Files
itgmania212121/stepmania/src/ScreenSelectGroup.cpp
T

302 lines
7.8 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenSelectGroup
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenSelectGroup.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "GameManager.h"
#include "RageLog.h"
#include "GameConstantsAndTypes.h"
#include "SongManager.h"
#include "AnnouncerManager.h"
#include "GameState.h"
#include "RageSoundManager.h"
#include "ThemeManager.h"
#include <map>
#define SET_XY( actor ) actor.SetXY( THEME->GetMetricF(m_sName,actor.GetName()+"X"), THEME->GetMetricF(m_sName,actor.GetName()+"Y") )
#define ON_COMMAND( actor ) actor.Command( THEME->GetMetric(m_sName,actor.GetName()+"OnCommand") )
#define OFF_COMMAND( actor ) actor.Command( THEME->GetMetric(m_sName,actor.GetName()+"OffCommand") )
#define SET_XY_AND_ON_COMMAND( actor ) SET_XY(actor); ON_COMMAND(actor)
#define BANNER_WIDTH THEME->GetMetricF("ScreenSelectGroup","BannerWidth")
#define BANNER_HEIGHT THEME->GetMetricF("ScreenSelectGroup","BannerHeight")
#define SLEEP_AFTER_TWEEN_OFF_SECONDS THEME->GetMetricF("ScreenSelectGroup","SleepAfterTweenOffSeconds")
#define NEXT_SCREEN THEME->GetMetric ("ScreenSelectGroup","NextScreen")
ScreenSelectGroup::ScreenSelectGroup() : Screen("ScreenSelectGroup")
{
LOG->Trace( "ScreenSelectGroup::ScreenSelectGroup()" );
if( !PREFSMAN->m_bShowSelectGroup )
{
GAMESTATE->m_sPreferredGroup = GROUP_ALL_MUSIC;
HandleScreenMessage( SM_GoToNextScreen );
return;
}
m_Menu.Load( "ScreenSelectGroup" );
this->AddChild( &m_Menu );
unsigned i;
int j;
// The new process by which the group and song lists are formed
// is bizarre and complex but yields the end result that songs
// and groups that do not contain any steps for the current
// style (such as solo) are omitted. Bear with me!
// -- dro kulix
vector<Song*> aAllSongs;
SONGMAN->GetSongs( aAllSongs );
// Filter out Songs that can't be played by the current Style
for( j=aAllSongs.size()-1; j>=0; j-- ) // foreach Song, back to front
{
if( aAllSongs[j]->SongCompleteForStyle(GAMESTATE->GetCurrentStyleDef()) &&
aAllSongs[j]->NormallyDisplayed() )
continue;
aAllSongs.erase( aAllSongs.begin()+j, aAllSongs.begin()+j+1 );
}
// Add all group names to a map.
std::map<CString, CString> mapGroupNames;
for( i=0; i<aAllSongs.size(); i++ )
{
const CString& sGroupName = aAllSongs[i]->m_sGroupName;
mapGroupNames[ sGroupName ] = ""; // group name maps to nothing
}
// copy group names into a vector
std::vector<CString> asGroupNames;
asGroupNames.push_back( "ALL MUSIC" ); // special group
for( std::map<CString, CString>::const_iterator iter = mapGroupNames.begin(); iter != mapGroupNames.end(); ++iter )
asGroupNames.push_back( iter->first );
// Add songs to the MusicList.
for( unsigned g=0; g < asGroupNames.size(); g++ ) /* for each group */
{
vector<Song*> aSongsInGroup;
/* find all songs */
for( i=0; i<aAllSongs.size(); i++ ) // foreach Song
{
/* group 0 gets all songs */
if( g != 0 && aAllSongs[i]->m_sGroupName != asGroupNames[g] )
continue;
aSongsInGroup.push_back( aAllSongs[i] );
}
SortSongPointerArrayByTitle( aSongsInGroup );
m_MusicList.AddGroup();
m_MusicList.AddSongsToGroup(aSongsInGroup);
}
m_bChosen = false;
m_sprExplanation.SetName( "Explanation" );
m_sprExplanation.Load( THEME->GetPathToG("ScreenSelectGroup explanation") );
this->AddChild( &m_sprExplanation );
// these guys get loaded SetSong and TweenToSong
m_Banner.SetName( "Banner" );
m_Banner.SetCroppedSize( BANNER_WIDTH, BANNER_HEIGHT );
this->AddChild( &m_Banner );
m_sprFrame.SetName( "Frame" );
m_sprFrame.Load( THEME->GetPathToG("ScreenSelectGroup frame") );
this->AddChild( &m_sprFrame );
m_textNumber.SetName( "Number" );
m_textNumber.LoadFromNumbers( THEME->GetPathToN("ScreenSelectGroup num songs") );
this->AddChild( &m_textNumber );
m_sprContents.SetName( "Contents" );
m_sprContents.Load( THEME->GetPathToG("ScreenSelectGroup contents") );
this->AddChild( &m_sprContents );
m_MusicList.SetName( "MusicList" );
this->AddChild( &m_MusicList );
m_GroupList.SetName( "GroupList" );
m_GroupList.Load( asGroupNames );
this->AddChild( &m_GroupList );
m_soundChange.Load( THEME->GetPathToS("ScreenSelectGroup change") );
m_soundSelect.Load( THEME->GetPathToS("Common start") );
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select group intro") );
SOUNDMAN->PlayMusic( THEME->GetPathToS("ScreenSelectGroup music") );
AfterChange();
TweenOnScreen();
m_GroupList.SetSelection(0);
}
ScreenSelectGroup::~ScreenSelectGroup()
{
LOG->Trace( "ScreenSelectGroup::~ScreenSelectGroup()" );
}
void ScreenSelectGroup::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
LOG->Trace( "ScreenSelectGroup::Input()" );
if( m_Menu.IsTransitioning() )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
}
void ScreenSelectGroup::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
void ScreenSelectGroup::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_BeginFadingOut:
m_Menu.StartTransitioning( SM_GoToNextScreen );
break;
case SM_MenuTimer:
MenuStart(PLAYER_1);
break;
case SM_GoToPrevScreen:
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
case SM_GoToNextScreen:
SCREENMAN->SetNewScreen( NEXT_SCREEN );
break;
}
}
void ScreenSelectGroup::AfterChange()
{
int sel = m_GroupList.GetSelection();
m_MusicList.SetGroupNo(sel);
CString sSelectedGroupName = m_GroupList.GetSelectionName();
if( sSelectedGroupName == "ALL MUSIC" )
m_Banner.LoadAllMusic();
else
m_Banner.LoadFromGroup( sSelectedGroupName );
const int iNumSongs = m_MusicList.GetNumSongs();
m_textNumber.SetText( ssprintf("%d", iNumSongs) );
}
void ScreenSelectGroup::MenuLeft( PlayerNumber pn )
{
MenuUp( pn );
}
void ScreenSelectGroup::MenuRight( PlayerNumber pn )
{
MenuDown( pn );
}
void ScreenSelectGroup::MenuUp( PlayerNumber pn )
{
if( m_bChosen )
return;
m_GroupList.Up();
AfterChange();
m_soundChange.PlayRandom();
}
void ScreenSelectGroup::MenuDown( PlayerNumber pn )
{
if( m_bChosen )
return;
m_GroupList.Down();
AfterChange();
m_soundChange.PlayRandom();
}
void ScreenSelectGroup::MenuStart( PlayerNumber pn )
{
if( m_bChosen )
return;
m_soundSelect.PlayRandom();
m_Menu.m_MenuTimer.Stop();
m_bChosen = true;
GAMESTATE->m_pCurSong = NULL;
GAMESTATE->m_sPreferredGroup = (m_GroupList.GetSelectionName()=="ALL MUSIC" ? GROUP_ALL_MUSIC : m_GroupList.GetSelectionName() );
if( GAMESTATE->m_sPreferredGroup == GROUP_ALL_MUSIC )
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select group comment all music") );
else
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select group comment general") );
TweenOffScreen();
this->PostScreenMessage( SM_BeginFadingOut, SLEEP_AFTER_TWEEN_OFF_SECONDS );
}
void ScreenSelectGroup::MenuBack( PlayerNumber pn )
{
m_Menu.Back( SM_GoToPrevScreen );
}
void ScreenSelectGroup::TweenOffScreen()
{
OFF_COMMAND( m_sprExplanation );
OFF_COMMAND( m_sprFrame );
OFF_COMMAND( m_Banner );
OFF_COMMAND( m_textNumber );
OFF_COMMAND( m_sprContents );
OFF_COMMAND( m_MusicList );
OFF_COMMAND( m_GroupList );
m_MusicList.TweenOffScreen();
m_GroupList.TweenOffScreen();
}
void ScreenSelectGroup::TweenOnScreen()
{
SET_XY_AND_ON_COMMAND( m_sprExplanation );
SET_XY_AND_ON_COMMAND( m_sprFrame );
SET_XY_AND_ON_COMMAND( m_Banner );
SET_XY_AND_ON_COMMAND( m_textNumber );
SET_XY_AND_ON_COMMAND( m_sprContents );
SET_XY_AND_ON_COMMAND( m_MusicList );
SET_XY_AND_ON_COMMAND( m_GroupList );
m_MusicList.TweenOnScreen();
m_GroupList.TweenOnScreen();
}