1886 lines
52 KiB
C++
1886 lines
52 KiB
C++
#include "global.h"
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#include "ScreenSelectMusic.h"
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#include "ScreenManager.h"
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#include "PrefsManager.h"
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#include "SongManager.h"
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#include "GameManager.h"
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#include "GameSoundManager.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
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#include "InputMapper.h"
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#include "GameState.h"
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#include "CodeDetector.h"
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#include "ThemeManager.h"
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#include "Steps.h"
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#include "ActorUtil.h"
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#include "RageDisplay.h"
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#include "RageTextureManager.h"
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#include "Course.h"
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#include "ProfileManager.h"
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#include "MenuTimer.h"
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#include "LightsManager.h"
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#include "StatsManager.h"
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#include "StepsUtil.h"
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#include "Foreach.h"
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#include "Style.h"
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#include "PlayerState.h"
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#include "Command.h"
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#include "CommonMetrics.h"
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#include "BannerCache.h"
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const int NUM_SCORE_DIGITS = 9;
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
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#define PREV_SCREEN THEME->GetMetric (m_sName,"PrevScreen")
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#define NEXT_OPTIONS_SCREEN THEME->GetMetric (m_sName,"NextOptionsScreen")
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#define SCORE_SORT_CHANGE_COMMAND(i) THEME->GetMetricA(m_sName,ssprintf("ScoreP%iSortChangeCommand", i+1))
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#define SCORE_FRAME_SORT_CHANGE_COMMAND(i) THEME->GetMetricA(m_sName,ssprintf("ScoreFrameP%iSortChangeCommand", i+1))
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AutoScreenMessage( SM_AllowOptionsMenuRepeat )
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AutoScreenMessage( SM_SongChanged )
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AutoScreenMessage( SM_SortOrderChanging )
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AutoScreenMessage( SM_SortOrderChanged )
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static CString g_sCDTitlePath;
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static bool g_bWantFallbackCdTitle;
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static bool g_bCDTitleWaiting = false;
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static CString g_sBannerPath;
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static bool g_bBannerWaiting = false;
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static bool g_bSampleMusicWaiting = false;
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static RageTimer g_StartedLoadingAt(RageZeroTimer);
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REGISTER_SCREEN_CLASS( ScreenSelectMusic );
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ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : ScreenWithMenuElements( sClassName ),
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FOV( m_sName, "FOV" ),
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FOV_CENTER_X( m_sName, "FOVCenterX" ),
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FOV_CENTER_Y( m_sName, "FOVCenterY" ),
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BANNER_WIDTH( m_sName, "BannerWidth" ),
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BANNER_HEIGHT( m_sName, "BannerHeight" ),
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SONG_OPTIONS_EXTRA_COMMAND( m_sName, "SongOptionsExtraCommand" ),
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SAMPLE_MUSIC_DELAY( m_sName, "SampleMusicDelay" ),
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SHOW_RADAR( m_sName, "ShowRadar" ),
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SHOW_GRAPH( m_sName, "ShowGraph" ),
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SHOW_PANES( m_sName, "ShowPanes" ),
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SHOW_DIFFICULTY_LIST( m_sName, "ShowDifficultyList" ),
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SHOW_COURSE_CONTENTS( m_sName, "ShowCourseContents" ),
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DO_ROULETTE_ON_MENU_TIMER( m_sName, "DoRouletteOnMenuTimer" ),
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ALIGN_MUSIC_BEATS( m_sName, "AlignMusicBeat" ),
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CODES( m_sName, "Codes" ),
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MUSIC_WHEEL_TYPE( m_sName, "MusicWheelType" )
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{
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LOG->Trace( "ScreenSelectMusic::ScreenSelectMusic()" );
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU );
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if( PREFSMAN->m_bScreenTestMode )
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{
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GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR;
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GAMESTATE->m_pCurStyle = GAMEMAN->GameAndStringToStyle( GAMEMAN->GetDefaultGame(), "versus" );
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GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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}
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/* Finish any previous stage. It's OK to call this when we havn't played a stage yet.
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* Do this before anything that might look at GAMESTATE->m_iCurrentStageIndex. */
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GAMESTATE->FinishStage();
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}
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void ScreenSelectMusic::Init()
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{
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ScreenWithMenuElements::Init();
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m_DisplayMode = GAMESTATE->IsCourseMode() ? DISPLAY_COURSES : DISPLAY_SONGS;
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/* Cache: */
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m_sSectionMusicPath = THEME->GetPathS(m_sName,"section music");
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m_sSortMusicPath = THEME->GetPathS(m_sName,"sort music");
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m_sRouletteMusicPath = THEME->GetPathS(m_sName,"roulette music");
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m_sRandomMusicPath = THEME->GetPathS(m_sName,"random music");
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m_sCourseMusicPath = THEME->GetPathS(m_sName,"course music");
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m_sFallbackCDTitlePath = THEME->GetPathG(m_sName,"fallback cdtitle");
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TEXTUREMAN->CacheTexture( m_sFallbackCDTitlePath );
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if( GAMESTATE->m_pCurStyle == NULL )
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RageException::Throw( "The Style has not been set. A theme must set the Style before loading ScreenSelectMusic." );
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if( GAMESTATE->m_PlayMode == PLAY_MODE_INVALID )
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RageException::Throw( "The PlayMode has not been set. A theme must set the PlayMode before loading ScreenSelectMusic." );
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/* Load low-res banners, if needed. */
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BANNERCACHE->Demand();
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m_MusicWheel.Load( MUSIC_WHEEL_TYPE );
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// pop'n music has this under the songwheel...
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FOREACH_PlayerNumber( p )
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{
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m_sprCharacterIcon[p].SetName( ssprintf("CharacterIconP%d",p+1) );
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Character* pChar = GAMESTATE->m_pCurCharacters[p];
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CString sPath = pChar->GetSongSelectIconPath();
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if( sPath.empty() )
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continue;
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m_sprCharacterIcon[p].Load( sPath );
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SET_XY( m_sprCharacterIcon[p] );
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this->AddChild( &m_sprCharacterIcon[p] );
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}
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m_MusicWheelUnder.Load( THEME->GetPathG(m_sName,"wheel under") );
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m_MusicWheelUnder->SetName( "WheelUnder" );
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SET_XY( m_MusicWheelUnder );
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this->AddChild( m_MusicWheelUnder );
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m_MusicWheel.SetName( "MusicWheel", "Wheel" );
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SET_XY( m_MusicWheel );
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this->AddChild( &m_MusicWheel );
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m_sprBannerMask.SetName( "Banner" ); // use the same metrics and animation as Banner
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m_sprBannerMask.Load( THEME->GetPathG(m_sName,"banner mask") );
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m_sprBannerMask.SetBlendMode( BLEND_NO_EFFECT ); // don't draw to color buffer
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m_sprBannerMask.SetZWrite( true ); // do draw to the zbuffer
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SET_XY( m_sprBannerMask );
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this->AddChild( &m_sprBannerMask );
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m_sprExplanation.Load( THEME->GetPathG(m_sName,"explanation") );
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m_sprExplanation->SetName( "Explanation" );
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SET_XY( m_sprExplanation );
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this->AddChild( m_sprExplanation );
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// this is loaded SetSong and TweenToSong
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m_Banner.SetName( "Banner" );
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m_Banner.SetZTestMode( ZTEST_WRITE_ON_PASS ); // do have to pass the z test
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m_Banner.ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT );
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SET_XY( m_Banner );
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this->AddChild( &m_Banner );
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m_sprBannerFrame.Load( THEME->GetPathG(m_sName,"banner frame") );
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m_sprBannerFrame->SetName( "BannerFrame" );
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SET_XY( m_sprBannerFrame );
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this->AddChild( m_sprBannerFrame );
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m_BPMDisplay.SetName( "BPMDisplay" );
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m_BPMDisplay.Load();
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SET_XY( m_BPMDisplay );
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this->AddChild( &m_BPMDisplay );
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m_DifficultyDisplay.SetName( "DifficultyDisplay" );
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m_DifficultyDisplay.SetShadowLength( 0 );
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SET_XY( m_DifficultyDisplay );
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this->AddChild( &m_DifficultyDisplay );
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{
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CStringArray StageTexts;
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GAMESTATE->GetAllStageTexts( StageTexts );
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for( unsigned i = 0; i < StageTexts.size(); ++i )
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{
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CString path = THEME->GetPathG( m_sName, "stage "+StageTexts[i], true );
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if( path != "" )
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TEXTUREMAN->CacheTexture( path );
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}
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}
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// loaded in AfterMusicChange
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m_sprStage.SetName( "Stage" );
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SET_XY( m_sprStage );
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this->AddChild( &m_sprStage );
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m_sprCDTitleFront.SetName( "CDTitle" );
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m_sprCDTitleFront.Load( THEME->GetPathG(m_sName,"fallback cdtitle") );
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SET_XY( m_sprCDTitleFront );
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COMMAND( m_sprCDTitleFront, "Front" );
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this->AddChild( &m_sprCDTitleFront );
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m_sprCDTitleBack.SetName( "CDTitle" );
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m_sprCDTitleBack.Load( THEME->GetPathG(m_sName,"fallback cdtitle") );
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SET_XY( m_sprCDTitleBack );
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COMMAND( m_sprCDTitleBack, "Back" );
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this->AddChild( &m_sprCDTitleBack );
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m_GrooveRadar.SetName( "Radar" );
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SET_XY( m_GrooveRadar );
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if( SHOW_RADAR )
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this->AddChild( &m_GrooveRadar );
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m_GrooveGraph.SetName( "Graph" );
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SET_XY( m_GrooveGraph );
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if( SHOW_GRAPH )
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this->AddChild( &m_GrooveGraph );
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m_textSongOptions.SetName( "SongOptions" );
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m_textSongOptions.LoadFromFont( THEME->GetPathF("Common","normal") );
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SET_XY( m_textSongOptions );
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this->AddChild( &m_textSongOptions );
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m_textNumSongs.SetName( "NumSongs" );
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m_textNumSongs.LoadFromFont( THEME->GetPathF(m_sName,"num songs") );
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SET_XY( m_textNumSongs );
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this->AddChild( &m_textNumSongs );
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m_textTotalTime.SetName( "TotalTime" );
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m_textTotalTime.LoadFromFont( THEME->GetPathF(m_sName,"total time") );
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SET_XY( m_textTotalTime );
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this->AddChild( &m_textTotalTime );
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m_Artist.SetName( "ArtistDisplay" );
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m_Artist.Load();
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SET_XY( m_Artist );
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this->AddChild( &m_Artist );
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m_MachineRank.SetName( "MachineRank" );
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m_MachineRank.LoadFromFont( THEME->GetPathF(m_sName,"rank") );
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SET_XY( m_MachineRank );
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this->AddChild( &m_MachineRank );
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if( SHOW_DIFFICULTY_LIST )
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{
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m_DifficultyList.SetName( "DifficultyList" );
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m_DifficultyList.Load();
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SET_XY_AND_ON_COMMAND( m_DifficultyList );
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this->AddChild( &m_DifficultyList );
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}
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if( SHOW_COURSE_CONTENTS )
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{
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m_CourseContents.SetName( "CourseContents" );
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m_CourseContents.Load();
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SET_XY( m_CourseContents );
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this->AddChild( &m_CourseContents );
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}
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FOREACH_HumanPlayer( p )
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{
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m_sprDifficultyFrame[p].SetName( ssprintf("DifficultyFrameP%d",p+1) );
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m_sprDifficultyFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("difficulty frame p%d",p+1)) );
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m_sprDifficultyFrame[p].StopAnimating();
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SET_XY( m_sprDifficultyFrame[p] );
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this->AddChild( &m_sprDifficultyFrame[p] );
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m_DifficultyIcon[p].SetName( ssprintf("DifficultyIconP%d",p+1) );
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m_DifficultyIcon[p].Load( THEME->GetPathG(m_sName,ssprintf("difficulty icons 1x%d",NUM_DIFFICULTIES)) );
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SET_XY( m_DifficultyIcon[p] );
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this->AddChild( &m_DifficultyIcon[p] );
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m_AutoGenIcon[p].SetName( ssprintf("AutogenIconP%d",p+1) );
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m_AutoGenIcon[p].Load( THEME->GetPathG(m_sName,"autogen") );
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SET_XY( m_AutoGenIcon[p] );
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this->AddChild( &m_AutoGenIcon[p] );
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m_OptionIconRow[p].SetName( ssprintf("OptionIconsP%d",p+1) );
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m_OptionIconRow[p].Load( p );
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m_OptionIconRow[p].Refresh();
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SET_XY( m_OptionIconRow[p] );
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this->AddChild( &m_OptionIconRow[p] );
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m_sprMeterFrame[p].SetName( ssprintf("MeterFrameP%d",p+1) );
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m_sprMeterFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("meter frame p%d",p+1)) );
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SET_XY( m_sprMeterFrame[p] );
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this->AddChild( &m_sprMeterFrame[p] );
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if( SHOW_PANES )
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{
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m_PaneDisplay[p].SetName( "PaneDisplay", ssprintf("PaneDisplayP%d",p+1) );
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m_PaneDisplay[p].Load( p );
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SET_XY( m_PaneDisplay[p] );
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this->AddChild( &m_PaneDisplay[p] );
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}
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m_DifficultyMeter[p].SetName( ssprintf("MeterP%d",p+1) );
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m_DifficultyMeter[p].Load( "DifficultyMeter" );
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SET_XY_AND_ON_COMMAND( m_DifficultyMeter[p] );
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this->AddChild( &m_DifficultyMeter[p] );
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// add an icon onto the song select to show what
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// character they're using.
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m_sprHighScoreFrame[p].SetName( ssprintf("ScoreFrameP%d",p+1) );
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m_sprHighScoreFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("score frame p%d",p+1)) );
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SET_XY( m_sprHighScoreFrame[p] );
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this->AddChild( &m_sprHighScoreFrame[p] );
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m_textHighScore[p].SetName( ssprintf("ScoreP%d",p+1) );
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m_textHighScore[p].LoadFromFont( THEME->GetPathF(m_sName,"score") );
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m_textHighScore[p].SetShadowLength( 0 );
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m_textHighScore[p].SetDiffuse( PLAYER_COLOR.GetValue(p) );
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SET_XY( m_textHighScore[p] );
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this->AddChild( &m_textHighScore[p] );
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}
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m_MusicSortDisplay.SetName( "SortIcon" );
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m_MusicSortDisplay.Set( m_MusicWheel.GetSortOrder() );
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SET_XY( m_MusicSortDisplay );
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this->AddChild( &m_MusicSortDisplay );
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m_sprLongBalloon.Load( THEME->GetPathG(m_sName,"balloon long") );
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m_sprLongBalloon->SetName( "Balloon" );
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m_sprLongBalloon->SetHidden( 1 );
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this->AddChild( m_sprLongBalloon );
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m_sprMarathonBalloon.Load( THEME->GetPathG(m_sName,"balloon marathon") );
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m_sprMarathonBalloon->SetName( "Balloon" );
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m_sprMarathonBalloon->SetHidden( 1 );
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this->AddChild( m_sprMarathonBalloon );
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m_sprCourseHasMods.LoadAndSetName( m_sName, "CourseHasMods" );
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SET_XY( m_sprCourseHasMods );
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this->AddChild( m_sprCourseHasMods );
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m_sprOptionsMessage.SetName( "OptionsMessage" );
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m_sprOptionsMessage.Load( THEME->GetPathG(m_sName,"options message 1x2") );
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m_sprOptionsMessage.StopAnimating();
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m_sprOptionsMessage.SetHidden( true );
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SET_XY( m_sprOptionsMessage );
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ActorUtil::LoadAllCommands( m_sprOptionsMessage, m_sName );
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//this->AddChild( &m_sprOptionsMessage ); // we have to draw this manually over the top of transitions
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FOREACH_PlayerNumber( p )
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{
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m_sprNonPresence[p].SetName( ssprintf("NonPresenceP%d",p+1) );
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m_sprNonPresence[p].Load( THEME->GetPathG(m_sName,ssprintf("nonpresence p%d",p+1)) );
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SET_XY( m_sprNonPresence[p] );
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this->AddChild( &m_sprNonPresence[p] );
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}
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m_bgOptionsOut.Load( THEME->GetPathB(m_sName,"options out") );
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// this->AddChild( &m_bgOptionsOut ); // drawn on top
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m_bgNoOptionsOut.Load( THEME->GetPathB(m_sName,"no options out") );
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// this->AddChild( &m_bgNoOptionsOut ); // drawn on top
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m_soundDifficultyEasier.Load( THEME->GetPathS(m_sName,"difficulty easier") );
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m_soundDifficultyHarder.Load( THEME->GetPathS(m_sName,"difficulty harder") );
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m_soundOptionsChange.Load( THEME->GetPathS(m_sName,"options") );
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m_soundLocked.Load( THEME->GetPathS(m_sName,"locked") );
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SOUND->PlayOnceFromAnnouncer( "select music intro" );
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m_bMadeChoice = false;
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m_bGoToOptions = false;
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m_bAllowOptionsMenu = m_bAllowOptionsMenuRepeat = false;
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UpdateOptionsDisplays();
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AfterMusicChange();
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TweenOnScreen();
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this->SortByDrawOrder();
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}
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ScreenSelectMusic::~ScreenSelectMusic()
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{
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LOG->Trace( "ScreenSelectMusic::~ScreenSelectMusic()" );
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BANNERCACHE->Undemand();
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}
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void ScreenSelectMusic::DrawPrimitives()
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{
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DISPLAY->CameraPushMatrix();
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DISPLAY->LoadMenuPerspective( FOV, FOV_CENTER_X, FOV_CENTER_Y );
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Screen::DrawPrimitives();
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m_sprOptionsMessage.Draw();
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m_bgOptionsOut.Draw();
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m_bgNoOptionsOut.Draw();
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DISPLAY->CameraPopMatrix();
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}
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void ScreenSelectMusic::TweenSongPartsOnScreen( bool Initial )
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{
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m_GrooveRadar.StopTweening();
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m_GrooveGraph.StopTweening();
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m_GrooveRadar.TweenOnScreen();
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m_GrooveGraph.TweenOnScreen();
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if( SHOW_DIFFICULTY_LIST )
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{
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if( Initial )
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{
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ON_COMMAND( m_DifficultyList );
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m_DifficultyList.TweenOnScreen();
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}
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// else // do this after SM_SortOrderChanged
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// m_DifficultyList.Show();
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}
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{
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FOREACH_HumanPlayer( p )
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{
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ON_COMMAND( m_sprDifficultyFrame[p] );
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ON_COMMAND( m_sprMeterFrame[p] );
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ON_COMMAND( m_DifficultyIcon[p] );
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ON_COMMAND( m_AutoGenIcon[p] );
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}
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}
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{
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FOREACH_PlayerNumber( p )
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{
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ON_COMMAND( m_sprNonPresence[p] );
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}
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}
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}
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void ScreenSelectMusic::TweenSongPartsOffScreen( bool Final )
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{
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m_GrooveRadar.TweenOffScreen();
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m_GrooveGraph.TweenOffScreen();
|
|
if( SHOW_DIFFICULTY_LIST )
|
|
{
|
|
if( Final )
|
|
{
|
|
OFF_COMMAND( m_DifficultyList );
|
|
m_DifficultyList.TweenOffScreen();
|
|
}
|
|
else
|
|
m_DifficultyList.Hide();
|
|
}
|
|
|
|
{
|
|
FOREACH_HumanPlayer( p )
|
|
{
|
|
OFF_COMMAND( m_sprDifficultyFrame[p] );
|
|
OFF_COMMAND( m_sprMeterFrame[p] );
|
|
OFF_COMMAND( m_DifficultyIcon[p] );
|
|
OFF_COMMAND( m_AutoGenIcon[p] );
|
|
}
|
|
}
|
|
|
|
{
|
|
FOREACH_PlayerNumber( p )
|
|
{
|
|
OFF_COMMAND( m_sprNonPresence[p] );
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScreenSelectMusic::TweenCoursePartsOnScreen( bool Initial )
|
|
{
|
|
if( SHOW_COURSE_CONTENTS )
|
|
{
|
|
m_CourseContents.SetZoomY( 1 );
|
|
if( Initial )
|
|
{
|
|
COMMAND( m_CourseContents, "On" );
|
|
}
|
|
else
|
|
{
|
|
m_CourseContents.SetFromGameState();
|
|
COMMAND( m_CourseContents, "Show" );
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScreenSelectMusic::TweenCoursePartsOffScreen( bool Final )
|
|
{
|
|
if( SHOW_COURSE_CONTENTS )
|
|
{
|
|
if( Final )
|
|
OFF_COMMAND( m_CourseContents );
|
|
else
|
|
COMMAND( m_CourseContents, "Hide" );
|
|
}
|
|
}
|
|
|
|
void ScreenSelectMusic::SkipSongPartTweens()
|
|
{
|
|
m_GrooveRadar.FinishTweening();
|
|
m_GrooveGraph.FinishTweening();
|
|
if( SHOW_DIFFICULTY_LIST )
|
|
m_DifficultyList.FinishTweening();
|
|
|
|
FOREACH_HumanPlayer( p )
|
|
{
|
|
m_sprDifficultyFrame[p].FinishTweening();
|
|
m_sprMeterFrame[p].FinishTweening();
|
|
m_DifficultyIcon[p].FinishTweening();
|
|
m_AutoGenIcon[p].FinishTweening();
|
|
}
|
|
}
|
|
|
|
void ScreenSelectMusic::SkipCoursePartTweens()
|
|
{
|
|
if( SHOW_COURSE_CONTENTS )
|
|
m_CourseContents.FinishTweening();
|
|
}
|
|
|
|
void ScreenSelectMusic::TweenOnScreen()
|
|
{
|
|
TweenSongPartsOnScreen( true );
|
|
TweenCoursePartsOnScreen( true );
|
|
|
|
switch( m_MusicWheel.GetSortOrder() )
|
|
{
|
|
case SORT_ALL_COURSES:
|
|
case SORT_NONSTOP_COURSES:
|
|
case SORT_ONI_COURSES:
|
|
case SORT_ENDLESS_COURSES:
|
|
TweenSongPartsOffScreen( false );
|
|
SkipSongPartTweens();
|
|
break;
|
|
default:
|
|
TweenCoursePartsOffScreen( false );
|
|
SkipCoursePartTweens();
|
|
break;
|
|
}
|
|
|
|
ON_COMMAND( m_sprBannerMask );
|
|
ON_COMMAND( m_Banner );
|
|
ON_COMMAND( m_sprBannerFrame );
|
|
ON_COMMAND( m_sprExplanation );
|
|
ON_COMMAND( m_BPMDisplay );
|
|
ON_COMMAND( m_DifficultyDisplay );
|
|
ON_COMMAND( m_sprStage );
|
|
ON_COMMAND( m_sprCDTitleFront );
|
|
ON_COMMAND( m_sprCDTitleBack );
|
|
ON_COMMAND( m_GrooveRadar );
|
|
ON_COMMAND( m_GrooveGraph );
|
|
ON_COMMAND( m_textSongOptions );
|
|
ON_COMMAND( m_textNumSongs );
|
|
ON_COMMAND( m_textTotalTime );
|
|
ON_COMMAND( m_MusicSortDisplay );
|
|
ON_COMMAND( m_MusicWheelUnder );
|
|
m_MusicWheel.TweenOnScreen();
|
|
ON_COMMAND( m_sprLongBalloon );
|
|
ON_COMMAND( m_sprMarathonBalloon );
|
|
ON_COMMAND( m_sprCourseHasMods );
|
|
ON_COMMAND( m_MusicWheel );
|
|
ON_COMMAND( m_Artist );
|
|
ON_COMMAND( m_MachineRank );
|
|
ON_COMMAND( m_sprOverlay );
|
|
|
|
FOREACH_HumanPlayer( p )
|
|
{
|
|
ON_COMMAND( m_sprCharacterIcon[p] );
|
|
ON_COMMAND( m_OptionIconRow[p] );
|
|
ON_COMMAND( m_sprHighScoreFrame[p] );
|
|
ON_COMMAND( m_textHighScore[p] );
|
|
if( SHOW_PANES )
|
|
ON_COMMAND( m_PaneDisplay[p] );
|
|
ON_COMMAND( m_DifficultyMeter[p] );
|
|
}
|
|
|
|
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
|
|
m_textSongOptions.RunCommands( SONG_OPTIONS_EXTRA_COMMAND );
|
|
}
|
|
|
|
void ScreenSelectMusic::TweenOffScreen()
|
|
{
|
|
switch( m_MusicWheel.GetSortOrder() )
|
|
{
|
|
case SORT_ALL_COURSES:
|
|
case SORT_NONSTOP_COURSES:
|
|
case SORT_ONI_COURSES:
|
|
case SORT_ENDLESS_COURSES:
|
|
TweenCoursePartsOffScreen( true );
|
|
break;
|
|
default:
|
|
TweenSongPartsOffScreen( true );
|
|
break;
|
|
}
|
|
|
|
OFF_COMMAND( m_sprBannerMask );
|
|
OFF_COMMAND( m_Banner );
|
|
OFF_COMMAND( m_sprBannerFrame );
|
|
OFF_COMMAND( m_sprExplanation );
|
|
OFF_COMMAND( m_BPMDisplay );
|
|
OFF_COMMAND( m_DifficultyDisplay );
|
|
OFF_COMMAND( m_sprStage );
|
|
OFF_COMMAND( m_sprCDTitleFront );
|
|
OFF_COMMAND( m_sprCDTitleBack );
|
|
OFF_COMMAND( m_GrooveRadar );
|
|
OFF_COMMAND( m_GrooveGraph );
|
|
OFF_COMMAND( m_textSongOptions );
|
|
OFF_COMMAND( m_textNumSongs );
|
|
OFF_COMMAND( m_textTotalTime );
|
|
OFF_COMMAND( m_MusicSortDisplay );
|
|
m_MusicWheel.TweenOffScreen();
|
|
OFF_COMMAND( m_MusicWheelUnder );
|
|
OFF_COMMAND( m_MusicWheel );
|
|
OFF_COMMAND( m_sprLongBalloon );
|
|
OFF_COMMAND( m_sprMarathonBalloon );
|
|
OFF_COMMAND( m_sprCourseHasMods );
|
|
OFF_COMMAND( m_Artist );
|
|
OFF_COMMAND( m_MachineRank );
|
|
OFF_COMMAND( m_sprOverlay );
|
|
|
|
FOREACH_HumanPlayer( p )
|
|
{
|
|
OFF_COMMAND(m_sprCharacterIcon[p]);
|
|
OFF_COMMAND( m_OptionIconRow[p] );
|
|
OFF_COMMAND( m_sprHighScoreFrame[p] );
|
|
OFF_COMMAND( m_textHighScore[p] );
|
|
if( SHOW_PANES )
|
|
OFF_COMMAND( m_PaneDisplay[p] );
|
|
OFF_COMMAND( m_DifficultyMeter[p] );
|
|
}
|
|
}
|
|
|
|
|
|
/* This hides elements that are only relevant when displaying a single song,
|
|
* and shows elements for course display. XXX: Allow different tween commands. */
|
|
void ScreenSelectMusic::SwitchDisplayMode( DisplayMode dm )
|
|
{
|
|
if( m_DisplayMode == dm )
|
|
return;
|
|
|
|
// tween off
|
|
switch( m_DisplayMode )
|
|
{
|
|
case DISPLAY_SONGS:
|
|
TweenSongPartsOffScreen( false );
|
|
break;
|
|
case DISPLAY_COURSES:
|
|
TweenCoursePartsOffScreen( false );
|
|
break;
|
|
case DISPLAY_MODES:
|
|
break;
|
|
}
|
|
|
|
// tween on
|
|
m_DisplayMode = dm;
|
|
switch( m_DisplayMode )
|
|
{
|
|
case DISPLAY_SONGS:
|
|
TweenSongPartsOnScreen( false );
|
|
break;
|
|
case DISPLAY_COURSES:
|
|
TweenCoursePartsOnScreen( false );
|
|
break;
|
|
case DISPLAY_MODES:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void ScreenSelectMusic::TweenScoreOnAndOffAfterChangeSort()
|
|
{
|
|
FOREACH_HumanPlayer( p )
|
|
{
|
|
m_textHighScore[p].RunCommands( SCORE_SORT_CHANGE_COMMAND(p) );
|
|
m_sprHighScoreFrame[p].RunCommands( SCORE_FRAME_SORT_CHANGE_COMMAND(p) );
|
|
}
|
|
|
|
switch( m_MusicWheel.GetSortOrder() )
|
|
{
|
|
case SORT_ALL_COURSES:
|
|
case SORT_NONSTOP_COURSES:
|
|
case SORT_ONI_COURSES:
|
|
case SORT_ENDLESS_COURSES:
|
|
SwitchDisplayMode( DISPLAY_COURSES );
|
|
break;
|
|
case SORT_MODE_MENU:
|
|
SwitchDisplayMode( DISPLAY_MODES );
|
|
break;
|
|
default:
|
|
SwitchDisplayMode( DISPLAY_SONGS );
|
|
break;
|
|
}
|
|
}
|
|
|
|
void ScreenSelectMusic::CheckBackgroundRequests()
|
|
{
|
|
if( g_bCDTitleWaiting )
|
|
{
|
|
/* The CDTitle is normally very small, so we don't bother waiting to display it. */
|
|
CString sPath;
|
|
if( m_BackgroundLoader.IsCacheFileFinished(g_sCDTitlePath, sPath) )
|
|
{
|
|
g_bCDTitleWaiting = false;
|
|
|
|
CString sCDTitlePath = sPath;
|
|
|
|
if( sCDTitlePath.empty() || !IsAFile(sCDTitlePath) )
|
|
sCDTitlePath = g_bWantFallbackCdTitle? m_sFallbackCDTitlePath:CString("");
|
|
|
|
if( !sCDTitlePath.empty() )
|
|
{
|
|
TEXTUREMAN->DisableOddDimensionWarning();
|
|
m_sprCDTitleFront.Load( sCDTitlePath );
|
|
m_sprCDTitleBack.Load( sCDTitlePath );
|
|
TEXTUREMAN->EnableOddDimensionWarning();
|
|
}
|
|
|
|
m_BackgroundLoader.FinishedWithCachedFile( g_sCDTitlePath );
|
|
}
|
|
else
|
|
return;
|
|
}
|
|
|
|
/* Loading the rest can cause small skips, so don't do it until the wheel settles.
|
|
* Do load if we're transitioning out, though, so we don't miss starting the music
|
|
* for the options screen if a song is selected quickly. Also, don't do this
|
|
* if the wheel is locked, since we're just bouncing around after selecting TYPE_RANDOM,
|
|
* and it'll take a while before the wheel will settle. */
|
|
if( !m_MusicWheel.IsSettled() && !m_MusicWheel.WheelIsLocked() && !m_Out.IsTransitioning() )
|
|
return;
|
|
|
|
if( g_bBannerWaiting )
|
|
{
|
|
float HighQualTime = m_Banner.GetFadeSeconds();
|
|
if( g_StartedLoadingAt.Ago() < HighQualTime )
|
|
return;
|
|
|
|
CString sPath;
|
|
if( TEXTUREMAN->IsTextureRegistered( Sprite::SongBannerTexture(g_sBannerPath) ) )
|
|
{
|
|
/* If the file is already loaded into a texture, it's finished,
|
|
* and we only do this to honor the HighQualTime value. */
|
|
sPath = g_sBannerPath;
|
|
}
|
|
else
|
|
{
|
|
if( !m_BackgroundLoader.IsCacheFileFinished( g_sBannerPath, sPath ) )
|
|
return;
|
|
m_BackgroundLoader.FinishedWithCachedFile( g_sBannerPath );
|
|
}
|
|
|
|
g_bBannerWaiting = false;
|
|
m_Banner.Load( sPath );
|
|
}
|
|
|
|
/* Nothing else is going. Start the music, if we havn't yet. */
|
|
if( g_bSampleMusicWaiting )
|
|
{
|
|
/* Don't start the music sample when moving fast. */
|
|
if( g_StartedLoadingAt.Ago() >= SAMPLE_MUSIC_DELAY )
|
|
{
|
|
g_bSampleMusicWaiting = false;
|
|
|
|
SOUND->PlayMusic(
|
|
m_sSampleMusicToPlay, m_pSampleMusicTimingData,
|
|
true, m_fSampleStartSeconds, m_fSampleLengthSeconds,
|
|
1.5f, /* fade out for 1.5 seconds */
|
|
ALIGN_MUSIC_BEATS );
|
|
}
|
|
else
|
|
return;
|
|
}
|
|
}
|
|
|
|
void ScreenSelectMusic::Update( float fDeltaTime )
|
|
{
|
|
Screen::Update( fDeltaTime );
|
|
m_bgOptionsOut.Update( fDeltaTime );
|
|
m_bgNoOptionsOut.Update( fDeltaTime );
|
|
m_sprOptionsMessage.Update( fDeltaTime );
|
|
|
|
CheckBackgroundRequests();
|
|
}
|
|
|
|
void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
|
|
{
|
|
// LOG->Trace( "ScreenSelectMusic::Input()" );
|
|
|
|
// debugging?
|
|
// I just like being able to see untransliterated titles occasionally.
|
|
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == KEY_F9 )
|
|
{
|
|
if( type != IET_FIRST_PRESS ) return;
|
|
PREFSMAN->m_bShowNativeLanguage ^= 1;
|
|
m_MusicWheel.RebuildAllMusicWheelItems();
|
|
if( SHOW_COURSE_CONTENTS )
|
|
m_CourseContents.SetFromGameState();
|
|
return;
|
|
}
|
|
|
|
if( !GameI.IsValid() ) return; // don't care
|
|
|
|
|
|
/* XXX: What's the difference between this and StyleI.player? */
|
|
/* StyleI won't be valid if it's a menu button that's pressed.
|
|
* There's got to be a better way of doing this. -Chris */
|
|
PlayerNumber pn = GAMESTATE->GetCurrentStyle()->ControllerToPlayerNumber( GameI.controller );
|
|
if( !GAMESTATE->IsHumanPlayer(pn) )
|
|
return;
|
|
|
|
if( m_bMadeChoice &&
|
|
MenuI.IsValid() &&
|
|
MenuI.button == MENU_BUTTON_START &&
|
|
type != IET_RELEASE &&
|
|
type != IET_LEVEL_CHANGED &&
|
|
IsTransitioning() &&
|
|
!GAMESTATE->IsExtraStage() &&
|
|
!GAMESTATE->IsExtraStage2() )
|
|
{
|
|
if(m_bGoToOptions) return; /* got it already */
|
|
if(!m_bAllowOptionsMenu) return; /* not allowed */
|
|
|
|
if( !m_bAllowOptionsMenuRepeat &&
|
|
(type == IET_SLOW_REPEAT || type == IET_FAST_REPEAT ))
|
|
return; /* not allowed yet */
|
|
|
|
m_bGoToOptions = true;
|
|
m_sprOptionsMessage.SetState( 1 );
|
|
SCREENMAN->PlayStartSound();
|
|
return;
|
|
}
|
|
|
|
if( IsTransitioning() )
|
|
return; // ignore
|
|
|
|
if( m_bMadeChoice ) return; // ignore
|
|
|
|
if( MenuI.button == MENU_BUTTON_RIGHT || MenuI.button == MENU_BUTTON_LEFT )
|
|
{
|
|
|
|
/* If we're rouletting, hands off. */
|
|
if(m_MusicWheel.IsRouletting())
|
|
return;
|
|
|
|
// TRICKY: There's lots of weirdness that can happen here when tapping
|
|
// Left and Right quickly, like when changing sort.
|
|
bool bLeftPressed = INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_LEFT) );
|
|
bool bRightPressed = INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) );
|
|
bool bLeftAndRightPressed = bLeftPressed && bRightPressed;
|
|
bool bLeftOrRightPressed = bLeftPressed || bRightPressed;
|
|
|
|
switch( type )
|
|
{
|
|
case IET_RELEASE:
|
|
// when a key is released, stop moving the wheel
|
|
if( !bLeftOrRightPressed )
|
|
m_MusicWheel.Move( 0 );
|
|
|
|
// Reset the repeat timer when a key is released.
|
|
// This fixes jumping when you release Left and Right at the same
|
|
// time (e.g. after tapping Left+Right to change sort).
|
|
INPUTMAPPER->ResetKeyRepeat( MenuInput(MenuI.player, MENU_BUTTON_LEFT) );
|
|
INPUTMAPPER->ResetKeyRepeat( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) );
|
|
break;
|
|
case IET_FIRST_PRESS:
|
|
if( MenuI.button == MENU_BUTTON_RIGHT )
|
|
m_MusicWheel.Move( +1 );
|
|
else
|
|
m_MusicWheel.Move( -1 );
|
|
|
|
// The wheel moves faster than one item between FIRST_PRESS
|
|
// and SLOW_REPEAT. Stop the wheel immediately after moving one
|
|
// item if both Left and Right are held. This way, we won't move
|
|
// another item
|
|
if( bLeftAndRightPressed )
|
|
m_MusicWheel.Move( 0 );
|
|
break;
|
|
case IET_SLOW_REPEAT:
|
|
case IET_FAST_REPEAT:
|
|
// We need to handle the repeat events to start the wheel spinning again
|
|
// when Left and Right are being held, then one is released.
|
|
if( bLeftAndRightPressed )
|
|
{
|
|
// Don't spin if holding both buttons
|
|
m_MusicWheel.Move( 0 );
|
|
}
|
|
else
|
|
{
|
|
if( MenuI.button == MENU_BUTTON_RIGHT )
|
|
m_MusicWheel.Move( +1 );
|
|
else
|
|
m_MusicWheel.Move( -1 );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// TRICKY: Do default processing of MenuLeft and MenuRight before detecting
|
|
// codes. Do default processing of Start AFTER detecting codes. This gives us a
|
|
// change to return if Start is part of a code because we don't want to process
|
|
// Start as "move to the next screen" if it was just part of a code.
|
|
switch( MenuI.button )
|
|
{
|
|
case MENU_BUTTON_UP: this->MenuUp( MenuI.player, type ); break;
|
|
case MENU_BUTTON_DOWN: this->MenuDown( MenuI.player, type ); break;
|
|
case MENU_BUTTON_LEFT: this->MenuLeft( MenuI.player, type ); break;
|
|
case MENU_BUTTON_RIGHT: this->MenuRight( MenuI.player, type ); break;
|
|
case MENU_BUTTON_BACK:
|
|
/* Don't make the user hold the back button if they're pressing escape and escape is the back button. */
|
|
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == KEY_ESC )
|
|
this->MenuBack( MenuI.player );
|
|
else
|
|
Screen::MenuBack( MenuI.player, type );
|
|
break;
|
|
// Do the default handler for Start after detecting codes.
|
|
// case MENU_BUTTON_START: this->MenuStart( MenuI.player, type ); break;
|
|
case MENU_BUTTON_COIN: this->MenuCoin( MenuI.player, type ); break;
|
|
}
|
|
|
|
|
|
if( type == IET_FIRST_PRESS )
|
|
{
|
|
if( CodeDetector::EnteredEasierDifficulty(GameI.controller) )
|
|
{
|
|
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
|
|
m_soundLocked.Play();
|
|
else
|
|
ChangeDifficulty( pn, -1 );
|
|
return;
|
|
}
|
|
if( CodeDetector::EnteredHarderDifficulty(GameI.controller) )
|
|
{
|
|
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
|
|
m_soundLocked.Play();
|
|
else
|
|
ChangeDifficulty( pn, +1 );
|
|
return;
|
|
}
|
|
if( CodeDetector::EnteredModeMenu(GameI.controller) )
|
|
{
|
|
if( ( GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage ) || GAMESTATE->IsExtraStage2() )
|
|
m_soundLocked.Play();
|
|
else
|
|
m_MusicWheel.ChangeSort( SORT_MODE_MENU );
|
|
return;
|
|
}
|
|
if( CodeDetector::EnteredNextSort(GameI.controller) )
|
|
{
|
|
if( ( GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage ) || GAMESTATE->IsExtraStage2() )
|
|
m_soundLocked.Play();
|
|
else
|
|
m_MusicWheel.NextSort();
|
|
return;
|
|
}
|
|
if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() && CodeDetector::DetectAndAdjustMusicOptions(GameI.controller) )
|
|
{
|
|
m_soundOptionsChange.Play();
|
|
UpdateOptionsDisplays();
|
|
return;
|
|
}
|
|
}
|
|
|
|
switch( MenuI.button )
|
|
{
|
|
case MENU_BUTTON_START: Screen::MenuStart( MenuI.player, type ); break;
|
|
}
|
|
}
|
|
|
|
void ScreenSelectMusic::ChangeDifficulty( PlayerNumber pn, int dir )
|
|
{
|
|
LOG->Trace( "ScreenSelectMusic::ChangeDifficulty( %d, %d )", pn, dir );
|
|
|
|
ASSERT( GAMESTATE->IsHumanPlayer(pn) );
|
|
|
|
switch( m_MusicWheel.GetSelectedType() )
|
|
{
|
|
case TYPE_SONG:
|
|
case TYPE_PORTAL:
|
|
{
|
|
m_iSelection[pn] += dir;
|
|
if( CLAMP(m_iSelection[pn],0,m_vpSteps.size()-1) )
|
|
return;
|
|
|
|
// the user explicity switched difficulties. Update the preferred difficulty
|
|
GAMESTATE->ChangePreferredDifficulty( pn, m_vpSteps[ m_iSelection[pn] ]->GetDifficulty() );
|
|
|
|
if( dir < 0 )
|
|
m_soundDifficultyEasier.Play();
|
|
else
|
|
m_soundDifficultyHarder.Play();
|
|
|
|
vector<PlayerNumber> vpns;
|
|
FOREACH_HumanPlayer( p )
|
|
{
|
|
if( pn == p || GAMESTATE->DifficultiesLocked() )
|
|
{
|
|
m_iSelection[p] = m_iSelection[pn];
|
|
vpns.push_back( p );
|
|
}
|
|
}
|
|
AfterStepsChange( vpns );
|
|
}
|
|
break;
|
|
|
|
case TYPE_COURSE:
|
|
{
|
|
m_iSelection[pn] += dir;
|
|
if( CLAMP(m_iSelection[pn],0,m_vpTrails.size()-1) )
|
|
return;
|
|
|
|
// the user explicity switched difficulties. Update the preferred difficulty
|
|
GAMESTATE->ChangePreferredCourseDifficulty( pn, m_vpTrails[ m_iSelection[pn] ]->m_CourseDifficulty );
|
|
|
|
if( dir < 0 )
|
|
m_soundDifficultyEasier.Play();
|
|
else
|
|
m_soundDifficultyHarder.Play();
|
|
|
|
vector<PlayerNumber> vpns;
|
|
FOREACH_HumanPlayer( p )
|
|
{
|
|
if( pn == p || GAMESTATE->DifficultiesLocked() )
|
|
{
|
|
m_iSelection[p] = m_iSelection[pn];
|
|
vpns.push_back( p );
|
|
}
|
|
}
|
|
AfterTrailChange( vpns );
|
|
}
|
|
break;
|
|
|
|
case TYPE_RANDOM:
|
|
case TYPE_ROULETTE:
|
|
/* XXX: We could be on a music or course sort, or even one with both; we don't
|
|
* really know which difficulty to change. Maybe the two difficulties should be
|
|
* linked ... */
|
|
if( GAMESTATE->ChangePreferredDifficulty( pn, dir ) )
|
|
{
|
|
if( dir < 0 )
|
|
m_soundDifficultyEasier.Play();
|
|
else
|
|
m_soundDifficultyHarder.Play();
|
|
|
|
vector<PlayerNumber> vpns;
|
|
FOREACH_HumanPlayer( p )
|
|
{
|
|
if( pn == p || GAMESTATE->DifficultiesLocked() )
|
|
{
|
|
m_iSelection[p] = m_iSelection[pn];
|
|
vpns.push_back( p );
|
|
}
|
|
}
|
|
AfterStepsChange( vpns );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
|
|
{
|
|
if( SM == SM_AllowOptionsMenuRepeat )
|
|
{
|
|
m_bAllowOptionsMenuRepeat = true;
|
|
}
|
|
else if( SM == SM_MenuTimer )
|
|
{
|
|
if( m_MusicWheel.IsRouletting() )
|
|
{
|
|
MenuStart(PLAYER_INVALID);
|
|
m_MenuTimer->SetSeconds( 15 );
|
|
m_MenuTimer->Start();
|
|
}
|
|
else if( DO_ROULETTE_ON_MENU_TIMER )
|
|
{
|
|
if( m_MusicWheel.GetSelectedType() != TYPE_SONG )
|
|
{
|
|
m_MusicWheel.StartRoulette();
|
|
m_MenuTimer->SetSeconds( 15 );
|
|
m_MenuTimer->Start();
|
|
}
|
|
else
|
|
{
|
|
MenuStart(PLAYER_INVALID);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( m_MusicWheel.GetSelectedType() != TYPE_SONG && m_MusicWheel.GetSelectedType() != TYPE_COURSE )
|
|
m_MusicWheel.StartRandom();
|
|
MenuStart(PLAYER_INVALID);
|
|
}
|
|
return;
|
|
}
|
|
else if( SM == SM_GoToPrevScreen )
|
|
{
|
|
SCREENMAN->DeletePreparedScreens();
|
|
SCREENMAN->SetNewScreen( PREV_SCREEN );
|
|
|
|
/* We may have stray SM_SongChanged messages from the music wheel. We can't
|
|
* handle them anymore, since the title menu (and attract screens) reset
|
|
* the game state, so just discard them. */
|
|
ClearMessageQueue();
|
|
return;
|
|
}
|
|
else if( SM == SM_BeginFadingOut )
|
|
{
|
|
/* XXX: yuck. Later on, maybe this can be done in one BGA with lua ... */
|
|
if( m_bGoToOptions )
|
|
m_bgOptionsOut.StartTransitioning( SM_GoToNextScreen );
|
|
else
|
|
m_bgNoOptionsOut.StartTransitioning( SM_GoToNextScreen );
|
|
}
|
|
else if( SM == SM_GoToNextScreen )
|
|
{
|
|
if( m_bGoToOptions )
|
|
{
|
|
SCREENMAN->SetNewScreen( NEXT_OPTIONS_SCREEN );
|
|
}
|
|
else
|
|
{
|
|
GAMESTATE->AdjustFailType();
|
|
SOUND->StopMusic();
|
|
SCREENMAN->SetNewScreen( NEXT_SCREEN );
|
|
}
|
|
return;
|
|
}
|
|
else if( SM == SM_SongChanged )
|
|
{
|
|
AfterMusicChange();
|
|
}
|
|
else if( SM == SM_SortOrderChanging ) /* happens immediately */
|
|
{
|
|
// m_MusicSortDisplay.FadeOff( 0, "fade", TWEEN_TIME );
|
|
TweenScoreOnAndOffAfterChangeSort();
|
|
}
|
|
else if( SM == SM_SortOrderChanged ) /* happens after the wheel is off and the new song is selected */
|
|
{
|
|
SortOrderChanged();
|
|
}
|
|
else if( SM == SM_GainFocus )
|
|
{
|
|
CodeDetector::RefreshCacheItems( CODES );
|
|
}
|
|
else if( SM == SM_LoseFocus )
|
|
{
|
|
CodeDetector::RefreshCacheItems(); /* reset for other screens */
|
|
}
|
|
|
|
Screen::HandleScreenMessage( SM );
|
|
}
|
|
|
|
void ScreenSelectMusic::MenuStart( PlayerNumber pn )
|
|
{
|
|
// this needs to check whether valid Steps are selected!
|
|
bool bResult = m_MusicWheel.Select();
|
|
|
|
/* If false, we don't have a selection just yet. */
|
|
if( !bResult )
|
|
return;
|
|
|
|
// a song was selected
|
|
switch( m_MusicWheel.GetSelectedType() )
|
|
{
|
|
case TYPE_SONG:
|
|
case TYPE_PORTAL:
|
|
{
|
|
const bool bIsNew = PROFILEMAN->IsSongNew( m_MusicWheel.GetSelectedSong() );
|
|
bool bIsHard = false;
|
|
FOREACH_HumanPlayer( p )
|
|
{
|
|
if( GAMESTATE->m_pCurSteps[p] && GAMESTATE->m_pCurSteps[p]->GetMeter() >= 10 )
|
|
bIsHard = true;
|
|
}
|
|
|
|
/* See if this song is a repeat. If we're in event mode, only check the last five songs. */
|
|
bool bIsRepeat = false;
|
|
int i = 0;
|
|
if( GAMESTATE->GetEventMode() )
|
|
i = max( 0, int(STATSMAN->m_vPlayedStageStats.size())-5 );
|
|
for( ; i < (int)STATSMAN->m_vPlayedStageStats.size(); ++i )
|
|
if( STATSMAN->m_vPlayedStageStats[i].vpSongs.back() == m_MusicWheel.GetSelectedSong() )
|
|
bIsRepeat = true;
|
|
|
|
/* Don't complain about repeats if the user didn't get to pick. */
|
|
if( GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage )
|
|
bIsRepeat = false;
|
|
|
|
if( bIsRepeat )
|
|
SOUND->PlayOnceFromAnnouncer( "select music comment repeat" );
|
|
else if( bIsNew )
|
|
SOUND->PlayOnceFromAnnouncer( "select music comment new" );
|
|
else if( bIsHard )
|
|
SOUND->PlayOnceFromAnnouncer( "select music comment hard" );
|
|
else
|
|
SOUND->PlayOnceFromAnnouncer( "select music comment general" );
|
|
|
|
m_bMadeChoice = true;
|
|
|
|
/* If we're in event mode, we may have just played a course (putting us
|
|
* in course mode). Make sure we're in a single song mode. */
|
|
if( GAMESTATE->IsCourseMode() )
|
|
GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR;
|
|
}
|
|
break;
|
|
|
|
case TYPE_COURSE:
|
|
{
|
|
SOUND->PlayOnceFromAnnouncer( "select course comment general" );
|
|
|
|
Course *pCourse = m_MusicWheel.GetSelectedCourse();
|
|
ASSERT( pCourse );
|
|
GAMESTATE->m_PlayMode = pCourse->GetPlayMode();
|
|
|
|
// apply #LIVES
|
|
if( pCourse->m_iLives != -1 )
|
|
{
|
|
GAMESTATE->m_SongOptions.m_LifeType = SongOptions::LIFE_BATTERY;
|
|
GAMESTATE->m_SongOptions.m_iBatteryLives = pCourse->m_iLives;
|
|
}
|
|
|
|
m_bMadeChoice = true;
|
|
}
|
|
break;
|
|
case TYPE_SECTION:
|
|
case TYPE_ROULETTE:
|
|
case TYPE_RANDOM:
|
|
case TYPE_SORT:
|
|
break;
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
|
|
if( m_bMadeChoice )
|
|
{
|
|
TweenOffScreen();
|
|
SCREENMAN->PlayStartSound();
|
|
|
|
if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
|
|
{
|
|
// float fShowSeconds = m_Out.GetLengthSeconds();
|
|
|
|
// show "hold START for options"
|
|
m_sprOptionsMessage.SetHidden( false );
|
|
ON_COMMAND( m_sprOptionsMessage );
|
|
|
|
m_bAllowOptionsMenu = true;
|
|
/* Don't accept a held START for a little while, so it's not
|
|
* hit accidentally. Accept an initial START right away, though,
|
|
* so we don't ignore deliberate fast presses (which would be
|
|
* annoying). */
|
|
this->PostScreenMessage( SM_AllowOptionsMenuRepeat, 0.5f );
|
|
}
|
|
|
|
/* If we're currently waiting on song assets, abort all except the music and
|
|
* start the music, so if we make a choice quickly before background requests
|
|
* come through, the music will still start. */
|
|
g_bCDTitleWaiting = g_bBannerWaiting = false;
|
|
m_BackgroundLoader.Abort();
|
|
CheckBackgroundRequests();
|
|
|
|
StartTransitioning( SM_BeginFadingOut );
|
|
}
|
|
|
|
if( GAMESTATE->IsExtraStage() && PREFSMAN->m_bPickExtraStage )
|
|
{
|
|
/* Check if user selected the real extra stage. */
|
|
Song* pSong;
|
|
Steps* pSteps;
|
|
PlayerOptions po;
|
|
SongOptions so;
|
|
SONGMAN->GetExtraStageInfo( false, GAMESTATE->GetCurrentStyle(), pSong, pSteps, po, so );
|
|
ASSERT(pSong);
|
|
|
|
/* Enable 2nd extra stage if user chose the correct song */
|
|
if( m_MusicWheel.GetSelectedSong() == pSong )
|
|
GAMESTATE->m_bAllow2ndExtraStage = true;
|
|
else
|
|
GAMESTATE->m_bAllow2ndExtraStage = false;
|
|
}
|
|
}
|
|
|
|
|
|
void ScreenSelectMusic::MenuBack( PlayerNumber pn )
|
|
{
|
|
m_BackgroundLoader.Abort();
|
|
|
|
Cancel( SM_GoToPrevScreen );
|
|
}
|
|
|
|
void ScreenSelectMusic::AfterStepsChange( const vector<PlayerNumber> &vpns )
|
|
{
|
|
FOREACH_CONST( PlayerNumber, vpns, p )
|
|
{
|
|
PlayerNumber pn = *p;
|
|
ASSERT( GAMESTATE->IsHumanPlayer(pn) );
|
|
|
|
CLAMP( m_iSelection[pn], 0, m_vpSteps.size()-1 );
|
|
|
|
Song* pSong = GAMESTATE->m_pCurSong;
|
|
Steps* pSteps = m_vpSteps.empty()? NULL: m_vpSteps[m_iSelection[pn]];
|
|
|
|
GAMESTATE->m_pCurSteps[pn].Set( pSteps );
|
|
|
|
int iScore = 0;
|
|
if( pSteps )
|
|
{
|
|
Profile* pProfile = PROFILEMAN->IsUsingProfile(pn) ? PROFILEMAN->GetProfile(pn) : PROFILEMAN->GetMachineProfile();
|
|
iScore = pProfile->GetStepsHighScoreList(pSong,pSteps).GetTopScore().iScore;
|
|
}
|
|
|
|
m_textHighScore[pn].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, iScore) );
|
|
|
|
m_DifficultyIcon[pn].SetFromSteps( pn, pSteps );
|
|
if( pSteps && pSteps->IsAutogen() )
|
|
{
|
|
m_AutoGenIcon[pn].SetEffectDiffuseShift();
|
|
}
|
|
else
|
|
{
|
|
m_AutoGenIcon[pn].SetEffectNone();
|
|
m_AutoGenIcon[pn].SetDiffuse( RageColor(1,1,1,0) );
|
|
}
|
|
m_DifficultyMeter[pn].SetFromGameState( pn );
|
|
m_GrooveRadar.SetFromSteps( pn, pSteps );
|
|
m_MusicWheel.NotesOrTrailChanged( pn );
|
|
if( SHOW_PANES )
|
|
m_PaneDisplay[pn].SetFromGameState( m_MusicWheel.GetSortOrder() );
|
|
}
|
|
|
|
if( SHOW_DIFFICULTY_LIST )
|
|
m_DifficultyList.SetFromGameState();
|
|
}
|
|
|
|
void ScreenSelectMusic::AfterTrailChange( const vector<PlayerNumber> &vpns )
|
|
{
|
|
FOREACH_CONST( PlayerNumber, vpns, p )
|
|
{
|
|
PlayerNumber pn = *p;
|
|
ASSERT( GAMESTATE->IsHumanPlayer(pn) );
|
|
|
|
CLAMP( m_iSelection[pn], 0, m_vpTrails.size()-1 );
|
|
|
|
Course* pCourse = GAMESTATE->m_pCurCourse;
|
|
Trail* pTrail = m_vpTrails.empty()? NULL: m_vpTrails[m_iSelection[pn]];
|
|
|
|
GAMESTATE->m_pCurTrail[pn] = pTrail;
|
|
|
|
int iScore = 0;
|
|
if( pTrail )
|
|
{
|
|
Profile* pProfile = PROFILEMAN->IsUsingProfile(pn) ? PROFILEMAN->GetProfile(pn) : PROFILEMAN->GetMachineProfile();
|
|
iScore = pProfile->GetCourseHighScoreList(pCourse,pTrail).GetTopScore().iScore;
|
|
}
|
|
|
|
m_textHighScore[pn].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, iScore) );
|
|
|
|
m_DifficultyIcon[pn].SetFromTrail( pn, pTrail );
|
|
//if( pTrail && pTrail->IsAutogen() )
|
|
//{
|
|
// m_AutoGenIcon[pn].SetEffectDiffuseShift();
|
|
//}
|
|
//else
|
|
//{
|
|
// m_AutoGenIcon[pn].SetEffectNone();
|
|
// m_AutoGenIcon[pn].SetDiffuse( RageColor(1,1,1,0) );
|
|
//}
|
|
|
|
/* Update the trail list, but don't actually start the tween; only do that when
|
|
* the actual course changes (AfterMusicChange). */
|
|
if( SHOW_COURSE_CONTENTS )
|
|
{
|
|
m_CourseContents.SetFromGameState();
|
|
// m_CourseContents.TweenInAfterChangedCourse();
|
|
}
|
|
|
|
m_DifficultyMeter[pn].SetFromGameState( pn );
|
|
m_GrooveRadar.SetEmpty( pn );
|
|
m_MusicWheel.NotesOrTrailChanged( pn );
|
|
if( SHOW_PANES )
|
|
m_PaneDisplay[pn].SetFromGameState( m_MusicWheel.GetSortOrder() );
|
|
}
|
|
|
|
if( SHOW_DIFFICULTY_LIST )
|
|
m_DifficultyList.SetFromGameState();
|
|
}
|
|
|
|
void ScreenSelectMusic::SwitchToPreferredDifficulty()
|
|
{
|
|
if( !GAMESTATE->m_pCurCourse )
|
|
{
|
|
FOREACH_HumanPlayer( pn )
|
|
{
|
|
/* Find the closest match to the user's preferred difficulty. */
|
|
int CurDifference = -1;
|
|
for( unsigned i=0; i<m_vpSteps.size(); i++ )
|
|
{
|
|
int Diff = abs(m_vpSteps[i]->GetDifficulty() - GAMESTATE->m_PreferredDifficulty[pn]);
|
|
|
|
if( CurDifference == -1 || Diff < CurDifference )
|
|
{
|
|
m_iSelection[pn] = i;
|
|
CurDifference = Diff;
|
|
}
|
|
}
|
|
|
|
CLAMP( m_iSelection[pn],0,m_vpSteps.size()-1 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FOREACH_HumanPlayer( pn )
|
|
{
|
|
/* Find the closest match to the user's preferred difficulty. */
|
|
int CurDifference = -1;
|
|
for( unsigned i=0; i<m_vpTrails.size(); i++ )
|
|
{
|
|
int Diff = abs(m_vpTrails[i]->m_CourseDifficulty - GAMESTATE->m_PreferredCourseDifficulty[pn]);
|
|
|
|
if( CurDifference == -1 || Diff < CurDifference )
|
|
{
|
|
m_iSelection[pn] = i;
|
|
CurDifference = Diff;
|
|
}
|
|
}
|
|
|
|
CLAMP( m_iSelection[pn],0,m_vpTrails.size()-1 );
|
|
}
|
|
}
|
|
}
|
|
|
|
template<class T>
|
|
int FindCourseIndexOfSameMode( T begin, T end, const Course *p )
|
|
{
|
|
const PlayMode pm = p->GetPlayMode();
|
|
|
|
int n = 0;
|
|
for( T it = begin; it != end; ++it )
|
|
{
|
|
if( *it == p )
|
|
return n;
|
|
|
|
/* If it's not playable in this mode, don't increment. It might result in
|
|
* different output in different modes, but that's better than having holes. */
|
|
if( !(*it)->IsPlayableIn( GAMESTATE->GetCurrentStyle()->m_StepsType ) )
|
|
continue;
|
|
if( (*it)->GetPlayMode() != pm )
|
|
continue;
|
|
++n;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
void ScreenSelectMusic::AfterMusicChange()
|
|
{
|
|
if( !m_MusicWheel.IsRouletting() )
|
|
m_MenuTimer->Stall();
|
|
|
|
// lock difficulties. When switching from arcade to rave, we need to
|
|
// enforce that all players are at the same difficulty.
|
|
if( GAMESTATE->DifficultiesLocked() )
|
|
{
|
|
FOREACH_HumanPlayer( p )
|
|
{
|
|
m_iSelection[p] = m_iSelection[0];
|
|
GAMESTATE->m_PreferredDifficulty[p] = GAMESTATE->m_PreferredDifficulty[0];
|
|
}
|
|
}
|
|
|
|
Song* pSong = m_MusicWheel.GetSelectedSong();
|
|
GAMESTATE->m_pCurSong.Set( pSong );
|
|
if( pSong )
|
|
GAMESTATE->m_pPreferredSong = pSong;
|
|
|
|
m_GrooveGraph.SetFromSong( pSong );
|
|
|
|
Course* pCourse = m_MusicWheel.GetSelectedCourse();
|
|
GAMESTATE->m_pCurCourse = pCourse;
|
|
if( pCourse )
|
|
GAMESTATE->m_pPreferredCourse = pCourse;
|
|
|
|
FOREACH_PlayerNumber( p )
|
|
{
|
|
GAMESTATE->m_pCurSteps[p].Set( NULL );
|
|
GAMESTATE->m_pCurTrail[p] = NULL;
|
|
m_vpSteps.clear();
|
|
m_vpTrails.clear();
|
|
}
|
|
|
|
m_Banner.SetMovingFast( !!m_MusicWheel.IsMoving() );
|
|
|
|
CString SampleMusicToPlay, SampleMusicTimingData;
|
|
vector<CString> m_Artists, m_AltArtists;
|
|
|
|
m_MachineRank.SetText( "" );
|
|
|
|
m_sSampleMusicToPlay = "";
|
|
m_pSampleMusicTimingData = NULL;
|
|
g_sCDTitlePath = "";
|
|
g_sBannerPath = "";
|
|
g_bWantFallbackCdTitle = false;
|
|
bool bWantBanner = true;
|
|
|
|
switch( m_MusicWheel.GetSelectedType() )
|
|
{
|
|
case TYPE_SECTION:
|
|
case TYPE_SORT:
|
|
{
|
|
CString sGroup = m_MusicWheel.GetSelectedSection();
|
|
FOREACH_PlayerNumber( p )
|
|
m_iSelection[p] = -1;
|
|
|
|
m_BPMDisplay.NoBPM();
|
|
g_sCDTitlePath = ""; // none
|
|
m_DifficultyDisplay.UnsetDifficulties();
|
|
|
|
m_fSampleStartSeconds = 0;
|
|
m_fSampleLengthSeconds = -1;
|
|
|
|
m_textNumSongs.SetText( "" );
|
|
m_textTotalTime.SetText( "" );
|
|
|
|
switch( m_MusicWheel.GetSelectedType() )
|
|
{
|
|
case TYPE_SECTION:
|
|
g_sBannerPath = SONGMAN->GetGroupBannerPath( sGroup );
|
|
m_sSampleMusicToPlay = m_sSectionMusicPath;
|
|
break;
|
|
case TYPE_SORT:
|
|
bWantBanner = false; /* we load it ourself */
|
|
switch( m_MusicWheel.GetSortOrder() )
|
|
{
|
|
case SORT_MODE_MENU:
|
|
m_Banner.LoadMode();
|
|
break;
|
|
}
|
|
m_sSampleMusicToPlay = m_sSortMusicPath;
|
|
break;
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
|
|
m_sprLongBalloon->StopTweening();
|
|
COMMAND( m_sprLongBalloon, "Hide" );
|
|
m_sprMarathonBalloon->StopTweening();
|
|
COMMAND( m_sprMarathonBalloon, "Hide" );
|
|
|
|
m_sprCourseHasMods->StopTweening();
|
|
COMMAND( m_sprCourseHasMods, "Hide" );
|
|
}
|
|
break;
|
|
case TYPE_SONG:
|
|
case TYPE_PORTAL:
|
|
{
|
|
m_sSampleMusicToPlay = pSong->GetMusicPath();
|
|
m_pSampleMusicTimingData = &pSong->m_Timing;
|
|
m_fSampleStartSeconds = pSong->m_fMusicSampleStartSeconds;
|
|
m_fSampleLengthSeconds = pSong->m_fMusicSampleLengthSeconds;
|
|
|
|
m_textNumSongs.SetText( ssprintf("%d", SongManager::GetNumStagesForSong(pSong) ) );
|
|
m_textTotalTime.SetText( SecondsToMMSSMsMs(pSong->m_fMusicLengthSeconds) );
|
|
|
|
pSong->GetSteps( m_vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );
|
|
StepsUtil::SortNotesArrayByDifficulty( m_vpSteps );
|
|
|
|
if ( PREFSMAN->m_bShowBanners )
|
|
g_sBannerPath = pSong->GetBannerPath();
|
|
|
|
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
|
|
{
|
|
m_BPMDisplay.CycleRandomly();
|
|
}
|
|
else
|
|
{
|
|
m_BPMDisplay.SetBpmFromSong( pSong );
|
|
}
|
|
|
|
g_sCDTitlePath = pSong->GetCDTitlePath();
|
|
g_bWantFallbackCdTitle = true;
|
|
|
|
const vector<Song*> best = SONGMAN->GetBestSongs( PROFILE_SLOT_MACHINE );
|
|
const int index = FindIndex( best.begin(), best.end(), pSong );
|
|
if( index != -1 )
|
|
m_MachineRank.SetText( AddNumberSuffix( index+1 ) );
|
|
|
|
m_DifficultyDisplay.SetDifficulties( pSong, GAMESTATE->GetCurrentStyle()->m_StepsType );
|
|
|
|
SwitchToPreferredDifficulty();
|
|
|
|
/* Short delay before actually showing these, so they don't show
|
|
* up when scrolling fast. It'll still show up in "slow" scrolling,
|
|
* but it doesn't look at weird as it does in "fast", and I don't
|
|
* like the effect with a lot of delay. */
|
|
if( pSong->m_fMusicLengthSeconds > PREFSMAN->m_fMarathonVerSongSeconds )
|
|
{
|
|
m_sprMarathonBalloon->StopTweening();
|
|
SET_XY( m_sprMarathonBalloon );
|
|
COMMAND( m_sprMarathonBalloon, "Show" );
|
|
|
|
m_sprLongBalloon->StopTweening();
|
|
COMMAND( m_sprLongBalloon, "Hide" );
|
|
}
|
|
else if( pSong->m_fMusicLengthSeconds > PREFSMAN->m_fLongVerSongSeconds )
|
|
{
|
|
m_sprLongBalloon->StopTweening();
|
|
SET_XY( m_sprLongBalloon );
|
|
COMMAND( m_sprLongBalloon, "Show" );
|
|
|
|
m_sprMarathonBalloon->StopTweening();
|
|
COMMAND( m_sprMarathonBalloon, "Hide" );
|
|
}
|
|
else
|
|
{
|
|
m_sprLongBalloon->StopTweening();
|
|
COMMAND( m_sprLongBalloon, "Hide" );
|
|
|
|
m_sprMarathonBalloon->StopTweening();
|
|
COMMAND( m_sprMarathonBalloon, "Hide" );
|
|
}
|
|
|
|
m_sprCourseHasMods->StopTweening();
|
|
COMMAND( m_sprCourseHasMods, "Hide" );
|
|
|
|
m_Artists.push_back( pSong->GetDisplayArtist() );
|
|
m_AltArtists.push_back( pSong->GetTranslitArtist() );
|
|
|
|
MESSAGEMAN->Broadcast( "OnSongChanged" );
|
|
}
|
|
break;
|
|
case TYPE_ROULETTE:
|
|
case TYPE_RANDOM:
|
|
bWantBanner = false; /* we load it ourself */
|
|
switch(m_MusicWheel.GetSelectedType())
|
|
{
|
|
case TYPE_ROULETTE: m_Banner.LoadRoulette(); break;
|
|
case TYPE_RANDOM: m_Banner.LoadRandom(); break;
|
|
default: ASSERT(0);
|
|
}
|
|
m_BPMDisplay.NoBPM();
|
|
g_sCDTitlePath = ""; // none
|
|
m_DifficultyDisplay.UnsetDifficulties();
|
|
|
|
m_fSampleStartSeconds = 0;
|
|
m_fSampleLengthSeconds = -1;
|
|
|
|
m_textNumSongs.SetText( "" );
|
|
m_textTotalTime.SetText( "" );
|
|
|
|
switch( m_MusicWheel.GetSelectedType() )
|
|
{
|
|
case TYPE_ROULETTE:
|
|
m_sSampleMusicToPlay = m_sRouletteMusicPath;
|
|
break;
|
|
case TYPE_RANDOM:
|
|
m_sSampleMusicToPlay = m_sRandomMusicPath;
|
|
break;
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
|
|
m_sprLongBalloon->StopTweening();
|
|
COMMAND( m_sprLongBalloon, "Hide" );
|
|
m_sprMarathonBalloon->StopTweening();
|
|
COMMAND( m_sprMarathonBalloon, "Hide" );
|
|
|
|
m_sprCourseHasMods->StopTweening();
|
|
COMMAND( m_sprCourseHasMods, "Hide" );
|
|
|
|
break;
|
|
case TYPE_COURSE:
|
|
{
|
|
Course* pCourse = m_MusicWheel.GetSelectedCourse();
|
|
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
|
|
Trail *pTrail = pCourse->GetTrail( st );
|
|
ASSERT( pTrail );
|
|
|
|
pCourse->GetTrails( m_vpTrails, GAMESTATE->GetCurrentStyle()->m_StepsType );
|
|
|
|
m_sSampleMusicToPlay = m_sCourseMusicPath;
|
|
m_fSampleStartSeconds = 0;
|
|
m_fSampleLengthSeconds = -1;
|
|
|
|
m_textNumSongs.SetText( ssprintf("%d", pCourse->GetEstimatedNumStages()) );
|
|
float fTotalSeconds;
|
|
if( pCourse->GetTotalSeconds(st,fTotalSeconds) )
|
|
m_textTotalTime.SetText( SecondsToMMSSMsMs(fTotalSeconds) );
|
|
else
|
|
m_textTotalTime.SetText( "xx:xx.xx" ); // The numbers format doesn't have a '?'. Is there a better solution?
|
|
|
|
g_sBannerPath = pCourse->m_sBannerPath;
|
|
if( g_sBannerPath.empty() )
|
|
m_Banner.LoadFallback();
|
|
|
|
if( (int)pTrail->m_vEntries.size() > MAX_COURSE_ENTRIES_BEFORE_VARIOUS )
|
|
m_BPMDisplay.SetVarious();
|
|
else
|
|
m_BPMDisplay.SetBpmFromCourse( pCourse );
|
|
|
|
m_DifficultyDisplay.UnsetDifficulties();
|
|
|
|
SwitchToPreferredDifficulty();
|
|
|
|
FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
|
|
{
|
|
if( e->bSecret )
|
|
{
|
|
m_Artists.push_back( "???" );
|
|
m_AltArtists.push_back( "???" );
|
|
}
|
|
else
|
|
{
|
|
m_Artists.push_back( e->pSong->GetDisplayArtist() );
|
|
m_AltArtists.push_back( e->pSong->GetTranslitArtist() );
|
|
}
|
|
}
|
|
|
|
const vector<Course*> best = SONGMAN->GetBestCourses( PROFILE_SLOT_MACHINE );
|
|
const int index = FindCourseIndexOfSameMode( best.begin(), best.end(), pCourse );
|
|
if( index != -1 )
|
|
m_MachineRank.SetText( AddNumberSuffix( index+1 ) );
|
|
|
|
|
|
|
|
m_sprLongBalloon->StopTweening();
|
|
COMMAND( m_sprLongBalloon, "Hide" );
|
|
m_sprMarathonBalloon->StopTweening();
|
|
COMMAND( m_sprMarathonBalloon, "Hide" );
|
|
|
|
if( pCourse->HasMods() )
|
|
{
|
|
m_sprCourseHasMods->StopTweening();
|
|
COMMAND( m_sprCourseHasMods, "Show" );
|
|
}
|
|
else
|
|
{
|
|
m_sprCourseHasMods->StopTweening();
|
|
COMMAND( m_sprCourseHasMods, "Hide" );
|
|
}
|
|
|
|
MESSAGEMAN->Broadcast( "OnCourseChanged" );
|
|
|
|
break;
|
|
}
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
|
|
m_sprCDTitleFront.UnloadTexture();
|
|
m_sprCDTitleBack.UnloadTexture();
|
|
|
|
/* Cancel any previous, incomplete requests for song assets, since we need new ones. */
|
|
m_BackgroundLoader.Abort();
|
|
|
|
g_bCDTitleWaiting = false;
|
|
if( !g_sCDTitlePath.empty() || g_bWantFallbackCdTitle )
|
|
{
|
|
LOG->Trace( "cache \"%s\"", g_sCDTitlePath.c_str());
|
|
m_BackgroundLoader.CacheFile( g_sCDTitlePath ); // empty OK
|
|
g_bCDTitleWaiting = true;
|
|
}
|
|
|
|
g_bBannerWaiting = false;
|
|
if( bWantBanner )
|
|
{
|
|
LOG->Trace("LoadFromCachedBanner(%s)",g_sBannerPath .c_str());
|
|
if( m_Banner.LoadFromCachedBanner( g_sBannerPath ) )
|
|
{
|
|
/* If the high-res banner is already loaded, just
|
|
* delay before loading it, so the low-res one has
|
|
* time to fade in. */
|
|
if( !TEXTUREMAN->IsTextureRegistered( Sprite::SongBannerTexture(g_sBannerPath) ) )
|
|
m_BackgroundLoader.CacheFile( g_sBannerPath );
|
|
|
|
g_bBannerWaiting = true;
|
|
}
|
|
}
|
|
|
|
// Don't stop music if it's already playing the right file.
|
|
g_bSampleMusicWaiting = false;
|
|
if( !m_MusicWheel.IsRouletting() && SOUND->GetMusicPath() != m_sSampleMusicToPlay )
|
|
{
|
|
SOUND->StopMusic();
|
|
if( !m_sSampleMusicToPlay.empty() )
|
|
g_bSampleMusicWaiting = true;
|
|
}
|
|
|
|
g_StartedLoadingAt.Touch();
|
|
|
|
// update stage counter display (long versions/marathons)
|
|
m_sprStage.Load( THEME->GetPathG(m_sName,"stage "+GAMESTATE->GetStageText()) );
|
|
|
|
if( (int) m_Artists.size() > MAX_COURSE_ENTRIES_BEFORE_VARIOUS )
|
|
{
|
|
m_Artists.clear();
|
|
m_AltArtists.clear();
|
|
m_Artists.push_back( "Various Artists" );
|
|
m_AltArtists.push_back( "Various Artists" );
|
|
}
|
|
|
|
m_Artist.SetTips( m_Artists, m_AltArtists );
|
|
|
|
vector<PlayerNumber> vpns;
|
|
FOREACH_HumanPlayer( p )
|
|
vpns.push_back( p );
|
|
|
|
if( GAMESTATE->m_pCurCourse )
|
|
AfterTrailChange( vpns );
|
|
else
|
|
AfterStepsChange( vpns );
|
|
|
|
switch( m_MusicWheel.GetSelectedType() )
|
|
{
|
|
case TYPE_COURSE:
|
|
if( SHOW_COURSE_CONTENTS )
|
|
m_CourseContents.TweenInAfterChangedCourse();
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
void ScreenSelectMusic::UpdateOptionsDisplays()
|
|
{
|
|
// m_OptionIcons.Load( GAMESTATE->m_PlayerOptions, &GAMESTATE->m_SongOptions );
|
|
|
|
// m_PlayerOptionIcons.Refresh();
|
|
|
|
FOREACH_HumanPlayer( p )
|
|
{
|
|
m_OptionIconRow[p].Refresh();
|
|
|
|
CString s = GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetString();
|
|
s.Replace( ", ", "\n" );
|
|
// m_textPlayerOptions[p].SetText( s );
|
|
}
|
|
|
|
CString s = GAMESTATE->m_SongOptions.GetString();
|
|
s.Replace( ", ", "\n" );
|
|
m_textSongOptions.SetText( s );
|
|
}
|
|
|
|
void ScreenSelectMusic::SortOrderChanged()
|
|
{
|
|
m_MusicSortDisplay.Set( m_MusicWheel.GetSortOrder() );
|
|
if( SHOW_PANES )
|
|
FOREACH_HumanPlayer(pn)
|
|
m_PaneDisplay[pn].SetFromGameState( m_MusicWheel.GetSortOrder() );
|
|
|
|
switch( m_MusicWheel.GetSortOrder() )
|
|
{
|
|
case SORT_ALL_COURSES:
|
|
case SORT_NONSTOP_COURSES:
|
|
case SORT_ONI_COURSES:
|
|
case SORT_ENDLESS_COURSES:
|
|
case SORT_MODE_MENU:
|
|
// do nothing
|
|
break;
|
|
default:
|
|
if( SHOW_DIFFICULTY_LIST )
|
|
m_DifficultyList.Show();
|
|
break;
|
|
}
|
|
|
|
// tween music sort on screen
|
|
// m_MusicSortDisplay.FadeOn( 0, "fade", TWEEN_TIME );
|
|
}
|
|
|
|
/*
|
|
* (c) 2001-2004 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.
|
|
*/
|