330 lines
9.1 KiB
C++
330 lines
9.1 KiB
C++
#include "global.h"
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#include "DifficultyMeter.h"
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#include "RageUtil.h"
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#include "GameConstantsAndTypes.h"
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#include "GameState.h"
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#include "PrefsManager.h"
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#include "ThemeManager.h"
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#include "Steps.h"
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#include "Course.h"
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#include "SongManager.h"
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#include "ActorUtil.h"
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#include "Style.h"
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#include "XmlFile.h"
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#include "LuaBinding.h"
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REGISTER_ACTOR_CLASS( DifficultyMeter );
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DifficultyMeter::DifficultyMeter()
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{
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}
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static CString GetDifficultyCommandName( Difficulty d ) { return "Set"+DifficultyToString(d); }
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static CString GetCourseDifficultyCommandName( CourseDifficulty d ) { return "Set"+CourseDifficultyToString(d)+"Course"; }
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static const CString DIFFICULTY_COMMAND_NAME_NONE = "SetNone";
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/* sID experiment:
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*
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* Names of an actor, "Foo":
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* [Foo]
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* Metric=abc
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*
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* [ScreenSomething]
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* FooP1X=20
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* FooP2Y=30
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*
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* Graphics\Foo under p1
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*
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* We want to call it different things in different contexts: we may only want one
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* set of internal metrics for a given use, but separate metrics for each player at
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* the screen level, and we may or may not want separate names at the asset level.
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*
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* As is, we tend to end up having to either duplicate [Foo] to [FooP1] and [FooP2]
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* or not use m_sName for [Foo], which limits its use. Let's try using a separate
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* name for internal metrics. I'm not sure if this will cause more confusion than good,
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* so I'm trying it first in only this object.
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*/
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void DifficultyMeter::Load( const CString &sType )
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{
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/* We can't use global ThemeMetric<CString>s, because we can have multiple
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* DifficultyMeters on screen at once, with different names. */
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m_iNumFeetInMeter.Load(sType,"NumFeetInMeter");
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m_iMaxFeetInMeter.Load(sType,"MaxFeetInMeter");
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m_bShowFeet.Load(sType,"ShowFeet");
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m_bShowDifficulty.Load(sType,"ShowDifficulty");
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m_bShowMeter.Load(sType,"ShowMeter");
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m_bShowEditDescription.Load(sType,"ShowEditDescription");
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m_bAutoColorFeet.Load(sType,"AutoColorFeet");
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m_sZeroMeterString.Load(sType,"ZeroMeterString");
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if( m_bShowFeet )
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{
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m_textFeet.SetName( "Feet" );
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CString Feet;
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if( !m_bAutoColorFeet )
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{
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for( unsigned i = 0; i < NUM_DIFFICULTIES; ++i )
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Feet += char(i + '0'); // 01234
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Feet += 'X'; // Off
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}
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else
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{
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Feet = "0X";
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}
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m_textFeet.LoadFromTextureAndChars( THEME->GetPathF(sType,"bar"), Feet );
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ActorUtil::SetXYAndOnCommand( m_textFeet, sType );
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this->AddChild( &m_textFeet );
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}
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if( m_bShowDifficulty )
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{
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m_Difficulty.Load( THEME->GetPathG(sType,"difficulty") );
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m_Difficulty->SetName( "Difficulty" );
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ActorUtil::SetXYAndOnCommand( m_Difficulty, sType );
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this->AddChild( m_Difficulty );
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// These commands should have been loaded by SetXYAndOnCommand above.
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FOREACH_Difficulty( d )
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ASSERT( m_Difficulty->HasCommand(GetDifficultyCommandName(d)) );
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FOREACH_CourseDifficulty( d )
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ASSERT( m_Difficulty->HasCommand(GetCourseDifficultyCommandName(d)) );
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ASSERT( m_Difficulty->HasCommand(DIFFICULTY_COMMAND_NAME_NONE) );
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}
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if( m_bShowMeter )
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{
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m_textMeter.SetName( "Meter" );
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m_textMeter.LoadFromFont( THEME->GetPathF(sType,"meter") );
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ActorUtil::SetXYAndOnCommand( m_textMeter, sType );
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this->AddChild( &m_textMeter );
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// These commands should have been loaded by SetXYAndOnCommand above.
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FOREACH_Difficulty( d )
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ASSERT( m_textMeter.HasCommand(GetDifficultyCommandName(d)) );
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FOREACH_CourseDifficulty( d )
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ASSERT( m_textMeter.HasCommand(GetCourseDifficultyCommandName(d)) );
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ASSERT( m_textMeter.HasCommand(DIFFICULTY_COMMAND_NAME_NONE) );
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}
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if( m_bShowEditDescription )
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{
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m_textEditDescription.SetName( "EditDescription" );
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m_textEditDescription.LoadFromFont( THEME->GetPathF(sType,"EditDescription") );
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ActorUtil::SetXYAndOnCommand( m_textEditDescription, sType );
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this->AddChild( &m_textEditDescription );
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}
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Unset();
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}
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void DifficultyMeter::LoadFromNode( const CString& sDir, const XNode* pNode )
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{
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ActorFrame::LoadFromNode( sDir, pNode );
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CString s;
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pNode->GetAttrValue( "Type", s );
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ASSERT( s.size() );
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Load( s );
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}
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void DifficultyMeter::SetFromGameState( PlayerNumber pn )
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{
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if( GAMESTATE->IsCourseMode() )
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{
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const Trail* pTrail = GAMESTATE->m_pCurTrail[pn];
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if( pTrail )
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SetFromTrail( pTrail );
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else
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SetFromMeterAndCourseDifficulty( 0, GAMESTATE->m_PreferredCourseDifficulty[pn] );
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}
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else
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{
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const Steps* pSteps = GAMESTATE->m_pCurSteps[pn];
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if( pSteps )
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SetFromSteps( pSteps );
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else
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SetFromMeterAndDifficulty( 0, GAMESTATE->m_PreferredDifficulty[pn] );
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}
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}
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void DifficultyMeter::SetFromSteps( const Steps* pSteps )
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{
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if( pSteps == NULL )
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{
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Unset();
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return;
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}
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Difficulty dc = pSteps->GetDifficulty();
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SetInternal( pSteps->GetMeter(), dc, GetDifficultyCommandName(dc), dc == DIFFICULTY_EDIT ? pSteps->GetDescription() : CString() );
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}
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void DifficultyMeter::SetFromTrail( const Trail* pTrail )
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{
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if( pTrail == NULL )
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{
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Unset();
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return;
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}
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CourseDifficulty cd = pTrail->m_CourseDifficulty;
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SetInternal( pTrail->GetMeter(), cd, GetCourseDifficultyCommandName( cd ), CString() );
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}
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void DifficultyMeter::Unset()
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{
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SetInternal( 0, DIFFICULTY_EDIT, DIFFICULTY_COMMAND_NAME_NONE, CString() );
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}
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void DifficultyMeter::SetFromMeterAndDifficulty( int iMeter, Difficulty dc )
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{
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SetInternal( 0, dc, GetDifficultyCommandName(dc), CString() );
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}
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void DifficultyMeter::SetFromMeterAndCourseDifficulty( int iMeter, CourseDifficulty cd )
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{
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SetInternal( 0, cd, GetCourseDifficultyCommandName(cd), CString() );
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}
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void DifficultyMeter::SetInternal( int iMeter, Difficulty dc, const CString &sDifficultyCommand, const CString &sDescription )
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{
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if( m_bShowFeet )
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{
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char on = '0';
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char off = 'X';
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if( !m_bAutoColorFeet )
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on = char(dc + '0');
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CString sNewText;
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int iNumOn = min( (int)m_iMaxFeetInMeter, iMeter );
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sNewText.insert( sNewText.end(), iNumOn, on );
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int iNumOff = max( 0, m_iNumFeetInMeter-iNumOn );
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sNewText.insert( sNewText.end(), iNumOff, off );
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Lua *L = LUA->Get();
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LuaHelpers::Push( dc, L );
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m_textFeet.m_pLuaInstance->Set( L, "Difficulty" );
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LuaHelpers::Push( iMeter, L );
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m_textFeet.m_pLuaInstance->Set( L, "Meter" );
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LUA->Release(L);
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m_textFeet.PlayCommand( "DifficultyChanged" );
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m_textFeet.SetText( sNewText );
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}
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if( m_bShowMeter )
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{
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if( iMeter == 0 ) // Unset calls with this
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{
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m_textMeter.SetText( m_sZeroMeterString );
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}
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else
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{
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const CString sMeter = ssprintf( "%i", iMeter );
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m_textMeter.SetText( sMeter );
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}
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m_textMeter.PlayCommand( "TextChanged" );
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}
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if( m_bShowEditDescription )
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{
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if( dc == DIFFICULTY_EDIT )
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{
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m_textEditDescription.SetVisible( true );
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m_textEditDescription.SetText( sDescription );
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}
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else
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{
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m_textEditDescription.SetVisible( false );
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}
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}
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if( m_sCurDifficultyCommand == sDifficultyCommand )
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return;
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m_sCurDifficultyCommand = sDifficultyCommand;
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if( m_bShowDifficulty )
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m_Difficulty->PlayCommand( sDifficultyCommand );
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if( m_bShowMeter )
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m_textMeter.PlayCommand( sDifficultyCommand );
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}
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// lua start
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#include "LuaBinding.h"
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class LunaDifficultyMeter: public Luna<DifficultyMeter>
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{
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public:
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LunaDifficultyMeter() { LUA->Register( Register ); }
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static int Load( T* p, lua_State *L ) { p->Load( SArg(1) ); return 0; }
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static int SetFromMeterAndDifficulty( T* p, lua_State *L ) { p->SetFromMeterAndDifficulty( IArg(1), (Difficulty)IArg(2) ); return 0; }
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static int SetFromSteps( T* p, lua_State *L )
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{
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if( lua_isnil(L,1) )
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{
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p->SetFromSteps( NULL );
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}
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else
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{
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Steps *pS = Luna<Steps>::check(L,1);
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p->SetFromSteps( pS );
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}
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return 0;
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}
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static int SetFromTrail( T* p, lua_State *L )
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{
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if( lua_isnil(L,1) )
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{
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p->SetFromTrail( NULL );
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}
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else
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{
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Trail *pT = Luna<Trail>::check(L,1);
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p->SetFromTrail( pT );
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}
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return 0;
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}
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static void Register(lua_State *L)
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{
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ADD_METHOD( Load );
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ADD_METHOD( SetFromMeterAndDifficulty );
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ADD_METHOD( SetFromSteps );
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ADD_METHOD( SetFromTrail );
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Luna<T>::Register( L );
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}
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};
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LUA_REGISTER_DERIVED_CLASS( DifficultyMeter, ActorFrame )
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// lua end
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/*
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* (c) 2001-2004 Chris Danford, Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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