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