f4a718a824
StyleInputToGameInput changed to take a vector to return values in to handle multiple inputs mapped to a single column. Associated adjustments to everything that uses it. Player no longer drops holds in columns that have multiple inputs mapped to them if the wrong one is held. Running out of stage tokens changed from assert to error.
433 lines
14 KiB
C++
433 lines
14 KiB
C++
#include "global.h"
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#include "ScreenNameEntry.h"
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#include "GameConstantsAndTypes.h"
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#include "RageUtil.h"
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#include "PrefsManager.h"
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#include "GameManager.h"
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#include "RageLog.h"
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#include "GameSoundManager.h"
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#include "GameState.h"
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#include "ThemeManager.h"
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#include "Course.h"
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#include "AnnouncerManager.h"
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#include "ProfileManager.h"
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#include "Profile.h"
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#include "StageStats.h"
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#include "ScreenDimensions.h"
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#include "PlayerState.h"
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#include "Style.h"
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#include "NoteSkinManager.h"
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#include "InputEventPlus.h"
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#include "InputMapper.h"
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// used in TestScreen section
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#include "SongManager.h"
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#include "Song.h"
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#include "StatsManager.h"
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// Defines specific to ScreenNameEntry
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#define CATEGORY_Y THEME->GetMetricF(m_sName,"CategoryY")
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#define CATEGORY_ZOOM THEME->GetMetricF(m_sName,"CategoryZoom")
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#define CHARS_ZOOM_SMALL THEME->GetMetricF(m_sName,"CharsZoomSmall")
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#define CHARS_ZOOM_LARGE THEME->GetMetricF(m_sName,"CharsZoomLarge")
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#define CHARS_SPACING_Y THEME->GetMetricF(m_sName,"CharsSpacingY")
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#define CHARS_CHOICES THEME->GetMetric(m_sName,"CharsChoices")
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#define SCROLLING_CHARS_COMMAND THEME->GetMetricA(m_sName,"ScrollingCharsCommand")
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#define SELECTED_CHARS_COMMAND THEME->GetMetricA(m_sName,"SelectedCharsCommand")
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#define GRAY_ARROWS_Y THEME->GetMetricF(m_sName,"ReceptorArrowsY")
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#define NUM_CHARS_TO_DRAW_BEHIND THEME->GetMetricI(m_sName,"NumCharsToDrawBehind")
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#define NUM_CHARS_TO_DRAW_TOTAL THEME->GetMetricI(m_sName,"NumCharsToDrawTotal")
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#define FAKE_BEATS_PER_SEC THEME->GetMetricF(m_sName,"FakeBeatsPerSec")
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#define MAX_RANKING_NAME_LENGTH THEME->GetMetricI(m_sName,"MaxRankingNameLength")
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#define PLAYER_X( p, styleType ) THEME->GetMetricF(m_sName,ssprintf("PlayerP%d%sX",p+1,StyleTypeToString(styleType).c_str()))
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// cache for frequently used metrics
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static float g_fCharsZoomSmall;
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static float g_fCharsZoomLarge;
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static float g_fCharsSpacingY;
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static float g_fReceptorArrowsY;
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static int g_iNumCharsToDrawBehind;
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static int g_iNumCharsToDrawTotal;
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static float g_fFakeBeatsPerSec;
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void ScreenNameEntry::ScrollingText::Init( const RString &sName, const vector<float> &xs )
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{
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SetName( sName );
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m_Xs = xs;
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m_bDone = false;
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m_Stamp.LoadFromFont( THEME->GetPathF(sName, "letters") );
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m_Stamp.RunCommands( THEME->GetMetricA(sName, "ScrollingCharsCommand") );
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}
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void ScreenNameEntry::ScrollingText::DrawPrimitives()
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{
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const float fFakeBeat = GAMESTATE->m_Position.m_fSongBeat;
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const size_t iClosestIndex = lrintf( fFakeBeat ) % CHARS_CHOICES.size();
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const float fClosestYOffset = GetClosestCharYOffset( fFakeBeat );
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size_t iCharIndex = ( iClosestIndex - NUM_CHARS_TO_DRAW_BEHIND + CHARS_CHOICES.size() ) % CHARS_CHOICES.size();
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float fY = GRAY_ARROWS_Y + ( fClosestYOffset - g_iNumCharsToDrawBehind ) * g_fCharsSpacingY;
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for( int i = 0; i < NUM_CHARS_TO_DRAW_TOTAL; ++i )
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{
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const RString c = CHARS_CHOICES.substr( iCharIndex, 1 );
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float fZoom = g_fCharsZoomSmall;
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float fAlpha = 1.f;
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if( iCharIndex == iClosestIndex )
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fZoom = SCALE( fabs(fClosestYOffset), 0, 0.5f, g_fCharsZoomLarge, g_fCharsZoomSmall );
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if( i == 0 )
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fAlpha *= SCALE( fClosestYOffset, -0.5f, 0.f, 0.f, 1.f );
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if( i == g_iNumCharsToDrawTotal-1 )
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fAlpha *= SCALE( fClosestYOffset, 0.f, 0.5f, 1.f, 0.f );
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m_Stamp.SetZoom( fZoom );
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m_Stamp.SetDiffuseAlpha( fAlpha );
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m_Stamp.SetText( c );
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m_Stamp.SetY( fY );
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FOREACH_CONST( float, m_Xs, x )
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{
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m_Stamp.SetX( *x );
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m_Stamp.Draw();
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}
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fY += g_fCharsSpacingY;
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iCharIndex = (iCharIndex+1) % CHARS_CHOICES.size();
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}
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}
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char ScreenNameEntry::ScrollingText::GetClosestChar( float fFakeBeat ) const
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{
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ASSERT( fFakeBeat >= 0.f );
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return CHARS_CHOICES[lrintf(fFakeBeat) % CHARS_CHOICES.size()];
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}
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// return value is relative to gray arrows
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float ScreenNameEntry::ScrollingText::GetClosestCharYOffset( float fFakeBeat ) const
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{
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float f = fmodf(fFakeBeat, 1.0f);
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if( f > 0.5f )
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f -= 1;
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ASSERT( f>-0.5f && f<=0.5f );
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return -f;
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}
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REGISTER_SCREEN_CLASS( ScreenNameEntry );
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ScreenNameEntry::ScreenNameEntry()
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{
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if( PREFSMAN->m_sTestInitialScreen.Get() != "" )
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{
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GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
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GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
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GAMESTATE->SetMasterPlayerNumber(PLAYER_1);
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->SetCurrentStyle( GAMEMAN->GameAndStringToStyle( GAMEMAN->GetDefaultGame(),"versus"), PLAYER_INVALID );
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StageStats ss;
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for( int z = 0; z < 3; ++z )
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{
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ss.m_vpPlayedSongs.push_back( SONGMAN->GetRandomSong() );
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ss.m_vpPossibleSongs = ss.m_vpPlayedSongs;
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ss.m_player[PLAYER_1].m_pStyle = GAMESTATE->GetCurrentStyle(PLAYER_1);
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ss.m_playMode = GAMESTATE->m_PlayMode;
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ASSERT( ss.m_vpPlayedSongs[0]->GetAllSteps().size() != 0 );
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StepsType st = GAMESTATE->GetCurrentStyle(PLAYER_1)->m_StepsType;
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FOREACH_PlayerNumber( p )
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{
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Steps *pSteps = ss.m_vpPlayedSongs[0]->GetAllSteps()[0];
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ss.m_player[p].m_iStepsPlayed = 1;
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GAMESTATE->m_pCurSteps[p].Set( pSteps );
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ss.m_player[p].m_iPossibleDancePoints = 100;
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ss.m_player[p].m_iActualDancePoints = 100;
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ss.m_player[p].m_iScore = 100;
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ss.m_player[p].m_iPossibleDancePoints = 1000;
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ss.m_player[p].m_iActualDancePoints = 985;
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ss.m_player[p].m_vpPossibleSteps.push_back( pSteps );
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HighScore hs;
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hs.SetGrade( Grade_Tier03 );
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hs.SetPercentDP( ss.m_player[p].GetPercentDancePoints() );
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hs.SetScore( ss.m_player[p].m_iScore );
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hs.SetDateTime( DateTime::GetNowDateTime() );
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int a, b;
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PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddCategoryScore( st, RANKING_A, p, hs, a, b );
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}
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STATSMAN->m_vPlayedStageStats.push_back( ss );
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}
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}
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}
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void ScreenNameEntry::Init()
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{
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#if 0
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// DEBUGGING STUFF
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GAMESTATE->m_pCurGame.Set( GAMEMAN->GetDefaultGame() );
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GAMESTATE->m_pCurStyle.Set( GAMEMAN->GetHowToPlayStyleForGame(GAMESTATE->m_pCurGame) );
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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#endif
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ScreenWithMenuElements::Init();
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// update cache
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g_fCharsZoomSmall = CHARS_ZOOM_SMALL;
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g_fCharsZoomLarge = CHARS_ZOOM_LARGE;
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g_fCharsSpacingY = CHARS_SPACING_Y;
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g_fReceptorArrowsY = GRAY_ARROWS_Y;
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g_iNumCharsToDrawBehind = NUM_CHARS_TO_DRAW_BEHIND;
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g_iNumCharsToDrawTotal = NUM_CHARS_TO_DRAW_TOTAL;
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g_fFakeBeatsPerSec = FAKE_BEATS_PER_SEC;
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// reset Player and Song Options
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{
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FOREACH_PlayerNumber( p )
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PO_GROUP_CALL( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, Init );
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SO_GROUP_CALL( GAMESTATE->m_SongOptions, ModsLevel_Stage, Init );
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}
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vector<GameState::RankingFeat> aFeats[NUM_PLAYERS];
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// Find out if players deserve to enter their name
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FOREACH_PlayerNumber( p )
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{
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GAMESTATE->GetRankingFeats( p, aFeats[p] );
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GAMESTATE->JoinPlayer( p );
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m_bStillEnteringName[p] = aFeats[p].size()>0;
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#if 0 // Debugging.
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m_bStillEnteringName[p] = p == PLAYER_1;
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#endif
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}
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if( !AnyStillEntering() )
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{
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// Nobody got a high score.
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PostScreenMessage( SM_GoToNextScreen, 0 );
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return;
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}
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bool IsOnRanking = ( (GAMESTATE->m_PlayMode == PLAY_MODE_NONSTOP || GAMESTATE->m_PlayMode == PLAY_MODE_ONI)
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&& !(GAMESTATE->m_pCurCourse->IsRanking()) );
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if( PREFSMAN->m_GetRankingName == RANKING_OFF ||
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(PREFSMAN->m_GetRankingName == RANKING_LIST && !IsOnRanking) )
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{
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// don't collect score due to ranking setting
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PostScreenMessage( SM_GoToNextScreen, 0 );
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return;
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}
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GAMESTATE->m_bGameplayLeadIn.Set( false ); // enable the gray arrows
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FOREACH_PlayerNumber( p )
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{
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// load last used ranking name if any
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Profile* pProfile = PROFILEMAN->GetProfile(p);
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if( pProfile && !pProfile->m_sLastUsedHighScoreName.empty() )
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m_sSelectedName[p] = pProfile->m_sLastUsedHighScoreName;
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// resize string to MAX_RANKING_NAME_LENGTH
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m_sSelectedName[p] = ssprintf( "%*.*s", MAX_RANKING_NAME_LENGTH, MAX_RANKING_NAME_LENGTH, m_sSelectedName[p].c_str() );
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ASSERT( (int) m_sSelectedName[p].length() == MAX_RANKING_NAME_LENGTH );
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// don't load player if they aren't going to enter their name
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if( !m_bStillEnteringName[p] )
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continue; // skip
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// remove modifiers that may have been on the last song
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PlayerOptions po;
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GAMESTATE->GetDefaultPlayerOptions( po );
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GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.Assign( ModsLevel_Stage, po );
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ASSERT( GAMESTATE->IsHumanPlayer(p) ); // they better be enabled if they made a high score!
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const float fPlayerX = PLAYER_X( p, GAMESTATE->GetCurrentStyle(p)->m_StyleType );
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{
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LockNoteSkin l( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetCurrent().m_sNoteSkin );
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m_ReceptorArrowRow[p].Load( GAMESTATE->m_pPlayerState[p], 0 );
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m_ReceptorArrowRow[p].SetX( fPlayerX );
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m_ReceptorArrowRow[p].SetY( GRAY_ARROWS_Y );
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this->AddChild( &m_ReceptorArrowRow[p] );
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}
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const Style* pStyle = GAMESTATE->GetCurrentStyle(p);
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const int iMaxCols = min( int(ABS_MAX_RANKING_NAME_LENGTH), pStyle->m_iColsPerPlayer );
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m_ColToStringIndex[p].insert(m_ColToStringIndex[p].begin(), pStyle->m_iColsPerPlayer, -1);
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int CurrentStringIndex = 0;
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vector<float> xs;
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for( int iCol=0; iCol<iMaxCols; ++iCol )
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{
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if( CurrentStringIndex == MAX_RANKING_NAME_LENGTH )
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break; // We have enough columns.
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// Find out if this column is associated with the START menu button.
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vector<GameInput> gi;
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GAMESTATE->GetCurrentStyle(p)->StyleInputToGameInput( iCol, p, gi );
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bool gi_is_start= false;
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for(size_t i= 0; i < gi.size(); ++i)
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{
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gi_is_start|= (INPUTMAPPER->GameButtonToMenuButton(gi[i].button)
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== GAME_BUTTON_START);
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}
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if(gi_is_start)
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continue;
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m_ColToStringIndex[p][iCol] = CurrentStringIndex++;
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float ColX = fPlayerX + pStyle->m_ColumnInfo[p][iCol].fXOffset;
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m_textSelectedChars[p][iCol].LoadFromFont( THEME->GetPathF(m_sName,"letters") );
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m_textSelectedChars[p][iCol].SetX( ColX );
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m_textSelectedChars[p][iCol].SetY( GRAY_ARROWS_Y );
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m_textSelectedChars[p][iCol].RunCommands( SELECTED_CHARS_COMMAND );
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m_textSelectedChars[p][iCol].SetZoom( CHARS_ZOOM_LARGE );
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if( iCol < (int)m_sSelectedName[p].length() )
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m_textSelectedChars[p][iCol].SetText( m_sSelectedName[p].substr(iCol,1) );
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this->AddChild( &m_textSelectedChars[p][iCol] );
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xs.push_back( ColX );
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}
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m_Text[p].Init( m_sName, xs );
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this->AddChild( &m_Text[p] );
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m_textCategory[p].LoadFromFont( THEME->GetPathF(m_sName,"category") );
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m_textCategory[p].SetX( fPlayerX );
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m_textCategory[p].SetY( CATEGORY_Y );
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m_textCategory[p].SetZoom( CATEGORY_ZOOM );
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RString joined;
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for( unsigned j = 0; j < aFeats[p].size(); ++j )
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{
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if( j )
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joined += "\n";
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joined += aFeats[p][j].Feat;
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}
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m_textCategory[p].SetText( joined );
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this->AddChild( &m_textCategory[p] );
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}
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m_soundStep.Load( THEME->GetPathS(m_sName,"step") );
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m_fFakeBeat = 0;
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}
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bool ScreenNameEntry::AnyStillEntering() const
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{
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FOREACH_PlayerNumber( p )
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if( m_bStillEnteringName[p] )
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return true;
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return false;
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}
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void ScreenNameEntry::Update( float fDelta )
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{
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if( m_bFirstUpdate )
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("name entry") );
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m_fFakeBeat += fDelta * FAKE_BEATS_PER_SEC;
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GAMESTATE->m_Position.m_fSongBeat = m_fFakeBeat;
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ScreenWithMenuElements::Update(fDelta);
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}
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bool ScreenNameEntry::Input( const InputEventPlus &input )
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{
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if( IsTransitioning() )
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return false;
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if( input.type != IET_FIRST_PRESS || !input.GameI.IsValid() )
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return false; // ignore
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const int iCol = GAMESTATE->GetCurrentStyle(input.pn)->GameInputToColumn( input.GameI );
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bool bHandled = false;
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if( iCol != Column_Invalid && m_bStillEnteringName[input.pn] )
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{
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int iStringIndex = m_ColToStringIndex[input.pn][iCol];
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if( iStringIndex != -1 )
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{
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m_ReceptorArrowRow[input.pn].Step( iCol, TNS_W1 );
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m_soundStep.Play();
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char c = m_Text[input.pn].GetClosestChar( m_fFakeBeat );
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m_textSelectedChars[input.pn][iCol].SetText( RString(1, c) );
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m_sSelectedName[input.pn][iStringIndex] = c;
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}
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bHandled = true;
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}
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return ScreenWithMenuElements::Input( input ) || bHandled;
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}
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void ScreenNameEntry::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_MenuTimer )
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{
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if( !IsTransitioning() )
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{
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InputEventPlus iep;
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FOREACH_PlayerNumber( p )
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{
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iep.pn = p;
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this->MenuStart( iep );
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}
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}
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}
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ScreenWithMenuElements::HandleScreenMessage( SM );
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}
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bool ScreenNameEntry::MenuStart( const InputEventPlus &input )
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{
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PlayerNumber pn = input.pn;
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if( !m_bStillEnteringName[pn] )
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return false;
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m_bStillEnteringName[pn] = false;
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m_Text[pn].SetDone();
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m_soundStep.Play();
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// save last used ranking name
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Profile* pProfile = PROFILEMAN->GetProfile(pn);
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pProfile->m_sLastUsedHighScoreName = m_sSelectedName[pn];
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Trim( m_sSelectedName[pn], " " );
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GAMESTATE->StoreRankingName( pn, m_sSelectedName[pn] );
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if( !AnyStillEntering() && !m_Out.IsTransitioning() )
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StartTransitioningScreen( SM_GoToNextScreen );
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return true;
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}
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/*
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* (c) 2001-2006 Chris Danford, Steve Checkoway
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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