Files
itgmania212121/stepmania/src/MusicWheel.h
T

204 lines
5.3 KiB
C++

#pragma once
/*
-----------------------------------------------------------------------------
Class: MusicWheel
Desc: A wheel with song names used in the Select Music screen.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Sprite.h"
#include "Song.h"
#include "ActorFrame.h"
#include "BitmapText.h"
#include "Quad.h"
#include "TextBanner.h"
#include "RandomSample.h"
#include "SmallGradeDisplay.h"
#include "RageSoundStream.h"
#include "GameConstantsAndTypes.h"
#include "MusicSortDisplay.h"
#include "MusicStatusDisplay.h"
#include "Screen.h" // for ScreenMessage
#include "ScoreDisplayNormal.h"
#include "ScrollBar.h"
#include "Course.h"
const int NUM_WHEEL_ITEMS_TO_DRAW = 13;
const ScreenMessage SM_SongChanged = ScreenMessage(SM_User+47); // this should be unique!
const ScreenMessage SM_SortOrderChanged = ScreenMessage(SM_User+48);
enum WheelItemType { TYPE_SECTION, TYPE_SONG, TYPE_ROULETTE, TYPE_COURSE };
struct WheelItemData
{
public:
WheelItemData() {}; // this is needed to use a CArray of these
WheelItemData( WheelItemType wit, Song* pSong, const CString &sSectionName, Course* pCourse, const D3DXCOLOR color );
WheelItemType m_WheelItemType;
CString m_sSectionName;
Course* m_pCourse;
Song* m_pSong;
D3DXCOLOR m_color; // either text color or section background color
MusicStatusDisplay::IconType m_IconType;
};
class WheelItemDisplay : public WheelItemData,
public ActorFrame
{
public:
WheelItemDisplay();
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
CString GetSectionName() { return m_sSectionName; }
void LoadFromWheelItemData( WheelItemData* pWID );
void RefreshGrades();
float m_fPercentGray;
// for TYPE_SECTION and TYPE_ROULETTE
Sprite m_sprSectionBar;
// for TYPE_SECTION
BitmapText m_textSectionName;
// for TYPE_ROULETTE
BitmapText m_textRoulette;
// for a TYPE_MUSIC
Sprite m_sprSongBar;
MusicStatusDisplay m_MusicStatusDisplay;
TextBanner m_TextBanner;
SmallGradeDisplay m_GradeDisplay[NUM_PLAYERS];
// for TYPE_COURSE
BitmapText m_textCourse;
};
class MusicWheel : public ActorFrame
{
public:
MusicWheel();
~MusicWheel();
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
virtual void TweenOnScreen();
virtual void TweenOffScreen();
void PrevMusic( bool bSendSongChangedMessage = true );
void NextMusic( bool bSendSongChangedMessage = true );
bool PrevSort();
bool NextSort();
void StartRoulette();
bool IsRouletting();
void NotesChanged( PlayerNumber pn ); // update grade graphics and top score
float GetBannerX( float fPosOffsetsFromMiddle );
float GetBannerY( float fPosOffsetsFromMiddle );
float GetBannerBrightness( float fPosOffsetsFromMiddle );
float GetBannerAlpha( float fPosOffsetsFromMiddle );
bool Select(); // return true if the selected item is a music, otherwise false
WheelItemType GetSelectedType() { return GetCurWheelItemDatas()[m_iSelection].m_WheelItemType; };
Song* GetSelectedSong() { return GetCurWheelItemDatas()[m_iSelection].m_pSong; };
Course* GetSelectedCourse() { return GetCurWheelItemDatas()[m_iSelection].m_pCourse; };
CString GetSelectedSection(){ return GetCurWheelItemDatas()[m_iSelection].m_sSectionName; };
bool WheelIsLocked() { return (m_WheelState == STATE_LOCKED ? true : false); }
protected:
void BuildWheelItemDatas( CArray<WheelItemData, WheelItemData&> &arrayWheelItems, SongSortOrder so, bool bRoulette = false );
void RebuildWheelItemDisplays();
void SwitchSortOrder();
ScrollBar m_ScrollBar;
Sprite m_sprSelectionOverlay;
CArray<WheelItemData, WheelItemData&> m_WheelItemDatas[NUM_SORT_ORDERS];
CArray<WheelItemData, WheelItemData&> &GetCurWheelItemDatas();
WheelItemDisplay m_WheelItemDisplays[NUM_WHEEL_ITEMS_TO_DRAW];
int m_iSelection; // index into GetCurWheelItemDatas()
CString m_sExpandedSectionName;
int m_iSwitchesLeftInSpinDown;
float m_fLockedWheelVelocity;
enum WheelState {
STATE_SELECTING_MUSIC,
STATE_FLYING_OFF_BEFORE_NEXT_SORT,
STATE_FLYING_ON_AFTER_NEXT_SORT,
STATE_TWEENING_ON_SCREEN,
STATE_TWEENING_OFF_SCREEN,
STATE_WAITING_OFF_SCREEN,
STATE_ROULETTE_SPINNING,
STATE_ROULETTE_SLOWING_DOWN,
STATE_LOCKED,
};
WheelState m_WheelState;
float m_fTimeLeftInState;
float m_fPositionOffsetFromSelection;
// bool m_bUseRandomExtra;
// having sounds here causes a crash in BASS. What the heck!?!?!
RageSoundSample m_soundChangeMusic;
RageSoundSample m_soundChangeSort;
RageSoundSample m_soundExpand;
RageSoundSample m_soundStart;
RageSoundSample m_soundLocked;
CString GetSectionNameFromSongAndSort( 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->GetSortTitle();
sTemp.MakeUpper();
sTemp = (sTemp.GetLength() > 0) ? sTemp.Left(1) : "";
if( IsAnInt(sTemp) )
sTemp = "NUM";
return sTemp;
case SORT_BPM:
case SORT_MOST_PLAYED:
default:
return "";
}
};
};