Files
itgmania212121/stepmania/src/ScreenNameEntryTraditional.cpp
T
Glenn Maynard 9170e91bcc Move CurStageStats and vPlayedStageState out of GAMESTATE. Having
GameState.h depend on StageStats.h is too inconvenient.
2003-12-23 00:26:00 +00:00

526 lines
15 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenNameEntryTraditional
Desc: See header.
Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
Glenn Maynard
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenNameEntryTraditional.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 "RageSounds.h"
#include "ThemeManager.h"
#include "ScreenRanking.h"
#include "Course.h"
#include "ActorUtil.h"
#include "FontCharAliases.h"
#include "AnnouncerManager.h"
#include "song.h"
#include "Steps.h"
#include <math.h>
#include "ProfileManager.h"
#include "StageStats.h"
//
// Defines specific to ScreenNameEntryTraditional
//
#define ALPHABET_GAP_X THEME->GetMetricF(m_sName,"AlphabetGapX")
#define NUM_ALPHABET_DISPLAYED THEME->GetMetricI(m_sName,"NumAlphabetDisplayed")
#define MAX_RANKING_NAME_LENGTH THEME->GetMetricI(m_sName,"MaxRankingNameLength")
#define FEAT_INTERVAL THEME->GetMetricF(m_sName,"FeatInterval")
#define KEYBOARD_LETTERS THEME->GetMetric (m_sName,"KeyboardLetters")
#define NEXT_SCREEN THEME->GetMetric(m_sName,"NextScreen")
#define COMMAND_OPTIONAL( actor, command_name ) \
if( !actor.GetName().empty() ) \
COMMAND( actor, command_name );
const ScreenMessage SM_ChangeDisplayedFeat = ScreenMessage(SM_User+0);
static const int CHAR_OK = -1;
static const int CHAR_BACK = -2;
ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : Screen( sClassName )
{
LOG->Trace( "ScreenNameEntryTraditional::ScreenNameEntryTraditional()" );
if( PREFSMAN->m_bScreenTestMode )
{
GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
GAMESTATE->m_CurStyle = STYLE_DANCE_VERSUS;
StageStats st;
for( int z = 0; z < 3; ++z )
{
st.pSong = SONGMAN->GetRandomSong();
ASSERT( st.pSong );
ASSERT( st.pSong->m_apNotes.size() );
for( int i = 0; i < 2; ++i )
{
GAMESTATE->m_pCurNotes[i] = st.pSteps[i] = st.pSong->m_apNotes[0];
st.iPossibleDancePoints[i] = 1000;
st.iActualDancePoints[i] = 985;
Steps::MemCardData::HighScore hs;
hs.grade = GRADE_A;
hs.iScore = 42;
int a, b;
GAMESTATE->m_pCurNotes[i]->AddHighScore( (PlayerNumber)i, hs, a, b );
if( i == 0 )
{
ProfileManager::CategoryData::HighScore hs;
hs.iScore = 1234567;
StepsType nt = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
PROFILEMAN->AddHighScore( nt, RANKING_A, (PlayerNumber)i, hs, a, b );
}
}
g_vPlayedStageStats.push_back( st );
}
}
int p;
vector<GameState::RankingFeats> aFeats[NUM_PLAYERS];
// Find out if players deserve to enter their name
for( p=0; p<NUM_PLAYERS; p++ )
{
GAMESTATE->GetRankingFeats( (PlayerNumber)p, aFeats[p] );
m_bStillEnteringName[p] = aFeats[p].size()>0;
}
if( !AnyStillEntering() )
{
/* Nobody made a high score. */
HandleScreenMessage( SM_GoToNextScreen );
return;
}
m_Menu.Load( m_sName );
this->AddChild( &m_Menu );
for( p=0; p<NUM_PLAYERS; p++ )
{
m_NumFeats[p] = aFeats[p].size();
m_CurFeat[p] = 0;
if( !m_bStillEnteringName[p] )
continue; // skip
ASSERT( GAMESTATE->IsHumanPlayer(p) ); // they better be enabled if they made a high score!
m_sprNameFrame[p].SetName( ssprintf("EntryFrameP%i",p+1) );
m_sprNameFrame[p].Load( THEME->GetPathToG( ssprintf("ScreenNameEntryTraditional name frame p%i",p+1) ) );
SET_XY_AND_ON_COMMAND( m_sprNameFrame[p] );
this->AddChild( &m_sprNameFrame[p] );
m_Keyboard[p].SetName( ssprintf("KeyboardP%i",p+1) );
SET_XY_AND_ON_COMMAND( m_Keyboard[p] );
this->AddChild( &m_Keyboard[p] );
/* Add letters to m_Keyboard. */
const CString fontpath = THEME->GetPathToF("ScreenNameEntryTraditional letters");
const wstring Chars = CStringToWstring(KEYBOARD_LETTERS);
for( unsigned ch = 0; ch < Chars.size(); ++ch )
{
BitmapText *Letter = new BitmapText;
Letter->SetName( ssprintf("LetterP%i",p+1) );
Letter->LoadFromFont( fontpath );
Letter->SetText( ssprintf("%lc", Chars[ch]) );
m_textAlphabet[p].push_back( Letter );
m_Keyboard[p].AddChild( Letter );
Letter->Command( THEME->GetMetric("ScreenNameEntryTraditional","AlphabetInitCommand") );
m_AlphabetLetter[p].push_back( Chars[ch] );
}
/* Add "<-". */
{
BitmapText *Letter = new BitmapText;
Letter->SetName( ssprintf("LetterP%i",p+1) );
Letter->LoadFromFont( fontpath );
CString text = "&leftarrow;";
FontCharAliases::ReplaceMarkers( text );
Letter->SetText( text );
m_textAlphabet[p].push_back( Letter );
m_Keyboard[p].AddChild( Letter );
m_AlphabetLetter[p].push_back( CHAR_BACK );
Letter->Command( THEME->GetMetric("ScreenNameEntryTraditional","OKInitCommand") );
}
/* Add "OK". */
{
BitmapText *Letter = new BitmapText;
Letter->SetName( ssprintf("LetterP%i",p+1) );
Letter->LoadFromFont( fontpath );
CString text = "&ok;";
FontCharAliases::ReplaceMarkers( text );
Letter->SetText( text );
m_textAlphabet[p].push_back( Letter );
m_Keyboard[p].AddChild( Letter );
m_AlphabetLetter[p].push_back( CHAR_OK );
Letter->Command( THEME->GetMetric("ScreenNameEntryTraditional","OKInitCommand") );
}
m_sprCursor[p].SetName( ssprintf("CursorP%i",p+1) );
m_sprCursor[p].Load( THEME->GetPathToG( ssprintf("ScreenNameEntryTraditional cursor p%i",p+1) ) );
m_Keyboard[p].AddChild( &m_sprCursor[p] );
m_textSelection[p].SetName( ssprintf("SelectionP%i",p+1) );
m_textSelection[p].LoadFromFont( THEME->GetPathToF("ScreenNameEntryTraditional entry") );
SET_XY_AND_ON_COMMAND( m_textSelection[p] );
this->AddChild( &m_textSelection[p] );
UpdateSelectionText( p );
m_SelectedChar[p] = 0;
PositionCharsAndCursor( p );
unsigned i;
for( i = 0; i < m_textAlphabet[p].size(); ++i )
m_textAlphabet[p][i]->FinishTweening();
/* We always show the banner frame (if any), because fading from a graphic to
* itself is ugly. */
m_sprBannerFrame[p].SetName( ssprintf("BannerFrameP%i",p+1) );
m_sprBannerFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenNameEntryTraditional banner frame p%i",p+1)) );
SET_XY_AND_ON_COMMAND( m_textSelection[p] );
this->AddChild( &m_sprBannerFrame[p] );
/* Show feat 0, hide others without tweening. Run the ON command for
* all actors, even if we're going to hide it anyway, so any style commands
* are run. */
#define SET_ON( actor ) \
SET_XY_AND_ON_COMMAND( actor ); \
if( i != 0 ) \
{ \
COMMAND( actor, "Hide" ); \
actor.FinishTweening(); \
}
for( i = 0; i < aFeats[p].size(); ++i )
{
const GameState::RankingFeats &feat = aFeats[p][i];
if( feat.Banner != "" )
{
m_sprBanner[p][i].SetName( ssprintf("BannerP%i",p+1) );
m_sprBanner[p][i].Load( feat.Banner );
SET_ON( m_sprBanner[p][i] );
this->AddChild( &m_sprBanner[p][i] );
}
if( feat.grade != GRADE_NO_DATA )
{
m_Grade[p][i].SetName( ssprintf("GradeP%i",p+1) );
m_Grade[p][i].Load( THEME->GetPathToG("ScreenNameEntryTraditional grades") );
m_Grade[p][i].SetGrade( (PlayerNumber)p, feat.grade );
SET_ON( m_Grade[p][i] );
this->AddChild( &m_Grade[p][i] );
}
m_textScore[p][i].SetName( ssprintf("ScoreP%i",p+1) );
m_textScore[p][i].LoadFromFont( THEME->GetPathToF("ScreenNameEntryTraditional score") );
if( PREFSMAN->m_bPercentageScoring )
m_textScore[p][i].SetText( ssprintf("%.2f%%", feat.fPercentDP*100) );
else
m_textScore[p][i].SetText( ssprintf("%i", feat.iScore) );
SET_ON( m_textScore[p][i] );
this->AddChild( &m_textScore[p][i] );
if( feat.Feat != "" )
{
m_textCategory[p][i].SetName( ssprintf("CategoryP%i", p+1) );
m_textCategory[p][i].LoadFromFont( THEME->GetPathToF("ScreenNameEntryTraditional category") );
m_textCategory[p][i].SetText( feat.Feat );
SET_ON( m_textCategory[p][i] );
this->AddChild( &m_textCategory[p][i] );
}
}
#undef SET_ON
}
this->PostScreenMessage( SM_ChangeDisplayedFeat, FEAT_INTERVAL );
m_soundKey.Load( THEME->GetPathToS("ScreenNameEntryTraditional key") );
m_soundChange.Load( THEME->GetPathToS("ScreenNameEntryTraditional change",true) );
SOUND->PlayMusic( THEME->GetPathToS("ScreenNameEntryTraditional music") );
}
static inline int wrapn( int x, int n )
{
wrap( x, n );
return x;
}
void ScreenNameEntryTraditional::PositionCharsAndCursor( int pn )
{
const int Selected = m_SelectedChar[pn];
const int NumDisplayed = NUM_ALPHABET_DISPLAYED;
const int TotalDisplayed = (int)m_textAlphabet[pn].size();
const int Start = wrapn( Selected - TotalDisplayed/2, TotalDisplayed );
const int First = -NumDisplayed/2;
const int Last = NumDisplayed/2;
for( int i = 0; i < (int)m_textAlphabet[pn].size(); ++i )
{
const int Num = wrapn( Start+i, (int) m_textAlphabet[pn].size() );
BitmapText *bt = m_textAlphabet[pn][Num];
const int Pos = i - TotalDisplayed/2;
const bool hidden = ( Pos < First || Pos > Last );
const int ActualPos = clamp( Pos, First-1, Last+1 );
bt->Command("stoptweening;decelerate,.12");
bt->SetX( ActualPos * ALPHABET_GAP_X );
bt->SetDiffuseAlpha( hidden? 0.0f:1.0f );
}
m_sprCursor[pn].SetXY( 0,0 );
}
bool ScreenNameEntryTraditional::AnyStillEntering() const
{
for( int p=0; p<NUM_PLAYERS; p++ )
if( m_bStillEnteringName[p] )
return true;
return false;
}
ScreenNameEntryTraditional::~ScreenNameEntryTraditional()
{
LOG->Trace( "ScreenNameEntryTraditional::~ScreenNameEntryTraditional()" );
for( int p=0; p<NUM_PLAYERS; ++p )
{
for( unsigned i=0; i < m_textAlphabet[p].size(); ++i )
delete m_textAlphabet[p][i];
}
}
void ScreenNameEntryTraditional::Update( float fDelta )
{
if( m_bFirstUpdate )
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("name entry") );
Screen::Update(fDelta);
}
void ScreenNameEntryTraditional::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
void ScreenNameEntryTraditional::ChangeDisplayedFeat()
{
for( int pn=0; pn<NUM_PLAYERS; ++pn )
{
if( !GAMESTATE->IsHumanPlayer(pn) )
continue;
if( m_NumFeats[pn] < 2 )
continue;
int NewFeat = (m_CurFeat[pn]+1) % m_NumFeats[pn];
int OldFeat = m_CurFeat[pn];
m_CurFeat[pn] = NewFeat;
COMMAND_OPTIONAL( m_Grade[pn][OldFeat], "Hide" );
COMMAND_OPTIONAL( m_Grade[pn][NewFeat], "Unhide" );
COMMAND_OPTIONAL( m_sprBanner[pn][OldFeat], "Hide" );
COMMAND_OPTIONAL( m_sprBanner[pn][NewFeat], "Unhide" );
COMMAND_OPTIONAL( m_textScore[pn][OldFeat], "Hide" );
COMMAND_OPTIONAL( m_textScore[pn][NewFeat], "Unhide" );
COMMAND_OPTIONAL( m_textCategory[pn][OldFeat], "Hide" );
COMMAND_OPTIONAL( m_textCategory[pn][NewFeat], "Unhide" );
}
}
void ScreenNameEntryTraditional::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_MenuTimer:
if( !m_Menu.m_Out.IsTransitioning() )
{
for( int p=0; p<NUM_PLAYERS; p++ )
Finish( (PlayerNumber)p );
}
break;
case SM_ChangeDisplayedFeat:
ChangeDisplayedFeat();
this->PostScreenMessage( SM_ChangeDisplayedFeat, FEAT_INTERVAL );
break;
case SM_GoToNextScreen:
{
/* Hack: go back to the select course screen in event mode. */
if( PREFSMAN->m_bEventMode && GAMESTATE->IsCourseMode() )
{
SCREENMAN->SetNewScreen( "ScreenSelectCourse" );
break;
}
Grade max_grade = GRADE_E;
vector<Song*> vSongs;
StageStats stats;
GAMESTATE->GetFinalEvalStatsAndSongs( stats, vSongs );
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) )
max_grade = max( max_grade, stats.GetGrade((PlayerNumber)p) );
// if( max_grade >= GRADE_AA )
// SCREENMAN->SetNewScreen( "ScreenCredits" );
// else
// SCREENMAN->SetNewScreen( "ScreenMusicScroll" );
SCREENMAN->SetNewScreen( NEXT_SCREEN );
}
break;
}
}
void ScreenNameEntryTraditional::Finish( PlayerNumber pn )
{
if( !m_bStillEnteringName[pn] )
return;
m_bStillEnteringName[pn] = false;
UpdateSelectionText( pn ); /* hide NAME_ cursor */
CString selection = WStringToCString( m_sSelection[pn] );
TrimRight( selection, " " );
TrimLeft( selection, " " );
if( selection == "" )
selection = DEFAULT_RANKING_NAME;
GAMESTATE->StoreRankingName( pn, selection );
// save last used ranking name
Profile* pProfile = PROFILEMAN->GetProfile(pn);
if( pProfile )
pProfile->m_sLastUsedHighScoreName = selection;
OFF_COMMAND( m_Keyboard[pn] );
for( int i = 0; i < (int)m_textAlphabet[pn].size(); ++i )
OFF_COMMAND( m_textAlphabet[pn][i] );
OFF_COMMAND( m_sprCursor[pn] );
if( !AnyStillEntering() && !m_Menu.m_Out.IsTransitioning() )
m_Menu.StartTransitioning( SM_GoToNextScreen );
}
void ScreenNameEntryTraditional::UpdateSelectionText( int pn )
{
wstring text = m_sSelection[pn];
if( m_bStillEnteringName[pn] && (int) text.size() < MAX_RANKING_NAME_LENGTH )
text += L"_";
m_textSelection[pn].SetText( WStringToCString(text) );
}
void ScreenNameEntryTraditional::MenuStart( PlayerNumber pn, const InputEventType type )
{
if( !m_bStillEnteringName[pn] || m_Menu.IsTransitioning() )
return;
if( type == IET_RELEASE )
return; // ignore
const int CurrentSelection = m_SelectedChar[pn];
const int SelectedLetter = m_AlphabetLetter[pn][CurrentSelection];
switch( SelectedLetter )
{
case CHAR_OK:
m_soundKey.Play();
Finish( pn );
break;
case CHAR_BACK:
if( !m_sSelection[pn].size() )
{
/* XXX play invalid sound */
break;
}
m_sSelection[pn].erase( m_sSelection[pn].size()-1, 1 );
UpdateSelectionText( pn );
m_soundKey.Play();
break;
default:
/* If we have room, add a new character. */
if( (int) m_sSelection[pn].size() == MAX_RANKING_NAME_LENGTH )
{
/* XXX play invalid sound */
break;
}
m_sSelection[pn] += wchar_t(SelectedLetter);
UpdateSelectionText( pn );
m_soundKey.Play();
/* If that filled the string, set the cursor on OK. */
if( (int) m_sSelection[pn].size() == MAX_RANKING_NAME_LENGTH )
{
m_SelectedChar[pn] = 0;
while( m_AlphabetLetter[pn][m_SelectedChar[pn]] != CHAR_OK )
++m_SelectedChar[pn];
ASSERT( m_AlphabetLetter[pn][m_SelectedChar[pn]] == CHAR_OK );
PositionCharsAndCursor( pn );
}
}
}
void ScreenNameEntryTraditional::MenuLeft( PlayerNumber pn, const InputEventType type )
{
if( !m_bStillEnteringName[pn] || m_Menu.IsTransitioning() )
return;
if( type == IET_RELEASE )
return; // ignore
--m_SelectedChar[pn];
wrap( m_SelectedChar[pn], m_textAlphabet[pn].size() );
PositionCharsAndCursor( pn );
m_soundChange.Play();
}
void ScreenNameEntryTraditional::MenuRight( PlayerNumber pn, const InputEventType type )
{
if( !m_bStillEnteringName[pn] || m_Menu.IsTransitioning() )
return;
if( type == IET_RELEASE )
return; // ignore
++m_SelectedChar[pn];
wrap( m_SelectedChar[pn], m_textAlphabet[pn].size() );
PositionCharsAndCursor( pn );
m_soundChange.Play();
}