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itgmania212121/stepmania/src/ScreenSelectGroup.cpp
T

577 lines
16 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
File: ScreenSelectGroup.cpp
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenSelectGroup.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "PrefsManager.h"
#include "ScreenSelectMusic.h"
#include "ScreenTitleMenu.h"
#include "GameManager.h"
#include "RageLog.h"
#include "GameConstantsAndTypes.h"
#include "SongManager.h"
#include "AnnouncerManager.h"
#include "GameState.h"
const float GROUP_INFO_FRAME_X = SCREEN_LEFT + 180;
const float GROUP_INFO_FRAME_Y = SCREEN_TOP + 160;
const float EXPLANATION_X = SCREEN_LEFT + 110;
const float EXPLANATION_Y = SCREEN_TOP + 65;
const float BUTTON_X = SCREEN_RIGHT - 135;
const float BUTTON_SELECTED_X = BUTTON_X - 30;
const float BUTTON_START_Y = SCREEN_TOP + 65;
const float BUTTON_GAP_Y = 26;
const float CONTENTS_X = CENTER_X;
const float CONTENTS_START_Y = SCREEN_TOP + SCREEN_HEIGHT*3/5 - 15;
const int TITLES_PER_COLUMN = 10;
const ScreenMessage SM_GoToPrevState = ScreenMessage(SM_User + 1);
const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 2);
const ScreenMessage SM_StartFadingOut = ScreenMessage(SM_User + 3);
ScreenSelectGroup::ScreenSelectGroup()
{
LOG->Trace( "ScreenSelectGroup::ScreenSelectGroup()" );
int i;
// The new process by which the group and song lists are formed
// is bizarre and complex but yields the end result that songs
// and groups that do not contain any steps for the current
// style (such as solo) are omitted. Bear with me!
// -- dro kulix
// m_arrayGroupNames will contain all relevant group names
CMap<int, int, CArray<Song*, Song*>*, CArray<Song*, Song*>*>
mapGroupToSongArray; // Will contain all relevant songs
{ // Let's get local!
// (There are some variables we want deallocated before continuing.)
// Retrieve list of ALL song groups and ALL songs
SONGMAN->GetGroupNames( m_arrayGroupNames );
CArray<Song*, Song*> arrayAllSongs;
arrayAllSongs.Copy( SONGMAN->m_pSongs );
// Retrieve the identities (Song*) of all songs under these groups
for( i=0; i<min(m_arrayGroupNames.GetSize(), MAX_GROUPS); i++ )
{
CArray<Song*, Song*> *p_arrayGroupSongs = new CArray<Song*, Song*>;
// WARNING! We are creating new objects that must be destroyed.
const CString &sCurGroupName = m_arrayGroupNames[i];
SONGMAN->GetSongsInGroup( sCurGroupName, *p_arrayGroupSongs );
mapGroupToSongArray.SetAt(GetHashForString(sCurGroupName), p_arrayGroupSongs);
}
{
// Add "ALL MUSIC" group
CArray<Song*, Song*> *p_arrayGroupSongs = new CArray<Song*, Song*>;
// WARNING! (Same as last.)
m_arrayGroupNames.InsertAt(0, "ALL MUSIC");
p_arrayGroupSongs->Copy( arrayAllSongs );
mapGroupToSongArray.SetAt(GetHashForString("ALL MUSIC"), p_arrayGroupSongs);
}
// Now, create a map of all songs to their support for the current style.
// (Song *) -> (Support current style?)
CMap<Song*, Song*, bool, bool> mapStyleSupport;
mapStyleSupport.InitHashTable(arrayAllSongs.GetSize());
// The following loop is functionally identical to one used in MusicWheel
NotesType curNotesType = GAMESTATE->GetCurrentStyleDef()->m_NotesType;
for( i=0; i<arrayAllSongs.GetSize(); i++ )
{
CArray<Notes*, Notes*> arraySteps;
arrayAllSongs.GetAt(i)->GetNotesThatMatch( curNotesType, arraySteps );
if( arraySteps.GetSize() > 0 )
mapStyleSupport.SetAt(arrayAllSongs.GetAt(i), true);
else
mapStyleSupport.SetAt(arrayAllSongs.GetAt(i), false);
}
// Here's the fun part!
// Recurse each group of songs, removing the ones unsupported by this style.
// If a group ends up empty, remove it from the list.
{
int gi = 0;
// Group iteration
while (gi < m_arrayGroupNames.GetSize())
{
int si = 0;
int curKey = GetHashForString(m_arrayGroupNames.GetAt(gi));
CArray <Song*, Song*>* p_arrayGroupSongs = 0;
mapGroupToSongArray.Lookup(curKey, p_arrayGroupSongs);
// Song iteration
while (si < p_arrayGroupSongs->GetSize())
{
Song* curSong = p_arrayGroupSongs->GetAt(si);
bool bSongSupported = false;
mapStyleSupport.Lookup(curSong, bSongSupported);
if (bSongSupported)
{
// Increment only if no remove
si++;
}
else
{
// Remove
p_arrayGroupSongs->RemoveAt(si);
}
}
// Do we remove group?
// Never remove "ALL MUSIC".
if ( (gi > 0) && (p_arrayGroupSongs->GetSize() <= 0) )
{
// Yes, remove group, since it is empty and is not "ALL MUSIC".
// Deallocate empty song array
delete p_arrayGroupSongs;
// Remove from groups array and map
mapGroupToSongArray.RemoveKey(curKey);
m_arrayGroupNames.RemoveAt(gi);
}
else
{
// Keep this group; move on.
gi++;
}
}
} // End recurse
} // Ends local song-paring block.
// Retrieve list of song groups
//SONGMAN->GetGroupNames( m_arrayGroupNames );
//m_arrayGroupNames.InsertAt( 0, "ALL MUSIC" );
m_iSelection = 0;
m_bChosen = false;
m_Menu.Load(
THEME->GetPathTo(GRAPHIC_SELECT_GROUP_BACKGROUND) ,
THEME->GetPathTo(GRAPHIC_SELECT_GROUP_TOP_EDGE),
ssprintf("Use %c %c to select, then press START", char(1), char(2)),
false, true, 40
);
this->AddSubActor( &m_Menu );
m_sprExplanation.Load( THEME->GetPathTo(GRAPHIC_SELECT_GROUP_EXPLANATION) );
m_sprExplanation.SetXY( EXPLANATION_X, EXPLANATION_Y );
this->AddSubActor( &m_sprExplanation );
m_GroupInfoFrame.SetXY( GROUP_INFO_FRAME_X, GROUP_INFO_FRAME_Y );
this->AddSubActor( &m_GroupInfoFrame );
m_sprContentsHeader.Load( THEME->GetPathTo(GRAPHIC_SELECT_GROUP_CONTENTS_HEADER) );
m_sprContentsHeader.SetVertAlign( Actor::align_top );
m_sprContentsHeader.SetXY( CONTENTS_X, CONTENTS_START_Y );
this->AddSubActor( &m_sprContentsHeader );
for( i=0; i<NUM_CONTENTS_COLUMNS; i++ )
{
const float fX = SCREEN_WIDTH * i / (float)NUM_CONTENTS_COLUMNS + 15;
m_textContents[i].Load( THEME->GetPathTo(FONT_NORMAL) );
m_textContents[i].SetXY( fX, CONTENTS_START_Y+15 );
m_textContents[i].SetHorizAlign( Actor::align_left );
m_textContents[i].SetVertAlign( Actor::align_bottom );
m_textContents[i].SetZoom( 0.5f );
m_textContents[i].SetShadowLength( 2 );
this->AddSubActor( &m_textContents[i] );
}
// This part is still compatible with the new pare routine.
for( i=0; i<min(m_arrayGroupNames.GetSize(), MAX_GROUPS); i++ )
{
CString sGroupName = m_arrayGroupNames[i];
m_sprGroupButton[i].Load( THEME->GetPathTo(GRAPHIC_SELECT_GROUP_BUTTON) );
m_sprGroupButton[i].SetXY( BUTTON_X, BUTTON_START_Y + BUTTON_GAP_Y*i );
this->AddSubActor( &m_sprGroupButton[i] );
m_textGroup[i].Load( THEME->GetPathTo(FONT_NORMAL) );
m_textGroup[i].SetXY( BUTTON_X, BUTTON_START_Y + BUTTON_GAP_Y*i );
m_textGroup[i].SetText( SONGMAN->ShortenGroupName( sGroupName ) );
m_textGroup[i].SetZoom( 0.8f );
m_textGroup[i].SetShadowLength( 2 );
if( i == 0 ) m_textGroup[i].TurnRainbowOn();
else m_textGroup[i].SetDiffuseColor( SONGMAN->GetGroupColor(sGroupName) );
this->AddSubActor( &m_textGroup[i] );
}
//
// Generate what text will show in the contents for each group
//
/*
for( i=0; i<min(m_arrayGroupNames.GetSize(), MAX_GROUPS); i++ )
{
CArray<Song*, Song*> arraySongs;
const CString &sCurGroupName = m_arrayGroupNames[i];
if( i == 0 ) arraySongs.Copy( SONGMAN->m_pSongs );
else SONGMAN->GetSongsInGroup( sCurGroupName, arraySongs );
m_iNumSongsInGroup[i] = arraySongs.GetSize();
SortSongPointerArrayByTitle( arraySongs );
for( int c=0; c<NUM_CONTENTS_COLUMNS; c++ )
{
CString sText;
for( int j=c*TITLES_PER_COLUMN; j<(c+1)*TITLES_PER_COLUMN; j++ )
{
if( j < arraySongs.GetSize() )
{
if( j == NUM_CONTENTS_COLUMNS * TITLES_PER_COLUMN - 1 )
sText += ssprintf( "%d more.....", arraySongs.GetSize() - NUM_CONTENTS_COLUMNS * TITLES_PER_COLUMN - 1 );
else
sText += arraySongs[j]->GetFullTitle() + "\n";
}
}
m_sContentsText[i][c] = sText;
}
}
*/
//
// Generate what text will show in the contents for each group
//
// This block is modified for the new paring routine
for( i=0; i<min(m_arrayGroupNames.GetSize(), MAX_GROUPS); i++ )
{
CArray<Song*, Song*>* p_arraySongs;
const CString &sCurGroupName = m_arrayGroupNames[i];
mapGroupToSongArray.Lookup( GetHashForString(sCurGroupName), p_arraySongs);
m_iNumSongsInGroup[i] = p_arraySongs->GetSize();
SortSongPointerArrayByTitle( *p_arraySongs );
for( int c=0; c<NUM_CONTENTS_COLUMNS; c++ )
{
CString sText;
for( int j=c*TITLES_PER_COLUMN; j<(c+1)*TITLES_PER_COLUMN; j++ )
{
if( j < p_arraySongs->GetSize() )
{
if( j == NUM_CONTENTS_COLUMNS * TITLES_PER_COLUMN - 1 )
sText += ssprintf( "%d more.....", p_arraySongs->GetSize() - NUM_CONTENTS_COLUMNS * TITLES_PER_COLUMN - 1 );
else
sText += (*p_arraySongs)[j]->GetFullTitle() + "\n";
}
}
m_sContentsText[i][c] = sText;
}
}
m_soundChange.Load( THEME->GetPathTo(SOUND_SELECT_GROUP_CHANGE) );
m_soundSelect.Load( THEME->GetPathTo(SOUND_MENU_START) );
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_GROUP_INTRO) );
if( !MUSIC->IsPlaying() )
{
MUSIC->Load( THEME->GetPathTo(SOUND_MENU_MUSIC) );
MUSIC->Play( true );
}
m_Menu.TweenOnScreenFromMenu( SM_None );
TweenOnScreen();
AfterChange();
// Deallocate remaining song arrays in map
{
int csKey;
CArray<Song*, Song*>* pSongArray;
POSITION Pos;
Pos = mapGroupToSongArray.GetStartPosition();
while (Pos)
{
mapGroupToSongArray.GetNextAssoc(Pos, csKey, pSongArray);
delete pSongArray;
}
}
}
ScreenSelectGroup::~ScreenSelectGroup()
{
LOG->Trace( "ScreenSelectGroup::~ScreenSelectGroup()" );
}
void ScreenSelectGroup::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
LOG->Trace( "ScreenSelectGroup::Input()" );
if( m_Menu.IsClosing() || m_bChosen )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
}
void ScreenSelectGroup::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
void ScreenSelectGroup::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_MenuTimer:
MenuStart(PLAYER_1);
break;
case SM_GoToPrevState:
SCREENMAN->SetNewScreen( new ScreenTitleMenu );
break;
case SM_GoToNextState:
SCREENMAN->SetNewScreen( new ScreenSelectMusic );
break;
case SM_StartFadingOut:
m_Menu.TweenOffScreenToMenu( SM_GoToNextState );
break;
}
}
void ScreenSelectGroup::BeforeChange()
{
int iSel = m_iSelection;
m_sprGroupButton[iSel].BeginTweening( 0.2f );
m_sprGroupButton[iSel].SetTweenX( BUTTON_X );
m_sprGroupButton[iSel].SetEffectNone();
m_textGroup[iSel].BeginTweening( 0.2f );
m_textGroup[iSel].SetTweenX( BUTTON_X );
m_textGroup[iSel].SetEffectNone();
}
void ScreenSelectGroup::AfterChange()
{
int iSel = m_iSelection;
m_sprGroupButton[iSel].BeginTweening( 0.2f );
m_sprGroupButton[iSel].SetTweenX( BUTTON_SELECTED_X );
m_sprGroupButton[iSel].SetEffectGlowing();
m_textGroup[iSel].BeginTweening( 0.2f );
m_textGroup[iSel].SetTweenX( BUTTON_SELECTED_X );
m_textGroup[iSel].SetEffectGlowing();
for( int c=0; c<NUM_CONTENTS_COLUMNS; c++ )
m_textContents[c].SetText( m_sContentsText[m_iSelection][c] );
CString sSelectedGroupName = m_arrayGroupNames[m_iSelection];
CString sGroupBannerPath;
if( 0 == stricmp(sSelectedGroupName, "ALL MUSIC") )
sGroupBannerPath = THEME->GetPathTo(GRAPHIC_ALL_MUSIC_BANNER);
else if( SONGMAN->GetGroupBannerPath(sSelectedGroupName) != "" )
sGroupBannerPath = SONGMAN->GetGroupBannerPath(sSelectedGroupName);
else
sGroupBannerPath = THEME->GetPathTo(GRAPHIC_FALLBACK_BANNER);
// There is too much Z-fighting when we rotate this, so fake a rotation with a squash
m_GroupInfoFrame.Set( sGroupBannerPath, m_iNumSongsInGroup[m_iSelection] );
}
void ScreenSelectGroup::MenuLeft( const PlayerNumber p )
{
MenuUp( p );
}
void ScreenSelectGroup::MenuRight( const PlayerNumber p )
{
MenuDown( p );
}
void ScreenSelectGroup::MenuUp( const PlayerNumber p )
{
if( m_bChosen )
return;
BeforeChange();
m_iSelection = m_iSelection-1 % m_arrayGroupNames.GetSize();
if( m_iSelection < 0 )
m_iSelection += m_arrayGroupNames.GetSize();
AfterChange();
m_soundChange.PlayRandom();
}
void ScreenSelectGroup::MenuDown( const PlayerNumber p )
{
if( m_bChosen )
return;
BeforeChange();
m_iSelection = (m_iSelection+1) % m_arrayGroupNames.GetSize();
AfterChange();
m_soundChange.PlayRandom();
}
void ScreenSelectGroup::MenuStart( const PlayerNumber p )
{
m_soundSelect.PlayRandom();
m_bChosen = true;
GAMESTATE->m_pCurSong = NULL;
GAMESTATE->m_sPreferredGroup = m_arrayGroupNames[m_iSelection];
if( 0 == stricmp(GAMESTATE->m_sPreferredGroup, "All Music") )
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_GROUP_COMMENT_ALL_MUSIC) );
else
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_GROUP_COMMENT_GENERAL) );
TweenOffScreen();
this->SendScreenMessage( SM_StartFadingOut, 0.8f );
}
void ScreenSelectGroup::MenuBack( const PlayerNumber p )
{
m_Menu.TweenOffScreenToBlack( SM_GoToPrevState, true );
}
void ScreenSelectGroup::TweenOffScreen()
{
m_sprExplanation.BeginTweeningQueued( 0.8f );
m_sprExplanation.BeginTweeningQueued( 0.5f, TWEEN_BOUNCE_BEGIN );
m_sprExplanation.SetTweenX( EXPLANATION_X-400 );
m_GroupInfoFrame.BeginTweeningQueued( 0.9f );
m_GroupInfoFrame.BeginTweeningQueued( 0.5f, TWEEN_BOUNCE_BEGIN );
m_GroupInfoFrame.SetTweenX( GROUP_INFO_FRAME_X-400 );
m_sprContentsHeader.BeginTweeningQueued( 0.7f );
m_sprContentsHeader.BeginTweeningQueued( 0.5f, TWEEN_BIAS_END );
m_sprContentsHeader.SetTweenY( CONTENTS_START_Y+400 );
int i;
for( i=0; i<NUM_CONTENTS_COLUMNS; i++ )
{
m_textContents[i].BeginTweeningQueued( 0.7f );
m_textContents[i].BeginTweeningQueued( 0.5f );
m_textContents[i].SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
}
for( i=0; i<min(m_arrayGroupNames.GetSize(), MAX_GROUPS); i++ )
{
if( i == m_iSelection )
m_sprGroupButton[i].BeginTweeningQueued( 1.0f, TWEEN_BOUNCE_BEGIN );
else
m_sprGroupButton[i].BeginTweeningQueued( 0.1f*i, TWEEN_BOUNCE_BEGIN );
m_sprGroupButton[i].BeginTweeningQueued( 0.2f, TWEEN_BOUNCE_BEGIN );
m_sprGroupButton[i].SetTweenX( BUTTON_X+400 );
if( i == m_iSelection )
m_textGroup[i].BeginTweeningQueued( 1.0f, TWEEN_BOUNCE_BEGIN );
else
m_textGroup[i].BeginTweeningQueued( 0.1f*i, TWEEN_BOUNCE_BEGIN );
m_textGroup[i].BeginTweeningQueued( 0.2f, TWEEN_BOUNCE_BEGIN );
m_textGroup[i].SetTweenX( BUTTON_X+400 );
}
}
void ScreenSelectGroup::TweenOnScreen()
{
m_sprExplanation.SetX( EXPLANATION_X-400 );
m_sprExplanation.BeginTweening( 0.5f, TWEEN_BOUNCE_END );
m_sprExplanation.SetTweenX( EXPLANATION_X );
m_GroupInfoFrame.SetX( GROUP_INFO_FRAME_X-400 );
m_GroupInfoFrame.BeginTweening( 0.5f, TWEEN_BOUNCE_END );
m_GroupInfoFrame.SetTweenX( GROUP_INFO_FRAME_X );
m_sprContentsHeader.SetY( CONTENTS_START_Y+400 );
m_sprContentsHeader.BeginTweeningQueued( 0.5f, TWEEN_BIAS_END );
m_sprContentsHeader.BeginTweeningQueued( 0.5f, TWEEN_BIAS_END );
m_sprContentsHeader.SetTweenY( CONTENTS_START_Y );
int i;
for( i=0; i<NUM_CONTENTS_COLUMNS; i++ )
{
m_textContents[i].SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_textContents[i].BeginTweeningQueued( 0.5f );
m_textContents[i].BeginTweeningQueued( 0.5f );
m_textContents[i].SetTweenDiffuseColor( D3DXCOLOR(1,1,1,1) );
}
for( i=0; i<min(m_arrayGroupNames.GetSize(), MAX_GROUPS); i++ )
{
m_sprGroupButton[i].SetX( BUTTON_X+400 );
m_sprGroupButton[i].BeginTweeningQueued( 0.1f*i, TWEEN_BOUNCE_END );
m_sprGroupButton[i].BeginTweeningQueued( 0.2f, TWEEN_BOUNCE_END );
m_sprGroupButton[i].SetTweenX( BUTTON_X );
m_textGroup[i].SetX( BUTTON_X+400 );
m_textGroup[i].BeginTweeningQueued( 0.1f*i, TWEEN_BOUNCE_END );
m_textGroup[i].BeginTweeningQueued( 0.2f, TWEEN_BOUNCE_END );
m_textGroup[i].SetTweenX( BUTTON_X );
}
}