Files
itgmania212121/stepmania/src/ScreenNetSelectMusic.cpp
T
2004-09-01 05:02:28 +00:00

699 lines
21 KiB
C++

#include "global.h"
#include "ScreenNetSelectMusic.h"
#include "ScreenManager.h"
#include "GameSoundManager.h"
#include "GameConstantsAndTypes.h"
#include "ThemeManager.h"
#include "GameState.h"
#include "Style.h"
#include "Steps.h"
#include "RageTimer.h"
#include "ActorUtil.h"
#include "Actor.h"
#include "AnnouncerManager.h"
#include "MenuTimer.h"
#include "NetworkSyncManager.h"
#include "StepsUtil.h"
#include "RageUtil.h"
#define CHATINPUT_WIDTH THEME->GetMetricF("ScreenNetSelectMusic","ChatInputBoxWidth")
#define CHATINPUT_HEIGHT THEME->GetMetricF("ScreenNetSelectMusic","ChatInputBoxHeight")
#define CHATINPUT_COLOR THEME->GetMetricC("ScreenNetSelectMusic","ChatInputBoxColor")
#define CHATOUTPUT_WIDTH THEME->GetMetricF("ScreenNetSelectMusic","ChatOutputBoxWidth")
#define CHATOUTPUT_HEIGHT THEME->GetMetricF("ScreenNetSelectMusic","ChatOutputBoxHeight")
#define CHATOUTPUT_COLOR THEME->GetMetricC("ScreenNetSelectMusic","ChatOutputBoxColor")
#define SHOW_CHAT_LINES THEME->GetMetricI("ScreenNetSelectMusic","ChatOutputLines")
#define GROUPSBG_WIDTH THEME->GetMetricF("ScreenNetSelectMusic","GroupsBGWidth")
#define GROUPSBG_HEIGHT THEME->GetMetricF("ScreenNetSelectMusic","GroupsBGHeight")
#define GROUPSBG_COLOR THEME->GetMetricC("ScreenNetSelectMusic","GroupsBGColor")
#define SONGSBG_WIDTH THEME->GetMetricF("ScreenNetSelectMusic","SongsBGWidth")
#define SONGSBG_HEIGHT THEME->GetMetricF("ScreenNetSelectMusic","SongsBGHeight")
#define SONGSBG_COLOR THEME->GetMetricC("ScreenNetSelectMusic","SongsBGColor")
#define DIFFBG_WIDTH THEME->GetMetricF("ScreenNetSelectMusic","DiffBGWidth")
#define DIFFBG_HEIGHT THEME->GetMetricF("ScreenNetSelectMusic","DiffBGHeight")
#define DIFFBG_COLOR THEME->GetMetricC("ScreenNetSelectMusic","DiffBGColor")
#define EXINFOBG_WIDTH THEME->GetMetricF("ScreenNetSelectMusic","ExInfoBGWidth")
#define EXINFOBG_HEIGHT THEME->GetMetricF("ScreenNetSelectMusic","ExInfoBGHeight")
#define EXINFOBG_COLOR THEME->GetMetricC("ScreenNetSelectMusic","ExInfoBGColor")
#define NUM_GROUPS_SHOW THEME->GetMetricI("ScreenNetSelectMusic","NumGroupsShow");
#define NUM_SONGS_SHOW THEME->GetMetricI("ScreenNetSelectMusic","NumSongsShow");
#define SEL_WIDTH THEME->GetMetricF("ScreenNetSelectMusic","SelWidth")
#define SEL_HEIGHT THEME->GetMetricF("ScreenNetSelectMusic","SelHeight")
#define SEL_COLOR THEME->GetMetricC("ScreenNetSelectMusic","SelColor")
#define SUBTITLE_WIDTH THEME->GetMetricF("ScreenNetSelectMusic","SongsSubtitleWidth")
#define ARTIST_WIDTH THEME->GetMetricF("ScreenNetSelectMusic","SongsArtistWidth")
const ScreenMessage SM_NoSongs = ScreenMessage(SM_User+3);
const ScreenMessage SM_AddToChat = ScreenMessage(SM_User+4);
const ScreenMessage SM_ChangeSong = ScreenMessage(SM_User+5);
const CString AllGroups = "[ALL MUSIC]";
ScreenNetSelectMusic::ScreenNetSelectMusic( const CString& sName ) : ScreenWithMenuElements( sName )
{
/* Finish any previous stage. It's OK to call this when we havn't played a stage yet. */
GAMESTATE->FinishStage();
//ChatBox
m_rectChatInputBox.SetDiffuse( CHATINPUT_COLOR );
m_rectChatInputBox.SetName( "ChatInputBox" );
m_rectChatInputBox.SetWidth( CHATINPUT_WIDTH );
m_rectChatInputBox.SetHeight( CHATINPUT_HEIGHT );
SET_XY_AND_ON_COMMAND( m_rectChatInputBox );
this->AddChild( &m_rectChatInputBox );
m_rectChatOutputBox.SetDiffuse( CHATOUTPUT_COLOR );
m_rectChatOutputBox.SetName( "ChatOutputBox" );
m_rectChatOutputBox.SetWidth( CHATOUTPUT_WIDTH );
m_rectChatOutputBox.SetHeight( CHATOUTPUT_HEIGHT );
SET_XY_AND_ON_COMMAND( m_rectChatOutputBox );
this->AddChild( &m_rectChatOutputBox );
m_textChatInput.LoadFromFont( THEME->GetPathF(m_sName,"chat") );
m_textChatInput.SetHorizAlign( align_left );
m_textChatInput.SetVertAlign( align_top );
m_textChatInput.SetShadowLength( 0 );
m_textChatInput.SetName( "ChatInput" );
m_textChatInput.SetWrapWidthPixels( (int)(CHATINPUT_WIDTH * 2) );
SET_XY_AND_ON_COMMAND( m_textChatInput );
this->AddChild( &m_textChatInput );
m_textOutHidden.LoadFromFont( THEME->GetPathF("ScreenNetSelectMusic","chat") );
m_textOutHidden.SetWrapWidthPixels( (int)(CHATOUTPUT_WIDTH * 2) );
m_textChatOutput.LoadFromFont( THEME->GetPathF(m_sName,"chat") );
m_textChatOutput.SetHorizAlign( align_left );
m_textChatOutput.SetVertAlign( align_bottom );
m_textChatOutput.SetShadowLength( 0 );
m_textChatOutput.SetName( "ChatOutput" );
SET_XY_AND_ON_COMMAND( m_textChatOutput );
this->AddChild( &m_textChatOutput );
//Display updated chat (maybe this should be a function)?
m_textOutHidden.SetText( NSMAN->m_sChatText );
vector <wstring> wLines;
m_textOutHidden.GetLines( wLines );
m_actualText = "";
for (unsigned i = max(int(wLines.size()) - SHOW_CHAT_LINES, 0 ) ; i < wLines.size() ; ++i)
m_actualText += WStringToCString( wLines[i] )+'\n';
m_textChatOutput.SetText( m_actualText );
//Groups
m_rectGroupsBackground.SetDiffuse( GROUPSBG_COLOR );
m_rectGroupsBackground.SetName( "GroupsBG" );
m_rectGroupsBackground.SetWidth( GROUPSBG_WIDTH );
m_rectGroupsBackground.SetHeight( GROUPSBG_HEIGHT );
SET_XY_AND_ON_COMMAND( m_rectGroupsBackground );
this->AddChild( &m_rectGroupsBackground );
m_textGroups.LoadFromFont( THEME->GetPathF(m_sName,"chat") );
m_textGroups.SetShadowLength( 0 );
m_textGroups.SetName( "GroupsList" );
m_textGroups.SetMaxWidth( GROUPSBG_WIDTH );
SET_XY_AND_ON_COMMAND( m_textGroups );
this->AddChild( &m_textGroups);
//Songs
m_rectSongsBackground.SetDiffuse( SONGSBG_COLOR );
m_rectSongsBackground.SetName( "SongsBackground" );
m_rectSongsBackground.SetWidth( SONGSBG_WIDTH );
m_rectSongsBackground.SetHeight( SONGSBG_HEIGHT );
SET_XY_AND_ON_COMMAND( m_rectSongsBackground );
this->AddChild( &m_rectSongsBackground );
m_textSongs.LoadFromFont( THEME->GetPathF(m_sName,"chat") );
m_textSongs.SetShadowLength( 0 );
m_textSongs.SetName( "SongsList" );
m_textSongs.SetMaxWidth( SONGSBG_WIDTH );
SET_XY_AND_ON_COMMAND( m_textSongs );
this->AddChild( &m_textSongs);
m_rectExInfo.SetDiffuse( EXINFOBG_COLOR );
m_rectExInfo.SetName( "ExInfoBG" );
m_rectExInfo.SetWidth( EXINFOBG_WIDTH );
m_rectExInfo.SetHeight( EXINFOBG_HEIGHT );
SET_XY_AND_ON_COMMAND( m_rectExInfo );
this->AddChild( &m_rectExInfo );
m_textArtist.LoadFromFont( THEME->GetPathF(m_sName,"chat") );
m_textArtist.SetShadowLength( 0 );
m_textArtist.SetName( "SongsArtist" );
m_textArtist.SetMaxWidth( ARTIST_WIDTH );
SET_XY_AND_ON_COMMAND( m_textArtist );
this->AddChild( &m_textArtist);
m_textSubtitle.LoadFromFont( THEME->GetPathF(m_sName,"chat") );
m_textSubtitle.SetShadowLength( 0 );
m_textSubtitle.SetName( "SongsSubtitle" );
m_textSubtitle.SetMaxWidth( SUBTITLE_WIDTH );
SET_XY_AND_ON_COMMAND( m_textSubtitle );
this->AddChild( &m_textSubtitle );
//Diff Icon background
m_rectDiff.SetDiffuse( DIFFBG_COLOR );
m_rectDiff.SetName( "DiffBG" );
m_rectDiff.SetWidth( DIFFBG_WIDTH );
m_rectDiff.SetHeight( DIFFBG_HEIGHT );
SET_XY_AND_ON_COMMAND( m_rectDiff );
this->AddChild( &m_rectDiff );
FOREACH_EnabledPlayer (p)
{
m_DifficultyIcon[p].SetName( ssprintf("DifficultyIconP%d",p+1) );
m_DifficultyIcon[p].Load( THEME->GetPathG( "ScreenSelectMusic" ,ssprintf("difficulty icons 1x%d",NUM_DIFFICULTIES)) );
SET_XY( m_DifficultyIcon[p] );
this->AddChild( &m_DifficultyIcon[p] );
ON_COMMAND( m_DifficultyIcon[p] );
m_DC[p] = GAMESTATE->m_PreferredDifficulty[p];
m_DifficultyIcon[p].SetFromDifficulty( p, m_DC[p] );
m_DifficultyMeters[p].SetName( "DifficultyMeter", ssprintf("MeterP%d",p+1) );
m_DifficultyMeters[p].Load();
SET_XY_AND_ON_COMMAND( m_DifficultyMeters[p] );
this->AddChild( &m_DifficultyMeters[p] );
}
m_SelectMode = SelectGroup;
m_rectSelection.SetDiffuse( SEL_COLOR );
m_rectSelection.SetName( "Sel" );
m_rectSelection.SetWidth( SEL_WIDTH );
m_rectSelection.SetHeight( SEL_HEIGHT );
SET_XY_AND_ON_COMMAND( m_rectSelection );
this->AddChild( &m_rectSelection );
SONGMAN->GetGroupNames( m_vGroups );
if (m_vGroups.size()<1)
{
SCREENMAN->SendMessageToTopScreen( SM_NoSongs );
return;
}
//Make the last group the full list group.
//Must be last
m_vGroups.push_back( AllGroups );
m_iShowGroups = NUM_GROUPS_SHOW;
m_iShowSongs = NUM_SONGS_SHOW;
m_iGroupNum=m_vGroups.size()-1; //Alphabetical
UpdateGroupsListPos();
UpdateSongsList();
if (GAMESTATE->m_pCurSong != NULL)
for ( unsigned i = 0 ; i<m_vSongs.size() ; ++i )
if (m_vSongs[i]->GetFullDisplayTitle() == GAMESTATE->m_pCurSong->GetFullDisplayTitle())
m_iSongNum = i;
UpdateSongsListPos();
//Load SFX next
m_soundChangeOpt.Load( THEME->GetPathToS("ScreenNetSelectMusic change opt"));
m_soundChangeSel.Load( THEME->GetPathToS("ScreenNetSelectMusic change sel"));
return;
}
void ScreenNetSelectMusic::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
return;
if( type != IET_FIRST_PRESS )
return;
bool bHoldingShift =
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_LSHIFT)) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_RSHIFT));
bool bHoldingCtrl =
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_LCTRL)) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_RCTRL)) ||
(!NSMAN->useSMserver); //If we are disconnected, assume no chatting
switch( DeviceI.button )
{
case SDLK_RETURN:
case SDLK_KP_ENTER:
if (!bHoldingCtrl)
{
NSMAN->SendChat( m_sTextInput );
m_sTextInput="";
UpdateTextInput();
return;
}
break;
case SDLK_BACKSPACE:
if(!m_sTextInput.empty())
m_sTextInput = m_sTextInput.erase( m_sTextInput.size()-1 );
UpdateTextInput();
break;
default:
char c;
c = DeviceI.ToChar();
if( bHoldingShift && (!bHoldingCtrl) )
{
c = (char)toupper(c);
switch( c )
{
case '`': c='~'; break;
case '1': c='!'; break;
case '2': c='@'; break;
case '3': c='#'; break;
case '4': c='$'; break;
case '5': c='%'; break;
case '6': c='^'; break;
case '7': c='&'; break;
case '8': c='*'; break;
case '9': c='('; break;
case '0': c=')'; break;
case '-': c='_'; break;
case '=': c='+'; break;
case '[': c='{'; break;
case ']': c='}'; break;
case '\\': c='|'; break;
case ';': c=':'; break;
case '\'': c='"'; break;
case ',': c='<'; break;
case '.': c='>'; break;
case '/': c='?'; break;
}
}
//Search list for given letter (to aide in searching)
if( bHoldingCtrl )
{
c = (char)toupper(c);
int i;
for (i=0;i<(int)m_vSongs.size();i++)
if ( (char) toupper(m_vSongs[i]->GetTranslitMainTitle().c_str()[0]) == (char) c )
{
m_iSongNum = i;
UpdateSongsListPos();
break;
}
}
if( (c >= ' ') && (!bHoldingCtrl) )
{
m_sTextInput += c;
UpdateTextInput();
}
break;
}
Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
}
void ScreenNetSelectMusic::HandleScreenMessage( const ScreenMessage SM )
{
Screen::HandleScreenMessage( SM );
switch( SM )
{
case SM_GoToPrevScreen:
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
case SM_GoToNextScreen:
SOUND->StopMusic();
SCREENMAN->SetNewScreen( "ScreenStage" );
break;
case SM_NoSongs:
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
case SM_AddToChat:
{
m_textOutHidden.SetText( NSMAN->m_sChatText );
vector <wstring> wLines;
m_textOutHidden.GetLines( wLines );
m_actualText = "";
for (unsigned i = max(int(wLines.size()) - SHOW_CHAT_LINES, 0 ) ; i < wLines.size() ; ++i)
m_actualText += WStringToCString( wLines[i] )+'\n';
m_textChatOutput.SetText( m_actualText );
break;
}
case SM_ChangeSong:
{
//We always need to find the song
m_iGroupNum=m_vGroups.size()-1; //Alphabetical
UpdateGroupsListPos();
UpdateSongsList();
unsigned i;
for ( i = 0; i < m_vSongs.size(); ++i)
if ( ( m_vSongs[i]->GetTranslitArtist() == NSMAN->m_sArtist ) &&
( m_vSongs[i]->GetTranslitMainTitle() == NSMAN->m_sMainTitle ) &&
( m_vSongs[i]->GetTranslitSubTitle() == NSMAN->m_sSubTitle ) )
break;
bool haveSong = i != m_vSongs.size();
switch (NSMAN->m_iSelectMode)
{
case 2: //We need to do cmd 1 as well here
if (haveSong)
{
m_iSongNum = i + m_vSongs.size();
UpdateSongsListPos();
StartSelectedSong();
}
break;
case 1: //Scroll to song as well
if (haveSong)
{
m_iSongNum = i + m_vSongs.size();
UpdateSongsListPos();
}
//don't break here
case 0: //See if client has song
if (haveSong)
NSMAN->m_iSelectMode = 0;
else
NSMAN->m_iSelectMode = 1;
NSMAN->SelectUserSong();
}
}
break;
}
}
void ScreenNetSelectMusic::MenuLeft( PlayerNumber pn, const InputEventType type )
{
int i;
m_soundChangeOpt.Play();
switch (m_SelectMode)
{
case SelectGroup:
m_iGroupNum--;
UpdateGroupsListPos();
UpdateSongsList();
UpdateSongsListPos();
break;
case SelectSong:
m_iSongNum--;
UpdateSongsListPos();
break;
case SelectDifficulty:
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
vector <Steps *> MultiSteps;
MultiSteps = GAMESTATE->m_pCurSong->GetAllSteps( st );
if (MultiSteps.size() == 0)
m_DC[pn] = NUM_DIFFICULTIES;
else
{
for ( i=0; i<(int)MultiSteps.size(); i++ )
if ( MultiSteps[i]->GetDifficulty() >= m_DC[pn] )
break;
if ( i == (int)MultiSteps.size() )
m_DC[pn] = MultiSteps[i-1]->GetDifficulty();
else
if (i > 0) //If we are at the easiest difficulty, do nothign
m_DC[pn] = MultiSteps[i-1]->GetDifficulty();
}
UpdateDifficulties( pn );
GAMESTATE->m_PreferredDifficulty[pn] = m_DC[pn];
}
}
void ScreenNetSelectMusic::MenuRight( PlayerNumber pn, const InputEventType type )
{
int i;
m_soundChangeOpt.Play();
switch (m_SelectMode)
{
case SelectGroup:
m_iGroupNum++;
UpdateGroupsListPos();
UpdateSongsList();
UpdateSongsListPos();
break;
case SelectSong:
m_iSongNum++;
UpdateSongsListPos();
break;
case SelectDifficulty:
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
vector <Steps *> MultiSteps;
MultiSteps = GAMESTATE->m_pCurSong->GetAllSteps( st );
if (MultiSteps.size() == 0)
m_DC[pn] = NUM_DIFFICULTIES;
else
{
for ( i=0; i<(int)MultiSteps.size(); i++ )
if ( MultiSteps[i]->GetDifficulty() >= m_DC[pn] )
break;
if ( i == (int)MultiSteps.size() )
m_DC[pn] = MultiSteps[i-1]->GetDifficulty();
else
if (i < (int)MultiSteps.size() - 1 ) //If we are at the hardest difficulty, do nothign
m_DC[pn] = MultiSteps[i+1]->GetDifficulty();
}
UpdateDifficulties( pn );
GAMESTATE->m_PreferredDifficulty[pn] = m_DC[pn];
}
}
void ScreenNetSelectMusic::MenuUp( PlayerNumber pn, const InputEventType type )
{
m_soundChangeSel.Play();
m_SelectMode = (NetScreenSelectModes) ( ( (int)m_SelectMode - 1) % (int)SelectModes);
if ( (int) m_SelectMode < 0)
m_SelectMode = (NetScreenSelectModes) (SelectModes - 1);
COMMAND( m_rectSelection, ssprintf("To%d", m_SelectMode+1 ) );
}
void ScreenNetSelectMusic::MenuDown( PlayerNumber pn, const InputEventType type )
{
m_soundChangeSel.Play();
m_SelectMode = (NetScreenSelectModes) ( ( (int)m_SelectMode + 1) % (int)SelectModes);
COMMAND( m_rectSelection, ssprintf("To%d", m_SelectMode+1 ) );
}
void ScreenNetSelectMusic::MenuStart( PlayerNumber pn )
{
if ( NSMAN->useSMserver )
{
int j = m_iSongNum % m_vSongs.size();
NSMAN->m_sArtist = m_vSongs[j]->GetTranslitArtist();
NSMAN->m_sMainTitle = m_vSongs[j]->GetTranslitMainTitle();
NSMAN->m_sSubTitle = m_vSongs[j]->GetTranslitSubTitle();
NSMAN->m_iSelectMode = 2; //Command for user selecting song
NSMAN->SelectUserSong ();
} else
StartSelectedSong();
}
void ScreenNetSelectMusic::MenuBack( PlayerNumber pn )
{
SOUND->StopMusic();
TweenOffScreen();
Back( SM_GoToPrevScreen );
}
void ScreenNetSelectMusic::TweenOffScreen()
{
OFF_COMMAND( m_rectChatInputBox );
OFF_COMMAND( m_rectChatOutputBox );
OFF_COMMAND( m_textChatInput );
OFF_COMMAND( m_textChatOutput );
OFF_COMMAND( m_rectSelection );
OFF_COMMAND( m_textGroups );
OFF_COMMAND( m_rectGroupsBackground );
OFF_COMMAND( m_textSongs );
OFF_COMMAND( m_rectSongsBackground );
OFF_COMMAND( m_textArtist );
OFF_COMMAND( m_textSubtitle );
OFF_COMMAND( m_rectExInfo );
OFF_COMMAND( m_rectDiff );
FOREACH_EnabledPlayer (pn)
{
OFF_COMMAND( m_DifficultyMeters[pn] );
OFF_COMMAND( m_DifficultyIcon[pn] );
}
}
void ScreenNetSelectMusic::Update( float fDeltaTime )
{
Screen::Update( fDeltaTime );
}
void ScreenNetSelectMusic::DrawPrimitives()
{
Screen::DrawPrimitives();
}
void ScreenNetSelectMusic::UpdateTextInput()
{
m_textChatInput.SetText( m_sTextInput );
}
void ScreenNetSelectMusic::StartSelectedSong()
{
Song * pSong = m_vSongs[m_iSongNum%m_vSongs.size()];
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType; //STEPS_TYPE_DANCE_SINGLE;
FOREACH_EnabledPlayer (pn)
{
GAMESTATE->m_PreferredDifficulty[pn] = m_DC[pn];
Steps * pSteps = pSong->GetStepsByDifficulty(st,m_DC[pn]);
GAMESTATE->m_pCurSteps[pn] = pSteps;
}
TweenOffScreen();
StartTransitioning( SM_GoToNextScreen );
}
void ScreenNetSelectMusic::UpdateDifficulties( PlayerNumber pn )
{
m_DifficultyIcon[pn].SetFromDifficulty( pn, m_DC[pn] );
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
if ( m_DC[pn] != NUM_DIFFICULTIES )
m_DifficultyMeters[pn].SetFromSteps( GAMESTATE->m_pCurSong->GetStepsByDifficulty( st, m_DC[pn] ) );
else
m_DifficultyMeters[pn].SetFromMeterAndDifficulty( 0, m_DC[pn] );
}
void ScreenNetSelectMusic::UpdateSongsListPos()
{
int i,j;
if (m_iSongNum<m_iShowSongs)
m_iSongNum+=m_vSongs.size();
CString SongsDisplay="";
for (i=m_iSongNum-m_iShowSongs;i<=m_iSongNum+m_iShowSongs;i++)
{
j= i % m_vSongs.size();
SongsDisplay+=m_vSongs.at(j)->GetTranslitMainTitle();
if (i<m_iSongNum+m_iShowSongs)
SongsDisplay+='\n';
}
m_textSongs.SetText( SongsDisplay );
j= m_iSongNum % m_vSongs.size();
m_textArtist.SetText( m_vSongs[j]->GetTranslitArtist() );
m_textSubtitle.SetText( m_vSongs[j]->GetTranslitSubTitle() );
GAMESTATE->m_pCurSong = m_vSongs[j];
//Update the difficulty Icons
//Handle difficulty
FOREACH_EnabledPlayer (pn)
{
m_DC[pn] = GAMESTATE->m_PreferredDifficulty[pn];
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
vector <Steps *> MultiSteps;
MultiSteps = m_vSongs[j]->GetAllSteps( st );
if (MultiSteps.size() == 0)
m_DC[pn] = NUM_DIFFICULTIES;
else
{
for ( i=0; i<(int)MultiSteps.size(); i++ )
if ( MultiSteps[i]->GetDifficulty() >= m_DC[pn] )
break;
if ( i == (int)MultiSteps.size() )
m_DC[pn] = MultiSteps[i-1]->GetDifficulty();
else
m_DC[pn] = MultiSteps[i]->GetDifficulty();
}
UpdateDifficulties( pn );
}
//Then handle sound (Copied from MusicBannerWheel)
SOUND->StopMusic();
Song* pSong = m_vSongs[j];
if( pSong && pSong->HasMusic() )
{
if(SOUND->GetMusicPath().CompareNoCase(pSong->GetMusicPath())) // dont play the same sound over and over
{
SOUND->StopMusic();
SOUND->PlayMusic(pSong->GetMusicPath(), true,
pSong->m_fMusicSampleStartSeconds,
pSong->m_fMusicSampleLengthSeconds);
}
}
}
void ScreenNetSelectMusic::UpdateGroupsListPos()
{
int i,j;
if (m_iGroupNum<m_iShowGroups)
m_iGroupNum+=m_vGroups.size();
CString GroupsDisplay="";
for (i=m_iGroupNum-m_iShowGroups;i<=m_iGroupNum+m_iShowGroups;i++)
{
j=i%m_vGroups.size();
GroupsDisplay+=m_vGroups[j];
if (i<m_iGroupNum+m_iShowGroups)
GroupsDisplay+='\n';
}
m_textGroups.SetText( GroupsDisplay );
}
void ScreenNetSelectMusic::UpdateSongsList()
{
m_vSongs.clear();
SONGMAN->SortSongs();
if (m_iGroupNum<m_iShowGroups)
m_iGroupNum+=m_vGroups.size();
int j=m_iGroupNum%m_vGroups.size();
if ( m_vGroups[j]==AllGroups )
SONGMAN->GetSongs( m_vSongs ); //this gets it alphabetically
else
SONGMAN->GetSongs( m_vSongs, m_vGroups[j] );
}
/*
* (c) 2004 Charles Lohr
* All rights reserved.
* Based off of ScreenEz2SelectMusic by Frieza
* Elements from ScreenTextEntry
*
* 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.
*/