376 lines
10 KiB
C++
376 lines
10 KiB
C++
#include "global.h"
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#include "ScreenEditCourseEntry.h"
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#include "RageLog.h"
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#include "GameState.h"
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#include "SongManager.h"
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#include "CommonMetrics.h"
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#include "GameManager.h"
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#include "song.h"
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enum EditCourseEntryRow
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{
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ROW_SONG_GROUP,
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ROW_SONG,
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ROW_BASE_DIFFICULTY,
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ROW_LOW_METER,
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ROW_HIGH_METER,
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ROW_SORT,
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ROW_CHOOSE_INDEX,
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ROW_SET_MODS,
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ROW_DONE,
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NUM_EditCourseEntryRow
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};
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#define FOREACH_EditCourseEntryRow( i ) FOREACH_ENUM( EditCourseEntryRow, NUM_EditCourseEntryRow, i )
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REGISTER_SCREEN_CLASS( ScreenEditCourseEntry );
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ScreenEditCourseEntry::ScreenEditCourseEntry( CString sName ) : ScreenOptions( sName )
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{
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LOG->Trace( "ScreenEditCourseEntry::ScreenEditCourseEntry()" );
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}
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void ScreenEditCourseEntry::Init()
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{
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ScreenOptions::Init();
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// save a backup that we'll use if we revert.
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Course *pCourse = GAMESTATE->m_pCurCourse;
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m_Original = pCourse->m_vEntries[ GAMESTATE->m_iEditCourseEntryIndex ];
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vector<OptionRowDefinition> vDefs;
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vector<OptionRowHandler*> vHands;
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OptionRowDefinition def;
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def.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW;
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def.m_sName = "Song Group";
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def.m_vsChoices.clear();
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vector<CString> vsSongGroups;
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SONGMAN->GetSongGroupNames( vsSongGroups );
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def.m_vsChoices.push_back( "(any)" );
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FOREACH_CONST( CString, vsSongGroups, s )
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def.m_vsChoices.push_back( *s );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.m_sName = "Song";
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def.m_vsChoices.clear();
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def.m_vsChoices.push_back( "" );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.m_sName = "Base Difficulty";
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def.m_vsChoices.clear();
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def.m_vsChoices.push_back( "(any)" );
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FOREACH_CONST( Difficulty, DIFFICULTIES_TO_SHOW.GetValue(), dc )
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def.m_vsChoices.push_back( DifficultyToThemedString(*dc) );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.m_sName = "Low Meter";
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def.m_vsChoices.clear();
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def.m_vsChoices.push_back( "(any)" );
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for( int i=MIN_METER; i<=MAX_METER; i++ )
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def.m_vsChoices.push_back( ssprintf("%i",i) );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.m_sName = "High Meter";
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def.m_vsChoices.clear();
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def.m_vsChoices.push_back( "(any)" );
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for( int i=MIN_METER; i<=MAX_METER; i++ )
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def.m_vsChoices.push_back( ssprintf("%i",i) );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.m_sName = "Sort";
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def.m_vsChoices.clear();
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FOREACH_SongSort( i )
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def.m_vsChoices.push_back( SongSortToThemedString(i) );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.m_sName = "Choose";
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def.m_vsChoices.clear();
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for( int i=0; i<20; i++ )
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def.m_vsChoices.push_back( FormatNumberAndSuffix(i+1) );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.m_sName = "Set Mods";
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def.m_vsChoices.clear();
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def.m_vsChoices.push_back( "Set Mods" );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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ScreenOptions::InitMenu( INPUTMODE_SHARE_CURSOR, vDefs, vHands );
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ImportAllOptions();
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}
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void ScreenEditCourseEntry::HandleScreenMessage( const ScreenMessage SM )
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{
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ScreenOptions::HandleScreenMessage( SM );
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}
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void ScreenEditCourseEntry::AfterChangeValueInRow( PlayerNumber pn )
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{
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ScreenOptions::AfterChangeValueInRow( pn );
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Course *pCourse = GAMESTATE->m_pCurCourse;
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CourseEntry &ce = pCourse->m_vEntries[ GAMESTATE->m_iEditCourseEntryIndex ];
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switch( m_iCurrentRow[pn] )
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{
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case ROW_SONG_GROUP:
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// export song group
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{
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OptionRow &row = *m_pRows[ROW_SONG_GROUP];
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int iChoice = row.GetChoiceInRowWithFocus( GAMESTATE->m_MasterPlayerNumber );
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if( iChoice == 0 )
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ce.sSongGroup = "";
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else
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ce.sSongGroup = row.GetRowDef().m_vsChoices[ iChoice ];
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}
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// refresh songs
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{
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OptionRow &row = *m_pRows[ROW_SONG];
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OptionRowDefinition def = row.GetRowDef();
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def.m_vsChoices.clear();
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def.m_vsChoices.push_back( "(any)" );
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vector<Song*> vpSongs;
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if( ce.sSongGroup.empty() )
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SONGMAN->GetSongs( vpSongs );
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else
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SONGMAN->GetSongs( vpSongs, ce.sSongGroup );
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FOREACH_CONST( Song*, vpSongs, s )
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def.m_vsChoices.push_back( (*s)->GetTranslitFullTitle() );
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vector<Song*>::const_iterator iter = find( vpSongs.begin(), vpSongs.end(), ce.pSong );
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if( iter != vpSongs.end() )
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{
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int iSongIndex = iter - vpSongs.begin();
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row.SetOneSharedSelection( iSongIndex+1 );
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}
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else
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{
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row.SetOneSharedSelection( 0 );
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}
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row.Reload( def );
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}
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// fall through
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case ROW_SONG:
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// export song
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{
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OptionRow &row = *m_pRows[ROW_SONG];
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int iChoice = row.GetChoiceInRowWithFocus( GAMESTATE->m_MasterPlayerNumber );
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if( iChoice == 0 )
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ce.pSong = NULL;
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else
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ce.pSong = SONGMAN->GetAllSongs()[iChoice-1];
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}
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// fall through
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case ROW_BASE_DIFFICULTY:
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// export difficulty
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{
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OptionRow &row = *m_pRows[ROW_BASE_DIFFICULTY];
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int iChoice = row.GetChoiceInRowWithFocus( GAMESTATE->m_MasterPlayerNumber );
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ce.baseDifficulty = DIFFICULTIES_TO_SHOW.GetValue()[iChoice];
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}
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// fall through
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case ROW_LOW_METER:
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// export low meter
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{
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OptionRow &row = *m_pRows[ROW_LOW_METER];
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int iChoice = row.GetChoiceInRowWithFocus( GAMESTATE->m_MasterPlayerNumber );
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if( iChoice == 0 )
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ce.iLowMeter = -1;
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else
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ce.iLowMeter = iChoice;
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}
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// fall through
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case ROW_HIGH_METER:
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// export high meter
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{
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OptionRow &row = *m_pRows[ROW_HIGH_METER];
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int iChoice = row.GetChoiceInRowWithFocus( GAMESTATE->m_MasterPlayerNumber );
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if( iChoice == 0 )
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ce.iHighMeter = -1;
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else
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ce.iHighMeter = iChoice;
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}
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// fall through
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case ROW_SORT:
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// export sort
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{
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OptionRow &row = *m_pRows[ROW_SORT];
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int iChoice = row.GetChoiceInRowWithFocus( GAMESTATE->m_MasterPlayerNumber );
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ce.songSort = (SongSort)iChoice;
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}
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// fall through
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case ROW_CHOOSE_INDEX:
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// export choose index
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{
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OptionRow &row = *m_pRows[ROW_CHOOSE_INDEX];
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int iChoice = row.GetChoiceInRowWithFocus( GAMESTATE->m_MasterPlayerNumber );
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ce.iChooseIndex = iChoice;
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}
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// fall through
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case ROW_SET_MODS:
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// fall through
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default:
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; // nothing left to do
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}
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}
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void ScreenEditCourseEntry::ImportAllOptions()
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{
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// fill choices before importing
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AfterChangeValueInRow( GAMESTATE->m_MasterPlayerNumber );
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Course *pCourse = GAMESTATE->m_pCurCourse;
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CourseEntry &ce = pCourse->m_vEntries[ GAMESTATE->m_iEditCourseEntryIndex ];
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// import song group
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{
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OptionRow &row = *m_pRows[ROW_SONG_GROUP];
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FOREACH_CONST( CString, row.GetRowDef().m_vsChoices, s )
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{
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if( *s == ce.sSongGroup )
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{
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int iChoice = s - row.GetRowDef().m_vsChoices.begin();
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row.SetOneSharedSelection( iChoice );
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AfterChangeValueInRow( GAMESTATE->m_MasterPlayerNumber );
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break;
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}
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}
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}
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// import song
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{
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vector<Song*> vpSongs;
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SONGMAN->GetSongs( vpSongs, ce.sSongGroup );
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vector<Song*>::const_iterator iter = find( vpSongs.begin(), vpSongs.end(), ce.pSong );
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int iChoice = 0;
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if( iter != vpSongs.end() )
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iChoice = iter - vpSongs.begin() + 1;
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OptionRow &row = *m_pRows[ROW_SONG];
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row.SetOneSharedSelection( iChoice );
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}
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// import base difficulty
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{
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vector<Difficulty>::const_iterator iter = find( DIFFICULTIES_TO_SHOW.GetValue().begin(), DIFFICULTIES_TO_SHOW.GetValue().end(), ce.baseDifficulty );
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int iChoice = 0;
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if( iter != DIFFICULTIES_TO_SHOW.GetValue().end() )
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iChoice = iter - DIFFICULTIES_TO_SHOW.GetValue().begin() + 1;
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OptionRow &row = *m_pRows[ROW_BASE_DIFFICULTY];
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row.SetOneSharedSelection( iChoice );
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}
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// import low meter
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{
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int iChoice = 0;
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if( ce.iLowMeter != -1 )
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iChoice = ce.iLowMeter;
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OptionRow &row = *m_pRows[ROW_LOW_METER];
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row.SetOneSharedSelection( iChoice );
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}
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// import high meter
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{
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int iChoice = 0;
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if( ce.iHighMeter != -1 )
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iChoice = ce.iHighMeter;
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OptionRow &row = *m_pRows[ROW_HIGH_METER];
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row.SetOneSharedSelection( iChoice );
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}
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// import sort
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{
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int iChoice = ce.songSort;
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OptionRow &row = *m_pRows[ROW_SORT];
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row.SetOneSharedSelection( iChoice );
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}
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// import choose index
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{
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int iChoice = ce.iChooseIndex;
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OptionRow &row = *m_pRows[ROW_CHOOSE_INDEX];
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row.SetOneSharedSelection( iChoice );
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}
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}
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void ScreenEditCourseEntry::ExportOptions( int row, const vector<PlayerNumber> &vpns )
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{
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}
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void ScreenEditCourseEntry::GoToNextScreen()
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{
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switch( m_iCurrentRow[GAMESTATE->m_MasterPlayerNumber] )
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{
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case ROW_SONG_GROUP:
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case ROW_SONG:
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case ROW_BASE_DIFFICULTY:
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case ROW_LOW_METER:
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case ROW_HIGH_METER:
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case ROW_CHOOSE_INDEX:
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break;
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case ROW_SET_MODS:
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SCREENMAN->SetNewScreen( "ScreenEditCourseMods" );
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break;
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case ROW_DONE:
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SCREENMAN->SetNewScreen( "ScreenEditCourse" );
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break;
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}
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}
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void ScreenEditCourseEntry::GoToPrevScreen()
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{
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// revert
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Course *pCourse = GAMESTATE->m_pCurCourse;
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pCourse->m_vEntries[ GAMESTATE->m_iEditCourseEntryIndex ] = m_Original;
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SCREENMAN->SetNewScreen( "ScreenEditCourse" );
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}
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void ScreenEditCourseEntry::ProcessMenuStart( PlayerNumber pn, const InputEventType type )
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{
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switch( m_iCurrentRow[GAMESTATE->m_MasterPlayerNumber] )
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{
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case ROW_SONG_GROUP:
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case ROW_SONG:
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case ROW_BASE_DIFFICULTY:
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case ROW_LOW_METER:
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case ROW_HIGH_METER:
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case ROW_SORT:
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case ROW_CHOOSE_INDEX:
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break;
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case ROW_SET_MODS:
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case ROW_DONE:
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ScreenOptions::BeginFadingOut();
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break;
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}
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}
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/*
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* (c) 2002-2004 Chris Danford
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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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