Files
itgmania212121/stepmania/src/ScreenSelectMusic.cpp
T
2003-11-17 06:57:53 +00:00

1298 lines
36 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenSelectMusic
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenSelectMusic.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "SongManager.h"
#include "GameManager.h"
#include "RageSounds.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "InputMapper.h"
#include "InputQueue.h"
#include "AnnouncerManager.h"
#include "InputMapper.h"
#include "GameState.h"
#include "CodeDetector.h"
#include <math.h>
#include "GameConstantsAndTypes.h"
#include "ThemeManager.h"
#include "Steps.h"
#include "ActorUtil.h"
#include "RageDisplay.h"
#include "RageTextureManager.h"
#include "Course.h"
#include "ProfileManager.h"
#include "MenuTimer.h"
#include "LightsManager.h"
const int NUM_SCORE_DIGITS = 9;
#define FOV THEME->GetMetricF("ScreenSelectMusic","FOV")
#define FOV_CENTER_X THEME->GetMetricF("ScreenSelectMusic","FOVCenterX")
#define FOV_CENTER_Y THEME->GetMetricF("ScreenSelectMusic","FOVCenterY")
#define BANNER_WIDTH THEME->GetMetricF("ScreenSelectMusic","BannerWidth")
#define BANNER_HEIGHT THEME->GetMetricF("ScreenSelectMusic","BannerHeight")
#define SONG_OPTIONS_EXTRA_COMMAND THEME->GetMetric ("ScreenSelectMusic","SongOptionsExtraCommand")
#define SAMPLE_MUSIC_DELAY THEME->GetMetricF("ScreenSelectMusic","SampleMusicDelay")
#define SHOW_RADAR THEME->GetMetricB("ScreenSelectMusic","ShowRadar")
#define SHOW_GRAPH THEME->GetMetricB("ScreenSelectMusic","ShowGraph")
#define SHOW_PANES THEME->GetMetricB("ScreenSelectMusic","ShowPanes")
#define SHOW_DIFFICULTY_LIST THEME->GetMetricB("ScreenSelectMusic","ShowDifficultyList")
#define CDTITLE_SPIN_SECONDS THEME->GetMetricF("ScreenSelectMusic","CDTitleSpinSeconds")
#define PREV_SCREEN( play_mode ) THEME->GetMetric ("ScreenSelectMusic","PrevScreen"+Capitalize(PlayModeToString(play_mode)))
#define NEXT_SCREEN( play_mode ) THEME->GetMetric ("ScreenSelectMusic","NextScreen"+Capitalize(PlayModeToString(play_mode)))
#define NEXT_OPTIONS_SCREEN( play_mode ) THEME->GetMetric ("ScreenSelectMusic","NextOptionsScreen"+Capitalize(PlayModeToString(play_mode)))
#define SCORE_SORT_CHANGE_COMMAND(i) THEME->GetMetric ("ScreenSelectMusic",ssprintf("ScoreP%iSortChangeCommand", i+1))
#define SCORE_FRAME_SORT_CHANGE_COMMAND(i) THEME->GetMetric ("ScreenSelectMusic",ssprintf("ScoreFrameP%iSortChangeCommand", i+1))
static const ScreenMessage SM_AllowOptionsMenuRepeat = ScreenMessage(SM_User+1);
CString g_sFallbackCDTitlePath;
/* We make a backface for the CDTitle by rotating it on Y and mirroring it
* on Y by flipping texture coordinates. */
static void FlipSpriteHorizontally(Sprite &s)
{
s.StopUsingCustomCoords();
float Coords[8];
s.GetActiveTextureCoords(Coords);
swap(Coords[0], Coords[6]); /* top left X <-> top right X */
swap(Coords[1], Coords[7]); /* top left Y <-> top right Y */
swap(Coords[2], Coords[4]); /* bottom left X <-> bottom left X */
swap(Coords[3], Coords[5]); /* bottom left Y <-> bottom left Y */
s.SetCustomTextureCoords(Coords);
}
ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : Screen( sClassName )
{
LOG->Trace( "ScreenSelectMusic::ScreenSelectMusic()" );
LIGHTSMAN->SetLightMode( LIGHTMODE_MENU );
m_bInCourseDisplayMode = GAMESTATE->IsCourseMode();
/* Cache: */
g_sFallbackCDTitlePath = THEME->GetPathToG("ScreenSelectMusic fallback cdtitle");
if( GAMESTATE->m_CurStyle == STYLE_INVALID )
RageException::Throw( "The Style has not been set. A theme must set the Style before loading ScreenSelectMusic." );
if( GAMESTATE->m_PlayMode == PLAY_MODE_INVALID )
RageException::Throw( "The PlayMode has not been set. A theme must set the PlayMode before loading ScreenSelectMusic." );
CodeDetector::RefreshCacheItems();
int p;
m_Menu.Load( "ScreenSelectMusic" );
this->AddChild( &m_Menu );
m_MusicWheel.SetName( "Wheel" );
SET_XY( m_MusicWheel );
this->AddChild( &m_MusicWheel );
m_sprBannerMask.SetName( "Banner" ); // use the same metrics and animation as Banner
m_sprBannerMask.Load( THEME->GetPathToG("ScreenSelectMusic banner mask") );
m_sprBannerMask.SetBlendMode( BLEND_NO_EFFECT ); // don't draw to color buffer
m_sprBannerMask.SetUseZBuffer( true ); // do draw to the zbuffer
m_sprBannerMask.SetZ( m_sprBannerMask.GetZ()+0.05f ); // closer to camera
SET_XY( m_sprBannerMask );
this->AddChild( &m_sprBannerMask );
// this is loaded SetSong and TweenToSong
m_Banner.SetName( "Banner" );
m_Banner.SetUseZBuffer( true ); // do have to pass the z test
m_Banner.ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT );
SET_XY( m_Banner );
this->AddChild( &m_Banner );
m_sprBannerFrame.Load( THEME->GetPathToG("ScreenSelectMusic banner frame") );
m_sprBannerFrame->SetName( "BannerFrame" );
SET_XY( m_sprBannerFrame );
this->AddChild( m_sprBannerFrame );
m_BPMDisplay.SetName( "BPMDisplay" );
m_BPMDisplay.Load();
SET_XY( m_BPMDisplay );
this->AddChild( &m_BPMDisplay );
m_DifficultyDisplay.SetName( "DifficultyDisplay" );
m_DifficultyDisplay.EnableShadow( false );
SET_XY( m_DifficultyDisplay );
this->AddChild( &m_DifficultyDisplay );
{
CStringArray StageTexts;
GAMESTATE->GetAllStageTexts( StageTexts );
for( unsigned i = 0; i < StageTexts.size(); ++i )
{
CString path = THEME->GetPathToG( "ScreenSelectMusic stage "+StageTexts[i], true );
if( path != "" )
TEXTUREMAN->CacheTexture( path );
}
}
m_sprStage.SetName( "Stage" );
m_sprStage.Load( THEME->GetPathToG("ScreenSelectMusic stage "+GAMESTATE->GetStageText()) );
SET_XY( m_sprStage );
this->AddChild( &m_sprStage );
m_sprCDTitleFront.SetName( "CDTitle" );
m_sprCDTitleFront.Load( THEME->GetPathToG("ScreenSelectMusic fallback cdtitle") );
m_sprCDTitleFront.SetUseBackfaceCull(true);
m_sprCDTitleFront.SetDiffuse( RageColor(1,1,1,1) );
m_sprCDTitleFront.SetEffectSpin( RageVector3(0, 360/CDTITLE_SPIN_SECONDS, 0) );
SET_XY( m_sprCDTitleFront );
this->AddChild( &m_sprCDTitleFront );
m_sprCDTitleBack.SetName( "CDTitle" );
m_sprCDTitleBack.Load( THEME->GetPathToG("ScreenSelectMusic fallback cdtitle") );
FlipSpriteHorizontally(m_sprCDTitleBack);
m_sprCDTitleBack.SetUseBackfaceCull(true);
m_sprCDTitleBack.SetDiffuse( RageColor(0.2f,0.2f,0.2f,1) );
m_sprCDTitleBack.SetRotationY( 180 );
m_sprCDTitleBack.SetEffectSpin( RageVector3(0, 360/CDTITLE_SPIN_SECONDS, 0) );
SET_XY( m_sprCDTitleBack );
this->AddChild( &m_sprCDTitleBack );
m_GrooveRadar.SetName( "Radar" );
SET_XY( m_GrooveRadar );
if( SHOW_RADAR )
this->AddChild( &m_GrooveRadar );
m_GrooveGraph.SetName( "Graph" );
SET_XY( m_GrooveGraph );
if( SHOW_GRAPH )
this->AddChild( &m_GrooveGraph );
m_textSongOptions.SetName( "SongOptions" );
m_textSongOptions.LoadFromFont( THEME->GetPathToF("Common normal") );
SET_XY( m_textSongOptions );
this->AddChild( &m_textSongOptions );
m_CourseContentsFrame.SetName( "CourseContents" );
SET_XY( m_CourseContentsFrame );
this->AddChild( &m_CourseContentsFrame );
m_Artist.SetName( "ArtistDisplay" );
m_Artist.Load();
SET_XY( m_Artist );
this->AddChild( &m_Artist );
m_MachineRank.SetName( "MachineRank" );
m_MachineRank.LoadFromFont( THEME->GetPathToF("ScreenSelectMusic rank") );
SET_XY( m_MachineRank );
this->AddChild( &m_MachineRank );
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
m_sprDifficultyFrame[p].SetName( ssprintf("DifficultyFrameP%d",p+1) );
m_sprDifficultyFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenSelectMusic difficulty frame p%d",p+1)) );
m_sprDifficultyFrame[p].StopAnimating();
SET_XY( m_sprDifficultyFrame[p] );
this->AddChild( &m_sprDifficultyFrame[p] );
m_DifficultyIcon[p].SetName( ssprintf("DifficultyIconP%d",p+1) );
m_DifficultyIcon[p].Load( THEME->GetPathToG("ScreenSelectMusic difficulty icons 1x5") );
SET_XY( m_DifficultyIcon[p] );
this->AddChild( &m_DifficultyIcon[p] );
m_AutoGenIcon[p].SetName( ssprintf("AutogenIconP%d",p+1) );
m_AutoGenIcon[p].Load( THEME->GetPathToG("ScreenSelectMusic autogen") );
SET_XY( m_AutoGenIcon[p] );
this->AddChild( &m_AutoGenIcon[p] );
m_OptionIconRow[p].SetName( ssprintf("OptionIconsP%d",p+1) );
m_OptionIconRow[p].Refresh( (PlayerNumber)p );
SET_XY( m_OptionIconRow[p] );
this->AddChild( &m_OptionIconRow[p] );
m_sprMeterFrame[p].SetName( ssprintf("MeterFrameP%d",p+1) );
m_sprMeterFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenSelectMusic meter frame p%d",p+1)) );
SET_XY( m_sprMeterFrame[p] );
this->AddChild( &m_sprMeterFrame[p] );
if( SHOW_DIFFICULTY_LIST )
{
m_DifficultyList.SetName( "DifficultyList" );
m_DifficultyList.Load();
SET_XY_AND_ON_COMMAND( m_DifficultyList );
this->AddChild( &m_DifficultyList );
}
if( SHOW_PANES )
{
m_PaneDisplay[p].SetName( "PaneDisplay", ssprintf("PaneDisplayP%d",p+1) );
m_PaneDisplay[p].Load( (PlayerNumber) p );
this->AddChild( &m_PaneDisplay[p] );
}
m_DifficultyMeter[p].SetName( "DifficultyMeter", ssprintf("MeterP%d",p+1) );
m_DifficultyMeter[p].Load();
SET_XY_AND_ON_COMMAND( m_DifficultyMeter[p] );
this->AddChild( &m_DifficultyMeter[p] );
m_sprHighScoreFrame[p].SetName( ssprintf("ScoreFrameP%d",p+1) );
m_sprHighScoreFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenSelectMusic score frame p%d",p+1)) );
SET_XY( m_sprHighScoreFrame[p] );
this->AddChild( &m_sprHighScoreFrame[p] );
m_textHighScore[p].SetName( ssprintf("ScoreP%d",p+1) );
m_textHighScore[p].LoadFromNumbers( THEME->GetPathToN("ScreenSelectMusic score") );
m_textHighScore[p].EnableShadow( false );
m_textHighScore[p].SetDiffuse( PlayerToColor(p) );
SET_XY( m_textHighScore[p] );
this->AddChild( &m_textHighScore[p] );
}
m_MusicSortDisplay.SetName( "SortIcon" );
m_MusicSortDisplay.Set( GAMESTATE->m_SongSortOrder );
SET_XY( m_MusicSortDisplay );
this->AddChild( &m_MusicSortDisplay );
m_sprBalloon.SetName( "Balloon" );
TEXTUREMAN->CacheTexture( THEME->GetPathToG("ScreenSelectMusic balloon long") );
TEXTUREMAN->CacheTexture( THEME->GetPathToG("ScreenSelectMusic balloon marathon") );
this->AddChild( &m_sprBalloon );
m_sprOptionsMessage.SetName( "OptionsMessage" );
m_sprOptionsMessage.Load( THEME->GetPathToG("ScreenSelectMusic options message 1x2") );
m_sprOptionsMessage.StopAnimating();
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) ); // invisible
//this->AddChild( &m_sprOptionsMessage ); // we have to draw this manually over the top of transitions
m_soundSelect.Load( THEME->GetPathToS("Common start") );
m_soundChangeNotes.Load( THEME->GetPathToS("ScreenSelectMusic difficulty") );
m_soundOptionsChange.Load( THEME->GetPathToS("ScreenSelectMusic options") );
m_soundLocked.Load( THEME->GetPathToS("ScreenSelectMusic locked") );
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("select music intro") );
m_bMadeChoice = false;
m_bGoToOptions = false;
m_fPlaySampleCountdown = 0;
m_bAllowOptionsMenu = m_bAllowOptionsMenuRepeat = false;
UpdateOptionsDisplays();
AfterMusicChange();
TweenOnScreen();
}
ScreenSelectMusic::~ScreenSelectMusic()
{
LOG->Trace( "ScreenSelectMusic::~ScreenSelectMusic()" );
}
void ScreenSelectMusic::DrawPrimitives()
{
DISPLAY->CameraPushMatrix();
DISPLAY->LoadMenuPerspective( FOV, FOV_CENTER_X, FOV_CENTER_Y );
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
m_sprOptionsMessage.Draw();
DISPLAY->CameraPopMatrix();
}
void ScreenSelectMusic::TweenSongPartsOnScreen( bool Initial )
{
m_GrooveRadar.StopTweening();
m_GrooveGraph.StopTweening();
m_GrooveRadar.TweenOnScreen();
m_GrooveGraph.TweenOnScreen();
if( SHOW_DIFFICULTY_LIST )
{
if( Initial )
{
ON_COMMAND( m_DifficultyList );
m_DifficultyList.TweenOnScreen();
}
else
m_DifficultyList.Show();
}
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
ON_COMMAND( m_sprDifficultyFrame[p] );
ON_COMMAND( m_sprMeterFrame[p] );
ON_COMMAND( m_DifficultyIcon[p] );
ON_COMMAND( m_AutoGenIcon[p] );
ON_COMMAND( m_DifficultyMeter[p] );
}
}
void ScreenSelectMusic::TweenSongPartsOffScreen( bool Final )
{
m_GrooveRadar.TweenOffScreen();
m_GrooveGraph.TweenOffScreen();
if( SHOW_DIFFICULTY_LIST )
{
if( Final )
{
OFF_COMMAND( m_DifficultyList );
m_DifficultyList.TweenOffScreen();
}
else
m_DifficultyList.Hide();
}
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
OFF_COMMAND( m_sprDifficultyFrame[p] );
OFF_COMMAND( m_sprMeterFrame[p] );
OFF_COMMAND( m_DifficultyIcon[p] );
OFF_COMMAND( m_AutoGenIcon[p] );
OFF_COMMAND( m_DifficultyMeter[p] );
}
}
void ScreenSelectMusic::TweenCoursePartsOnScreen( bool Initial )
{
m_CourseContentsFrame.SetZoomY( 1 );
if( Initial )
{
m_CourseContentsFrame.FadeOn( 0, "foldy", 0.3f );
COMMAND( m_CourseContentsFrame, "On" );
}
else
{
m_CourseContentsFrame.SetFromCourse(NULL);
COMMAND( m_CourseContentsFrame, "Show" );
}
// XXX: if !Initial, m_CourseContentsFrame.Hide?
}
void ScreenSelectMusic::TweenCoursePartsOffScreen( bool Final )
{
if( Final )
{
m_CourseContentsFrame.SetZoomY( 1 );
m_CourseContentsFrame.FadeOff( 0, "foldy", 0.3f );
OFF_COMMAND( m_CourseContentsFrame );
}
else
{
COMMAND( m_CourseContentsFrame, "Hide" );
}
}
void ScreenSelectMusic::SkipSongPartTweens()
{
m_GrooveRadar.FinishTweening();
m_GrooveGraph.FinishTweening();
if( SHOW_DIFFICULTY_LIST )
m_DifficultyList.FinishTweening();
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
m_sprDifficultyFrame[p].FinishTweening();
m_sprMeterFrame[p].FinishTweening();
m_DifficultyIcon[p].FinishTweening();
m_AutoGenIcon[p].FinishTweening();
m_DifficultyMeter[p].FinishTweening();
}
}
void ScreenSelectMusic::SkipCoursePartTweens()
{
m_CourseContentsFrame.FinishTweening();
}
void ScreenSelectMusic::TweenOnScreen()
{
TweenSongPartsOnScreen( true );
TweenCoursePartsOnScreen( true );
switch( GAMESTATE->m_SongSortOrder )
{
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_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_MusicSortDisplay );
m_MusicWheel.TweenOnScreen();
ON_COMMAND( m_MusicWheel );
ON_COMMAND( m_Artist );
ON_COMMAND( m_MachineRank );
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
ON_COMMAND( m_OptionIconRow[p] );
ON_COMMAND( m_sprHighScoreFrame[p] );
ON_COMMAND( m_textHighScore[p] );
if( SHOW_PANES )
ON_COMMAND( m_PaneDisplay[p] );
}
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
m_textSongOptions.Command( SONG_OPTIONS_EXTRA_COMMAND );
}
void ScreenSelectMusic::TweenOffScreen()
{
switch( GAMESTATE->m_SongSortOrder )
{
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_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_MusicSortDisplay );
m_MusicWheel.TweenOffScreen();
OFF_COMMAND( m_MusicWheel );
OFF_COMMAND( m_sprBalloon );
OFF_COMMAND( m_Artist );
OFF_COMMAND( m_MachineRank );
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
OFF_COMMAND( m_OptionIconRow[p] );
OFF_COMMAND( m_sprHighScoreFrame[p] );
OFF_COMMAND( m_textHighScore[p] );
if( SHOW_PANES )
OFF_COMMAND( m_PaneDisplay[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::EnterCourseDisplayMode()
{
if( m_bInCourseDisplayMode )
return;
m_bInCourseDisplayMode = true;
TweenSongPartsOffScreen( false );
TweenCoursePartsOnScreen( false );
}
void ScreenSelectMusic::ExitCourseDisplayMode()
{
if( !m_bInCourseDisplayMode )
return;
m_bInCourseDisplayMode = false;
TweenSongPartsOnScreen( false );
TweenCoursePartsOffScreen( false );
}
void ScreenSelectMusic::TweenScoreOnAndOffAfterChangeSort()
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
m_textHighScore[p].Command( SCORE_SORT_CHANGE_COMMAND(p) );
m_sprHighScoreFrame[p].Command( SCORE_FRAME_SORT_CHANGE_COMMAND(p) );
}
switch( GAMESTATE->m_SongSortOrder )
{
case SORT_ALL_COURSES:
case SORT_NONSTOP_COURSES:
case SORT_ONI_COURSES:
case SORT_ENDLESS_COURSES:
EnterCourseDisplayMode();
break;
default:
if( GAMESTATE->m_SongSortOrder != SORT_MENU )
ExitCourseDisplayMode();
break;
}
}
void ScreenSelectMusic::Update( float fDeltaTime )
{
Screen::Update( fDeltaTime );
m_sprOptionsMessage.Update( fDeltaTime );
if( m_fPlaySampleCountdown > 0 )
{
m_fPlaySampleCountdown -= fDeltaTime;
/* Make sure we don't start the sample when rouletting is
* spinning down. */
if( m_fPlaySampleCountdown <= 0 && !m_MusicWheel.IsRouletting() )
{
if( !m_sSampleMusicToPlay.empty() )
{
SOUND->PlayMusic(
m_sSampleMusicToPlay,
true,
m_fSampleStartSeconds,
m_fSampleLengthSeconds,
1.5f); /* fade out for 1.5 seconds */
}
}
}
}
void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
// LOG->Trace( "ScreenSelectMusic::Input()" );
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F9 )
{
if( type != IET_FIRST_PRESS ) return;
PREFSMAN->m_bShowNative ^= 1;
m_MusicWheel.RebuildMusicWheelItems();
Course* pCourse = m_MusicWheel.GetSelectedCourse();
if(pCourse)
m_CourseContentsFrame.SetFromCourse( pCourse );
return;
}
if( MenuI.button == MENU_BUTTON_RIGHT || MenuI.button == MENU_BUTTON_LEFT )
{
if( !MenuI.IsValid() ) return;
if( !GAMESTATE->IsHumanPlayer(MenuI.player) ) return;
/* If we're rouletting, hands off. */
if(m_MusicWheel.IsRouletting())
return;
int dir = 0;
if(INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) ) )
dir++;
if(INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_LEFT) ) )
dir--;
m_MusicWheel.Move(dir);
return;
}
if( type == IET_RELEASE ) return; // don't care
if( !GameI.IsValid() ) return; // don't care
if( m_bMadeChoice && MenuI.IsValid() && MenuI.button == MENU_BUTTON_START && !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 );
SOUND->PlayOnce( THEME->GetPathToS("Common start") );
return;
}
if( m_Menu.IsTransitioning() ) return; // ignore
if( m_bMadeChoice )
return;
PlayerNumber pn = GAMESTATE->GetCurrentStyleDef()->ControllerToPlayerNumber( GameI.controller );
if( CodeDetector::EnteredEasierDifficulty(GameI.controller) )
{
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
m_soundLocked.Play();
else
EasierDifficulty( pn );
return;
}
if( CodeDetector::EnteredHarderDifficulty(GameI.controller) )
{
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
m_soundLocked.Play();
else
HarderDifficulty( pn );
return;
}
if( CodeDetector::EnteredNextSort(GameI.controller) )
{
if( ( GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage ) || GAMESTATE->IsExtraStage2() )
m_soundLocked.Play();
else
m_MusicWheel.ChangeSort( SORT_MENU );
return;
}
if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() && CodeDetector::DetectAndAdjustMusicOptions(GameI.controller) )
{
m_soundOptionsChange.Play();
UpdateOptionsDisplays();
return;
}
Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
}
void ScreenSelectMusic::EasierDifficulty( PlayerNumber pn )
{
LOG->Trace( "ScreenSelectMusic::EasierDifficulty( %d )", pn );
if( !GAMESTATE->IsHumanPlayer(pn) )
return;
if( m_MusicWheel.GetSelectedType() == TYPE_COURSE && GAMESTATE->m_bDifficultCourses )
{
m_soundChangeNotes.Play();
GAMESTATE->m_bDifficultCourses = false;
AfterMusicChange();
return;
}
if( m_MusicWheel.GetSelectedType() != TYPE_SONG )
return;
if( m_MusicWheel.GetSelectedType() != TYPE_SONG )
return;
if( m_iSelection[pn] == 0 )
return;
m_iSelection[pn]--;
// the user explicity switched difficulties. Update the preferred difficulty
GAMESTATE->m_PreferredDifficulty[pn] = m_arrayNotes[ m_iSelection[pn] ]->GetDifficulty();
m_soundChangeNotes.Play();
AfterNotesChange( pn );
}
void ScreenSelectMusic::HarderDifficulty( PlayerNumber pn )
{
LOG->Trace( "ScreenSelectMusic::HarderDifficulty( %d )", pn );
if( !GAMESTATE->IsHumanPlayer(pn) )
return;
if( m_MusicWheel.GetSelectedType() == TYPE_COURSE && !GAMESTATE->m_bDifficultCourses )
{
m_soundChangeNotes.Play();
GAMESTATE->m_bDifficultCourses = true;
AfterMusicChange();
return;
}
if( m_MusicWheel.GetSelectedType() != TYPE_SONG )
return;
if( m_iSelection[pn] == int(m_arrayNotes.size()-1) )
return;
m_iSelection[pn]++;
// the user explicity switched difficulties. Update the preferred difficulty
GAMESTATE->m_PreferredDifficulty[pn] = m_arrayNotes[ m_iSelection[pn] ]->GetDifficulty();
m_soundChangeNotes.Play();
AfterNotesChange( pn );
}
void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
{
Screen::HandleScreenMessage( SM );
switch( SM )
{
case SM_AllowOptionsMenuRepeat:
m_bAllowOptionsMenuRepeat = true;
break;
case SM_MenuTimer:
if( m_MusicWheel.IsRouletting() )
{
MenuStart(PLAYER_INVALID);
m_Menu.m_MenuTimer->SetSeconds( 15 );
}
else if( m_MusicWheel.GetSelectedType() != TYPE_SONG )
{
m_MusicWheel.StartRoulette();
m_Menu.m_MenuTimer->SetSeconds( 15 );
}
else
{
MenuStart(PLAYER_INVALID);
}
break;
case SM_GoToPrevScreen:
SCREENMAN->SetNewScreen( PREV_SCREEN(GAMESTATE->m_PlayMode) );
/* 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();
break;
case SM_GoToNextScreen:
if( m_bGoToOptions )
{
SCREENMAN->SetNewScreen( NEXT_OPTIONS_SCREEN(GAMESTATE->m_PlayMode) );
}
else
{
GAMESTATE->AdjustFailType();
SOUND->StopMusic();
SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) );
}
break;
case SM_SongChanged:
AfterMusicChange();
break;
case SM_SortOrderChanged:
SortOrderChanged();
break;
case SM_SortOrderChanging:
// m_MusicSortDisplay.FadeOff( 0, "fade", TWEEN_TIME );
TweenScoreOnAndOffAfterChangeSort();
break;
}
}
void ScreenSelectMusic::MenuStart( PlayerNumber pn )
{
if( pn != PLAYER_INVALID &&
INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_LEFT) ) &&
INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_RIGHT) ) )
{
// if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
// m_soundLocked.Play();
// else
{
m_MusicWheel.NextSort();
}
return;
}
// 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: {
const bool bIsNew = m_MusicWheel.GetSelectedSong()->IsNew();
bool bIsHard = false;
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer( (PlayerNumber)p ) )
continue; // skip
if( GAMESTATE->m_pCurNotes[p] && GAMESTATE->m_pCurNotes[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( PREFSMAN->m_bEventMode )
i = max( 0, int(GAMESTATE->m_vPlayedStageStats.size())-5 );
for( ; i < (int)GAMESTATE->m_vPlayedStageStats.size(); ++i )
if( GAMESTATE->m_vPlayedStageStats[i].pSong == 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->PlayOnceFromDir( ANNOUNCER->GetPathTo("select music comment repeat") );
else if( bIsNew )
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("select music comment new") );
else if( bIsHard )
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("select music comment hard") );
else
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("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_ARCADE;
break;
}
case TYPE_COURSE:
{
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("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_SORT:
break;
default:
ASSERT(0);
}
if( m_bMadeChoice )
{
TweenOffScreen();
m_soundSelect.Play();
if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
{
// float fShowSeconds = m_Menu.m_Out.GetLengthSeconds();
// show "hold START for options"
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,1) ); // visible
SET_XY_AND_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 );
}
m_Menu.StartTransitioning( SM_GoToNextScreen );
}
if( GAMESTATE->IsExtraStage() && PREFSMAN->m_bPickExtraStage )
{
/* Check if user selected the real extra stage. */
Song* pSong;
Steps* pNotes;
PlayerOptions po;
SongOptions so;
SONGMAN->GetExtraStageInfo( false, GAMESTATE->GetCurrentStyleDef(), pSong, pNotes, 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 )
{
SOUND->StopMusic();
m_Menu.Back( SM_GoToPrevScreen );
}
void ScreenSelectMusic::AfterNotesChange( PlayerNumber pn )
{
if( !GAMESTATE->IsHumanPlayer(pn) )
return;
m_iSelection[pn] = clamp( m_iSelection[pn], 0, int(m_arrayNotes.size()-1) ); // bounds clamping
Steps* pNotes = m_arrayNotes.empty()? NULL: m_arrayNotes[m_iSelection[pn]];
GAMESTATE->m_pCurNotes[pn] = pNotes;
// m_BPMDisplay.SetZoomY( 0 );
// m_BPMDisplay.BeginTweening( 0.2f );
// m_BPMDisplay.SetZoomY( 1.2f );
if( pNotes )
{
int iScore = 0;
if( PROFILEMAN->IsUsingProfile(pn) )
{
if( !pNotes->m_MemCardDatas[pn].vHighScores.empty() )
iScore = pNotes->m_MemCardDatas[pn].vHighScores[0].iScore;
}
else
{
if( !pNotes->m_MemCardDatas[MEMORY_CARD_MACHINE].vHighScores.empty() )
iScore = pNotes->m_MemCardDatas[MEMORY_CARD_MACHINE].vHighScores[0].iScore;
}
m_textHighScore[pn].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, iScore) );
}
else
{
m_textHighScore[pn].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, 0) );
}
m_DifficultyIcon[pn].SetFromNotes( pn, pNotes );
if( pNotes && pNotes->IsAutogen() )
{
m_AutoGenIcon[pn].SetEffectDiffuseShift();
}
else
{
m_AutoGenIcon[pn].SetEffectNone();
m_AutoGenIcon[pn].SetDiffuse( RageColor(1,1,1,0) );
}
m_DifficultyMeter[pn].SetFromGameState( pn );
if( SHOW_DIFFICULTY_LIST )
m_DifficultyList.SetFromGameState();
m_GrooveRadar.SetFromNotes( pn, pNotes );
m_MusicWheel.NotesChanged( pn );
if( SHOW_PANES )
m_PaneDisplay[pn].SetFromGameState();
}
void ScreenSelectMusic::SwitchToPreferredDifficulty()
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer( PlayerNumber(p) ) )
continue;
/* Find the closest match to the user's preferred difficulty. */
int CurDifference = -1;
for( unsigned i=0; i<m_arrayNotes.size(); i++ )
{
int Diff = abs(m_arrayNotes[i]->GetDifficulty() - GAMESTATE->m_PreferredDifficulty[p]);
if( CurDifference == -1 || Diff < CurDifference )
{
m_iSelection[p] = i;
CurDifference = Diff;
}
}
m_iSelection[p] = clamp( m_iSelection[p], 0, int(m_arrayNotes.size()) ) ;
}
}
void ScreenSelectMusic::AfterMusicChange()
{
if( !m_MusicWheel.IsRouletting() )
m_Menu.m_MenuTimer->Stall();
Song* pSong = m_MusicWheel.GetSelectedSong();
if( pSong )
GAMESTATE->m_pCurSong = pSong;
m_GrooveGraph.SetFromSong( pSong );
Course* pCourse = m_MusicWheel.GetSelectedCourse();
if( pCourse )
GAMESTATE->m_pCurCourse = pCourse;
int pn;
for( pn = 0; pn < NUM_PLAYERS; ++pn)
m_arrayNotes.clear();
m_Banner.SetMovingFast( !!m_MusicWheel.IsMoving() );
CString SampleMusicToPlay;
vector<CString> m_Artists, m_AltArtists;
m_MachineRank.SetText( "" );
switch( m_MusicWheel.GetSelectedType() )
{
case TYPE_SECTION:
case TYPE_SORT:
{
CString sGroup = m_MusicWheel.GetSelectedSection();
for( int p=0; p<NUM_PLAYERS; p++ )
m_iSelection[p] = -1;
m_Banner.LoadFromGroup( sGroup ); // if this isn't a group, it'll default to the fallback banner
m_BPMDisplay.NoBPM();
m_sprCDTitleFront.UnloadTexture();
m_sprCDTitleBack.UnloadTexture();
m_DifficultyDisplay.UnsetDifficulties();
m_fSampleStartSeconds = m_fSampleLengthSeconds = -1;
switch( m_MusicWheel.GetSelectedType() )
{
case TYPE_SECTION:
SampleMusicToPlay = THEME->GetPathToS("ScreenSelectMusic section music");
break;
case TYPE_SORT:
SampleMusicToPlay = THEME->GetPathToS("ScreenSelectMusic sort music");
break;
default:
ASSERT(0);
}
m_sprBalloon.StopTweening();
OFF_COMMAND( m_sprBalloon );
}
break;
case TYPE_SONG:
{
SampleMusicToPlay = pSong->GetMusicPath();
m_fSampleStartSeconds = pSong->m_fMusicSampleStartSeconds;
m_fSampleLengthSeconds = pSong->m_fMusicSampleLengthSeconds;
pSong->GetSteps( m_arrayNotes, GAMESTATE->GetCurrentStyleDef()->m_StepsType );
SortNotesArrayByDifficulty( m_arrayNotes );
if ( PREFSMAN->m_bShowBanners )
m_Banner.LoadFromSong( pSong );
else
m_Banner.LoadFallback() ;
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
{
m_BPMDisplay.CycleRandomly();
}
else
{
m_BPMDisplay.SetBPM( pSong );
}
const CString CDTitlePath = pSong->HasCDTitle()? pSong->GetCDTitlePath():g_sFallbackCDTitlePath;
TEXTUREMAN->DisableOddDimensionWarning();
m_sprCDTitleFront.Load( CDTitlePath );
m_sprCDTitleBack.Load( CDTitlePath );
TEXTUREMAN->EnableOddDimensionWarning();
FlipSpriteHorizontally(m_sprCDTitleBack);
const vector<Song*> best = SONGMAN->GetBestSongs( MEMORY_CARD_MACHINE );
const int index = FindIndex( best.begin(), best.end(), pSong );
if( index != -1 )
m_MachineRank.SetText( ssprintf("%i", index+1) );
m_DifficultyDisplay.SetDifficulties( pSong, GAMESTATE->GetCurrentStyleDef()->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_sprBalloon.StopTweening();
m_sprBalloon.Load( THEME->GetPathToG("ScreenSelectMusic balloon marathon") );
SET_XY_AND_ON_COMMAND( m_sprBalloon );
}
else if( pSong->m_fMusicLengthSeconds > PREFSMAN->m_fLongVerSongSeconds )
{
m_sprBalloon.StopTweening();
m_sprBalloon.Load( THEME->GetPathToG("ScreenSelectMusic balloon long") );
SET_XY_AND_ON_COMMAND( m_sprBalloon );
}
else
{
m_sprBalloon.StopTweening();
OFF_COMMAND( m_sprBalloon );
}
// update stage counter display (long versions/marathons)
m_sprStage.Load( THEME->GetPathToG("ScreenSelectMusic stage "+GAMESTATE->GetStageText()) );
m_Artists.push_back( pSong->GetDisplayArtist() );
m_AltArtists.push_back( pSong->GetTranslitArtist() );
}
break;
case TYPE_ROULETTE:
case TYPE_RANDOM:
switch(m_MusicWheel.GetSelectedType())
{
case TYPE_ROULETTE: m_Banner.LoadRoulette(); break;
case TYPE_RANDOM: m_Banner.LoadRandom(); break;
default: ASSERT(0);
}
m_BPMDisplay.NoBPM();
m_sprCDTitleFront.UnloadTexture();
m_sprCDTitleBack.UnloadTexture();
m_DifficultyDisplay.UnsetDifficulties();
m_fSampleStartSeconds = m_fSampleLengthSeconds = -1;
switch( m_MusicWheel.GetSelectedType() )
{
case TYPE_ROULETTE:
SampleMusicToPlay = THEME->GetPathToS("ScreenSelectMusic roulette music");
break;
case TYPE_RANDOM:
SampleMusicToPlay = THEME->GetPathToS("ScreenSelectMusic random music");
break;
default:
ASSERT(0);
}
m_sprBalloon.StopTweening();
OFF_COMMAND( m_sprBalloon );
break;
case TYPE_COURSE:
{
Course* pCourse = m_MusicWheel.GetSelectedCourse();
SampleMusicToPlay = THEME->GetPathToS("ScreenSelectMusic course music");
// m_textNumSongs.SetText( ssprintf("%d", pCourse->GetEstimatedNumStages()) );
// float fTotalSeconds;
// if( pCourse->GetTotalSeconds(fTotalSeconds) )
// m_textTime.SetText( SecondsToTime(fTotalSeconds) );
// else
// m_textTime.SetText( "xx:xx:xx" ); // The numbers format doesn't have a '?'. Is there a better solution?
m_Banner.LoadFromCourse( pCourse );
m_BPMDisplay.SetBPM( pCourse );
m_CourseContentsFrame.SetFromCourse( pCourse );
m_CourseContentsFrame.TweenInAfterChangedCourse();
m_DifficultyDisplay.UnsetDifficulties();
vector<Course::Info> ci;
pCourse->GetCourseInfo( GAMESTATE->GetCurrentStyleDef()->m_StepsType, ci );
for( unsigned i = 0; i < ci.size(); ++i )
{
if( ci[i].Mystery )
{
m_Artists.push_back( "???" );
m_AltArtists.push_back( "???" );
} else {
m_Artists.push_back( ci[i].pSong->GetDisplayArtist() );
m_AltArtists.push_back( ci[i].pSong->GetTranslitArtist() );
}
}
const vector<Course*> best = SONGMAN->GetBestCourses( MEMORY_CARD_MACHINE );
const int index = FindIndex( best.begin(), best.end(), pCourse );
if( index != -1 )
m_MachineRank.SetText( ssprintf("%i", index+1) );
break;
}
default:
ASSERT(0);
}
// Don't stop music if it's already playing the right file.
if( SampleMusicToPlay == "" )
SOUND->StopMusic();
else if( SOUND->GetMusicPath() != SampleMusicToPlay )
{
SOUND->StopMusic();
m_sSampleMusicToPlay = SampleMusicToPlay;
m_fPlaySampleCountdown = SAMPLE_MUSIC_DELAY;
}
m_Artist.SetTips( m_Artists, m_AltArtists );
for( int p=0; p<NUM_PLAYERS; p++ )
{
AfterNotesChange( (PlayerNumber)p );
}
/* Make sure we never start the sample when moving fast. */
if(m_MusicWheel.IsMoving())
m_fPlaySampleCountdown = 0;
}
void ScreenSelectMusic::UpdateOptionsDisplays()
{
// m_OptionIcons.Load( GAMESTATE->m_PlayerOptions, &GAMESTATE->m_SongOptions );
// m_PlayerOptionIcons.Refresh();
for( int p=0; p<NUM_PLAYERS; p++ )
{
m_OptionIconRow[p].Refresh( (PlayerNumber)p );
if( GAMESTATE->IsHumanPlayer(p) )
{
CString s = GAMESTATE->m_PlayerOptions[p].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( GAMESTATE->m_SongSortOrder );
// tween music sort on screen
// m_MusicSortDisplay.FadeOn( 0, "fade", TWEEN_TIME );
}