a1ab1002e6
Also throws players an error should there be NO songs and then returns them to the title screen.
216 lines
5.1 KiB
C++
216 lines
5.1 KiB
C++
#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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Class: MusicBannerWheel
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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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Andrew Livy
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-----------------------------------------------------------------------------
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*/
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#include "MusicBannerWheel.h"
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#include "RageUtil.h"
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#include "GameState.h"
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#include "PrefsManager.h"
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#include "SongManager.h"
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#include "ThemeManager.h"
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#include "RageMusic.h"
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#include "StyleDef.h"
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#define BANNERSPACING 200
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#define MAXSONGSINBUFFER 5
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#define BANNERTYPE 1
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MusicBannerWheel::MusicBannerWheel()
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{
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currentPos=0;
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scrlistPos=0;
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SongsExist=0;
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m_ScrollingList.UseSpriteType(BANNERTYPE);
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m_ScrollingList.SetXY( 0, 0 );
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m_ScrollingList.SetSpacing( BANNERSPACING );
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this->AddChild( &m_ScrollingList );
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if( 0 == stricmp(GAMESTATE->m_sPreferredGroup, "All Music") )
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{
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arraySongs = SONGMAN->m_pSongs;
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}
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else // Get the Group They Want
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{
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for( unsigned i=0; i< SONGMAN->m_pSongs.size(); i++ )
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{
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Song* pSong = SONGMAN->m_pSongs[i];
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if( GAMESTATE->m_sPreferredGroup != "ALL MUSIC" && pSong->m_sGroupName != GAMESTATE->m_sPreferredGroup )
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{
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continue;
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}
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else
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{
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arraySongs.push_back(pSong);
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}
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}
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}
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if( arraySongs.size() > 0)
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{
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SongsExist=1;
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}
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else
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{
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SongsExist=0;
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return;
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}
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// If there is no currently selected song, select one.
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if( GAMESTATE->m_pCurSong == NULL )
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{
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currentPos=0;
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}
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else // theres a song already selected (i.e. they came back from gameplay)...
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{
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// find our song and change the currentPos to wherever it may be.
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for(int i=0; i<arraySongs.size(); i++)
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{
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if( GAMESTATE->m_pCurSong == arraySongs[i])
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{
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currentPos=i;
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i=(arraySongs.size()-1); // get us out of the loop by moving i ahead to the end
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}
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}
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}
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LoadSongData();
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m_debugtext.LoadFromFont( THEME->GetPathTo("Fonts","small titles") );
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m_debugtext.SetXY( 0, -120 );
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this->AddChild(&m_debugtext);
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}
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/************ TODO: OPTIMIZE THIS: MUST!!!! ********************/
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void MusicBannerWheel::LoadSongData()
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{
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Song* pSong;
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CStringArray asGraphicPaths;
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for(int count=0; count<MAXSONGSINBUFFER; count++)
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{
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/* In essence, this element is the central one so we want the scrolling list
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to load in the song as specified by currentPos */
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if(count == scrlistPos)
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{
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pSong = arraySongs[currentPos];
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}
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/* if it's the next element
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*/
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else if(count == scrlistPos+2 || (scrlistPos == MAXSONGSINBUFFER-2 && count == 0))
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{
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if(currentPos+2 <= arraySongs.size()-1)
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pSong = arraySongs[currentPos+2];
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else
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pSong = arraySongs[0+2];
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}
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else if(count == scrlistPos-2 || (scrlistPos == 0 && count == MAXSONGSINBUFFER-2))
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{
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if(currentPos-2 >= 0)
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pSong = arraySongs[currentPos-2];
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else
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pSong = arraySongs[arraySongs.size()-2];
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}
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else if(count == scrlistPos+1 || (scrlistPos == MAXSONGSINBUFFER-1 && count == 0))
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{
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if(currentPos+1 <= arraySongs.size()-1)
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pSong = arraySongs[currentPos+1];
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else
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pSong = arraySongs[0];
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}
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/* if it's the previous element OR if we're at element 0..the 5th element (which will wrap to before element 0)
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will actually appear as 5 songs along and not the one immediately before it,, so pull a sneaky and make the
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final element actually be the song before... */
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else if(count == scrlistPos-1 || (scrlistPos == 0 && count == MAXSONGSINBUFFER-1))
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{
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if(currentPos-1 >= 0)
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pSong = arraySongs[currentPos-1];
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else
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pSong = arraySongs[arraySongs.size()-1];
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}
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if( pSong == NULL ) asGraphicPaths.push_back(THEME->GetPathTo("Graphics","fallback banner"));
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else if (pSong->HasBanner()) asGraphicPaths.push_back(pSong->GetBannerPath());
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else if (PREFSMAN->m_bUseBGIfNoBanner && pSong->HasBackground() ) asGraphicPaths.push_back(pSong->GetBannerPath());
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else asGraphicPaths.push_back(THEME->GetPathTo("Graphics","fallback banner"));
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}
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m_ScrollingList.Load( asGraphicPaths );
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PlayMusicSample();
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}
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Song* MusicBannerWheel::GetSelectedSong()
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{
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Song* pSong;
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pSong=arraySongs[currentPos];
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return(pSong);
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}
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void MusicBannerWheel::PlayMusicSample()
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{
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Song* pSong = GetSelectedSong();
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if( pSong && pSong->HasMusic() )
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{
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MUSIC->Stop();
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MUSIC->Load( pSong->GetMusicPath() );
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MUSIC->Play( true, pSong->m_fMusicSampleStartSeconds, pSong->m_fMusicSampleLengthSeconds );
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}
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}
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void MusicBannerWheel::BannersLeft()
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{
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if(currentPos==0)
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currentPos=arraySongs.size()-1;
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else
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currentPos--;
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if(scrlistPos==0)
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scrlistPos = MAXSONGSINBUFFER-1;
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else
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scrlistPos--;
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m_ScrollingList.Unload();
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LoadSongData();
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m_debugtext.SetText(ssprintf("currentPos: %d scrlistPos: %d",currentPos,scrlistPos));
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m_ScrollingList.Left();
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ChangeNotes();
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}
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void MusicBannerWheel::BannersRight()
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{
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if(currentPos>=arraySongs.size()-1)
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currentPos=0;
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else
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currentPos++;
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if(scrlistPos==MAXSONGSINBUFFER-1)
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scrlistPos=0;
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else
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scrlistPos++;
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m_ScrollingList.Unload();
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LoadSongData();
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m_debugtext.SetText(ssprintf("currentPos: %d scrlistPos: %d",currentPos,scrlistPos));
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m_ScrollingList.Right();
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ChangeNotes();
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}
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void MusicBannerWheel::ChangeNotes()
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{
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}
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MusicBannerWheel::~MusicBannerWheel()
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{
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}
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