Files
itgmania212121/stepmania/src/ScreenEditMenu.cpp
T
2003-01-30 07:18:33 +00:00

244 lines
6.3 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: ScreenEditMenu
Desc: The main title screen and menu.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenEditMenu.h"
#include "SongManager.h"
#include "ScreenManager.h"
#include "GameConstantsAndTypes.h"
#include "RageUtil.h"
#include "PrefsManager.h"
#include "GameManager.h"
#include "RageLog.h"
#include "GameState.h"
#include "RageSoundManager.h"
#include "ThemeManager.h"
//
// Defines specific to ScreenEditMenu
//
#define EXPLANATION_X THEME->GetMetricF("ScreenEditMenu","ExplanationX")
#define EXPLANATION_Y THEME->GetMetricF("ScreenEditMenu","ExplanationY")
#define EXPLANATION_TEXT THEME->GetMetric("ScreenEditMenu","ExplanationText")
#define HELP_TEXT THEME->GetMetric("ScreenEditMenu","HelpText")
const ScreenMessage SM_RefreshSelector = (ScreenMessage)(SM_User+1);
ScreenEditMenu::ScreenEditMenu()
{
LOG->Trace( "ScreenEditMenu::ScreenEditMenu()" );
GAMESTATE->m_CurStyle = STYLE_INVALID;
m_Selector.SetXY( 0, 0 );
// m_Selector.AllowNewNotes();
this->AddChild( &m_Selector );
m_Menu.Load(
THEME->GetPathTo("BGAnimations","edit menu"),
THEME->GetPathTo("Graphics","edit menu top edge"),
HELP_TEXT, false, false, 99
);
this->AddChild( &m_Menu );
m_textExplanation.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textExplanation.SetXY( EXPLANATION_X, EXPLANATION_Y );
m_textExplanation.SetText( EXPLANATION_TEXT );
m_textExplanation.SetZoom( 0.7f );
this->AddChild( &m_textExplanation );
m_Fade.SetOpened();
this->AddChild( &m_Fade);
SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","edit menu music") );
m_soundSelect.Load( THEME->GetPathTo("Sounds","menu start") );
m_soundCreate.Load( THEME->GetPathTo("Sounds","edit menu create") );
m_Menu.TweenOnScreenFromBlack( SM_None );
}
ScreenEditMenu::~ScreenEditMenu()
{
LOG->Trace( "ScreenEditMenu::~ScreenEditMenu()" );
}
void ScreenEditMenu::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
void ScreenEditMenu::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
LOG->Trace( "ScreenEditMenu::Input()" );
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenEditMenu::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_RefreshSelector:
m_Selector.Refresh();
break;
case SM_GoToPrevScreen:
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
case SM_GoToNextScreen:
SCREENMAN->SetNewScreen( "ScreenEdit" );
break;
}
}
void ScreenEditMenu::MenuUp( PlayerNumber pn )
{
m_Selector.Up();
}
void ScreenEditMenu::MenuDown( PlayerNumber pn )
{
m_Selector.Down();
}
void ScreenEditMenu::MenuLeft( PlayerNumber pn, const InputEventType type )
{
m_Selector.Left();
}
void ScreenEditMenu::MenuRight( PlayerNumber pn, const InputEventType type )
{
m_Selector.Right();
}
// helpers for MenuStart() below
void DeleteCurNotes()
{
Song* pSong = GAMESTATE->m_pCurSong;
Notes* pNotesToDelete = GAMESTATE->m_pCurNotes[PLAYER_1];
pSong->RemoveNotes( pNotesToDelete );
pSong->Save();
}
void ScreenEditMenu::MenuStart( PlayerNumber pn )
{
if( m_Fade.IsClosing() || m_Fade.IsClosed() )
return;
Song* pSong = m_Selector.GetSelectedSong();
NotesType nt = m_Selector.GetSelectedNotesType();
Difficulty dc = m_Selector.GetSelectedDifficulty();
Notes* pNotes = m_Selector.GetSelectedNotes();
// NotesType soureNT = m_Selector.GetSelectedSourceNotesType();
// Difficulty sourceDiff = m_Selector.GetSelectedSourceDifficulty();
Notes* pSourceNotes = m_Selector.GetSelectedSourceNotes();
SongSelector::Action action = m_Selector.GetSelectedAction();
GAMESTATE->m_pCurSong = pSong;
GAMESTATE->m_CurStyle = GAMEMAN->GetEditorStyleForNotesType( nt );
GAMESTATE->m_pCurNotes[PLAYER_1] = pNotes;
//
// handle error cases
//
if( !pSong->HasMusic() )
{
SCREENMAN->Prompt( SM_None, "This song is missing a music file and cannot be edited" );
return;
}
switch( action )
{
case SongSelector::ACTION_EDIT:
// Prepare prepare for ScreenEdit
ASSERT( pNotes );
SOUNDMAN->StopMusic();
m_soundSelect.PlayRandom();
m_Menu.TweenOffScreenToBlack( SM_GoToNextScreen, false );
m_Fade.CloseWipingRight( SM_None );
break;
case SongSelector::ACTION_DELETE:
ASSERT( pNotes );
SCREENMAN->Prompt( SM_RefreshSelector, "These notes will be lost permanently.\nContinue with delete?", true, false, DeleteCurNotes );
m_Selector.Refresh();
return;
case SongSelector::ACTION_COPY:
ASSERT( !pNotes );
ASSERT( pSourceNotes );
{
// Yuck. Doing the memory allocation doesn't seem right since
// Song allocates all of the other Notes.
Notes* pNewNotes = new Notes;
pNewNotes->CopyFrom( pSourceNotes, nt );
pNewNotes->SetDifficulty( dc );
pSong->AddNotes( pNewNotes );
SCREENMAN->SystemMessage( "Notes created from copy." );
m_soundCreate.PlayRandom();
m_Selector.Refresh();
pSong->Save();
}
return;
case SongSelector::ACTION_AUTOGEN:
ASSERT( !pNotes );
ASSERT( pSourceNotes );
{
// Yuck. Doing the memory allocation doesn't seem right since
// Song allocates all of the other Notes.
Notes* pNewNotes = new Notes;
pNewNotes->CopyFrom( pSourceNotes, nt );
pNewNotes->SetDifficulty( dc );
pSong->AddNotes( pNewNotes );
SCREENMAN->SystemMessage( "AutoGen Notes created." );
m_soundCreate.PlayRandom();
m_Selector.Refresh();
pSong->Save();
}
return;
case SongSelector::ACTION_BLANK:
ASSERT( !pNotes );
{
// Yuck. Doing the memory allocation doesn't seem right since
// Song allocates all of the other Notes.
Notes* pNewNotes = new Notes;
pNewNotes->CreateBlank( nt );
pNewNotes->SetDifficulty( dc );
pNewNotes->SetMeter( 1 );
pSong->AddNotes( pNewNotes );
SCREENMAN->SystemMessage( "Blank Notes created." );
m_soundCreate.PlayRandom();
m_Selector.Refresh();
pSong->Save();
}
return;
default:
ASSERT(0);
}
}
void ScreenEditMenu::MenuBack( PlayerNumber pn )
{
m_Menu.TweenOffScreenToBlack( SM_None, true );
SOUNDMAN->StopMusic();
m_Fade.CloseWipingLeft( SM_GoToPrevScreen );
}