Files
itgmania212121/src/Style.cpp
T
2023-04-21 22:13:41 +02:00

242 lines
7.5 KiB
C++

#include "global.h"
/*
* Styles define a set of columns for each player, and information about those
* columns, like what Instruments are used play those columns and what track
* to use to populate the column's notes.
* A "track" is the term used to descibe a particular vertical sting of note
* in NoteData.
* A "column" is the term used to describe the vertical string of notes that
* a player sees on the screen while they're playing. Column notes are
* picked from a track, but columns and tracks don't have a 1-to-1
* correspondance. For example, dance-versus has 8 columns but only 4 tracks
* because two players place from the same set of 4 tracks.
*/
#include "Style.h"
#include "GameState.h"
#include "RageLog.h"
#include "RageUtil.h"
#include "InputMapper.h"
#include "NoteData.h"
#include <cfloat>
#include <vector>
bool Style::GetUsesCenteredArrows() const
{
switch( m_StyleType )
{
case StyleType_OnePlayerTwoSides:
case StyleType_TwoPlayersSharedSides:
return true;
default:
return false;
}
}
void Style::GetTransformedNoteDataForStyle( PlayerNumber pn, const NoteData& original, NoteData& noteDataOut ) const
{
ASSERT( pn >=0 && pn <= NUM_PLAYERS );
int iNewToOriginalTrack[MAX_COLS_PER_PLAYER];
for( int col=0; col<m_iColsPerPlayer; col++ )
{
ColumnInfo colInfo = m_ColumnInfo[pn][col];
iNewToOriginalTrack[col] = colInfo.track;
}
noteDataOut.LoadTransformed( original, m_iColsPerPlayer, iNewToOriginalTrack );
}
void Style::StyleInputToGameInput( int iCol, PlayerNumber pn, std::vector<GameInput>& ret ) const
{
ASSERT_M( pn < NUM_PLAYERS && iCol < MAX_COLS_PER_PLAYER,
ssprintf("P%i C%i", pn, iCol) );
bool bUsingOneSide = m_StyleType != StyleType_OnePlayerTwoSides && m_StyleType != StyleType_TwoPlayersSharedSides;
FOREACH_ENUM( GameController, gc)
{
if( bUsingOneSide && gc != (int) pn )
continue;
int iButtonsPerController = INPUTMAPPER->GetInputScheme()->m_iButtonsPerController;
for( GameButton gb=GAME_BUTTON_NEXT; gb < iButtonsPerController; gb=(GameButton)(gb+1) )
{
int iThisInputCol = m_iInputColumn[gc][gb-GAME_BUTTON_NEXT];
if( iThisInputCol == END_MAPPING )
break;
// A style can have multiple game inputs mapped to a single column, so
// we have to return all the game inputs that are valid. If only the
// first is returned, then holds will drop on other inputs that should
// be valid. -Kyz
if( iThisInputCol == iCol )
{
ret.push_back(GameInput( gc, gb ));
}
}
}
if(unlikely(ret.empty()))
{
FAIL_M( ssprintf("Invalid column number %i for player %i in the style %s", iCol, pn, m_szName) );
}
};
int Style::GameInputToColumn( const GameInput &GameI ) const
{
if( GameI.button < GAME_BUTTON_NEXT )
return Column_Invalid;
int iColumnIndex = GameI.button - GAME_BUTTON_NEXT;
if( m_iInputColumn[GameI.controller][iColumnIndex] == NO_MAPPING )
return Column_Invalid;
for( int i = 0; i <= iColumnIndex; ++i )
{
if( m_iInputColumn[GameI.controller][i] == END_MAPPING )
{
return Column_Invalid;
}
}
return m_iInputColumn[GameI.controller][iColumnIndex];
}
void Style::GetMinAndMaxColX( PlayerNumber pn, float& fMixXOut, float& fMaxXOut ) const
{
ASSERT( pn != PLAYER_INVALID );
fMixXOut = FLT_MAX;
fMaxXOut = FLT_MIN;
for( int i=0; i<m_iColsPerPlayer; i++ )
{
fMixXOut = std::min( fMixXOut, m_ColumnInfo[pn][i].fXOffset );
fMaxXOut = std::max( fMaxXOut, m_ColumnInfo[pn][i].fXOffset );
}
}
float Style::GetWidth(PlayerNumber pn) const
{
float left, right;
GetMinAndMaxColX(pn, left, right);
// left and right are the center positions of the columns. The full width
// needs to be from the edges.
float width= right - left;
return width + (width / static_cast<float>(m_iColsPerPlayer-1));
}
RString Style::ColToButtonName( int iCol ) const
{
const char *pzColumnName = m_ColumnInfo[PLAYER_1][iCol].pzName;
if( pzColumnName != nullptr )
return pzColumnName;
std::vector<GameInput> GI;
StyleInputToGameInput( iCol, PLAYER_1, GI );
return INPUTMAPPER->GetInputScheme()->GetGameButtonName(GI[0].button);
}
// Lua bindings
#include "LuaBinding.h"
/** @brief Allow Lua to have access to the Style. */
class LunaStyle: public Luna<Style>
{
public:
static int GetName( T* p, lua_State *L ) { LuaHelpers::Push( L, (RString) p->m_szName ); return 1; }
DEFINE_METHOD( GetStyleType, m_StyleType )
DEFINE_METHOD( GetStepsType, m_StepsType )
DEFINE_METHOD( ColumnsPerPlayer, m_iColsPerPlayer )
static int NeedsZoomOutWith2Players(T* p, lua_State *L)
{
// m_bNeedsZoomOutWith2Players was removed in favor of having
// ScreenGameplay use the style's width and margin values to calculate
// the zoom. So this always returns false. -Kyz
lua_pushboolean(L, false);
return 1;
}
static int GetWidth(T* p, lua_State* L)
{
PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1);
lua_pushnumber(L, p->GetWidth(pn));
return 1;
}
DEFINE_METHOD( LockedDifficulty, m_bLockDifficulties )
static int GetColumnInfo( T* p, lua_State *L )
{
PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1);
int iCol = IArg(2) - 1;
if( iCol < 0 || iCol >= p->m_iColsPerPlayer )
{
LuaHelpers::ReportScriptErrorFmt( "Style:GetColumnDrawOrder(): column %i out of range( 1 to %i )", iCol+1, p->m_iColsPerPlayer );
return 0;
}
LuaTable ret;
lua_pushnumber( L, p->m_ColumnInfo[pn][iCol].track+1 );
ret.Set( L, "Track" );
lua_pushnumber( L, p->m_ColumnInfo[pn][iCol].fXOffset );
ret.Set( L, "XOffset" );
lua_pushstring( L, p->ColToButtonName(iCol) );
ret.Set( L, "Name" );
ret.PushSelf(L);
return 1;
}
static int GetColumnDrawOrder( T* p, lua_State *L )
{
int iCol = IArg(1) - 1;
if( iCol < 0 || iCol >= p->m_iColsPerPlayer*NUM_PLAYERS )
{
LuaHelpers::ReportScriptErrorFmt( "Style:GetColumnDrawOrder(): column %i out of range( 1 to %i )", iCol+1, p->m_iColsPerPlayer*NUM_PLAYERS );
return 0;
}
lua_pushnumber( L, p->m_iColumnDrawOrder[iCol]+1 );
return 1;
}
LunaStyle()
{
ADD_METHOD( GetName );
ADD_METHOD( GetStyleType );
ADD_METHOD( GetStepsType );
ADD_METHOD( GetColumnInfo );
ADD_METHOD( GetColumnDrawOrder );
ADD_METHOD( ColumnsPerPlayer );
ADD_METHOD( NeedsZoomOutWith2Players );
ADD_METHOD( GetWidth );
ADD_METHOD( LockedDifficulty );
}
};
LUA_REGISTER_CLASS( Style )
/*
* (c) 2001-2002 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.
*/