayerNumber( p )
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{
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Steps *pSteps = ss.m_vpPlayedSongs[0]->GetAllSteps()[0];
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ss.m_player[p].m_iStepsPlayed = 1;
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GAMESTATE->m_pCurSteps[p].Set( pSteps );
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ss.m_player[p].m_iPossibleDancePoints = 100;
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ss.m_player[p].m_iActualDancePoints = 100;
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ss.m_player[p].m_iScore = 100;
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ss.m_player[p].m_iPossibleDancePoints = 1000;
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ss.m_player[p].m_iActualDancePoints = 985;
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ss.m_player[p].m_vpPossibleSteps.push_back( pSteps );
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HighScore hs;
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hs.SetGrade( Grade_Tier03 );
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hs.SetPercentDP( ss.m_player[p].GetPercentDancePoints() );
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hs.SetScore( ss.m_player[p].m_iScore );
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hs.SetDateTime( DateTime::GetNowDateTime() );
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int a, b;
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PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddCategoryScore( st, RANKING_A, p, hs, a, b );
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}
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STATSMAN->m_vPlayedStageStats.push_back( ss );
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}
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}
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}
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void ScreenNameEntry::Init()
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{
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#if 0
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// DEBUGGING STUFF
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GAMESTATE->m_pCurGame.Set( GAMEMAN->GetDefaultGame() );
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GAMESTATE->m_pCurStyle.Set( GAMEMAN->GetHowToPlayStyleForGame(GAMESTATE->m_pCurGame) );
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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#endif
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ScreenWithMenuElements::Init();
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// update cache
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g_fCharsZoomSmall = CHARS_ZOOM_SMALL;
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g_fCharsZoomLarge = CHARS_ZOOM_LARGE;
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g_fCharsSpacingY = CHARS_SPACING_Y;
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g_fReceptorArrowsY = GRAY_ARROWS_Y;
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g_iNumCharsToDrawBehind = NUM_CHARS_TO_DRAW_BEHIND;
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g_iNumCharsToDrawTotal = NUM_CHARS_TO_DRAW_TOTAL;
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g_fFakeBeatsPerSec = FAKE_BEATS_PER_SEC;
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// reset Player and Song Options
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{
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FOREACH_PlayerNumber( p )
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PO_GROUP_CALL( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, Init );
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SO_GROUP_CALL( GAMESTATE->m_SongOptions, ModsLevel_Stage, Init );
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}
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vector<GameState::RankingFeat> aFeats[NUM_PLAYERS];
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// Find out if players deserve to enter their name
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FOREACH_PlayerNumber( p )
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{
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GAMESTATE->GetRankingFeats( p, aFeats[p] );
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GAMESTATE->JoinPlayer( p );
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m_bStillEnteringName[p] = aFeats[p].size()>0;
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#if 0 // Debugging.
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m_bStillEnteringName[p] = p == PLAYER_1;
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#endif
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}
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if( !AnyStillEntering() )
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{
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// Nobody got a high score.
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PostScreenMessage( SM_GoToNextScreen, 0 );
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return;
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}
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bool IsOnRanking = ( (GAMESTATE->m_PlayMode == PLAY_MODE_NONSTOP || GAMESTATE->m_PlayMode == PLAY_MODE_ONI)
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&& !(GAMESTATE->m_pCurCourse->IsRanking()) );
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if( PREFSMAN->m_GetRankingName == RANKING_OFF ||
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(PREFSMAN->m_GetRankingName == RANKING_LIST && !IsOnRanking) )
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{
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// don't collect score due to ranking setting
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PostScreenMessage( SM_GoToNextScreen, 0 );
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return;
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}
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GAMESTATE->m_bGameplayLeadIn.Set( false ); // enable the gray arrows
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FOREACH_PlayerNumber( p )
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{
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// load last used ranking name if any
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Profile* pProfile = PROFILEMAN->GetProfile(p);
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if( pProfile && !pProfile->m_sLastUsedHighScoreName.empty() )
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m_sSelectedName[p] = pProfile->m_sLastUsedHighScoreName;
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// resize string to MAX_RANKING_NAME_LENGTH
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m_sSelectedName[p] = ssprintf( "%*.*s", MAX_RANKING_NAME_LENGTH, MAX_RANKING_NAME_LENGTH, m_sSelectedName[p].c_str() );
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ASSERT( (int) m_sSelectedName[p].length() == MAX_RANKING_NAME_LENGTH );
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// don't load player if they aren't going to enter their name
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if( !m_bStillEnteringName[p] )
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continue; // skip
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// remove modifiers that may have been on the last song
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PlayerOptions po;
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GAMESTATE->GetDefaultPlayerOptions( po );
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GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.Assign( ModsLevel_Stage, po );
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ASSERT( GAMESTATE->IsHumanPlayer(p) ); // they better be enabled if they made a high score!
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const float fPlayerX = PLAYER_X( p, GAMESTATE->GetCurrentStyle()->m_StyleType );
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{
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LockNoteSkin l( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetCurrent().m_sNoteSkin );
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m_ReceptorArrowRow[p].Load( GAMESTATE->m_pPlayerState[p], 0 );
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m_ReceptorArrowRow[p].SetX( fPlayerX );
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m_ReceptorArrowRow[p].SetY( GRAY_ARROWS_Y );
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this->AddChild( &m_ReceptorArrowRow[p] );
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}
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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const int iMaxCols = min( int(ABS_MAX_RANKING_NAME_LENGTH), pStyle->m_iColsPerPlayer );
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m_ColToStringIndex[p].insert(m_ColToStringIndex[p].begin(), pStyle->m_iColsPerPlayer, -1);
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int CurrentStringIndex = 0;
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vector<float> xs;
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for( int iCol=0; iCol<iMaxCols; ++iCol )
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{
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if( CurrentStringIndex == MAX_RANKING_NAME_LENGTH )
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break; // We have enough columns.
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// Find out if this column is associated with the START menu button.
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GameInput gi = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iCol, p );
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GameButton mb = INPUTMAPPER->GameButtonToMenuButton( gi.button );
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if( mb == GAME_BUTTON_START )
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continue;
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m_ColToStringIndex[p][iCol] = CurrentStringIndex++;
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float ColX = fPlayerX + pStyle->m_ColumnInfo[p][iCol].fXOffset;
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m_textSelectedChars[p][iCol].LoadFromFont( THEME->GetPathF(m_sName,"letters") );
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m_textSelectedChars[p][iCol].SetX( ColX );
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m_textSelectedChars[p][iCol].SetY( GRAY_ARROWS_Y );
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m_textSelectedChars[p][iCol].RunCommands( SELECTED_CHARS_COMMAND );
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m_textSelectedChars[p][iCol].SetZoom( CHARS_ZOOM_LARGE );
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if( iCol < (int)m_sSelectedName[p].length() )
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m_textSelectedChars[p][iCol].SetText( m_sSelectedName[p].substr(iCol,1) );
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this->AddChild( &m_textSelectedChars[p][iCol] );
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xs.push_back( ColX );
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}
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m_Text[p].Init( m_sName, xs );
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this->AddChild( &m_Text[p] );
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m_textCategory[p].LoadFromFont( THEME->GetPathF(m_sName,"category") );
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m_textCategory[p].SetX( fPlayerX );
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m_textCategory[p].SetY( CATEGORY_Y );
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m_textCategory[p].SetZoom( CATEGORY_ZOOM );
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RString joined;
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for( unsigned j = 0; j < aFeats[p].size(); ++j )
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{
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if( j )
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joined += "\n";
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joined += aFeats[p][j].Feat;
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}
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m_textCategory[p].SetText( joined );
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this->AddChild( &m_textCategory[p] );
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}
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m_soundStep.Load( THEME->GetPathS(m_sName,"step") );
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m_fFakeBeat = 0;
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}
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bool ScreenNameEntry::AnyStillEntering() const
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{
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FOREACH_PlayerNumber( p )
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if( m_bStillEnteringName[p] )
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return true;
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return false;
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}
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void ScreenNameEntry::Update( float fDelta )
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{
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if( m_bFirstUpdate )
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("name entry") );
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m_fFakeBeat += fDelta * FAKE_BEATS_PER_SEC;
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GAMESTATE->m_Position.m_fSongBeat = m_fFakeBeat;
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ScreenWithMenuElements::Update(fDelta);
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}
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void ScreenNameEntry::Input( const InputEventPlus &input )
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{
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if( IsTransitioning() )
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return;
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if( input.type != IET_FIRST_PRESS || !input.GameI.IsValid() )
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return; // ignore
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const int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI );
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if( iCol != Column_Invalid && m_bStillEnteringName[input.pn] )
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{
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int iStringIndex = m_ColToStringIndex[input.pn][iCol];
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if( iStringIndex != -1 )
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{
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m_ReceptorArrowRow[input.pn].Step( iCol, TNS_W1 );
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m_soundStep.Play();
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char c = m_Text[input.pn].GetClosestChar( m_fFakeBeat );
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m_textSelectedChars[input.pn][iCol].SetText( RString(1, c) );
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m_sSelectedName[input.pn][iStringIndex] = c;
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}
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}
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ScreenWithMenuElements::Input( input );
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}
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void ScreenNameEntry::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_MenuTimer )
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{
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if( !IsTransitioning() )
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{
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InputEventPlus iep;
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FOREACH_PlayerNumber( p )
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{
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iep.pn = p;
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this->MenuStart( iep );
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}
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}
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}
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ScreenWithMenuElements::HandleScreenMessage( SM );
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}
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void ScreenNameEntry::MenuStart( const InputEventPlus &input )
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{
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PlayerNumber pn = input.pn;
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if( !m_bStillEnteringName[pn] )
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return;
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m_bStillEnteringName[pn] = false;
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m_Text[pn].SetDone();
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m_soundStep.Play();
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// save last used ranking name
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Profile* pProfile = PROFILEMAN->GetProfile(pn);
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pProfile->m_sLastUsedHighScoreName = m_sSelectedName[pn];
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Trim( m_sSelectedName[pn], " " );
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GAMESTATE->StoreRankingName( pn, m_sSelectedName[pn] );
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if( !AnyStillEntering() && !m_Out.IsTransitioning() )
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StartTransitioningScreen( SM_GoToNextScreen );
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}
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/*
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* (c) 2001-2006 Chris Danford, Steve Checkoway
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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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