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itgmania212121/stepmania/src/ScreenSelectDifficulty.cpp
T

450 lines
12 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenSelectDifficulty
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenSelectDifficulty.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "RageSounds.h"
#include "GameManager.h"
#include "ThemeManager.h"
#include "GameState.h"
#include "AnnouncerManager.h"
#include "ModeChoice.h"
#include "ActorUtil.h"
#define NUM_CHOICES_ON_PAGE_1 THEME->GetMetricI("ScreenSelectDifficulty","NumChoicesOnPage1")
#define LOCK_INPUT_SECONDS THEME->GetMetricF("ScreenSelectDifficulty","LockInputSeconds")
#define SLEEP_AFTER_CHOICE_SECONDS THEME->GetMetricF("ScreenSelectDifficulty","SleepAfterChoiceSeconds")
#define SLEEP_AFTER_TWEEN_OFF_SECONDS THEME->GetMetricF("ScreenSelectDifficulty","SleepAfterTweenOffSeconds")
#define CURSOR_CHOOSE_COMMAND THEME->GetMetric ("ScreenSelectDifficulty","CursorChooseCommand")
#define CURSOR_OFFSET_X_FROM_PICTURE( p ) THEME->GetMetricF("ScreenSelectDifficulty",ssprintf("CursorP%dOffsetXFromPicture",p+1))
#define CURSOR_OFFSET_Y_FROM_PICTURE( p ) THEME->GetMetricF("ScreenSelectDifficulty",ssprintf("CursorP%dOffsetYFromPicture",p+1))
#define SHADOW_CHOOSE_COMMAND THEME->GetMetric ("ScreenSelectDifficulty","ShadowChooseCommand")
#define SHADOW_LENGTH_X THEME->GetMetricF("ScreenSelectDifficulty","ShadowLengthX")
#define SHADOW_LENGTH_Y THEME->GetMetricF("ScreenSelectDifficulty","ShadowLengthY")
#define OK_CHOOSE_COMMAND THEME->GetMetric ("ScreenSelectDifficulty","OKChooseCommand")
#define DISABLED_COLOR THEME->GetMetricC("ScreenSelectDifficulty","DisabledColor")
ScreenSelectDifficulty::ScreenSelectDifficulty() : ScreenSelect( "ScreenSelectDifficulty" )
{
m_CurrentPage = PAGE_1;
int p;
for( p=0; p<NUM_PLAYERS; p++ )
{
m_iChoiceOnPage[p] = 0;
m_bChosen[p] = false;
}
for( unsigned c=0; c<m_aModeChoices.size(); c++ )
{
if( (int)c < NUM_CHOICES_ON_PAGE_1 )
m_ModeChoices[PAGE_1].push_back( m_aModeChoices[c] );
else
m_ModeChoices[PAGE_2].push_back( m_aModeChoices[c] );
}
for( int page=0; page<NUM_PAGES; page++ )
{
for( unsigned choice=0; choice<m_ModeChoices[page].size(); choice++ )
{
CString sInfoFile = ssprintf( "ScreenSelectDifficulty info %s", m_ModeChoices[page][choice].name );
CString sPictureFile = ssprintf( "ScreenSelectDifficulty picture %s", m_ModeChoices[page][choice].name );
m_sprPicture[page][choice].SetName( ssprintf("PicturePage%dChoice%d",page+1,choice+1) );
m_sprPicture[page][choice].Load( THEME->GetPathToG(sPictureFile) );
m_framePages.AddChild( &m_sprPicture[page][choice] );
m_sprInfo[page][choice].SetName( ssprintf("InfoPage%dChoice%d",page+1,choice+1) );
m_sprInfo[page][choice].Load( THEME->GetPathToG(sInfoFile) );
m_framePages.AddChild( &m_sprInfo[page][choice] );
}
m_sprMore[page].SetName( ssprintf("MorePage%d",page+1) );
m_sprMore[page].Load( THEME->GetPathToG( ssprintf("ScreenSelectDifficulty more page%d",page+1) ) );
m_framePages.AddChild( &m_sprMore[page] );
m_sprExplanation[page].SetName( ssprintf("ExplanationPage%d",page+1) );
m_sprExplanation[page].Load( THEME->GetPathToG( "ScreenSelectDifficulty explanation") );
m_sprExplanation[page].StopAnimating();
m_sprExplanation[page].SetState( page );
m_framePages.AddChild( &m_sprExplanation[page] );
}
for( p=0; p<NUM_PLAYERS; p++ )
{
CLAMP( m_iChoiceOnPage[p], 0, (int)m_ModeChoices[0].size()-1 );
m_bChosen[p] = false;
if( !GAMESTATE->IsHumanPlayer(p) )
continue;
m_sprShadow[p].SetName( "Shadow" );
m_sprShadow[p].Load( THEME->GetPathToG( "ScreenSelectDifficulty shadow 2x1") );
m_sprShadow[p].StopAnimating();
m_sprShadow[p].SetState( p );
m_sprShadow[p].SetDiffuse( RageColor(0,0,0,0.6f) );
m_framePages.AddChild( &m_sprShadow[p] );
m_sprCursor[p].SetName( "Cursor" );
m_sprCursor[p].Load( THEME->GetPathToG( "ScreenSelectDifficulty cursor 2x1") );
m_sprCursor[p].StopAnimating();
m_sprCursor[p].SetState( p );
m_framePages.AddChild( &m_sprCursor[p] );
m_sprOK[p].SetName( "OK" );
m_sprOK[p].Load( THEME->GetPathToG( "ScreenSelectDifficulty ok 2x1") );
m_sprOK[p].SetState( p );
m_sprOK[p].StopAnimating();
m_sprOK[p].SetDiffuse( RageColor(1,1,1,0) );
m_framePages.AddChild( &m_sprOK[p] );
}
this->AddChild( &m_framePages );
m_soundChange.Load( THEME->GetPathToS( "ScreenSelectDifficulty change") );
m_soundSelect.Load( THEME->GetPathToS( "Common start") );
m_soundDifficult.Load( ANNOUNCER->GetPathTo("select difficulty challenge") );
m_fLockInputTime = LOCK_INPUT_SECONDS;
this->UpdateSelectableChoices();
TweenOnScreen();
}
void ScreenSelectDifficulty::Update( float fDelta )
{
ScreenSelect::Update( fDelta );
m_fLockInputTime = max( 0, m_fLockInputTime-fDelta );
}
void ScreenSelectDifficulty::HandleScreenMessage( const ScreenMessage SM )
{
ScreenSelect::HandleScreenMessage( SM );
switch( SM )
{
case SM_BeginFadingOut:
TweenOffScreen();
SCREENMAN->PostMessageToTopScreen( SM_AllDoneChoosing, SLEEP_AFTER_TWEEN_OFF_SECONDS ); // nofify parent that we're finished
m_Menu.m_MenuTimer.Stop();
break;
}
}
int ScreenSelectDifficulty::GetSelectionIndex( PlayerNumber pn )
{
int index = 0;
for( int page=0; page<m_CurrentPage; page++ )
index += m_ModeChoices[page].size();
index += m_iChoiceOnPage[pn];
return index;
}
void ScreenSelectDifficulty::UpdateSelectableChoices()
{
for( int page=0; page<NUM_PAGES; page++ )
{
/* XXX: If a player joins during the tween-in, this diffuse change
* will be undone by the tween. Hmm. */
for( unsigned i=0; i<m_ModeChoices[page].size(); i++ )
{
/* If the icon is text, use a dimmer diffuse, or we won't be
* able to see the glow. */
if( GAMESTATE->IsPlayable(m_ModeChoices[page][i]) )
{
m_sprInfo[page][i].SetDiffuse( RageColor(1,1,1,1) );
m_sprPicture[page][i].SetDiffuse( RageColor(1,1,1,1) );
}
else
{
m_sprInfo[page][i].SetDiffuse( DISABLED_COLOR );
m_sprPicture[page][i].SetDiffuse( DISABLED_COLOR );
}
}
}
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) )
{
MenuRight( (PlayerNumber)p );
MenuLeft( (PlayerNumber)p );
}
}
void ScreenSelectDifficulty::MenuLeft( PlayerNumber pn )
{
// if( m_fLockInputTime > 0 )
// return;
if( m_bChosen[pn] )
return;
int iSwitchToIndex = -1;
for( int i=m_iChoiceOnPage[pn]-1; i>=0; i-- )
{
if( GAMESTATE->IsPlayable(m_ModeChoices[m_CurrentPage][i]))
{
iSwitchToIndex = i;
break;
}
}
if( iSwitchToIndex == -1 )
{
if( m_CurrentPage > 0 )
ChangePage( (Page)(m_CurrentPage-1) );
return;
}
ChangeWithinPage( pn, iSwitchToIndex, false );
}
void ScreenSelectDifficulty::MenuRight( PlayerNumber pn )
{
// if( m_fLockInputTime > 0 )
// return;
if( m_bChosen[pn] )
return;
int iSwitchToIndex = -1;
for( int i=m_iChoiceOnPage[pn]+1; i<m_ModeChoices[m_CurrentPage].size(); i++ )
{
if( GAMESTATE->IsPlayable(m_ModeChoices[m_CurrentPage][i]))
{
iSwitchToIndex = i;
break;
}
}
if( iSwitchToIndex == -1 )
{
if( m_ModeChoices[m_CurrentPage+1].size()==0 ) // there is no page 2
return;
if( m_CurrentPage < NUM_PAGES-1 )
ChangePage( (Page)(m_CurrentPage+1) );
return;
}
ChangeWithinPage( pn, iSwitchToIndex, false );
}
void ScreenSelectDifficulty::ChangePage( Page newPage )
{
int p;
// If anyone has already chosen, don't allow changing of pages
for( p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) && m_bChosen[p] )
return;
bool bPageIncreasing = newPage > m_CurrentPage;
m_CurrentPage = newPage;
if( newPage == PAGE_2 )
{
/* XXX: only play this once (I thought we already did that?) */
m_soundDifficult.Stop();
m_soundDifficult.PlayRandom();
}
// Find the first Playable mode on the new page
int iSwitchToIndex = -1;
if( !bPageIncreasing ) {
for( int i=m_ModeChoices[newPage].size()-1; i>=0; i-- )
{
if( GAMESTATE->IsPlayable(m_ModeChoices[newPage][i]))
{
iSwitchToIndex = i;
break;
}
}
} else {
for( int i=0; i<m_ModeChoices[newPage].size(); i++ )
{
if( GAMESTATE->IsPlayable(m_ModeChoices[newPage][i]))
{
iSwitchToIndex = i;
break;
}
}
}
// change both players
for( p=0; p<NUM_PLAYERS; p++ )
ChangeWithinPage( (PlayerNumber)p, iSwitchToIndex, true );
m_soundChange.Play();
// move frame with choices
m_framePages.StopTweening();
m_framePages.BeginTweening( 0.2f );
m_framePages.SetX( (float)newPage*-SCREEN_WIDTH );
}
void ScreenSelectDifficulty::ChangeWithinPage( PlayerNumber pn, int iNewChoice, bool bChangingPages )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
if( p!=pn && m_CurrentPage==PAGE_1 )
continue; // skip
m_iChoiceOnPage[p] = iNewChoice;
float fCursorX = GetCursorX( (PlayerNumber)p );
float fCursorY = GetCursorY( (PlayerNumber)p );
m_sprCursor[p].StopTweening();
m_sprCursor[p].BeginTweening( 0.2f, bChangingPages ? TWEEN_LINEAR : TWEEN_DECELERATE );
m_sprCursor[p].SetX( fCursorX );
m_sprCursor[p].SetY( fCursorY );
m_sprShadow[p].StopTweening();
m_sprShadow[p].BeginTweening( 0.2f, bChangingPages ? TWEEN_LINEAR : TWEEN_DECELERATE );
m_sprShadow[p].SetX( fCursorX + SHADOW_LENGTH_X );
m_sprShadow[p].SetY( fCursorY + SHADOW_LENGTH_Y );
}
/* If we're changing pages, it's ChangePage's responsibility to play this
* (so we don't play it more than once). */
if(!bChangingPages)
m_soundChange.Play();
}
void ScreenSelectDifficulty::MenuStart( PlayerNumber pn )
{
if( m_fLockInputTime > 0 )
return;
if( m_bChosen[pn] == true )
return;
m_bChosen[pn] = true;
for( int page=0; page<NUM_PAGES; page++ )
OFF_COMMAND( m_sprMore[page] );
const ModeChoice& mc = m_ModeChoices[m_CurrentPage][m_iChoiceOnPage[pn]];
/* Don't play sound if we're on the second page and another player
* has already selected, since it just played. */
bool AnotherPlayerSelected = false;
int p;
for( p=0; p<NUM_PLAYERS; p++ )
if(p != pn && m_bChosen[p])
AnotherPlayerSelected = true;
if(m_CurrentPage != PAGE_2 || !AnotherPlayerSelected)
{
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(ssprintf("ScreenSelectDifficulty comment %s",mc.name)) );
m_soundSelect.Play();
}
if( m_CurrentPage == PAGE_2 )
{
// choose this for all the other players too
for( p=0; p<NUM_PLAYERS; p++ )
{
if( m_bChosen[p] )
continue;
MenuStart( (PlayerNumber)p );
}
}
m_sprCursor[pn].Command( CURSOR_CHOOSE_COMMAND );
m_sprOK[pn].SetXY( m_sprShadow[pn].GetX(), m_sprShadow[pn].GetY() );
m_sprOK[pn].Command( OK_CHOOSE_COMMAND );
m_sprShadow[pn].Command( SHADOW_CHOOSE_COMMAND );
// check to see if everyone has chosen
for( p=0; p<NUM_PLAYERS; p++ )
{
if( GAMESTATE->IsHumanPlayer((PlayerNumber)p) && m_bChosen[p] == false )
return;
}
this->PostScreenMessage( SM_BeginFadingOut, SLEEP_AFTER_CHOICE_SECONDS ); // tell our owner it's time to move on
}
void ScreenSelectDifficulty::TweenOnScreen()
{
unsigned p;
for( int page=0; page<NUM_PAGES; page++ )
{
SET_XY_AND_ON_COMMAND( m_sprExplanation[page] );
SET_XY_AND_ON_COMMAND( m_sprMore[page] );
for( unsigned c=0; c<m_ModeChoices[page].size(); c++ )
{
SET_XY_AND_ON_COMMAND( m_sprInfo[page][c] );
SET_XY_AND_ON_COMMAND( m_sprPicture[page][c] );
}
}
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer((PlayerNumber)p) )
continue;
float fCursorX = GetCursorX( (PlayerNumber)p );
float fCursorY = GetCursorY( (PlayerNumber)p );
m_sprCursor[p].SetXY( fCursorX, fCursorY );
ON_COMMAND( m_sprCursor[p] );
m_sprShadow[p].SetXY( fCursorX + SHADOW_LENGTH_X, fCursorY + SHADOW_LENGTH_Y );
ON_COMMAND( m_sprShadow[p] );
}
}
void ScreenSelectDifficulty::TweenOffScreen()
{
const int page = m_CurrentPage;
OFF_COMMAND( m_sprExplanation[page] );
OFF_COMMAND( m_sprMore[page] );
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue;
OFF_COMMAND( m_sprCursor[p] );
OFF_COMMAND( m_sprOK[p] );
OFF_COMMAND( m_sprShadow[p] );
}
for( unsigned c=0; c<m_ModeChoices[page].size(); c++ )
{
OFF_COMMAND( m_sprInfo[page][c] );
OFF_COMMAND( m_sprPicture[page][c] );
}
}
float ScreenSelectDifficulty::GetCursorX( PlayerNumber pn )
{
return m_sprPicture[m_CurrentPage][m_iChoiceOnPage[pn]].GetX() + CURSOR_OFFSET_X_FROM_PICTURE(pn);
}
float ScreenSelectDifficulty::GetCursorY( PlayerNumber pn )
{
return m_sprPicture[m_CurrentPage][m_iChoiceOnPage[pn]].GetY() + CURSOR_OFFSET_Y_FROM_PICTURE(pn);
}