Files
itgmania212121/stepmania/src/NoteFieldPositioning.cpp
T
Chris Danford bcbe615c0d Pass ActorCommand structures to Actor instead of unparsed command strings.
This way, we can potentially do the parsing early and not parse inside of Actor as the command is executing.
2004-11-06 23:13:47 +00:00

216 lines
6.1 KiB
C++

#include "global.h"
#include "NoteFieldPositioning.h"
#include "RageDisplay.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "RageMath.h"
#include "GameState.h"
#include "GameManager.h"
#include "IniFile.h"
#include "Game.h"
#include "ScreenDimensions.h"
/* Copies of the current mode. Update this by calling Load. */
NoteFieldMode g_NoteFieldMode[NUM_PLAYERS];
NoteFieldMode::NoteFieldMode()
{
m_fFov = 0;
m_fNear = 5;
m_fFar = 1000;
m_fFirstPixelToDrawScale = m_fLastPixelToDrawScale = 1.0f;
}
void NoteFieldMode::BeginDrawTrack(int tn)
{
DISPLAY->CameraPushMatrix();
/* It's useful to be able to use Actors like this, functioning only
* for a transformation. However, this is a big waste of matrix
* stack space, as each of these will push. Profile this. XXX */
if(m_fFov)
DISPLAY->LoadMenuPerspective(m_fFov, SCREEN_CENTER_X, SCREEN_CENTER_Y);
if(tn != -1)
{
DISPLAY->PushMatrix();
DISPLAY->Translate( m_fPositionTrackX[tn], 0, 0 );
}
}
void NoteFieldMode::EndDrawTrack(int tn)
{
if(tn != -1)
DISPLAY->PopMatrix();
DISPLAY->CameraPopMatrix();
}
template <class T>
static bool GetValue(IniFile &ini, int pn,
const CString &key, const CString &valuename, T &value )
{
if(pn != -1 && ini.GetValue(key, ssprintf("P%i%s", pn+1, valuename.c_str()), value))
return true;
return ini.GetValue(key, valuename, value);
}
void NoteFieldMode::Load(IniFile &ini, CString id, int pn)
{
m_Id = id;
/* Required: */
ASSERT( ini.GetValue ( id, "Name", m_Name ) );
// if we aren't loading a player, we can bail here.
if(pn == -1)
return;
GetValue( ini, pn, id, "Backdrop", m_Backdrop );
GetValue( ini, pn, id, "FOV", m_fFov );
GetValue( ini, pn, id, "NearClipDistance", m_fNear );
GetValue( ini, pn, id, "FarClipDistance", m_fFar );
GetValue( ini, pn, id, "PixelsDrawAheadScale", m_fFirstPixelToDrawScale );
GetValue( ini, pn, id, "PixelsDrawBehindScale", m_fLastPixelToDrawScale );
CString s;
if( GetValue( ini, pn, id, "Judgment", s ) ) m_JudgmentCmd = ParseActorCommands(s);
if( GetValue( ini, pn, id, "Combo", s ) ) m_ComboCmd = ParseActorCommands(s);
/* Load per-track data: */
int t;
for(t = 0; t < MAX_NOTE_TRACKS; ++t)
{
GetValue( ini, pn, id, ssprintf("GrayButton"), GrayButtonNames[t] );
GetValue( ini, pn, id, ssprintf("GrayButton%i", t+1), GrayButtonNames[t] );
GetValue( ini, pn, id, ssprintf("NoteButton"), NoteButtonNames[t] );
GetValue( ini, pn, id, ssprintf("NoteButton%i", t+1), NoteButtonNames[t] );
GetValue( ini, pn, id, ssprintf("GhostButton"), GhostButtonNames[t] );
GetValue( ini, pn, id, ssprintf("GhostButton%i", t+1), GhostButtonNames[t] );
if( GetValue( ini, pn, id, ssprintf("HoldJudgment"), s ) ) m_HoldJudgmentCmd[t] = ParseActorCommands(s);
if( GetValue( ini, pn, id, ssprintf("HoldJudgment%i",t+1), s ) ) m_HoldJudgmentCmd[t] = ParseActorCommands(s);
}
}
NoteFieldPositioning::NoteFieldPositioning(CString fn)
{
m_Filename = fn;
IniFile ini;
if( !ini.ReadFile(fn) )
return;
for(IniFile::const_iterator i = ini.begin(); i != ini.end(); ++i)
{
NoteFieldMode m;
m.Load(ini, i->first);
Modes.push_back(m);
}
}
bool NoteFieldMode::MatchesCurrentGame() const
{
return true;
}
void NoteFieldPositioning::Load(PlayerNumber pn)
{
NoteFieldMode &mode = g_NoteFieldMode[pn];
mode = NoteFieldMode(); /* reset */
const Style *s = GAMESTATE->GetCurrentStyle();
/* Load the settings in the style table by default. */
for(int tn = 0; tn < MAX_NOTE_TRACKS; ++tn)
{
const float fPixelXOffsetFromCenter = s->m_ColumnInfo[pn][tn].fXOffset;
mode.m_fPositionTrackX[tn] = fPixelXOffsetFromCenter;
}
/* Is there a custom mode with the current name that fits the current game? */
const int ModeNum = GetID(GAMESTATE->m_PlayerOptions[pn].m_sPositioning);
if(ModeNum == -1)
return; /* No, only use the style table settings. */
/* We have a custom mode. Reload the mode on top of the default style
* table settings. */
IniFile ini;
if( !ini.ReadFile(m_Filename) )
return;
mode.Load(ini, Modes[ModeNum].m_Id, pn);
}
/* Get the unique ID of the given name, for the current game/style. If it
* doesn't exist, return "". */
int NoteFieldPositioning::GetID(const CString &name) const
{
for(unsigned i = 0; i < Modes.size(); ++i)
{
if(Modes[i].m_Name.CompareNoCase(name))
continue;
if(!Modes[i].MatchesCurrentGame())
continue;
return i;
}
return -1;
}
/* Get all arrow modifier names for the current game. */
void NoteFieldPositioning::GetNamesForCurrentGame(vector<CString> &IDs)
{ // XXX dupes
/* Iterate over all keys. */
for(unsigned i = 0; i < Modes.size(); ++i)
{
if(!Modes[i].MatchesCurrentGame())
continue;
IDs.push_back(Modes[i].m_Name);
}
}
bool NoteFieldPositioning::IsValidModeForAnyStyle(CString mode) const
{
for(unsigned i = 0; i < Modes.size(); ++i)
if(Modes[i].m_Name.CompareNoCase(mode)==0)
return true;
return false;
}
/*
* (c) 2001-2004 Chris Danford, Glenn Maynard
* 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.
*/