Files
itgmania212121/src/ScreenSelectMusic.cpp
T
2011-04-29 15:03:05 -04:00

1926 lines
58 KiB
C++

#include "global.h"
#include "ScreenSelectMusic.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "SongManager.h"
#include "GameManager.h"
#include "GameSoundManager.h"
#include "GameConstantsAndTypes.h"
#include "RageLog.h"
#include "InputMapper.h"
#include "GameState.h"
#include "CodeDetector.h"
#include "ThemeManager.h"
#include "Steps.h"
#include "ActorUtil.h"
#include "RageTextureManager.h"
#include "Course.h"
#include "ProfileManager.h"
#include "Profile.h"
#include "MenuTimer.h"
#include "StatsManager.h"
#include "StepsUtil.h"
#include "Foreach.h"
#include "Style.h"
#include "PlayerState.h"
#include "CommonMetrics.h"
#include "BannerCache.h"
//#include "BackgroundCache.h"
#include "Song.h"
#include "InputEventPlus.h"
#include "RageInput.h"
#include "OptionsList.h"
static const char *SelectionStateNames[] = {
"SelectingSong",
"SelectingSteps",
"Finalized"
};
XToString( SelectionState );
/** @brief The maximum number of digits for the ScoreDisplay. */
const int NUM_SCORE_DIGITS = 9;
#define SHOW_OPTIONS_MESSAGE_SECONDS THEME->GetMetricF( m_sName, "ShowOptionsMessageSeconds" )
AutoScreenMessage( SM_AllowOptionsMenuRepeat );
AutoScreenMessage( SM_SongChanged );
AutoScreenMessage( SM_SortOrderChanging );
AutoScreenMessage( SM_SortOrderChanged );
AutoScreenMessage( SM_BackFromPlayerOptions );
static RString g_sCDTitlePath;
static bool g_bWantFallbackCdTitle;
static bool g_bCDTitleWaiting = false;
static RString g_sBannerPath;
static bool g_bBannerWaiting = false;
static bool g_bSampleMusicWaiting = false;
static RageTimer g_StartedLoadingAt(RageZeroTimer);
static RageTimer g_ScreenStartedLoadingAt(RageZeroTimer);
RageTimer g_CanOpenOptionsList(RageZeroTimer);
REGISTER_SCREEN_CLASS( ScreenSelectMusic );
void ScreenSelectMusic::Init()
{
g_ScreenStartedLoadingAt.Touch();
if( PREFSMAN->m_sTestInitialScreen.Get() == m_sName )
{
GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
GAMESTATE->SetCurrentStyle( GAMEMAN->GameAndStringToStyle(GAMEMAN->GetDefaultGame(),"versus") );
GAMESTATE->JoinPlayer( PLAYER_1 );
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
}
SAMPLE_MUSIC_DELAY_INIT.Load( m_sName, "SampleMusicDelayInit" );
SAMPLE_MUSIC_DELAY.Load( m_sName, "SampleMusicDelay" );
SAMPLE_MUSIC_LOOPS.Load( m_sName, "SampleMusicLoops" );
SAMPLE_MUSIC_PREVIEW_MODE.Load( m_sName, "SampleMusicPreviewMode" );
SAMPLE_MUSIC_FALLBACK_FADE_IN_SECONDS.Load( m_sName, "SampleMusicFallbackFadeInSeconds" );
DO_ROULETTE_ON_MENU_TIMER.Load( m_sName, "DoRouletteOnMenuTimer" );
ROULETTE_TIMER_SECONDS.Load( m_sName, "RouletteTimerSeconds" );
ALIGN_MUSIC_BEATS.Load( m_sName, "AlignMusicBeat" );
CODES.Load( m_sName, "Codes" );
MUSIC_WHEEL_TYPE.Load( m_sName, "MusicWheelType" );
SELECT_MENU_AVAILABLE.Load( m_sName, "SelectMenuAvailable" );
MODE_MENU_AVAILABLE.Load( m_sName, "ModeMenuAvailable" );
USE_OPTIONS_LIST.Load( m_sName, "UseOptionsList" );
USE_PLAYER_SELECT_MENU.Load( m_sName, "UsePlayerSelectMenu" );
SELECT_MENU_NAME.Load( m_sName, "SelectMenuScreenName" );
OPTIONS_LIST_TIMEOUT.Load( m_sName, "OptionsListTimeout" );
SELECT_MENU_CHANGES_DIFFICULTY.Load( m_sName, "SelectMenuChangesDifficulty" );
TWO_PART_SELECTION.Load( m_sName, "TwoPartSelection" );
TWO_PART_CONFIRMS_ONLY.Load( m_sName, "TwoPartConfirmsOnly" );
TWO_PART_TIMER_SECONDS.Load( m_sName, "TwoPartTimerSeconds" );
WRAP_CHANGE_STEPS.Load( m_sName, "WrapChangeSteps" );
// To allow changing steps with gamebuttons -DaisuMaster
CHANGE_STEPS_WITH_GAME_BUTTONS.Load( m_sName, "ChangeStepsWithGameButtons" );
CHANGE_GROUPS_WITH_GAME_BUTTONS.Load( m_sName, "ChangeGroupsWithGameButtons" );
m_GameButtonPreviousSong = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"PreviousSongButton") );
m_GameButtonNextSong = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"NextSongButton") );
// Ask for those only if changing steps with gamebuttons is allowed -DaisuMaster
if( CHANGE_STEPS_WITH_GAME_BUTTONS )
{
m_GameButtonPreviousDifficulty = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"PreviousDifficultyButton") );
m_GameButtonNextDifficulty = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"NextDifficultyButton") );
}
// same here but for groups -DaisuMaster
if( CHANGE_GROUPS_WITH_GAME_BUTTONS )
{
m_GameButtonPreviousGroup = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"PreviousGroupButton") );
m_GameButtonNextGroup = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"NextGroupButton") );
}
FOREACH_ENUM( PlayerNumber, p )
{
m_bSelectIsDown[p] = false; // used by UpdateSelectButton
m_bAcceptSelectRelease[p] = false;
}
ScreenWithMenuElements::Init();
this->SubscribeToMessage( Message_PlayerJoined );
// Cache these values
// Marking for change -- Midiman (why? -aj)
m_sSectionMusicPath = THEME->GetPathS(m_sName,"section music");
m_sSortMusicPath = THEME->GetPathS(m_sName,"sort music");
m_sRouletteMusicPath = THEME->GetPathS(m_sName,"roulette music");
m_sRandomMusicPath = THEME->GetPathS(m_sName,"random music");
m_sCourseMusicPath = THEME->GetPathS(m_sName,"course music");
m_sLoopMusicPath = THEME->GetPathS(m_sName,"loop music");
m_sFallbackCDTitlePath = THEME->GetPathG(m_sName,"fallback cdtitle");
m_TexturePreload.Load( m_sFallbackCDTitlePath );
// load banners
if( PREFSMAN->m_BannerCache != BNCACHE_OFF )
{
m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Banner","all music")) );
m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Common","fallback banner")) );
m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Banner","roulette")) );
m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Banner","random")) );
m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Banner","mode")) );
}
// load backgrounds
/*
if( PREFSMAN->m_BackgroundCache != BGCACHE_OFF )
{
m_TexturePreload.Load( Sprite::SongBGTexture(THEME->GetPathG("SongBackgroundItem","AllMusic")) );
m_TexturePreload.Load( Sprite::SongBGTexture(THEME->GetPathG("Common","fallback banner")) );
m_TexturePreload.Load( Sprite::SongBGTexture(THEME->GetPathG("SongBackgroundItem","roulette")) );
m_TexturePreload.Load( Sprite::SongBGTexture(THEME->GetPathG("SongBackgroundItem","random")) );
m_TexturePreload.Load( Sprite::SongBGTexture(THEME->GetPathG("SongBackgroundItem","Mode")) );
m_TexturePreload.Load( Sprite::SongBGTexture(THEME->GetPathG("SongBackgroundItem","group fallback")) );
m_TexturePreload.Load( Sprite::SongBGTexture(THEME->GetPathG("SongBackgroundItem","course fallback")) );
}
*/
// Load low-res banners and backgrounds if needed.
BANNERCACHE->Demand();
//BACKGROUNDCACHE->Demand();
m_MusicWheel.SetName( "MusicWheel" );
m_MusicWheel.Load( MUSIC_WHEEL_TYPE );
LOAD_ALL_COMMANDS_AND_SET_XY( m_MusicWheel );
this->AddChild( &m_MusicWheel );
if( USE_OPTIONS_LIST )
{
FOREACH_PlayerNumber(p)
{
m_OptionsList[p].SetName( "OptionsList" + PlayerNumberToString(p) );
m_OptionsList[p].Load( "OptionsList", p );
m_OptionsList[p].SetDrawOrder( 100 );
ActorUtil::LoadAllCommands( m_OptionsList[p], m_sName );
this->AddChild( &m_OptionsList[p] );
}
m_OptionsList[PLAYER_1].Link( &m_OptionsList[PLAYER_2] );
m_OptionsList[PLAYER_2].Link( &m_OptionsList[PLAYER_1] );
}
// this is loaded SetSong and TweenToSong
m_Banner.SetName( "Banner" );
LOAD_ALL_COMMANDS_AND_SET_XY( m_Banner );
this->AddChild( &m_Banner );
m_sprCDTitleFront.SetName( "CDTitle" );
m_sprCDTitleFront.Load( THEME->GetPathG(m_sName,"fallback cdtitle") );
LOAD_ALL_COMMANDS_AND_SET_XY( m_sprCDTitleFront );
COMMAND( m_sprCDTitleFront, "Front" );
this->AddChild( &m_sprCDTitleFront );
m_sprCDTitleBack.SetName( "CDTitle" );
m_sprCDTitleBack.Load( THEME->GetPathG(m_sName,"fallback cdtitle") );
LOAD_ALL_COMMANDS_AND_SET_XY( m_sprCDTitleBack );
COMMAND( m_sprCDTitleBack, "Back" );
this->AddChild( &m_sprCDTitleBack );
FOREACH_ENUM( PlayerNumber, p )
{
m_sprHighScoreFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("ScoreFrame P%d",p+1)) );
m_sprHighScoreFrame[p]->SetName( ssprintf("ScoreFrameP%d",p+1) );
LOAD_ALL_COMMANDS_AND_SET_XY( m_sprHighScoreFrame[p] );
this->AddChild( m_sprHighScoreFrame[p] );
m_textHighScore[p].SetName( ssprintf("ScoreP%d",p+1) );
m_textHighScore[p].LoadFromFont( THEME->GetPathF(m_sName,"score") );
LOAD_ALL_COMMANDS_AND_SET_XY( m_textHighScore[p] );
this->AddChild( &m_textHighScore[p] );
}
RageSoundLoadParams SoundParams;
SoundParams.m_bSupportPan = true;
m_soundStart.Load( THEME->GetPathS(m_sName,"start") );
m_soundDifficultyEasier.Load( THEME->GetPathS(m_sName,"difficulty easier"), false, &SoundParams );
m_soundDifficultyHarder.Load( THEME->GetPathS(m_sName,"difficulty harder"), false, &SoundParams );
m_soundOptionsChange.Load( THEME->GetPathS(m_sName,"options") );
m_soundLocked.Load( THEME->GetPathS(m_sName,"locked") );
this->SortByDrawOrder();
}
void ScreenSelectMusic::BeginScreen()
{
g_ScreenStartedLoadingAt.Touch();
if( CommonMetrics::AUTO_SET_STYLE )
{
vector<StepsType> vst;
GAMEMAN->GetStepsTypesForGame( GAMESTATE->m_pCurGame, vst );
const Style *pStyle = GAMEMAN->GetFirstCompatibleStyle( GAMESTATE->m_pCurGame, GAMESTATE->GetNumSidesJoined(), vst[0] );
GAMESTATE->SetCurrentStyle( pStyle );
}
if( GAMESTATE->GetCurrentStyle() == NULL )
RageException::Throw( "The Style has not been set. A theme must set the Style before loading ScreenSelectMusic." );
if( GAMESTATE->m_PlayMode == PlayMode_Invalid )
{
// Instead of crashing here, let's just set the PlayMode to regular
GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
LOG->Trace( "PlayMode not set, setting as regular." );
}
FOREACH_ENUM( PlayerNumber, pn )
{
if( GAMESTATE->IsHumanPlayer(pn) )
continue;
m_sprHighScoreFrame[pn]->SetVisible( false );
m_textHighScore[pn].SetVisible( false );
}
OPTIONS_MENU_AVAILABLE.Load( m_sName, "OptionsMenuAvailable" );
PlayCommand( "Mods" );
m_MusicWheel.BeginScreen();
m_SelectionState = SelectionState_SelectingSong;
ZERO( m_bStepsChosen );
m_bGoToOptions = false;
m_bAllowOptionsMenu = m_bAllowOptionsMenuRepeat = false;
ZERO( m_iSelection );
if( USE_OPTIONS_LIST )
FOREACH_PlayerNumber( pn )
m_OptionsList[pn].Reset();
AfterMusicChange();
SOUND->PlayOnceFromAnnouncer( "select music intro" );
ScreenWithMenuElements::BeginScreen();
}
ScreenSelectMusic::~ScreenSelectMusic()
{
LOG->Trace( "ScreenSelectMusic::~ScreenSelectMusic()" );
BANNERCACHE->Undemand();
//BACKGROUNDCACHE->Undemand();
}
// If bForce is true, the next request will be started even if it might cause a skip.
void ScreenSelectMusic::CheckBackgroundRequests( bool bForce )
{
if( g_bCDTitleWaiting )
{
// The CDTitle is normally very small, so we don't bother waiting to display it.
RString sPath;
if( !m_BackgroundLoader.IsCacheFileFinished(g_sCDTitlePath, sPath) )
return;
g_bCDTitleWaiting = false;
RString sCDTitlePath = sPath;
if( sCDTitlePath.empty() || !IsAFile(sCDTitlePath) )
sCDTitlePath = g_bWantFallbackCdTitle? m_sFallbackCDTitlePath:RString("");
if( !sCDTitlePath.empty() )
{
TEXTUREMAN->DisableOddDimensionWarning();
m_sprCDTitleFront.Load( sCDTitlePath );
m_sprCDTitleBack.Load( sCDTitlePath );
TEXTUREMAN->EnableOddDimensionWarning();
}
m_BackgroundLoader.FinishedWithCachedFile( g_sCDTitlePath );
}
/* Loading the rest can cause small skips, so don't do it until the wheel settles.
* Do load if we're transitioning out, though, so we don't miss starting the music
* for the options screen if a song is selected quickly. Also, don't do this
* if the wheel is locked, since we're just bouncing around after selecting
* TYPE_RANDOM, and it'll take a while before the wheel will settle. */
if( !m_MusicWheel.IsSettled() && !m_MusicWheel.WheelIsLocked() && !bForce )
return;
if( g_bBannerWaiting )
{
if( m_Banner.GetTweenTimeLeft() > 0 )
return;
RString sPath;
bool bFreeCache = false;
if( TEXTUREMAN->IsTextureRegistered( Sprite::SongBannerTexture(g_sBannerPath) ) )
{
/* If the file is already loaded into a texture, it's finished,
* and we only do this to honor the HighQualTime value. */
sPath = g_sBannerPath;
}
else
{
if( !m_BackgroundLoader.IsCacheFileFinished( g_sBannerPath, sPath ) )
return;
bFreeCache = true;
}
g_bBannerWaiting = false;
m_Banner.Load( sPath, true );
if( bFreeCache )
m_BackgroundLoader.FinishedWithCachedFile( g_sBannerPath );
}
// Nothing else is going. Start the music, if we haven't yet.
if( g_bSampleMusicWaiting )
{
if(g_ScreenStartedLoadingAt.Ago() < SAMPLE_MUSIC_DELAY_INIT)
return;
// Don't start the music sample when moving fast.
if( g_StartedLoadingAt.Ago() < SAMPLE_MUSIC_DELAY && !bForce )
return;
g_bSampleMusicWaiting = false;
GameSoundManager::PlayMusicParams PlayParams;
PlayParams.sFile = m_sSampleMusicToPlay;
PlayParams.pTiming = m_pSampleMusicTimingData;
PlayParams.bForceLoop = SAMPLE_MUSIC_LOOPS;
PlayParams.fStartSecond = m_fSampleStartSeconds;
PlayParams.fLengthSeconds = m_fSampleLengthSeconds;
PlayParams.fFadeOutLengthSeconds = 1.5f;
PlayParams.bAlignBeat = ALIGN_MUSIC_BEATS;
PlayParams.bApplyMusicRate = true;
GameSoundManager::PlayMusicParams FallbackMusic;
FallbackMusic.sFile = m_sLoopMusicPath;
FallbackMusic.fFadeInLengthSeconds = SAMPLE_MUSIC_FALLBACK_FADE_IN_SECONDS;
FallbackMusic.bAlignBeat = ALIGN_MUSIC_BEATS;
SOUND->PlayMusic( PlayParams, FallbackMusic );
}
}
void ScreenSelectMusic::Update( float fDeltaTime )
{
ScreenWithMenuElements::Update( fDeltaTime );
CheckBackgroundRequests( false );
}
void ScreenSelectMusic::Input( const InputEventPlus &input )
{
// LOG->Trace( "ScreenSelectMusic::Input()" );
bool bHoldingCtrl =
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LCTRL)) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_RCTRL));
wchar_t c = INPUTMAN->DeviceInputToChar(input.DeviceI,false);
MakeUpper( &c, 1 );
if( bHoldingCtrl && ( c >= 'A' ) && ( c <= 'Z' ) )
{
// Only allow changing the sort order if the wheel is not locked
// and we're not in course mode. -aj
if( !m_MusicWheel.WheelIsLocked() && !GAMESTATE->IsCourseMode() )
{
SortOrder so = GAMESTATE->m_SortOrder;
// When in Artist sort, this means first letter of the artist.
// Otherwise, if not in Title sort already, switch to Title sort.
if ( so != SORT_ARTIST )
so = SORT_TITLE;
GAMESTATE->m_PreferredSortOrder = so;
GAMESTATE->m_SortOrder.Set( so );
// Odd, changing the sort order requires us to call SetOpenSection more than once
m_MusicWheel.ChangeSort( so );
m_MusicWheel.SetOpenSection( ssprintf("%c", c ) );
m_MusicWheel.SelectSection( ssprintf("%c", c ) );
m_MusicWheel.ChangeSort( so );
m_MusicWheel.SetOpenSection( ssprintf("%c", c ) );
AfterMusicChange();
return;
}
}
// debugging?
// I just like being able to see untransliterated titles occasionally.
if( input.DeviceI.device == DEVICE_KEYBOARD && input.DeviceI.button == KEY_F9 )
{
if( input.type != IET_FIRST_PRESS )
return;
PREFSMAN->m_bShowNativeLanguage.Set( !PREFSMAN->m_bShowNativeLanguage );
MESSAGEMAN->Broadcast( "DisplayLanguageChanged" );
m_MusicWheel.RebuildWheelItems();
return;
}
if( !input.GameI.IsValid() )
return; // don't care
// Handle late joining
if( m_SelectionState != SelectionState_Finalized && input.MenuI == GAME_BUTTON_START && input.type == IET_FIRST_PRESS && GAMESTATE->JoinInput(input.pn) )
return; // don't handle this press again below
if( !GAMESTATE->IsHumanPlayer(input.pn) )
return;
// Check for "Press START again for options" button press
if( m_SelectionState == SelectionState_Finalized &&
input.MenuI == GAME_BUTTON_START &&
input.type != IET_RELEASE &&
OPTIONS_MENU_AVAILABLE.GetValue() )
{
if( m_bGoToOptions )
return; // got it already
if( !m_bAllowOptionsMenu )
return; // not allowed
if( !m_bAllowOptionsMenuRepeat && input.type == IET_REPEAT )
{
return; // not allowed yet
}
m_bGoToOptions = true;
m_soundStart.Play();
this->PlayCommand( "ShowEnteringOptions" );
// Re-queue SM_BeginFadingOut, since ShowEnteringOptions may have
// short-circuited animations.
this->ClearMessageQueue( SM_BeginFadingOut );
this->PostScreenMessage( SM_BeginFadingOut, this->GetTweenTimeLeft() );
return;
}
if( IsTransitioning() )
return; // ignore
// Handle unselect steps
// xxx: select button could conflict with OptionsList here -aj
if( m_SelectionState == SelectionState_SelectingSteps && m_bStepsChosen[input.pn]
&& input.MenuI == GAME_BUTTON_SELECT && input.type == IET_FIRST_PRESS )
{
Message msg("StepsUnchosen");
msg.SetParam( "Player", input.pn );
MESSAGEMAN->Broadcast( msg );
m_bStepsChosen[input.pn] = false;
return;
}
if( m_SelectionState == SelectionState_Finalized ||
m_bStepsChosen[input.pn] )
return; // ignore
// todo: Allow mousewheel to scroll MusicWheel -aj
if( USE_PLAYER_SELECT_MENU )
{
if( input.type == IET_RELEASE && input.MenuI == GAME_BUTTON_SELECT )
{
SCREENMAN->AddNewScreenToTop( SELECT_MENU_NAME, SM_BackFromPlayerOptions );
}
}
// handle OptionsList input
if( USE_OPTIONS_LIST )
{
PlayerNumber pn = input.pn;
if( pn != PLAYER_INVALID )
{
if( m_OptionsList[pn].IsOpened() )
{
m_OptionsList[pn].Input( input );
return;
}
else
{
if( input.type == IET_RELEASE && input.MenuI == GAME_BUTTON_SELECT && m_bAcceptSelectRelease[pn] )
m_OptionsList[pn].Open();
}
}
}
if( input.MenuI == GAME_BUTTON_SELECT && input.type != IET_REPEAT )
m_bAcceptSelectRelease[input.pn] = (input.type == IET_FIRST_PRESS);
if( SELECT_MENU_AVAILABLE && input.MenuI == GAME_BUTTON_SELECT && input.type != IET_REPEAT )
UpdateSelectButton( input.pn, input.type == IET_FIRST_PRESS );
if( SELECT_MENU_AVAILABLE && m_bSelectIsDown[input.pn] )
{
if( input.type == IET_FIRST_PRESS && SELECT_MENU_CHANGES_DIFFICULTY )
{
switch( input.MenuI )
{
case GAME_BUTTON_LEFT:
ChangeSteps( input.pn, -1 );
m_bAcceptSelectRelease[input.pn] = false;
break;
case GAME_BUTTON_RIGHT:
ChangeSteps( input.pn, +1 );
m_bAcceptSelectRelease[input.pn] = false;
break;
case GAME_BUTTON_START:
m_bAcceptSelectRelease[input.pn] = false;
if( MODE_MENU_AVAILABLE )
m_MusicWheel.NextSort();
else
m_soundLocked.Play();
break;
}
}
else if( input.type == IET_FIRST_PRESS && input.MenuI != GAME_BUTTON_SELECT )
{
Message msg("SelectMenuInput");
msg.SetParam( "Player", input.pn );
msg.SetParam( "Button", GameButtonToString(INPUTMAPPER->GetInputScheme(), input.MenuI) );
MESSAGEMAN->Broadcast( msg );
m_bAcceptSelectRelease[input.pn] = false;
}
if( input.type == IET_FIRST_PRESS )
g_CanOpenOptionsList.Touch();
if( g_CanOpenOptionsList.Ago() > OPTIONS_LIST_TIMEOUT )
m_bAcceptSelectRelease[input.pn] = false;
return;
}
if( m_SelectionState == SelectionState_SelectingSong &&
(input.MenuI == m_GameButtonNextSong || input.MenuI == m_GameButtonPreviousSong || input.MenuI == GAME_BUTTON_SELECT) )
{
{
// If we're rouletting, hands off.
if( m_MusicWheel.IsRouletting() )
return;
bool bLeftIsDown = false;
bool bRightIsDown = false;
FOREACH_HumanPlayer( p )
{
if( m_OptionsList[p].IsOpened() )
continue;
if( SELECT_MENU_AVAILABLE && INPUTMAPPER->IsBeingPressed(GAME_BUTTON_SELECT, p) )
continue;
bLeftIsDown |= INPUTMAPPER->IsBeingPressed( m_GameButtonPreviousSong, p );
bRightIsDown |= INPUTMAPPER->IsBeingPressed( m_GameButtonNextSong, p );
}
bool bBothDown = bLeftIsDown && bRightIsDown;
bool bNeitherDown = !bLeftIsDown && !bRightIsDown;
if( bNeitherDown )
{
// Both buttons released.
m_MusicWheel.Move( 0 );
}
else if( bBothDown )
{
m_MusicWheel.Move( 0 );
if( input.type == IET_FIRST_PRESS )
{
if( input.MenuI == m_GameButtonPreviousSong )
m_MusicWheel.ChangeMusicUnlessLocked( -1 );
else if( input.MenuI == m_GameButtonNextSong )
m_MusicWheel.ChangeMusicUnlessLocked( +1 );
}
}
else if( bLeftIsDown )
{
if( input.type != IET_RELEASE )
{
MESSAGEMAN->Broadcast( "PreviousSong" );
m_MusicWheel.Move( -1 );
}
}
else if( bRightIsDown )
{
if( input.type != IET_RELEASE )
{
MESSAGEMAN->Broadcast( "NextSong" );
m_MusicWheel.Move( +1 );
}
}
else
{
ASSERT(0);
}
// Reset the repeat timer when the button is released.
// This fixes jumping when you release Left and Right after entering the sort
// code at the same if L & R aren't released at the exact same time.
if( input.type == IET_RELEASE )
{
INPUTMAPPER->ResetKeyRepeat( m_GameButtonPreviousSong, input.pn );
INPUTMAPPER->ResetKeyRepeat( m_GameButtonNextSong, input.pn );
}
}
}
// To allow changing steps with gamebuttons, NOT WITH THE GODDAMN CODEDETECTOR
// yeah, wanted this since a while ago... -DaisuMaster
if( CHANGE_STEPS_WITH_GAME_BUTTONS )
{
// Avoid any event not being first press
if( input.type != IET_FIRST_PRESS )
return;
if( m_SelectionState == SelectionState_SelectingSong )
{
if (input.MenuI == m_GameButtonPreviousDifficulty )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
else
ChangeSteps( input.pn, -1 );
}
else if( input.MenuI == m_GameButtonNextDifficulty )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
else
ChangeSteps( input.pn, +1 );
}
}
}
// Actually I don't like to just copy and paste code because it may go
// wrong if something goes overlooked -DaisuMaster
if( CHANGE_GROUPS_WITH_GAME_BUTTONS )
{
if( input.type != IET_FIRST_PRESS)
return;
if( m_SelectionState == SelectionState_SelectingSong )
{
if(input.MenuI == m_GameButtonPreviousGroup )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
else
{
RString sNewGroup = m_MusicWheel.JumpToPrevGroup();
m_MusicWheel.SelectSection(sNewGroup);
m_MusicWheel.SetOpenSection(sNewGroup);
MESSAGEMAN->Broadcast("PreviousGroup");
AfterMusicChange();
}
}
else if(input.MenuI == m_GameButtonNextGroup )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
else
{
RString sNewGroup = m_MusicWheel.JumpToNextGroup();
m_MusicWheel.SelectSection(sNewGroup);
m_MusicWheel.SetOpenSection(sNewGroup);
MESSAGEMAN->Broadcast("NextGroup");
AfterMusicChange();
}
}
}
}
// two part confirms only means we can actually change songs here,
// so we need some hackery. oops looks like this is never going into
// mainline sm4 then -aj
if( TWO_PART_CONFIRMS_ONLY )
{
if( m_SelectionState == SelectionState_SelectingSteps )
{
if( input.MenuI == m_GameButtonPreviousSong )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
else
{
m_SelectionState = SelectionState_SelectingSong;
MESSAGEMAN->Broadcast("TwoPartConfirmCanceled");
MESSAGEMAN->Broadcast("PreviousSong");
m_MusicWheel.ChangeMusicUnlessLocked( -1 );
}
}
else if( input.MenuI == m_GameButtonNextSong )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
else
{
m_SelectionState = SelectionState_SelectingSong;
MESSAGEMAN->Broadcast("TwoPartConfirmCanceled");
MESSAGEMAN->Broadcast("NextSong");
m_MusicWheel.ChangeMusicUnlessLocked( +1 );
}
}
// added an entry for difficulty change with gamebuttons -DaisuMaster
else if( input.MenuI == m_GameButtonPreviousDifficulty )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
else
{
m_SelectionState = SelectionState_SelectingSong;
MESSAGEMAN->Broadcast("TwoPartConfirmCanceled");
ChangeSteps( input.pn, -1);
}
}
else if( input.MenuI == m_GameButtonNextDifficulty )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
else
{
m_SelectionState = SelectionState_SelectingSong;
MESSAGEMAN->Broadcast("TwoPartConfirmCanceled");
ChangeSteps( input.pn, +1);
}
}
// added also for groupchanges
else if(input.MenuI == m_GameButtonPreviousGroup )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
else
{
RString sNewGroup = m_MusicWheel.JumpToPrevGroup();
m_MusicWheel.SelectSection(sNewGroup);
m_MusicWheel.SetOpenSection(sNewGroup);
MESSAGEMAN->Broadcast("TwoPartConfirmCanceled");
MESSAGEMAN->Broadcast("PreviousGroup");
AfterMusicChange();
}
}
else if(input.MenuI == m_GameButtonNextGroup )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
else
{
RString sNewGroup = m_MusicWheel.JumpToNextGroup();
m_MusicWheel.SelectSection(sNewGroup);
m_MusicWheel.SetOpenSection(sNewGroup);
MESSAGEMAN->Broadcast("TwoPartConfirmCanceled");
MESSAGEMAN->Broadcast("NextGroup");
AfterMusicChange();
}
}
}
}
else
{
if( m_SelectionState == SelectionState_SelectingSteps && input.type == IET_FIRST_PRESS && !m_bStepsChosen[input.pn] )
{
if( input.MenuI == m_GameButtonNextSong || input.MenuI == m_GameButtonPreviousSong )
{
if( input.MenuI == m_GameButtonPreviousSong )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
else
ChangeSteps( input.pn, -1 );
}
else if( input.MenuI == m_GameButtonNextSong )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
else
ChangeSteps( input.pn, +1 );
}
}
else if( input.MenuI == GAME_BUTTON_MENUUP || input.MenuI == GAME_BUTTON_MENUDOWN ) // && TWO_PART_DESELECTS_WITH_MENUUPDOWN
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
else
{
// XXX: should this be called "TwoPartCancelled"?
Message msg("SongUnchosen");
msg.SetParam( "Player", input.pn );
MESSAGEMAN->Broadcast( msg );
// unset all steps
FOREACH_ENUM( PlayerNumber , p )
m_bStepsChosen[p] = false;
m_SelectionState = SelectionState_SelectingSong;
}
}
}
}
if( input.type == IET_FIRST_PRESS && DetectCodes(input) )
return;
ScreenWithMenuElements::Input( input );
}
bool ScreenSelectMusic::DetectCodes( const InputEventPlus &input )
{
if( CodeDetector::EnteredPrevSteps(input.GameI.controller) && !CHANGE_STEPS_WITH_GAME_BUTTONS )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
else
ChangeSteps( input.pn, -1 );
}
else if( CodeDetector::EnteredNextSteps(input.GameI.controller) && !CHANGE_STEPS_WITH_GAME_BUTTONS )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
else
ChangeSteps( input.pn, +1 );
}
else if( CodeDetector::EnteredModeMenu(input.GameI.controller) )
{
if( MODE_MENU_AVAILABLE )
m_MusicWheel.ChangeSort( SORT_MODE_MENU );
else
m_soundLocked.Play();
}
else if( CodeDetector::EnteredNextSort(input.GameI.controller) )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
else
m_MusicWheel.NextSort();
}
else if( !GAMESTATE->IsAnExtraStageAndSelectionLocked() && CodeDetector::DetectAndAdjustMusicOptions(input.GameI.controller) )
{
m_soundOptionsChange.Play();
Message msg( "PlayerOptionsChanged" );
msg.SetParam( "PlayerNumber", input.pn );
MESSAGEMAN->Broadcast( msg );
MESSAGEMAN->Broadcast( "SongOptionsChanged" );
}
else if( CodeDetector::EnteredNextGroup(input.GameI.controller) && !CHANGE_GROUPS_WITH_GAME_BUTTONS )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
else
{
RString sNewGroup = m_MusicWheel.JumpToNextGroup();
m_MusicWheel.SelectSection(sNewGroup);
m_MusicWheel.SetOpenSection(sNewGroup);
MESSAGEMAN->Broadcast("NextGroup");
AfterMusicChange();
}
}
else if( CodeDetector::EnteredPrevGroup(input.GameI.controller) && !CHANGE_GROUPS_WITH_GAME_BUTTONS )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
else
{
RString sNewGroup = m_MusicWheel.JumpToPrevGroup();
m_MusicWheel.SelectSection(sNewGroup);
m_MusicWheel.SetOpenSection(sNewGroup);
MESSAGEMAN->Broadcast("PreviousGroup");
AfterMusicChange();
}
}
else if( CodeDetector::EnteredCloseFolder(input.GameI.controller) )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
else
{
RString sCurSection = m_MusicWheel.GetSelectedSection();
m_MusicWheel.SelectSection(sCurSection);
m_MusicWheel.SetOpenSection("");
AfterMusicChange();
}
}
else
{
return false;
}
return true;
}
void ScreenSelectMusic::UpdateSelectButton( PlayerNumber pn, bool bSelectIsDown )
{
if( !SELECT_MENU_AVAILABLE || !CanChangeSong() )
bSelectIsDown = false;
if( m_bSelectIsDown[pn] != bSelectIsDown )
{
m_bSelectIsDown[pn] = bSelectIsDown;
Message msg( bSelectIsDown ? "SelectMenuOpened" : "SelectMenuClosed" );
msg.SetParam( "Player", pn );
MESSAGEMAN->Broadcast( msg );
}
}
void ScreenSelectMusic::ChangeSteps( PlayerNumber pn, int dir )
{
LOG->Trace( "ScreenSelectMusic::ChangeSteps( %d, %d )", pn, dir );
ASSERT( GAMESTATE->IsHumanPlayer(pn) );
if( GAMESTATE->m_pCurSong )
{
m_iSelection[pn] += dir;
if( WRAP_CHANGE_STEPS )
{
wrap( m_iSelection[pn], m_vpSteps.size() );
}
else
{
if( CLAMP(m_iSelection[pn],0,m_vpSteps.size()-1) )
return;
}
// the user explicity switched difficulties. Update the preferred Difficulty and StepsType
Steps *pSteps = m_vpSteps[ m_iSelection[pn] ];
GAMESTATE->ChangePreferredDifficultyAndStepsType( pn, pSteps->GetDifficulty(), pSteps->m_StepsType );
}
else if( GAMESTATE->m_pCurCourse )
{
m_iSelection[pn] += dir;
if( WRAP_CHANGE_STEPS )
{
wrap( m_iSelection[pn], m_vpTrails.size() );
}
else
{
if( CLAMP(m_iSelection[pn],0,m_vpTrails.size()-1) )
return;
}
// the user explicity switched difficulties. Update the preferred Difficulty and StepsType
Trail *pTrail = m_vpTrails[ m_iSelection[pn] ];
GAMESTATE->ChangePreferredCourseDifficultyAndStepsType( pn, pTrail->m_CourseDifficulty, pTrail->m_StepsType );
}
else
{
// If we're showing multiple StepsTypes in the list, don't allow
// changing the difficulty/StepsType when a non-Song, non-Course is
// selected. Changing the preferred Difficulty and StepsType by
// direction is complicated when multiple StepsTypes are being shown,
// so we don't support it.
if( CommonMetrics::AUTO_SET_STYLE )
return;
if( !GAMESTATE->ChangePreferredDifficulty( pn, dir ) )
return;
}
vector<PlayerNumber> vpns;
FOREACH_HumanPlayer( p )
{
if( pn == p || GAMESTATE->DifficultiesLocked() )
{
m_iSelection[p] = m_iSelection[pn];
vpns.push_back( p );
}
}
AfterStepsOrTrailChange( vpns );
float fBalance = GameSoundManager::GetPlayerBalance( pn );
if( dir < 0 )
{
m_soundDifficultyEasier.SetProperty( "Pan", fBalance );
m_soundDifficultyEasier.PlayCopy();
}
else
{
m_soundDifficultyHarder.SetProperty( "Pan", fBalance );
m_soundDifficultyHarder.PlayCopy();
}
Message msg( "ChangeSteps" );
msg.SetParam( "Player", pn );
msg.SetParam( "Direction", dir );
MESSAGEMAN->Broadcast( msg );
}
void ScreenSelectMusic::HandleMessage( const Message &msg )
{
if( m_bRunning && msg == Message_PlayerJoined )
{
// The current steps may no longer be playable. If one player has double
// steps selected, they are no longer playable now that P2 has joined.
// TODO: Invalidate the CurSteps only if they are no longer playable.
// That way, after music change will clamp to the nearest in the StepsDisplayList.
GAMESTATE->m_pCurSteps[GAMESTATE->m_MasterPlayerNumber].SetWithoutBroadcast( NULL );
FOREACH_ENUM( PlayerNumber, p )
GAMESTATE->m_pCurSteps[p].SetWithoutBroadcast( NULL );
/* If a course is selected, it may no longer be playable.
* Let MusicWheel know about the late join. */
m_MusicWheel.PlayerJoined();
AfterMusicChange();
int iSel = 0;
PlayerNumber pn;
bool b = msg.GetParam( "Player", pn );
ASSERT( b );
// load player profiles
if( GAMESTATE->HaveProfileToLoad() )
{
GAMESTATE->LoadProfiles( true ); // I guess you could always load edits here...
SCREENMAN->ZeroNextUpdate(); // be kind, don't skip frames if you can avoid it
}
m_iSelection[pn] = iSel;
if( GAMESTATE->IsCourseMode() )
{
Trail* pTrail = m_vpTrails.empty()? NULL: m_vpTrails[m_iSelection[pn]];
GAMESTATE->m_pCurTrail[pn].Set( pTrail );
}
else
{
Steps* pSteps = m_vpSteps.empty()? NULL: m_vpSteps[m_iSelection[pn]];
GAMESTATE->m_pCurSteps[pn].Set( pSteps );
}
}
ScreenWithMenuElements::HandleMessage( msg );
}
void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
{
if( SM == SM_AllowOptionsMenuRepeat )
{
m_bAllowOptionsMenuRepeat = true;
}
else if( SM == SM_MenuTimer )
{
if( m_MusicWheel.IsRouletting() )
{
MenuStart( InputEventPlus() );
m_MenuTimer->SetSeconds( ROULETTE_TIMER_SECONDS );
m_MenuTimer->Start();
}
else if( DO_ROULETTE_ON_MENU_TIMER && m_MusicWheel.GetSelectedSong() == NULL && m_MusicWheel.GetSelectedCourse() == NULL )
{
m_MusicWheel.StartRoulette();
m_MenuTimer->SetSeconds( ROULETTE_TIMER_SECONDS );
m_MenuTimer->Start();
}
else
{
// Finish sort changing so that the wheel can respond immediately to
// our request to choose random.
m_MusicWheel.FinishChangingSorts();
if( m_MusicWheel.GetSelectedSong() == NULL && m_MusicWheel.GetSelectedCourse() == NULL )
m_MusicWheel.StartRandom();
MenuStart( InputEventPlus() );
}
return;
}
else if( SM == SM_GoToPrevScreen )
{
/* We may have stray SM_SongChanged messages from the music wheel.
* We can't handle them anymore, since the title menu (and attract
* screens) reset the game state, so just discard them. */
ClearMessageQueue();
}
else if( SM == SM_BeginFadingOut )
{
m_bAllowOptionsMenu = false;
if( OPTIONS_MENU_AVAILABLE && !m_bGoToOptions )
this->PlayCommand( "HidePressStartForOptions" );
this->PostScreenMessage( SM_GoToNextScreen, this->GetTweenTimeLeft() );
}
else if( SM == SM_GoToNextScreen )
{
if( !m_bGoToOptions )
SOUND->StopMusic();
}
else if( SM == SM_SongChanged )
{
AfterMusicChange();
}
else if( SM == SM_SortOrderChanging ) // happens immediately
{
this->PlayCommand( "SortChange" );
}
else if( SM == SM_GainFocus )
{
CodeDetector::RefreshCacheItems( CODES );
}
else if( SM == SM_LoseFocus )
{
CodeDetector::RefreshCacheItems(); // reset for other screens
}
ScreenWithMenuElements::HandleScreenMessage( SM );
}
void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
{
if( input.type != IET_FIRST_PRESS )
return;
/* If select is being pressed at the same time, this is probably an attempt
* to change the sort, not to pick a song or difficulty. If it gets here,
* the actual select press was probably hit during a tween and ignored.
* Ignore it. */
if( input.pn != PLAYER_INVALID && INPUTMAPPER->IsBeingPressed(GAME_BUTTON_SELECT, input.pn) )
return;
// Honor locked input for start presses.
if( m_fLockInputSecs > 0 )
return;
switch( m_SelectionState )
{
DEFAULT_FAIL( m_SelectionState );
case SelectionState_SelectingSong:
// If false, we don't have a selection just yet.
if( !m_MusicWheel.Select() )
return;
// a song was selected
if( m_MusicWheel.GetSelectedSong() != NULL )
{
if(TWO_PART_CONFIRMS_ONLY && SAMPLE_MUSIC_PREVIEW_MODE == SampleMusicPreviewMode_StartToPreview)
{
// start playing the preview music.
g_bSampleMusicWaiting = true;
CheckBackgroundRequests( true );
}
const bool bIsNew = PROFILEMAN->IsSongNew( m_MusicWheel.GetSelectedSong() );
bool bIsHard = false;
FOREACH_HumanPlayer( p )
{
if( GAMESTATE->m_pCurSteps[p] && GAMESTATE->m_pCurSteps[p]->GetMeter() >= 10 )
bIsHard = true;
}
// See if this song is a repeat.
// If we're in event mode, only check the last five songs.
bool bIsRepeat = false;
int i = 0;
if( GAMESTATE->IsEventMode() )
i = max( 0, int(STATSMAN->m_vPlayedStageStats.size())-5 );
for( ; i < (int)STATSMAN->m_vPlayedStageStats.size(); ++i )
if( STATSMAN->m_vPlayedStageStats[i].m_vpPlayedSongs.back() == m_MusicWheel.GetSelectedSong() )
bIsRepeat = true;
// Don't complain about repeats if the user didn't get to pick.
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
bIsRepeat = false;
if( bIsRepeat )
SOUND->PlayOnceFromAnnouncer( "select music comment repeat" );
else if( bIsNew )
SOUND->PlayOnceFromAnnouncer( "select music comment new" );
else if( bIsHard )
SOUND->PlayOnceFromAnnouncer( "select music comment hard" );
else
SOUND->PlayOnceFromAnnouncer( "select music comment general" );
/* If we're in event mode, we may have just played a course (putting
* us in course mode). Make sure we're in a single song mode. */
if( GAMESTATE->IsCourseMode() )
GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
}
else if( m_MusicWheel.GetSelectedCourse() != NULL )
{
SOUND->PlayOnceFromAnnouncer( "select course comment general" );
Course *pCourse = m_MusicWheel.GetSelectedCourse();
ASSERT( pCourse );
GAMESTATE->m_PlayMode.Set( pCourse->GetPlayMode() );
// apply #LIVES
if( pCourse->m_iLives != -1 )
{
SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_LifeType, SongOptions::LIFE_BATTERY );
SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_iBatteryLives, pCourse->m_iLives );
}
if( pCourse->GetCourseType() == COURSE_TYPE_SURVIVAL)
SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_LifeType, SongOptions::LIFE_TIME );
}
else
{
// We haven't made a selection yet.
return;
}
// I believe this is for those who like pump pro. -aj
MESSAGEMAN->Broadcast("SongChosen");
break;
case SelectionState_SelectingSteps:
{
PlayerNumber pn = input.pn;
bool bInitiatedByMenuTimer = pn == PLAYER_INVALID;
bool bAllOtherHumanPlayersDone = true;
FOREACH_HumanPlayer( p )
{
if( p == pn )
continue;
bAllOtherHumanPlayersDone &= m_bStepsChosen[p];
}
bool bAllPlayersDoneSelectingSteps = bInitiatedByMenuTimer || bAllOtherHumanPlayersDone;
if(TWO_PART_CONFIRMS_ONLY)
bAllPlayersDoneSelectingSteps = true;
/* TRICKY: if we have a Routine chart selected, we need to ensure
* the following:
* 1. Both players must select the same Routine steps.
* 2. If the other player picks non-Routine steps, this player
* cannot pick Routine.
* 3. If the other player picked Routine steps, and we pick
* non-Routine steps, the other player's steps must be unselected.
* 4. If time runs out, and both players don't have the same Routine
* chart selected, we need to bump the player with a Routine
* chart selection to a playable chart.
* (Right now, we bump them to Beginner... Can we come up with
* something better?)
*/
if( !GAMESTATE->IsCourseMode() && GAMESTATE->GetNumSidesJoined() == 2 )
{
bool bSelectedRoutineSteps[NUM_PLAYERS], bAnySelectedRoutine = false;
bool bSelectedSameSteps = GAMESTATE->m_pCurSteps[PLAYER_1] == GAMESTATE->m_pCurSteps[PLAYER_2];
FOREACH_HumanPlayer( p )
{
const Steps *pSteps = GAMESTATE->m_pCurSteps[p];
const StepsTypeInfo &sti = GAMEMAN->GetStepsTypeInfo( pSteps->m_StepsType );
bSelectedRoutineSteps[p] = sti.m_StepsTypeCategory == StepsTypeCategory_Routine;
bAnySelectedRoutine |= bSelectedRoutineSteps[p];
}
if( bAnySelectedRoutine )
{
/* Timer ran out. If we haven't agreed on steps, move players with
* Routine steps down to Beginner. I'll admit that's annoying,
* but at least they won't lose more stages. */
if( bInitiatedByMenuTimer && !bSelectedSameSteps )
{
/* Since m_vpSteps is sorted by Difficulty, the first
* entry should be the easiest. */
ASSERT( m_vpSteps.size() );
Steps *pSteps = m_vpSteps[0];
FOREACH_PlayerNumber( p )
{
if( bSelectedRoutineSteps[p] )
GAMESTATE->m_pCurSteps[p].Set( pSteps );
}
break;
}
// If the steps don't match up, we need to check some more conditions...
if( !bSelectedSameSteps )
{
const PlayerNumber other = OPPOSITE_PLAYER[pn];
if( m_bStepsChosen[other] )
{
/* Unready the other player if they selected Routine
* steps, but we didn't. */
if( bSelectedRoutineSteps[other] )
{
m_bStepsChosen[other] = false;
bAllPlayersDoneSelectingSteps = false; // if the timer ran out, we handled it earlier
// HACK: send an event to Input to tell it to unready.
InputEventPlus event;
event.MenuI = GAME_BUTTON_SELECT;
event.pn = other;
this->Input( event );
}
else if( bSelectedRoutineSteps[pn] )
{
/* They selected non-Routine steps, so we can't
* select Routine steps. */
return;
}
}
}
}
}
if( !bAllPlayersDoneSelectingSteps )
{
m_bStepsChosen[pn] = true;
m_soundStart.Play();
// impldiff: Pump it Up Pro uses "StepsSelected". -aj
Message msg("StepsChosen");
msg.SetParam( "Player", pn );
MESSAGEMAN->Broadcast( msg );
return;
}
}
break;
}
FOREACH_ENUM( PlayerNumber, p )
{
if( !TWO_PART_SELECTION || m_SelectionState == SelectionState_SelectingSteps )
{
if( m_OptionsList[p].IsOpened() )
m_OptionsList[p].Close();
}
UpdateSelectButton( p, false );
}
m_SelectionState = GetNextSelectionState();
Message msg( "Start" + SelectionStateToString(m_SelectionState) );
MESSAGEMAN->Broadcast( msg );
m_soundStart.Play();
// If the MenuTimer has forced us to move on && TWO_PART_CONFIRMS_ONLY,
// set Selection State to finalized and move on.
if(TWO_PART_CONFIRMS_ONLY)
{
if(m_MenuTimer->GetSeconds() < 1)
{
m_SelectionState = SelectionState_Finalized;
}
}
if( m_SelectionState == SelectionState_Finalized )
{
m_MenuTimer->Stop();
FOREACH_HumanPlayer( p )
{
if( !m_bStepsChosen[p] )
{
m_bStepsChosen[p] = true;
// Don't play start sound. We play it again below on finalized
//m_soundStart.Play();
Message lMsg("StepsChosen");
lMsg.SetParam( "Player", p );
MESSAGEMAN->Broadcast( lMsg );
}
}
if( CommonMetrics::AUTO_SET_STYLE )
{
// Now that Steps have been chosen, set a Style that can play them.
const Style *pStyle = NULL;
if( GAMESTATE->IsCourseMode() )
pStyle = GAMESTATE->m_pCurCourse->GetCourseStyle( GAMESTATE->m_pCurGame, GAMESTATE->GetNumSidesJoined() );
if( pStyle == NULL )
{
StepsType stCurrent;
PlayerNumber pn = GAMESTATE->m_MasterPlayerNumber;
if( GAMESTATE->IsCourseMode() )
{
ASSERT( GAMESTATE->m_pCurTrail[pn] );
stCurrent = GAMESTATE->m_pCurTrail[pn]->m_StepsType;
}
else
{
ASSERT( GAMESTATE->m_pCurSteps[pn] );
stCurrent = GAMESTATE->m_pCurSteps[pn]->m_StepsType;
}
vector<StepsType> vst;
pStyle = GAMEMAN->GetFirstCompatibleStyle( GAMESTATE->m_pCurGame, GAMESTATE->GetNumSidesJoined(), stCurrent );
}
GAMESTATE->SetCurrentStyle( pStyle );
}
/* If we're currently waiting on song assets, abort all except the music
* and start the music, so if we make a choice quickly before background
* requests come through, the music will still start. */
g_bCDTitleWaiting = g_bBannerWaiting = false;
m_BackgroundLoader.Abort();
CheckBackgroundRequests( true );
if( OPTIONS_MENU_AVAILABLE )
{
// show "hold START for options"
this->PlayCommand( "ShowPressStartForOptions" );
m_bAllowOptionsMenu = true;
/* Don't accept a held START for a little while, so it's not
* hit accidentally. Accept an initial START right away, though,
* so we don't ignore deliberate fast presses (which would be
* annoying). */
this->PostScreenMessage( SM_AllowOptionsMenuRepeat, 0.5f );
StartTransitioningScreen( SM_None );
float fTime = max( SHOW_OPTIONS_MESSAGE_SECONDS, this->GetTweenTimeLeft() );
this->PostScreenMessage( SM_BeginFadingOut, fTime );
}
else
{
StartTransitioningScreen( SM_BeginFadingOut );
}
}
else // !finalized. Set the timer for selecting difficulty and mods.
{
float fSeconds = m_MenuTimer->GetSeconds();
if( fSeconds < 10 )
{
m_MenuTimer->SetSeconds( TWO_PART_TIMER_SECONDS ); // was 13 -aj
m_MenuTimer->Start();
}
}
}
void ScreenSelectMusic::MenuBack( const InputEventPlus &input )
{
// Handle unselect song (ffff)
// todo: this isn't right at all. -aj
/*
if( m_SelectionState == SelectionState_SelectingSteps && !m_bStepsChosen[input.pn] && input.MenuI == GAME_BUTTON_BACK && input.type == IET_FIRST_PRESS )
{
// if a player has chosen their steps already, don't unchoose song.
FOREACH_HumanPlayer( p )
if( m_bStepsChosen[p] ) return;
// and if we get here...
Message msg("SongUnchosen");
msg.SetParam( "Player", input.pn );
MESSAGEMAN->Broadcast( msg );
m_SelectionState = SelectionState_SelectingSong;
return;
}
*/
m_BackgroundLoader.Abort();
Cancel( SM_GoToPrevScreen );
}
void ScreenSelectMusic::AfterStepsOrTrailChange( const vector<PlayerNumber> &vpns )
{
if(TWO_PART_CONFIRMS_ONLY && m_SelectionState == SelectionState_SelectingSteps)
{
// if TWO_PART_CONFIRMS_ONLY, changing difficulties unsets the song. -aj
m_SelectionState = SelectionState_SelectingSong;
MESSAGEMAN->Broadcast("TwoPartConfirmCanceled");
}
FOREACH_CONST( PlayerNumber, vpns, p )
{
PlayerNumber pn = *p;
ASSERT( GAMESTATE->IsHumanPlayer(pn) );
if( GAMESTATE->m_pCurSong )
{
CLAMP( m_iSelection[pn], 0, m_vpSteps.size()-1 );
Song* pSong = GAMESTATE->m_pCurSong;
Steps* pSteps = m_vpSteps.empty()? NULL: m_vpSteps[m_iSelection[pn]];
GAMESTATE->m_pCurSteps[pn].Set( pSteps );
GAMESTATE->m_pCurTrail[pn].Set( NULL );
int iScore = 0;
if( pSteps )
{
const Profile *pProfile = PROFILEMAN->IsPersistentProfile(pn) ? PROFILEMAN->GetProfile(pn) : PROFILEMAN->GetMachineProfile();
iScore = pProfile->GetStepsHighScoreList(pSong,pSteps).GetTopScore().GetScore();
}
m_textHighScore[pn].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, iScore) );
}
else if( GAMESTATE->m_pCurCourse )
{
CLAMP( m_iSelection[pn], 0, m_vpTrails.size()-1 );
Course* pCourse = GAMESTATE->m_pCurCourse;
Trail* pTrail = m_vpTrails.empty()? NULL: m_vpTrails[m_iSelection[pn]];
GAMESTATE->m_pCurSteps[pn].Set( NULL );
GAMESTATE->m_pCurTrail[pn].Set( pTrail );
int iScore = 0;
if( pTrail )
{
const Profile *pProfile = PROFILEMAN->IsPersistentProfile(pn) ? PROFILEMAN->GetProfile(pn) : PROFILEMAN->GetMachineProfile();
iScore = pProfile->GetCourseHighScoreList(pCourse,pTrail).GetTopScore().GetScore();
}
m_textHighScore[pn].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, iScore) );
}
else
{
// The numbers shouldn't stay if the current selection is NULL.
// todo: Let themers set the text value instead of just using 0. -aj
m_textHighScore[pn].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, 0) );
}
}
}
void ScreenSelectMusic::SwitchToPreferredDifficulty()
{
if( !GAMESTATE->m_pCurCourse )
{
FOREACH_HumanPlayer( pn )
{
// Find the closest match to the user's preferred difficulty and StepsType.
int iCurDifference = -1;
int &iSelection = m_iSelection[pn];
FOREACH_CONST( Steps*, m_vpSteps, s )
{
int i = s - m_vpSteps.begin();
// If the current steps are listed, use them.
if( GAMESTATE->m_pCurSteps[pn] == *s )
{
iSelection = i;
break;
}
if( GAMESTATE->m_PreferredDifficulty[pn] != Difficulty_Invalid )
{
int iDifficultyDifference = abs( (*s)->GetDifficulty() - GAMESTATE->m_PreferredDifficulty[pn] );
int iStepsTypeDifference = 0;
if( GAMESTATE->m_PreferredStepsType != StepsType_Invalid )
iStepsTypeDifference = abs( (*s)->m_StepsType - GAMESTATE->m_PreferredStepsType );
int iTotalDifference = iStepsTypeDifference * NUM_Difficulty + iDifficultyDifference;
if( iCurDifference == -1 || iTotalDifference < iCurDifference )
{
iSelection = i;
iCurDifference = iTotalDifference;
}
}
}
CLAMP( iSelection, 0, m_vpSteps.size()-1 );
}
}
else
{
FOREACH_HumanPlayer( pn )
{
// Find the closest match to the user's preferred difficulty.
int iCurDifference = -1;
int &iSelection = m_iSelection[pn];
FOREACH_CONST( Trail*, m_vpTrails, t )
{
int i = t - m_vpTrails.begin();
// If the current trail is listed, use it.
if( GAMESTATE->m_pCurTrail[pn] == m_vpTrails[i] )
{
iSelection = i;
break;
}
if( GAMESTATE->m_PreferredCourseDifficulty[pn] != Difficulty_Invalid && GAMESTATE->m_PreferredStepsType != StepsType_Invalid )
{
int iDifficultyDifference = abs( (*t)->m_CourseDifficulty - GAMESTATE->m_PreferredCourseDifficulty[pn] );
int iStepsTypeDifference = abs( (*t)->m_StepsType - GAMESTATE->m_PreferredStepsType );
int iTotalDifference = iStepsTypeDifference * NUM_CourseDifficulty + iDifficultyDifference;
if( iCurDifference == -1 || iTotalDifference < iCurDifference )
{
iSelection = i;
iCurDifference = iTotalDifference;
}
}
}
CLAMP( iSelection, 0, m_vpTrails.size()-1 );
}
}
if( GAMESTATE->DifficultiesLocked() )
{
FOREACH_HumanPlayer( p )
m_iSelection[p] = m_iSelection[GAMESTATE->m_MasterPlayerNumber];
}
}
void ScreenSelectMusic::AfterMusicChange()
{
if( !m_MusicWheel.IsRouletting() )
m_MenuTimer->Stall();
Song* pSong = m_MusicWheel.GetSelectedSong();
GAMESTATE->m_pCurSong.Set( pSong );
if( pSong )
GAMESTATE->m_pPreferredSong = pSong;
Course* pCourse = m_MusicWheel.GetSelectedCourse();
GAMESTATE->m_pCurCourse.Set( pCourse );
if( pCourse )
GAMESTATE->m_pPreferredCourse = pCourse;
m_vpSteps.clear();
m_vpTrails.clear();
m_Banner.SetMovingFast( !!m_MusicWheel.IsMoving() );
vector<RString> m_Artists, m_AltArtists;
if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
{
m_sSampleMusicToPlay = "";
}
m_pSampleMusicTimingData = NULL;
g_sCDTitlePath = "";
g_sBannerPath = "";
g_bWantFallbackCdTitle = false;
bool bWantBanner = true;
static SortOrder s_lastSortOrder = SortOrder_Invalid;
if( GAMESTATE->m_SortOrder != s_lastSortOrder )
{
// Reload to let Lua metrics have a chance to change the help text.
s_lastSortOrder = GAMESTATE->m_SortOrder;
}
switch( m_MusicWheel.GetSelectedType() )
{
case TYPE_SECTION:
case TYPE_SORT:
case TYPE_ROULETTE:
case TYPE_RANDOM:
case TYPE_CUSTOM:
FOREACH_PlayerNumber( p )
m_iSelection[p] = -1;
g_sCDTitlePath = ""; // none
if( SAMPLE_MUSIC_PREVIEW_MODE == SampleMusicPreviewMode_LastSong )
{
// HACK: Make random music work in LastSong mode. -aj
if( m_sSampleMusicToPlay == m_sRandomMusicPath )
{
m_fSampleStartSeconds = 0;
m_fSampleLengthSeconds = -1;
}
}
else
{
m_fSampleStartSeconds = 0;
m_fSampleLengthSeconds = -1;
}
switch( m_MusicWheel.GetSelectedType() )
{
case TYPE_SECTION:
// reduce scope
{
SortOrder curSort = GAMESTATE->m_SortOrder;
if( curSort == SORT_GROUP)
{
g_sBannerPath = SONGMAN->GetSongGroupBannerPath( m_MusicWheel.GetSelectedSection() );
}
else
{
bWantBanner = false; // we load it ourself
m_Banner.LoadFromSortOrder(curSort);
}
if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
m_sSampleMusicToPlay = m_sSectionMusicPath;
}
break;
case TYPE_SORT:
bWantBanner = false; // we load it ourself
m_Banner.LoadMode();
if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
m_sSampleMusicToPlay = m_sSortMusicPath;
break;
case TYPE_ROULETTE:
bWantBanner = false; // we load it ourself
m_Banner.LoadRoulette();
if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
m_sSampleMusicToPlay = m_sRouletteMusicPath;
break;
case TYPE_RANDOM:
bWantBanner = false; // we load it ourself
m_Banner.LoadRandom();
//if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
m_sSampleMusicToPlay = m_sRandomMusicPath;
break;
case TYPE_CUSTOM:
{
bWantBanner = false; // we load it ourself
RString sBannerName = GetMusicWheel()->GetCurWheelItemData( GetMusicWheel()->GetCurrentIndex() )->m_pAction->m_sName.c_str();
m_Banner.LoadCustom(sBannerName);
if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
m_sSampleMusicToPlay = m_sSectionMusicPath;
}
break;
default:
ASSERT(0);
}
// override this if the sample music mode wants to.
/*
if(SAMPLE_MUSIC_PREVIEW_MODE == SampleMusicPreviewMode_LastSong)
{
m_sSampleMusicToPlay = pSong->GetMusicPath();
m_pSampleMusicTimingData = &pSong->m_Timing;
m_fSampleStartSeconds = pSong->m_fMusicSampleStartSeconds;
m_fSampleLengthSeconds = pSong->m_fMusicSampleLengthSeconds;
}
*/
break;
case TYPE_SONG:
case TYPE_PORTAL:
// check SampleMusicPreviewMode here.
switch( SAMPLE_MUSIC_PREVIEW_MODE )
{
case SampleMusicPreviewMode_ScreenMusic:
// play the screen music
m_sSampleMusicToPlay = m_sLoopMusicPath;
m_fSampleStartSeconds = 0;
m_fSampleLengthSeconds = -1;
break;
case SampleMusicPreviewMode_StartToPreview:
// we want to load the sample music, but we don't want to
// actually play it. fall through. -aj
case SampleMusicPreviewMode_Normal:
case SampleMusicPreviewMode_LastSong: // fall through
// play the sample music
m_sSampleMusicToPlay = pSong->GetMusicPath();
m_pSampleMusicTimingData = &pSong->m_Timing;
m_fSampleStartSeconds = pSong->m_fMusicSampleStartSeconds;
m_fSampleLengthSeconds = pSong->m_fMusicSampleLengthSeconds;
break;
default:
ASSERT(0);
}
SongUtil::GetPlayableSteps( pSong, m_vpSteps );
if ( PREFSMAN->m_bShowBanners )
g_sBannerPath = pSong->GetBannerPath();
g_sCDTitlePath = pSong->GetCDTitlePath();
g_bWantFallbackCdTitle = true;
SwitchToPreferredDifficulty();
break;
case TYPE_COURSE:
{
const Course *lCourse = m_MusicWheel.GetSelectedCourse();
const Style *pStyle = NULL;
if( CommonMetrics::AUTO_SET_STYLE )
pStyle = pCourse->GetCourseStyle( GAMESTATE->m_pCurGame, GAMESTATE->GetNumSidesJoined() );
if( pStyle == NULL )
pStyle = GAMESTATE->GetCurrentStyle();
lCourse->GetTrails( m_vpTrails, pStyle->m_StepsType );
m_sSampleMusicToPlay = m_sCourseMusicPath;
m_fSampleStartSeconds = 0;
m_fSampleLengthSeconds = -1;
g_sBannerPath = lCourse->GetBannerPath();
if( g_sBannerPath.empty() )
m_Banner.LoadFallback();
SwitchToPreferredDifficulty();
break;
}
default:
ASSERT(0);
}
m_sprCDTitleFront.UnloadTexture();
m_sprCDTitleBack.UnloadTexture();
// Cancel any previous, incomplete requests for song assets,
// since we need new ones.
m_BackgroundLoader.Abort();
g_bCDTitleWaiting = false;
if( !g_sCDTitlePath.empty() || g_bWantFallbackCdTitle )
{
LOG->Trace( "cache \"%s\"", g_sCDTitlePath.c_str());
m_BackgroundLoader.CacheFile( g_sCDTitlePath ); // empty OK
g_bCDTitleWaiting = true;
}
g_bBannerWaiting = false;
if( bWantBanner )
{
LOG->Trace("LoadFromCachedBanner(%s)",g_sBannerPath .c_str());
if( m_Banner.LoadFromCachedBanner( g_sBannerPath ) )
{
/* If the high-res banner is already loaded, just delay before
* loading it, so the low-res one has time to fade in. */
if( !TEXTUREMAN->IsTextureRegistered( Sprite::SongBannerTexture(g_sBannerPath) ) )
m_BackgroundLoader.CacheFile( g_sBannerPath );
g_bBannerWaiting = true;
}
}
// Don't stop music if it's already playing the right file.
g_bSampleMusicWaiting = false;
if( !m_MusicWheel.IsRouletting() && SOUND->GetMusicPath() != m_sSampleMusicToPlay )
{
SOUND->StopMusic();
// some SampleMusicPreviewModes don't want the sample music immediately.
if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_StartToPreview )
{
if( !m_sSampleMusicToPlay.empty() )
g_bSampleMusicWaiting = true;
}
}
g_StartedLoadingAt.Touch();
vector<PlayerNumber> vpns;
FOREACH_HumanPlayer( p )
vpns.push_back( p );
AfterStepsOrTrailChange( vpns );
}
void ScreenSelectMusic::OpenOptionsList(PlayerNumber pn)
{
if( pn != PLAYER_INVALID )
{
m_OptionsList[pn].Open();
}
}
// lua start
#include "LuaBinding.h"
/** @brief Allow Lua to have access to the ScreenSelectMusic. */
class LunaScreenSelectMusic: public Luna<ScreenSelectMusic>
{
public:
static int OpenOptionsList( T* p, lua_State *L ) { PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1); p->OpenOptionsList(pn); return 0; }
static int GetGoToOptions( T* p, lua_State *L ) { lua_pushboolean( L, p->GetGoToOptions() ); return 1; }
static int GetMusicWheel( T* p, lua_State *L ) {
p->GetMusicWheel()->PushSelf(L);
return 1;
}
LunaScreenSelectMusic()
{
ADD_METHOD( GetGoToOptions );
ADD_METHOD( GetMusicWheel );
ADD_METHOD( OpenOptionsList );
}
};
LUA_REGISTER_DERIVED_CLASS( ScreenSelectMusic, ScreenWithMenuElements )
// lua end
/*
* (c) 2001-2004 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.
*/