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itgmania212121/stepmania/src/ScreenNameEntryTraditional.cpp
T

719 lines
22 KiB
C++

#include "global.h"
#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 "GameSoundManager.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 "ProfileManager.h"
#include "StageStats.h"
#include "RageDisplay.h"
#include "Foreach.h"
#include "Style.h"
#include "ScreenDimensions.h"
//
// Defines specific to ScreenNameEntryTraditional
//
#define FOV THEME->GetMetricF(m_sName,"FOV")
#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;
void HighScoreWheelItem::Load( int iRankIndex, const HighScore& hs )
{
SetName( "HighScoreWheelItem" );
m_textRank.SetName( "Rank" );
m_textRank.LoadFromFont( THEME->GetPathF(m_sName,"rank") );
m_textRank.SetText( ssprintf("%d", iRankIndex+1) );
m_textRank.SetShadowLength( 2 );
this->AddChild( &m_textRank );
SET_XY_AND_ON_COMMAND( m_textRank );
m_textName.SetName( "Name" );
m_textName.LoadFromFont( THEME->GetPathF(m_sName,"name") );
m_textName.SetText( hs.GetDisplayName() );
m_textName.SetShadowLength( 2 );
this->AddChild( &m_textName );
SET_XY_AND_ON_COMMAND( m_textName );
m_textScore.SetName( "Score" );
m_textScore.LoadFromFont( THEME->GetPathF(m_sName,"score") );
if( PREFSMAN->m_bPercentageScoring )
m_textScore.SetText( ssprintf("%.2f%%", hs.fPercentDP*100) );
else
m_textScore.SetText( ssprintf("%i", hs.iScore) );
m_textScore.SetShadowLength( 2 );
this->AddChild( &m_textScore );
SET_XY_AND_ON_COMMAND( m_textScore );
}
void HighScoreWheelItem::LoadBlank( int iRankIndex )
{
HighScore hs;
Load( iRankIndex, hs );
}
void HighScoreWheelItem::ShowFocus()
{
Commands cmds = ParseCommands("diffuseshift;EffectColor1,1,1,0,1;EffectColor2,0,1,1,1");
m_textRank.RunCommands( cmds );
m_textName.RunCommands( cmds );
m_textScore.RunCommands( cmds );
}
void HighScoreWheel::Load( const HighScoreList& hsl, int iIndexToFocus )
{
m_Items.resize( PREFSMAN->m_iMaxHighScoresPerListForMachine );
for( int i=0; i<PREFSMAN->m_iMaxHighScoresPerListForMachine; i++ )
{
if( unsigned(i) < hsl.vHighScores.size() )
m_Items[i].Load( i, hsl.vHighScores[i] );
else
m_Items[i].LoadBlank( i );
this->AddChild( &m_Items[i] );
}
m_iIndexToFocus = iIndexToFocus;
if( m_iIndexToFocus >= 0 && m_iIndexToFocus < int(hsl.vHighScores.size()) )
m_Items[m_iIndexToFocus].ShowFocus();
ActorScroller::Load(
0.2f, // fSecondsPerItem
8, // iNumItemsToDraw
RageVector3(18,0,0), // vRotationDegrees
RageVector3(0,0,90), // vTranslateTerm0
RageVector3(0,0,0), // vTranslateTerm1
RageVector3(0,0,0) // vTranslateTerm2
);
Scroll();
}
float HighScoreWheel::Scroll()
{
SetCurrentAndDestinationItem( m_SubActors.size()+5 );
int iIndexToFocus = max( m_iIndexToFocus, 3 );
SetDestinationItem( iIndexToFocus );
return GetTweenTimeLeft();
}
REGISTER_SCREEN_CLASS( ScreenNameEntryTraditional );
ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : ScreenWithMenuElements( 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_REGULAR;
GAMESTATE->m_pCurStyle = GAMEMAN->GameAndStringToStyle( GAMEMAN->GetDefaultGame(), "versus" );
StageStats ss;
for( int z = 0; z < 3; ++z )
{
ss.vpSongs.push_back( SONGMAN->GetRandomSong() );
ss.m_player[PLAYER_1].iPossibleDancePoints = 100;
ss.m_player[PLAYER_1].iActualDancePoints = 100;
ss.m_player[PLAYER_1].iScore = 100;
ss.m_player[PLAYER_2].iPossibleDancePoints = 100;
ss.m_player[PLAYER_2].iActualDancePoints = 100;
ss.m_player[PLAYER_2].iScore = 100;
ASSERT( ss.vpSongs[0]->GetAllSteps().size() );
FOREACH_PlayerNumber( p )
{
ss.m_player[p].vpSteps.push_back( ss.vpSongs[0]->GetAllSteps()[0] );
GAMESTATE->m_pCurSteps[p] = ss.m_player[p].vpSteps[0];
ss.m_player[p].iPossibleDancePoints = 1000;
ss.m_player[p].iActualDancePoints = 985;
HighScore hs;
hs.grade = GRADE_TIER_3;
hs.fPercentDP = ss.m_player[p].GetPercentDancePoints();
hs.iScore = ss.m_player[p].iScore;
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
int a, b;
PROFILEMAN->AddStepsScore( ss.vpSongs[0], GAMESTATE->m_pCurSteps[p], p, hs, a, b );
PROFILEMAN->AddStepsScore( ss.vpSongs[0], GAMESTATE->m_pCurSteps[p], p, hs, a, b );
PROFILEMAN->AddStepsScore( ss.vpSongs[0], GAMESTATE->m_pCurSteps[p], p, hs, a, b );
PROFILEMAN->AddStepsScore( ss.vpSongs[0], GAMESTATE->m_pCurSteps[p], p, hs, a, b );
PROFILEMAN->AddStepsScore( ss.vpSongs[0], GAMESTATE->m_pCurSteps[p], p, hs, a, b );
PROFILEMAN->AddCategoryScore( st, RANKING_A, p, hs, a, b );
}
g_vPlayedStageStats.push_back( ss );
}
}
// Find out if players deserve to enter their name
FOREACH_PlayerNumber( p )
{
vector<GameState::RankingFeat> aFeats;
GAMESTATE->GetRankingFeats( p, aFeats );
m_bStillEnteringName[p] = aFeats.size()>0;
m_CurFeat[p] = 0;
}
//
// init keyboards
//
{
FOREACH_HumanPlayer( p )
{
// don't show keyboard if didn't make any high scores
if( !m_bStillEnteringName[p] )
{
m_sprOutOfRanking[p].Load( THEME->GetPathG( "ScreenNameEntryTraditional",ssprintf("OutOfRankingP%i",p+1)) );
m_sprOutOfRanking[p]->SetName( ssprintf("OutOfRankingP%i",p+1) );
SET_XY_AND_ON_COMMAND( m_sprOutOfRanking[p] );
this->AddChild( m_sprOutOfRanking[p] );
continue; // skip
}
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->RunCommands( THEME->GetMetricA("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->RunCommands( THEME->GetMetricA("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->RunCommands( THEME->GetMetricA("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] );
m_SelectedChar[p] = 0;
PositionCharsAndCursor( p );
// load last used ranking name if any
const Profile* pProfile = PROFILEMAN->GetProfile(p);
if( pProfile && !pProfile->m_sLastUsedHighScoreName.empty() )
{
m_sSelection[p] = CStringToWstring( pProfile->m_sLastUsedHighScoreName );
if( (int) m_sSelection[p].size() > MAX_RANKING_NAME_LENGTH )
m_sSelection[p].erase( MAX_RANKING_NAME_LENGTH );
ASSERT( (int) m_sSelection[p].size() <= MAX_RANKING_NAME_LENGTH );
if( m_sSelection[p].size() )
SelectChar( p, CHAR_OK );
}
UpdateSelectionText( p );
/* Don't tween to the initial position. */
for( unsigned i = 0; i < m_textAlphabet[p].size(); ++i )
m_textAlphabet[p][i]->FinishTweening();
}
}
//
// init feat displays
//
FOREACH_HumanPlayer( 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( m_FeatDisplay[p].size()>1 ) \
{ \
COMMAND( actor, "On" ); \
actor.FinishTweening(); \
COMMAND( actor, "Hide" ); \
actor.FinishTweening(); \
}
m_FeatDisplay[p].reserve( g_vPlayedStageStats.size() );
for( unsigned i = 0; i < g_vPlayedStageStats.size(); ++i )
{
StageStats &ss = g_vPlayedStageStats[i];
Song* pSong = ss.vpSongs[0];
Steps* pSteps = ss.m_player[p].vpSteps[0];
Course* pCourse = GAMESTATE->m_pCurCourse;
Trail* pTrail = GAMESTATE->m_pCurTrail[p];
int iHighScoreIndex = -1; // -1 means "out of ranking"
Grade grade = ss.m_player[p].GetGrade();
int iScore = ss.m_player[p].iScore;
float fPercentDP = ss.m_player[p].GetPercentDancePoints();
// If this is a SHOW_NEVER song, then it's probably a training.
// Don't show a high score
if( pSong->m_SelectionDisplay == Song::SHOW_NEVER )
continue; // skip
m_FeatDisplay[p].resize( m_FeatDisplay[p].size()+1 );
FeatDisplay &display = m_FeatDisplay[p].back();
const HighScoreList& hsl =
GAMESTATE->IsCourseMode() ?
PROFILEMAN->GetMachineProfile()->GetCourseHighScoreList(pCourse,pTrail) :
PROFILEMAN->GetMachineProfile()->GetStepsHighScoreList(pSong,pSteps);
for( unsigned h=0; h<hsl.vHighScores.size(); h++ )
{
const HighScore &hs = hsl.vHighScores[h];
if( hs.sName == RANKING_TO_FILL_IN_MARKER[p] &&
hs.fPercentDP == fPercentDP &&
hs.iScore == iScore )
{
iHighScoreIndex = h;
break;
}
}
display.m_Wheel.SetName( ssprintf("WheelP%i",p+1) );
display.m_Wheel.Load( hsl, iHighScoreIndex );
SET_ON( display.m_Wheel );
this->AddChild( &display.m_Wheel );
CString sBanner;
if( GAMESTATE->IsCourseMode() )
sBanner = pCourse->m_sBannerPath;
else
sBanner = pSong->GetBannerPath();
if( !sBanner.empty() )
{
display.m_sprBanner.SetName( ssprintf("BannerP%i",p+1) );
display.m_sprBanner.Load( sBanner );
SET_ON( display.m_sprBanner );
this->AddChild( &display.m_sprBanner );
}
if( grade != GRADE_NO_DATA )
{
display.m_Grade.SetName( ssprintf("GradeP%i",p+1) );
display.m_Grade.Load( THEME->GetPathToG("ScreenNameEntryTraditional grades") );
display.m_Grade.SetGrade( p, grade );
SET_ON( display.m_Grade );
this->AddChild( &display.m_Grade );
}
display.m_Difficulty.SetName( ssprintf("DifficultyP%i",p+1) );
display.m_Difficulty.Load( THEME->GetPathToG("ScreenNameEntryTraditional difficulty icons") );
if( GAMESTATE->IsCourseMode() )
display.m_Difficulty.SetFromTrail( p, pTrail );
else
display.m_Difficulty.SetFromSteps( p, pSteps );
SET_ON( display.m_Difficulty );
this->AddChild( &display.m_Difficulty );
display.m_textScore.SetName( "ScreenNameEntryTraditional Percent" );
display.m_textScore.Load( p, &ss, false );
display.m_textScore.SetName( ssprintf("ScoreP%i",p+1) );
SET_ON( display.m_textScore );
this->AddChild( &display.m_textScore );
// if( feat.Feat != "" )
// {
// display.m_textCategory.SetName( ssprintf("CategoryP%i", p+1) );
// display.m_textCategory.LoadFromFont( THEME->GetPathToF("ScreenNameEntryTraditional category") );
// display.m_textCategory.SetText( feat.Feat );
// SET_ON( display.m_textCategory );
// this->AddChild( &display.m_textCategory );
// }
/* We always show the banner frame (if any), because fading from a graphic to
* itself is ugly. */
display.m_sprBannerFrame.SetName( ssprintf("BannerFrameP%i",p+1) );
display.m_sprBannerFrame.Load( THEME->GetPathToG(ssprintf("ScreenNameEntryTraditional banner frame p%i",p+1)) );
SET_XY_AND_ON_COMMAND( display.m_sprBannerFrame );
this->AddChild( &display.m_sprBannerFrame );
}
#undef SET_ON
}
this->PostScreenMessage( SM_ChangeDisplayedFeat, FEAT_INTERVAL );
m_soundKey.Load( THEME->GetPathToS("ScreenNameEntryTraditional key") );
m_soundChange.Load( THEME->GetPathToS("ScreenNameEntryTraditional change",true) );
m_soundInvalid.Load( THEME->GetPathToS("ScreenNameEntryTraditional invalid",true) );
SOUND->PlayMusic( THEME->GetPathToS("ScreenNameEntryTraditional music") );
this->SortByDrawOrder();
}
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->RunCommands( ParseCommands("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
{
FOREACH_PlayerNumber( 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()
{
DISPLAY->CameraPushMatrix();
DISPLAY->LoadMenuPerspective( FOV, SCREEN_CENTER_X, SCREEN_CENTER_Y );
Screen::DrawPrimitives();
DISPLAY->CameraPopMatrix();
}
void ScreenNameEntryTraditional::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( IsTransitioning() )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenNameEntryTraditional::ChangeDisplayedFeat()
{
CHECKPOINT;
LOG->Trace( "ScreenNameEntryTraditional::ChangeDisplayedFeat" );
FOREACH_HumanPlayer( pn )
{
if( m_FeatDisplay[pn].size() < 2 )
continue;
int NewFeat = (m_CurFeat[pn]+1) % m_FeatDisplay[pn].size();
int OldFeat = m_CurFeat[pn];
m_CurFeat[pn] = NewFeat;
COMMAND_OPTIONAL( m_FeatDisplay[pn][OldFeat].m_Wheel, "Hide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][NewFeat].m_Wheel, "Unhide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][OldFeat].m_Grade, "Hide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][NewFeat].m_Grade, "Unhide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][OldFeat].m_Difficulty, "Hide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][NewFeat].m_Difficulty, "Unhide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][OldFeat].m_sprBanner, "Hide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][NewFeat].m_sprBanner, "Unhide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][OldFeat].m_textScore, "Hide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][NewFeat].m_textScore, "Unhide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][OldFeat].m_textCategory, "Hide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][NewFeat].m_textCategory, "Unhide" );
m_FeatDisplay[pn][NewFeat].m_Wheel.Scroll();
}
}
void ScreenNameEntryTraditional::HandleScreenMessage( const ScreenMessage SM )
{
LOG->Trace( "ScreenNameEntryTraditional::HandleScreenMessage( %d )", SM );
switch( SM )
{
case SM_MenuTimer:
if( !m_Out.IsTransitioning() )
{
FOREACH_PlayerNumber( p )
Finish( p );
MenuStart( PLAYER_INVALID, IET_FIRST_PRESS );
}
break;
case SM_ChangeDisplayedFeat:
ChangeDisplayedFeat();
this->PostScreenMessage( SM_ChangeDisplayedFeat, FEAT_INTERVAL );
break;
case SM_GoToNextScreen:
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] );
// save last used ranking name
Profile* pProfile = PROFILEMAN->GetProfile(pn);
if( pProfile )
pProfile->m_sLastUsedHighScoreName = selection;
TrimRight( selection, " " );
TrimLeft( selection, " " );
GAMESTATE->StoreRankingName( pn, 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() )
AllFinished();
}
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( !AnyStillEntering() )
{
AllFinished();
return;
}
if( !m_bStillEnteringName[pn] )
return; // ignore
if( type != IET_FIRST_PRESS )
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() )
{
m_soundInvalid.Play();
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 )
{
m_soundInvalid.Play();
SelectChar( pn, CHAR_BACK );
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 )
SelectChar( pn, CHAR_OK );
}
}
void ScreenNameEntryTraditional::SelectChar( PlayerNumber pn, int c )
{
FOREACH( int, m_AlphabetLetter[pn], letter )
{
if( *letter == c ) // character found
{
m_SelectedChar[pn] = letter - m_AlphabetLetter[pn].begin();
PositionCharsAndCursor( pn );
return;
}
}
ASSERT( false ); // character not found
}
void ScreenNameEntryTraditional::MenuLeft( PlayerNumber pn, const InputEventType type )
{
if( !m_bStillEnteringName[pn] || IsTransitioning() )
return;
--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] || IsTransitioning() )
return;
++m_SelectedChar[pn];
wrap( m_SelectedChar[pn], m_textAlphabet[pn].size() );
PositionCharsAndCursor( pn );
m_soundChange.Play();
}
void ScreenNameEntryTraditional::AllFinished()
{
StartTransitioning( SM_GoToNextScreen );
FOREACH_HumanPlayer( pn )
{
OFF_COMMAND( m_sprOutOfRanking[pn] );
OFF_COMMAND( m_sprNameFrame[pn] );
OFF_COMMAND( m_textSelection[pn] );
}
}
/*
* (c) 2001-2004 Glenn Maynard, Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/