Files
itgmania212121/stepmania/src/MusicWheel.cpp
T
Chris Danford 31aa613295 Cleanup of theme element names
Renamed ScreenSelectMax* back to their old names
Replaced all hard-coded transitions with TransitionBGAnimations
2003-03-09 00:55:49 +00:00

1200 lines
33 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: MusicWheelItem
Desc: See header.
Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
Chris Danford
Chris Gomez
Glenn Maynard
-----------------------------------------------------------------------------
*/
#include "MusicWheel.h"
#include "RageUtil.h"
#include "SongManager.h"
#include "GameManager.h"
#include "PrefsManager.h"
#include "RageSoundManager.h"
#include "ScreenManager.h" // for sending SM_PlayMusicSample
#include "RageLog.h"
#include "GameConstantsAndTypes.h"
#include "GameState.h"
#include <math.h>
#include "ThemeManager.h"
// MusicWheel stuff
#define FADE_SECONDS THEME->GetMetricF("MusicWheel","FadeSeconds")
#define SWITCH_SECONDS THEME->GetMetricF("MusicWheel","SwitchSeconds")
#define ROULETTE_SWITCH_SECONDS THEME->GetMetricF("MusicWheel","RouletteSwitchSeconds")
#define ROULETTE_SLOW_DOWN_SWITCHES THEME->GetMetricI("MusicWheel","RouletteSlowDownSwitches")
#define LOCKED_INITIAL_VELOCITY THEME->GetMetricF("MusicWheel","LockedInitialVelocity")
#define SCROLL_BAR_X THEME->GetMetricF("MusicWheel","ScrollBarX")
#define SCROLL_BAR_HEIGHT THEME->GetMetricI("MusicWheel","ScrollBarHeight")
#define ITEM_CURVE_X THEME->GetMetricF("MusicWheel","ItemCurveX")
#define ITEM_SPACING_Y THEME->GetMetricF("MusicWheel","ItemSpacingY")
#define NUM_SECTION_COLORS THEME->GetMetricI("MusicWheel","NumSectionColors")
#define SECTION_COLORS( i ) THEME->GetMetricC("MusicWheel",ssprintf("SectionColor%d",i+1))
#define DEFAULT_SCROLL_DIRECTION THEME->GetMetricI("Notes","DefaultScrollDirection")
#define SONG_REAL_EXTRA_COLOR THEME->GetMetricC("MusicWheel","SongRealExtraColor")
const int MAX_WHEEL_SOUND_SPEED = 15;
float g_fItemSpacingY, g_fItemCurveX; // cache
static const SongSortOrder MaxSelectableSort = SORT_MOST_PLAYED;
inline RageColor GetNextSectionColor() {
static int i=0;
i = i % NUM_SECTION_COLORS;
return SECTION_COLORS(i++);
}
MusicWheel::MusicWheel()
{
LOG->Trace( "MusicWheel::MusicWheel()" );
if (GAMESTATE->m_pCurSong != NULL)
LOG->Trace( "Current Song: %s", GAMESTATE->m_pCurSong->GetSongDir().GetString() );
else
LOG->Trace( "Current Song: NULL" );
if(DEFAULT_SCROLL_DIRECTION && GAMESTATE->m_pCurSong == NULL) /* check the song is null... incase they have just come back from a song and changed their PlayerOptions */
{
for(int i=0; i<NUM_PLAYERS; i++)
GAMESTATE->m_PlayerOptions[i].m_fReverseScroll = 1;
}
// update theme metric cache
g_fItemSpacingY = ITEM_SPACING_Y;
g_fItemCurveX = ITEM_CURVE_X;
// for debugging
if( GAMESTATE->m_CurStyle == STYLE_INVALID )
GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE;
m_sprSelectionOverlay.Load( THEME->GetPathTo("Graphics","MusicWheel highlight") );
m_sprSelectionOverlay.SetXY( 0, 0 );
m_sprSelectionOverlay.SetDiffuse( RageColor(1,1,1,1) );
m_sprSelectionOverlay.SetEffectGlowShift( 1.0f, RageColor(1,1,1,0.4f), RageColor(1,1,1,1) );
AddChild( &m_sprSelectionOverlay );
m_ScrollBar.SetX( SCROLL_BAR_X );
m_ScrollBar.SetBarHeight( SCROLL_BAR_HEIGHT );
this->AddChild( &m_ScrollBar );
/* We play a lot of this one, so precache it. */
m_soundChangeMusic.Load( THEME->GetPathTo("Sounds","MusicWheel change"), true );
m_soundChangeSort.Load( THEME->GetPathTo("Sounds","MusicWheel sort") );
m_soundExpand.Load( THEME->GetPathTo("Sounds","MusicWheel expand") );
m_soundStart.Load( THEME->GetPathTo("Sounds","Common start") );
m_soundLocked.Load( THEME->GetPathTo("Sounds","MusicWheel locked") );
// init m_mapGroupNameToBannerColor
vector<Song*> arraySongs;
SONGMAN->GetSongs( arraySongs, GAMESTATE->GetNumStagesLeft() );
SortSongPointerArrayByGroup( arraySongs );
m_iSelection = 0;
m_WheelState = STATE_SELECTING_MUSIC;
m_fTimeLeftInState = 0;
m_fPositionOffsetFromSelection = 0;
m_iSwitchesLeftInSpinDown = 0;
m_Moving = 0;
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
{
// make the preferred group the group of the last song played.
if( GAMESTATE->m_sPreferredGroup==GROUP_ALL_MUSIC && !PREFSMAN->m_bPickExtraStage )
GAMESTATE->m_sPreferredGroup = GAMESTATE->m_pCurSong->m_sGroupName;
Song* pSong;
Notes* pNotes;
PlayerOptions po;
SongOptions so;
SONGMAN->GetExtraStageInfo(
GAMESTATE->IsExtraStage2(),
GAMESTATE->m_sPreferredGroup,
GAMESTATE->GetCurrentStyleDef(),
pSong,
pNotes,
po,
so );
GAMESTATE->m_pCurSong = pSong;
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( GAMESTATE->IsPlayerEnabled(p) )
{
GAMESTATE->m_pCurNotes[p] = pNotes;
GAMESTATE->m_PlayerOptions[p] = po;
}
}
GAMESTATE->m_SongOptions = so;
}
/* Build all of the wheel item data. Do tihs after selecting
* the extra stage, so it knows to always display it. */
for( int so=0; so<NUM_SORT_ORDERS; so++ )
BuildWheelItemDatas( m_WheelItemDatas[so], SongSortOrder(so) );
// If there is no currently selected song, select one.
if( GAMESTATE->m_pCurSong == NULL )
{
//Select the first selectable song based on the sort order...
vector<WheelItemData> &wiWheelItems = m_WheelItemDatas[GAMESTATE->m_SongSortOrder];
for( unsigned i = 0; i < wiWheelItems.size(); i++ )
{
if( wiWheelItems[i].m_pSong != NULL )
{
GAMESTATE->m_pCurSong = wiWheelItems[i].m_pSong;
break;
}
}
if( GAMESTATE->m_pCurSong == NULL )
{
//XXX What to do here?
//No selectable songs from the wheel data...
//Cursor will be on Random/Roulette, but GAMESTATE->m_pCurSong will be NULL
//Should we error out? The user won't have an enjoyable game experience at this point...
//Should we find the pointer to the roulette entry? (the old way did that - maybe not intentional though)
//For now, write out to the debug log...
LOG->Trace("MusicWheel::MusicWheel() - No selectable songs found in WheelData!");
}
}
// Select the the previously selected song (if any)
bool selected = SelectSong(GAMESTATE->m_pCurSong);
// Select the the previously selected course (if any)
if(!selected) selected = SelectCourse(GAMESTATE->m_pCurCourse);
if(!selected) SetOpenGroup("");
// rebuild the WheelItems that appear on screen
RebuildWheelItemDisplays();
}
MusicWheel::~MusicWheel()
{
}
bool MusicWheel::SelectSong( const Song *p )
{
if(p == NULL)
return false;
unsigned i;
vector<WheelItemData> &from = m_WheelItemDatas[GAMESTATE->m_SongSortOrder];
for( i=0; i<from.size(); i++ )
{
if( from[i].m_pSong == p )
{
// make its group the currently expanded group
SetOpenGroup(from[i].m_sSectionName);
break;
}
}
if(i == from.size())
return false;
for( i=0; i<m_CurWheelItemData.size(); i++ )
{
if( m_CurWheelItemData[i]->m_pSong == p )
m_iSelection = i; // select it
}
return true;
}
bool MusicWheel::SelectCourse( const Course *p )
{
if(p == NULL)
return false;
unsigned i;
vector<WheelItemData> &from = m_WheelItemDatas[GAMESTATE->m_SongSortOrder];
for( i=0; i<from.size(); i++ )
{
if( from[i].m_pCourse == p )
{
// make its group the currently expanded group
SetOpenGroup(from[i].m_sSectionName);
break;
}
}
if(i == from.size())
return false;
for( i=0; i<m_CurWheelItemData.size(); i++ )
{
if( m_CurWheelItemData[i]->m_pCourse == p )
m_iSelection = i; // select it
}
return true;
}
void MusicWheel::GetSongList(vector<Song*> &arraySongs, bool bRoulette )
{
vector<Song*> apAllSongs;
SONGMAN->GetSongs( apAllSongs, GAMESTATE->GetNumStagesLeft() );
// copy only songs that have at least one Notes for the current GameMode
for( unsigned i=0; i<apAllSongs.size(); i++ )
{
Song* pSong = apAllSongs[i];
/* If we're on an extra stage, and this song is selected, ignore
* #SELECTABLE. */
if( pSong != GAMESTATE->m_pCurSong ||
(!GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2()) ) {
/* Hide songs that asked to be hidden via #SELECTABLE. */
if( !bRoulette && !pSong->NormallyDisplayed() )
continue;
if( bRoulette && !pSong->RouletteDisplayed() )
continue;
}
vector<Notes*> arraySteps;
pSong->GetNotes( arraySteps, GAMESTATE->GetCurrentStyleDef()->m_NotesType );
if( !arraySteps.empty() )
arraySongs.push_back( pSong );
}
}
struct CompareSongPointerArrayBySectionName
{
SongSortOrder so;
CompareSongPointerArrayBySectionName( SongSortOrder so_ ): so(so_) { }
bool operator() (const Song *p1, const Song *p2) const
{
CString sec1 = MusicWheel::GetSectionNameFromSongAndSort( p1, so );
CString sec2 = MusicWheel::GetSectionNameFromSongAndSort( p2, so );
/* In the TITLE sort, make sure NUM comes first and OTHER comes last. */
if(so == SORT_TITLE && sec1 == "NUM" && sec2 != "NUM") return true;
if(so == SORT_TITLE && sec1 != "NUM" && sec2 == "NUM") return false;
if(so == SORT_TITLE && sec1 != "OTHER" && sec2 == "OTHER") return true;
if(so == SORT_TITLE && sec1 == "OTHER" && sec2 != "OTHER") return false;
return sec1 < sec2;
}
};
void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas, SongSortOrder so )
{
unsigned i;
// Roulette is used only in arcade and battle
if( so == SongSortOrder(SORT_ROULETTE) )
{
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
break;
default:
return;
}
}
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
{
///////////////////////////////////
// Make an array of Song*, then sort them
///////////////////////////////////
vector<Song*> arraySongs;
GetSongList(arraySongs, so == SORT_ROULETTE);
// sort the songs
switch( so )
{
case SORT_GROUP:
case SORT_ROULETTE:
SortSongPointerArrayByGroup( arraySongs );
break;
case SORT_TITLE:
SortSongPointerArrayByTitle( arraySongs );
break;
case SORT_BPM:
SortSongPointerArrayByBPM( arraySongs );
break;
// case SORT_ARTIST:
// SortSongPointerArrayByArtist( arraySongs );
// break;
case SORT_MOST_PLAYED:
SortSongPointerArrayByMostPlayed( arraySongs );
if( arraySongs.size() > 30 )
arraySongs.erase(arraySongs.begin()+30, arraySongs.end());
break;
default:
ASSERT(0); // unhandled SortOrder
}
///////////////////////////////////
// Build an array of WheelItemDatas from the sorted list of Song*'s
///////////////////////////////////
arrayWheelItemDatas.clear(); // clear out the previous wheel items
bool bUseSections = false;
switch( so )
{
case SORT_MOST_PLAYED: bUseSections = false; break;
case SORT_BPM: bUseSections = false; break;
case SORT_GROUP: bUseSections = GAMESTATE->m_sPreferredGroup == GROUP_ALL_MUSIC; break;
case SORT_TITLE: bUseSections = true; break;
case SORT_ROULETTE: bUseSections = false; break;
default: ASSERT( false );
}
if( PREFSMAN->m_MusicWheelUsesSections == PrefsManager::NEVER || (so != SORT_TITLE && PREFSMAN->m_MusicWheelUsesSections == PrefsManager::ABC_ONLY ))
bUseSections = false;
if( bUseSections )
{
/* We're using sections, so use the section name as the top-levle
* sort. */
stable_sort(arraySongs.begin(), arraySongs.end(),
CompareSongPointerArrayBySectionName(so));
// make WheelItemDatas with sections
CString sLastSection = "";
RageColor colorSection;
for( unsigned i=0; i< arraySongs.size(); i++ )
{
Song* pSong = arraySongs[i];
CString sThisSection = GetSectionNameFromSongAndSort( pSong, so );
int iSectionColorIndex = 0;
if( GAMESTATE->m_sPreferredGroup != GROUP_ALL_MUSIC && pSong->m_sGroupName != GAMESTATE->m_sPreferredGroup )
continue;
if( sThisSection != sLastSection) // new section, make a section item
{
colorSection = (so==SORT_GROUP) ? SONGMAN->GetGroupColor(pSong->m_sGroupName) : SECTION_COLORS(iSectionColorIndex);
iSectionColorIndex = (iSectionColorIndex+1) % NUM_SECTION_COLORS;
arrayWheelItemDatas.push_back( WheelItemData(TYPE_SECTION, NULL, sThisSection, NULL, colorSection) );
sLastSection = sThisSection;
}
arrayWheelItemDatas.push_back( WheelItemData( TYPE_SONG, pSong, sThisSection, NULL, SONGMAN->GetSongColor(pSong)) );
}
}
else
{
for( unsigned i=0; i<arraySongs.size(); i++ )
{
Song* pSong = arraySongs[i];
if( GAMESTATE->m_sPreferredGroup != GROUP_ALL_MUSIC && pSong->m_sGroupName != GAMESTATE->m_sPreferredGroup )
continue; // skip
arrayWheelItemDatas.push_back( WheelItemData(TYPE_SONG, pSong, "", NULL, SONGMAN->GetSongColor(pSong)) );
}
}
if( so != SORT_ROULETTE )
{
arrayWheelItemDatas.push_back( WheelItemData(TYPE_ROULETTE, NULL, "", NULL, RageColor(1,0,0,1)) );
arrayWheelItemDatas.push_back( WheelItemData(TYPE_RANDOM, NULL, "", NULL, RageColor(1,0,0,1)) );
}
// HACK: Add extra stage item if it isn't already present on the music wheel
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
{
Song* pSong;
Notes* pNotes;
PlayerOptions po;
SongOptions so;
SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->m_pCurSong->m_sGroupName, GAMESTATE->GetCurrentStyleDef(), pSong, pNotes, po, so );
bool bFoundExtraSong = false;
for( unsigned i=0; i<arrayWheelItemDatas.size(); i++ )
{
if( arrayWheelItemDatas[i].m_pSong == pSong )
{
/* Change the song color. */
arrayWheelItemDatas[i].m_color = SONG_REAL_EXTRA_COLOR;
bFoundExtraSong = true;
break;
}
}
if( !bFoundExtraSong )
arrayWheelItemDatas.push_back( WheelItemData(TYPE_SONG, pSong, "", NULL, SONG_REAL_EXTRA_COLOR) );
}
}
break;
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
{
vector<Course*> apCourses;
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_NONSTOP: SONGMAN->GetNonstopCourses( apCourses ); break;
case PLAY_MODE_ONI: SONGMAN->GetOniCourses( apCourses ); break;
case PLAY_MODE_ENDLESS: SONGMAN->GetEndlessCourses( apCourses ); break;
default: ASSERT(0);
}
SortCoursePointerArrayByDifficulty( apCourses );
for( unsigned c=0; c<apCourses.size(); c++ ) // foreach course
{
Course* pCourse = apCourses[c];
// check that this course has at least one song playable in the current style
if( pCourse->IsPlayableIn(GAMESTATE->GetCurrentStyleDef()->m_NotesType) )
arrayWheelItemDatas.push_back( WheelItemData(TYPE_COURSE, NULL, "", pCourse, pCourse->GetColor()) );
}
}
break;
default:
ASSERT(0); // invalid PlayMode
}
// init music status icons
for( i=0; i<arrayWheelItemDatas.size(); i++ )
{
Song* pSong = arrayWheelItemDatas[i].m_pSong;
if( pSong == NULL )
continue;
WheelItemData& WID = arrayWheelItemDatas[i];
WID.m_Flags.bHasBeginnerOr1Meter = pSong->IsEasy( NOTES_TYPE_DANCE_SINGLE );
WID.m_Flags.bEdits = pSong->HasEdits( NOTES_TYPE_DANCE_SINGLE );
WID.m_Flags.iStagesForSong = SongManager::GetNumStagesForSong( pSong );
}
// init crowns
if( so == SORT_MOST_PLAYED )
{
// init crown icons
for( i=0; i< min(3u,arrayWheelItemDatas.size()); i++ )
{
WheelItemData& WID = arrayWheelItemDatas[i];
WID.m_Flags.iPlayersBestNumber = i+1;
}
}
if( arrayWheelItemDatas.empty() )
{
arrayWheelItemDatas.push_back( WheelItemData(TYPE_SECTION, NULL, "- EMPTY -", NULL, RageColor(1,0,0,1)) );
}
}
float MusicWheel::GetBannerY( float fPosOffsetsFromMiddle )
{
return roundf( fPosOffsetsFromMiddle*g_fItemSpacingY );
}
float MusicWheel::GetBannerX( float fPosOffsetsFromMiddle )
{
float fX = (1-cosf(fPosOffsetsFromMiddle/PI))*g_fItemCurveX;
return roundf( fX );
}
void MusicWheel::RebuildWheelItemDisplays()
{
// rewind to first index that will be displayed;
int iIndex = m_iSelection;
if( m_iSelection > int(m_CurWheelItemData.size()-1) )
m_iSelection = 0;
iIndex -= NUM_WHEEL_ITEMS_TO_DRAW/2;
while(iIndex < 0)
iIndex += m_CurWheelItemData.size();
// iIndex is now the index of the lowest WheelItem to draw
for( int i=0; i<NUM_WHEEL_ITEMS_TO_DRAW; i++ )
{
WheelItemData *data = m_CurWheelItemData[iIndex];
WheelItemDisplay& display = m_WheelItemDisplays[i];
display.LoadFromWheelItemData( data );
// increment iIndex
iIndex++;
if( iIndex > int(m_CurWheelItemData.size()-1) )
iIndex = 0;
}
}
void MusicWheel::NotesChanged( PlayerNumber pn ) // update grade graphics and top score
{
for( int i=0; i<NUM_WHEEL_ITEMS_TO_DRAW; i++ )
{
WheelItemDisplay& display = m_WheelItemDisplays[i];
display.RefreshGrades();
}
}
void MusicWheel::DrawPrimitives()
{
for( int i=0; i<NUM_WHEEL_ITEMS_TO_DRAW; i++ )
{
WheelItemDisplay& display = m_WheelItemDisplays[i];
switch( m_WheelState )
{
case STATE_SELECTING_MUSIC:
case STATE_ROULETTE_SPINNING:
case STATE_ROULETTE_SLOWING_DOWN:
case STATE_RANDOM_SPINNING:
case STATE_LOCKED:
{
float fThisBannerPositionOffsetFromSelection = i - NUM_WHEEL_ITEMS_TO_DRAW/2 + m_fPositionOffsetFromSelection;
float fY = GetBannerY( fThisBannerPositionOffsetFromSelection );
if( fY < -SCREEN_HEIGHT/2 || fY > SCREEN_HEIGHT/2 )
continue; // skip
float fX = GetBannerX( fThisBannerPositionOffsetFromSelection );
display.SetXY( fX, fY );
}
break;
}
if( m_WheelState == STATE_LOCKED && i != NUM_WHEEL_ITEMS_TO_DRAW/2 )
display.m_fPercentGray = 0.5f;
else
display.m_fPercentGray = 0;
display.Draw();
}
ActorFrame::DrawPrimitives();
}
void MusicWheel::UpdateScrollbar()
{
int total_num_items = m_CurWheelItemData.size();
float item_at=m_iSelection - m_fPositionOffsetFromSelection;
if(NUM_WHEEL_ITEMS_TO_DRAW > total_num_items) {
m_ScrollBar.SetPercentage( 0, 1 );
} else {
float size = float(NUM_WHEEL_ITEMS_TO_DRAW) / total_num_items;
float center = item_at / total_num_items;
size *= 0.5f;
m_ScrollBar.SetPercentage( center - size, center + size );
}
}
void MusicWheel::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
unsigned i;
for( i=0; i<int(NUM_WHEEL_ITEMS_TO_DRAW); i++ )
{
WheelItemDisplay& display = m_WheelItemDisplays[i];
display.Update( fDeltaTime );
}
UpdateScrollbar();
if( m_Moving )
{
m_TimeBeforeMovingBegins -= fDeltaTime;
m_TimeBeforeMovingBegins = max(m_TimeBeforeMovingBegins, 0);
}
// update wheel state
m_fTimeLeftInState -= fDeltaTime;
if( m_fTimeLeftInState <= 0 ) // time to go to a new state
{
switch( m_WheelState )
{
case STATE_FLYING_OFF_BEFORE_NEXT_SORT:
{
Song* pPrevSelectedSong = m_CurWheelItemData[m_iSelection]->m_pSong;
CString sPrevSelectedSection = m_CurWheelItemData[m_iSelection]->m_sSectionName;
// change the sort order
GAMESTATE->m_SongSortOrder = SongSortOrder( (GAMESTATE->m_SongSortOrder+1) );
if(GAMESTATE->m_SongSortOrder > MaxSelectableSort)
GAMESTATE->m_SongSortOrder = SongSortOrder(0);
SCREENMAN->SendMessageToTopScreen( SM_SortOrderChanged, 0 );
SetOpenGroup(GetSectionNameFromSongAndSort( pPrevSelectedSong, GAMESTATE->m_SongSortOrder ));
//RebuildWheelItems();
m_iSelection = 0;
if( pPrevSelectedSong != NULL ) // the previous selected item was a song
SelectSong(pPrevSelectedSong);
else // the previously selected item was a section
{
// find the previously selected song, and select it
for( i=0; i<m_CurWheelItemData.size(); i++ )
{
if( m_CurWheelItemData[i]->m_sSectionName == sPrevSelectedSection )
{
m_iSelection = i;
break;
}
}
}
// If changed sort to "BEST", put selection on most popular song
if( GAMESTATE->m_SongSortOrder == SORT_MOST_PLAYED )
{
for( i=0; i<m_CurWheelItemData.size(); i++ )
{
if( m_CurWheelItemData[i]->m_pSong != NULL )
{
m_iSelection = i;
break;
}
}
}
SCREENMAN->SendMessageToTopScreen( SM_SongChanged, 0 );
RebuildWheelItemDisplays();
TweenOnScreen(true);
m_WheelState = STATE_FLYING_ON_AFTER_NEXT_SORT;
}
break;
case STATE_FLYING_ON_AFTER_NEXT_SORT:
m_WheelState = STATE_SELECTING_MUSIC; // now, wait for input
break;
case STATE_TWEENING_ON_SCREEN:
m_fTimeLeftInState = 0;
if( (GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage) || GAMESTATE->IsExtraStage2() )
{
// if ( m_bUseRandomExtra )
// {
// SOUNDMAN->StopMusic();
// m_soundExpand.Play();
// m_WheelState = STATE_ROULETTE_SPINNING;
// m_SortOrder = SORT_GROUP;
// m_MusicSortDisplay.SetDiffuse( RageColor(1,1,1,0) );
// m_MusicSortDisplay.SetEffectNone();
// BuildWheelItemDatas( m_WheelItemDatas[SORT_GROUP], SORT_GROUP, true );
// }
// else
{
m_WheelState = STATE_LOCKED;
m_soundStart.Play();
m_fLockedWheelVelocity = 0;
}
}
else
{
m_WheelState = STATE_SELECTING_MUSIC;
}
break;
case STATE_TWEENING_OFF_SCREEN:
m_WheelState = STATE_WAITING_OFF_SCREEN;
m_fTimeLeftInState = 0;
break;
case STATE_SELECTING_MUSIC:
m_fTimeLeftInState = 0;
break;
case STATE_ROULETTE_SPINNING:
case STATE_RANDOM_SPINNING:
break;
case STATE_WAITING_OFF_SCREEN:
break;
case STATE_LOCKED:
break;
case STATE_ROULETTE_SLOWING_DOWN:
if( m_iSwitchesLeftInSpinDown == 0 )
{
m_WheelState = STATE_LOCKED;
m_fTimeLeftInState = 0;
m_soundStart.Play();
m_fLockedWheelVelocity = 0;
/* Send this again so the screen starts sample music. */
SCREENMAN->SendMessageToTopScreen( SM_SongChanged, 0 );
}
else
{
m_iSwitchesLeftInSpinDown--;
const float SwitchTimes[] = { 0.5f, 1.3f, 0.8f, 0.4f, 0.2f };
ASSERT(m_iSwitchesLeftInSpinDown >= 0 && m_iSwitchesLeftInSpinDown <= 4);
m_fTimeLeftInState = SwitchTimes[m_iSwitchesLeftInSpinDown];
LOG->Trace( "m_iSwitchesLeftInSpinDown id %d, m_fTimeLeftInState is %f", m_iSwitchesLeftInSpinDown, m_fTimeLeftInState );
if( m_iSwitchesLeftInSpinDown < 2 )
ChangeMusic(randomf(0,1) >= 0.5f? 1:-1);
else
ChangeMusic(1);
}
break;
default:
ASSERT(0); // all state changes should be handled explitily
break;
}
}
if( m_WheelState == STATE_LOCKED )
{
/* Do this in at most .1 sec chunks, so we don't get weird if we
* stop for some reason (and so it behaves the same when being
* single stepped). */
float tm = fDeltaTime;
while(tm > 0)
{
float t = min(tm, 0.1f);
tm -= t;
m_fPositionOffsetFromSelection = clamp( m_fPositionOffsetFromSelection, -0.3f, +0.3f );
float fSpringForce = - m_fPositionOffsetFromSelection * LOCKED_INITIAL_VELOCITY;
m_fLockedWheelVelocity += fSpringForce;
float fDrag = -m_fLockedWheelVelocity * t*4;
m_fLockedWheelVelocity += fDrag;
m_fPositionOffsetFromSelection += m_fLockedWheelVelocity*t;
if( fabsf(m_fPositionOffsetFromSelection) < 0.01f && fabsf(m_fLockedWheelVelocity) < 0.01f )
{
m_fPositionOffsetFromSelection = 0;
m_fLockedWheelVelocity = 0;
}
}
}
else if( IsMoving() )
{
/* We're automatically moving. Move linearly, and don't clamp
* to the selection. */
float fSpinSpeed = m_SpinSpeed*m_Moving;
m_fPositionOffsetFromSelection -= fSpinSpeed*fDeltaTime;
/* Make sure that we don't go further than 1 away, in case the
* speed is very high or we miss a lot of frames. */
m_fPositionOffsetFromSelection = clamp(m_fPositionOffsetFromSelection, -1.0f, 1.0f);
/* If it passed the selection, move again. */
if((m_Moving == -1 && m_fPositionOffsetFromSelection >= 0) ||
(m_Moving == 1 && m_fPositionOffsetFromSelection <= 0))
{
ChangeMusic(m_Moving);
if(PREFSMAN->m_iMusicWheelSwitchSpeed < MAX_WHEEL_SOUND_SPEED)
m_soundChangeMusic.Play();
}
if(PREFSMAN->m_iMusicWheelSwitchSpeed >= MAX_WHEEL_SOUND_SPEED &&
m_MovingSoundTimer.PeekDeltaTime() >= 1.0f / MAX_WHEEL_SOUND_SPEED)
{
m_MovingSoundTimer.GetDeltaTime();
m_soundChangeMusic.Play();
}
}
else
{
// "rotate" wheel toward selected song
float fSpinSpeed = 0.2f + fabsf(m_fPositionOffsetFromSelection)/SWITCH_SECONDS;
if( m_fPositionOffsetFromSelection > 0 )
{
m_fPositionOffsetFromSelection -= fSpinSpeed*fDeltaTime;
if( m_fPositionOffsetFromSelection < 0 )
m_fPositionOffsetFromSelection = 0;
}
else if( m_fPositionOffsetFromSelection < 0 )
{
m_fPositionOffsetFromSelection += fSpinSpeed*fDeltaTime;
if( m_fPositionOffsetFromSelection > 0 )
m_fPositionOffsetFromSelection = 0;
}
}
}
void MusicWheel::ChangeMusic(int dist)
{
if(GAMESTATE->m_PlayMode == PLAY_MODE_NONSTOP)
GetSelectedCourse()->MakeNormal();
m_iSelection += dist;
if( m_iSelection < 0 )
m_iSelection = m_CurWheelItemData.size()-1;
else if( m_iSelection > int(m_CurWheelItemData.size()-1) )
m_iSelection = 0;
RebuildWheelItemDisplays();
m_fPositionOffsetFromSelection += dist;
if(GAMESTATE->m_bDifficultCourses && GAMESTATE->m_PlayMode == PLAY_MODE_NONSTOP)
GetSelectedCourse()->MakeDifficult();
SCREENMAN->SendMessageToTopScreen( SM_SongChanged, 0 );
/* If we're moving automatically, don't play this; it'll be called in Update. */
if(!IsMoving())
m_soundChangeMusic.Play();
}
bool MusicWheel::PrevSort()
{
return NextSort();
}
bool MusicWheel::NextSort()
{
switch( m_WheelState )
{
case STATE_SELECTING_MUSIC:
case STATE_FLYING_ON_AFTER_NEXT_SORT:
break; // fall through
default:
return false; // don't continue
}
m_soundChangeSort.Play();
TweenOffScreen(true);
m_WheelState = STATE_FLYING_OFF_BEFORE_NEXT_SORT;
return true;
}
bool MusicWheel::Select() // return true of a playable item was chosen
{
LOG->Trace( "MusicWheel::Select()" );
if( m_WheelState == STATE_ROULETTE_SLOWING_DOWN )
return false;
m_Moving = 0;
if( m_WheelState == STATE_ROULETTE_SPINNING )
{
m_WheelState = STATE_ROULETTE_SLOWING_DOWN;
m_iSwitchesLeftInSpinDown = ROULETTE_SLOW_DOWN_SWITCHES/2+1 + rand()%(ROULETTE_SLOW_DOWN_SWITCHES/2);
m_fTimeLeftInState = 0.1f;
return false;
}
if( m_WheelState == STATE_RANDOM_SPINNING )
{
m_fPositionOffsetFromSelection = max(m_fPositionOffsetFromSelection, 0.3f);
m_WheelState = STATE_LOCKED;
m_soundStart.Play();
m_fLockedWheelVelocity = 0;
SCREENMAN->SendMessageToTopScreen( SM_SongChanged, 0 );
return false;
}
switch( m_CurWheelItemData[m_iSelection]->m_WheelItemType )
{
case TYPE_SECTION:
{
CString sThisItemSectionName = m_CurWheelItemData[m_iSelection]->m_sSectionName;
if( m_sExpandedSectionName == sThisItemSectionName ) // already expanded
m_sExpandedSectionName = ""; // collapse it
else // already collapsed
m_sExpandedSectionName = sThisItemSectionName; // expand it
SetOpenGroup(m_sExpandedSectionName);
RebuildWheelItemDisplays();
m_soundExpand.Play();
m_iSelection = 0; // reset in case we can't find the last selected song
// find the section header and select it
for( unsigned i=0; i<m_CurWheelItemData.size(); i++ )
{
if( m_CurWheelItemData[i]->m_WheelItemType == TYPE_SECTION
&& m_CurWheelItemData[i]->m_sSectionName == sThisItemSectionName )
{
m_iSelection = i;
break;
}
}
}
return false;
case TYPE_ROULETTE:
StartRoulette();
return false;
case TYPE_RANDOM:
StartRandom();
return false;
case TYPE_SONG:
default:
return true;
}
}
void MusicWheel::StartRoulette()
{
m_WheelState = STATE_ROULETTE_SPINNING;
m_Moving = 1;
m_TimeBeforeMovingBegins = 0;
m_SpinSpeed = 1.0f/ROULETTE_SWITCH_SECONDS;
SetOpenGroup("", SongSortOrder(SORT_ROULETTE));
}
void MusicWheel::StartRandom()
{
/* Shuffle the roulette wheel. */
unsigned total = m_WheelItemDatas[SORT_ROULETTE].size();
for(unsigned i = 0; i < total; ++i)
swap(m_WheelItemDatas[SORT_ROULETTE][i], m_WheelItemDatas[SORT_ROULETTE][rand() % total]);
SetOpenGroup("", SongSortOrder(SORT_ROULETTE));
m_Moving = -1;
m_TimeBeforeMovingBegins = 0;
m_SpinSpeed = 1.0f/ROULETTE_SWITCH_SECONDS;
m_SpinSpeed *= 20.0f; /* faster! */
m_WheelState = STATE_RANDOM_SPINNING;
this->Select();
RebuildWheelItemDisplays();
}
void MusicWheel::SetOpenGroup(CString group, SongSortOrder so)
{
if(so == NUM_SORT_ORDERS)
so = GAMESTATE->m_SongSortOrder;
m_sExpandedSectionName = group;
WheelItemData *old = NULL;
if(!m_CurWheelItemData.empty())
old = m_CurWheelItemData[m_iSelection];
m_CurWheelItemData.clear();
vector<WheelItemData> &from = m_WheelItemDatas[so];
unsigned i;
for(i = 0; i < from.size(); ++i)
{
if((from[i].m_WheelItemType == TYPE_SONG ||
from[i].m_WheelItemType == TYPE_COURSE) &&
!from[i].m_sSectionName.empty() &&
from[i].m_sSectionName != group)
continue;
m_CurWheelItemData.push_back(&from[i]);
}
m_iSelection = 0;
for(i = 0; i < m_CurWheelItemData.size(); ++i)
{
if(m_CurWheelItemData[i] == old)
m_iSelection=i;
}
RebuildWheelItemDisplays();
}
bool MusicWheel::IsRouletting() const
{
return m_WheelState == STATE_ROULETTE_SPINNING || m_WheelState == STATE_ROULETTE_SLOWING_DOWN ||
m_WheelState == STATE_RANDOM_SPINNING;
}
int MusicWheel::IsMoving() const
{
return m_Moving && m_TimeBeforeMovingBegins == 0;
}
void MusicWheel::TweenOnScreen(bool changing_sort)
{
float factor = 1.0f;
if(changing_sort) factor = 0.25;
m_WheelState = STATE_TWEENING_ON_SCREEN;
float fX = GetBannerX(0), fY = GetBannerY(0);
m_sprSelectionOverlay.SetXY( fX+320, fY );
if(changing_sort) {
m_sprSelectionOverlay.BeginTweening( 0.04f * NUM_WHEEL_ITEMS_TO_DRAW/2 * factor ); // sleep
m_sprSelectionOverlay.BeginTweening( 0.2f * factor, Actor::TWEEN_ACCELERATE );
} else {
m_sprSelectionOverlay.BeginTweening( 0.05f * factor ); // sleep
m_sprSelectionOverlay.BeginTweening( 0.4f * factor, Actor::TWEEN_ACCELERATE );
}
m_sprSelectionOverlay.SetTweenX( fX );
m_ScrollBar.SetX( SCROLL_BAR_X+30 );
if(changing_sort)
m_ScrollBar.BeginTweening( 0.2f * factor ); // sleep
else
m_ScrollBar.BeginTweening( 0.7f * factor ); // sleep
m_ScrollBar.BeginTweening( 0.2f * factor , Actor::TWEEN_ACCELERATE );
m_ScrollBar.SetTweenX( SCROLL_BAR_X );
for( int i=0; i<NUM_WHEEL_ITEMS_TO_DRAW; i++ )
{
WheelItemDisplay& display = m_WheelItemDisplays[i];
float fThisBannerPositionOffsetFromSelection = i - NUM_WHEEL_ITEMS_TO_DRAW/2 + m_fPositionOffsetFromSelection;
float fX = GetBannerX(fThisBannerPositionOffsetFromSelection);
float fY = GetBannerY(fThisBannerPositionOffsetFromSelection);
display.SetXY( fX+320, fY );
display.BeginTweening( 0.04f*i * factor ); // sleep
display.BeginTweening( 0.2f * factor, Actor::TWEEN_ACCELERATE );
display.SetTweenX( fX );
}
m_fTimeLeftInState = GetTweenTimeLeft() + 0.100f;
}
void MusicWheel::TweenOffScreen(bool changing_sort)
{
float factor = 1.0f;
if(changing_sort) factor = 0.25;
m_WheelState = STATE_TWEENING_OFF_SCREEN;
float fX, fY;
fX = GetBannerX(0);
fY = GetBannerY(0);
m_sprSelectionOverlay.SetXY( fX, fY );
if(changing_sort) {
/* When changing sort, tween the overlay with the item in the center;
* having it separate looks messy when we're moving fast. */
m_sprSelectionOverlay.BeginTweening( 0.04f * NUM_WHEEL_ITEMS_TO_DRAW/2 * factor ); // sleep
m_sprSelectionOverlay.BeginTweening( 0.2f * factor, Actor::TWEEN_DECELERATE );
} else {
m_sprSelectionOverlay.BeginTweening( 0 ); // sleep
m_sprSelectionOverlay.BeginTweening( 0.2f * factor, Actor::TWEEN_DECELERATE );
}
m_sprSelectionOverlay.SetTweenX( fX+320 );
m_ScrollBar.BeginTweening( 0 );
m_ScrollBar.BeginTweening( 0.2f * factor, Actor::TWEEN_ACCELERATE );
m_ScrollBar.SetTweenX( SCROLL_BAR_X+30 );
for( int i=0; i<NUM_WHEEL_ITEMS_TO_DRAW; i++ )
{
WheelItemDisplay& display = m_WheelItemDisplays[i];
float fThisBannerPositionOffsetFromSelection = i - NUM_WHEEL_ITEMS_TO_DRAW/2 + m_fPositionOffsetFromSelection;
float fX = GetBannerX(fThisBannerPositionOffsetFromSelection);
float fY = GetBannerY(fThisBannerPositionOffsetFromSelection);
display.SetXY( fX, fY );
display.BeginTweening( 0.04f*i * factor ); // sleep
display.BeginTweening( 0.2f * factor, Actor::TWEEN_DECELERATE );
display.SetTweenX( fX+320 );
}
m_fTimeLeftInState = GetTweenTimeLeft() + 0.100f;
}
CString MusicWheel::GetSectionNameFromSongAndSort( const Song* pSong, SongSortOrder so )
{
if( pSong == NULL )
return "";
CString sTemp;
switch( so )
{
case SORT_GROUP:
sTemp = pSong->m_sGroupName;
return sTemp;
// case SORT_ARTIST:
// sTemp = pSong->m_sArtist;
// sTemp.MakeUpper();
// sTemp = (sTemp.GetLength() > 0) ? sTemp.Left(1) : "";
// if( IsAnInt(sTemp) )
// sTemp = "NUM";
// return sTemp;
case SORT_TITLE:
sTemp = pSong->GetTranslitMainTitle();
sTemp.MakeUpper();
if(sTemp.empty()) return "";
sTemp = sTemp[0];
if( IsAnInt(sTemp) )
sTemp = "NUM";
else if(toupper(sTemp[0]) < 'A' || toupper(sTemp[0]) > 'Z')
sTemp = "OTHER";
return sTemp;
case SORT_BPM:
case SORT_MOST_PLAYED:
default:
return "";
}
}
void MusicWheel::Move(int n)
{
if(n == m_Moving)
return;
if( m_WheelState == STATE_LOCKED )
{
if(n)
{
m_fLockedWheelVelocity = LOCKED_INITIAL_VELOCITY;
m_soundLocked.Play();
}
return;
}
/* If we're not selecting, discard this. We won't ignore it; we'll
* get called again every time the key is repeated. */
if( m_WheelState != STATE_SELECTING_MUSIC )
return;
if(m_Moving != 0 && n == 0 && m_TimeBeforeMovingBegins == 0)
{
/* We were moving, and now we're stopping. If we're really close to
* the selection, move to the next one, so we have a chance to spin down
* smoothly. */
if(fabsf(m_fPositionOffsetFromSelection) < 0.25f )
ChangeMusic(m_Moving);
/* Make sure the user always gets an SM_SongChanged when
* Moving() is 0, so the final banner, etc. always gets set. */
SCREENMAN->SendMessageToTopScreen( SM_SongChanged, 0 );
}
m_TimeBeforeMovingBegins = TIME_BEFORE_SLOW_REPEATS;
m_SpinSpeed = float(PREFSMAN->m_iMusicWheelSwitchSpeed);
m_Moving = n;
if( fabsf(m_fPositionOffsetFromSelection) > 0.5f ) // wheel is very busy spinning
return;
if(m_Moving)
ChangeMusic(m_Moving);
}