Files
itgmania212121/stepmania/src/DifficultyMeter.cpp
T
2005-09-10 02:47:04 +00:00

330 lines
9.1 KiB
C++

#include "global.h"
#include "DifficultyMeter.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "GameState.h"
#include "PrefsManager.h"
#include "ThemeManager.h"
#include "Steps.h"
#include "Course.h"
#include "SongManager.h"
#include "ActorUtil.h"
#include "Style.h"
#include "XmlFile.h"
#include "LuaBinding.h"
REGISTER_ACTOR_CLASS( DifficultyMeter );
DifficultyMeter::DifficultyMeter()
{
}
static CString GetDifficultyCommandName( Difficulty d ) { return "Set"+DifficultyToString(d); }
static CString GetCourseDifficultyCommandName( CourseDifficulty d ) { return "Set"+CourseDifficultyToString(d)+"Course"; }
static const CString DIFFICULTY_COMMAND_NAME_NONE = "SetNone";
/* sID experiment:
*
* Names of an actor, "Foo":
* [Foo]
* Metric=abc
*
* [ScreenSomething]
* FooP1X=20
* FooP2Y=30
*
* Graphics\Foo under p1
*
* We want to call it different things in different contexts: we may only want one
* set of internal metrics for a given use, but separate metrics for each player at
* the screen level, and we may or may not want separate names at the asset level.
*
* As is, we tend to end up having to either duplicate [Foo] to [FooP1] and [FooP2]
* or not use m_sName for [Foo], which limits its use. Let's try using a separate
* name for internal metrics. I'm not sure if this will cause more confusion than good,
* so I'm trying it first in only this object.
*/
void DifficultyMeter::Load( const CString &sType )
{
/* We can't use global ThemeMetric<CString>s, because we can have multiple
* DifficultyMeters on screen at once, with different names. */
m_iNumFeetInMeter.Load(sType,"NumFeetInMeter");
m_iMaxFeetInMeter.Load(sType,"MaxFeetInMeter");
m_bShowFeet.Load(sType,"ShowFeet");
m_bShowDifficulty.Load(sType,"ShowDifficulty");
m_bShowMeter.Load(sType,"ShowMeter");
m_bShowEditDescription.Load(sType,"ShowEditDescription");
m_bAutoColorFeet.Load(sType,"AutoColorFeet");
m_sZeroMeterString.Load(sType,"ZeroMeterString");
if( m_bShowFeet )
{
m_textFeet.SetName( "Feet" );
CString Feet;
if( !m_bAutoColorFeet )
{
for( unsigned i = 0; i < NUM_DIFFICULTIES; ++i )
Feet += char(i + '0'); // 01234
Feet += 'X'; // Off
}
else
{
Feet = "0X";
}
m_textFeet.LoadFromTextureAndChars( THEME->GetPathF(sType,"bar"), Feet );
ActorUtil::SetXYAndOnCommand( m_textFeet, sType );
this->AddChild( &m_textFeet );
}
if( m_bShowDifficulty )
{
m_Difficulty.Load( THEME->GetPathG(sType,"difficulty") );
m_Difficulty->SetName( "Difficulty" );
ActorUtil::SetXYAndOnCommand( m_Difficulty, sType );
this->AddChild( m_Difficulty );
// These commands should have been loaded by SetXYAndOnCommand above.
FOREACH_Difficulty( d )
ASSERT( m_Difficulty->HasCommand(GetDifficultyCommandName(d)) );
FOREACH_CourseDifficulty( d )
ASSERT( m_Difficulty->HasCommand(GetCourseDifficultyCommandName(d)) );
ASSERT( m_Difficulty->HasCommand(DIFFICULTY_COMMAND_NAME_NONE) );
}
if( m_bShowMeter )
{
m_textMeter.SetName( "Meter" );
m_textMeter.LoadFromFont( THEME->GetPathF(sType,"meter") );
ActorUtil::SetXYAndOnCommand( m_textMeter, sType );
this->AddChild( &m_textMeter );
// These commands should have been loaded by SetXYAndOnCommand above.
FOREACH_Difficulty( d )
ASSERT( m_textMeter.HasCommand(GetDifficultyCommandName(d)) );
FOREACH_CourseDifficulty( d )
ASSERT( m_textMeter.HasCommand(GetCourseDifficultyCommandName(d)) );
ASSERT( m_textMeter.HasCommand(DIFFICULTY_COMMAND_NAME_NONE) );
}
if( m_bShowEditDescription )
{
m_textEditDescription.SetName( "EditDescription" );
m_textEditDescription.LoadFromFont( THEME->GetPathF(sType,"EditDescription") );
ActorUtil::SetXYAndOnCommand( m_textEditDescription, sType );
this->AddChild( &m_textEditDescription );
}
Unset();
}
void DifficultyMeter::LoadFromNode( const CString& sDir, const XNode* pNode )
{
ActorFrame::LoadFromNode( sDir, pNode );
CString s;
pNode->GetAttrValue( "Type", s );
ASSERT( s.size() );
Load( s );
}
void DifficultyMeter::SetFromGameState( PlayerNumber pn )
{
if( GAMESTATE->IsCourseMode() )
{
const Trail* pTrail = GAMESTATE->m_pCurTrail[pn];
if( pTrail )
SetFromTrail( pTrail );
else
SetFromMeterAndCourseDifficulty( 0, GAMESTATE->m_PreferredCourseDifficulty[pn] );
}
else
{
const Steps* pSteps = GAMESTATE->m_pCurSteps[pn];
if( pSteps )
SetFromSteps( pSteps );
else
SetFromMeterAndDifficulty( 0, GAMESTATE->m_PreferredDifficulty[pn] );
}
}
void DifficultyMeter::SetFromSteps( const Steps* pSteps )
{
if( pSteps == NULL )
{
Unset();
return;
}
Difficulty dc = pSteps->GetDifficulty();
SetInternal( pSteps->GetMeter(), dc, GetDifficultyCommandName(dc), dc == DIFFICULTY_EDIT ? pSteps->GetDescription() : CString() );
}
void DifficultyMeter::SetFromTrail( const Trail* pTrail )
{
if( pTrail == NULL )
{
Unset();
return;
}
CourseDifficulty cd = pTrail->m_CourseDifficulty;
SetInternal( pTrail->GetMeter(), cd, GetCourseDifficultyCommandName( cd ), CString() );
}
void DifficultyMeter::Unset()
{
SetInternal( 0, DIFFICULTY_EDIT, DIFFICULTY_COMMAND_NAME_NONE, CString() );
}
void DifficultyMeter::SetFromMeterAndDifficulty( int iMeter, Difficulty dc )
{
SetInternal( 0, dc, GetDifficultyCommandName(dc), CString() );
}
void DifficultyMeter::SetFromMeterAndCourseDifficulty( int iMeter, CourseDifficulty cd )
{
SetInternal( 0, cd, GetCourseDifficultyCommandName(cd), CString() );
}
void DifficultyMeter::SetInternal( int iMeter, Difficulty dc, const CString &sDifficultyCommand, const CString &sDescription )
{
if( m_bShowFeet )
{
char on = '0';
char off = 'X';
if( !m_bAutoColorFeet )
on = char(dc + '0');
CString sNewText;
int iNumOn = min( (int)m_iMaxFeetInMeter, iMeter );
sNewText.insert( sNewText.end(), iNumOn, on );
int iNumOff = max( 0, m_iNumFeetInMeter-iNumOn );
sNewText.insert( sNewText.end(), iNumOff, off );
Lua *L = LUA->Get();
LuaHelpers::Push( dc, L );
m_textFeet.m_pLuaInstance->Set( L, "Difficulty" );
LuaHelpers::Push( iMeter, L );
m_textFeet.m_pLuaInstance->Set( L, "Meter" );
LUA->Release(L);
m_textFeet.PlayCommand( "DifficultyChanged" );
m_textFeet.SetText( sNewText );
}
if( m_bShowMeter )
{
if( iMeter == 0 ) // Unset calls with this
{
m_textMeter.SetText( m_sZeroMeterString );
}
else
{
const CString sMeter = ssprintf( "%i", iMeter );
m_textMeter.SetText( sMeter );
}
m_textMeter.PlayCommand( "TextChanged" );
}
if( m_bShowEditDescription )
{
if( dc == DIFFICULTY_EDIT )
{
m_textEditDescription.SetVisible( true );
m_textEditDescription.SetText( sDescription );
}
else
{
m_textEditDescription.SetVisible( false );
}
}
if( m_sCurDifficultyCommand == sDifficultyCommand )
return;
m_sCurDifficultyCommand = sDifficultyCommand;
if( m_bShowDifficulty )
m_Difficulty->PlayCommand( sDifficultyCommand );
if( m_bShowMeter )
m_textMeter.PlayCommand( sDifficultyCommand );
}
// lua start
#include "LuaBinding.h"
class LunaDifficultyMeter: public Luna<DifficultyMeter>
{
public:
LunaDifficultyMeter() { LUA->Register( Register ); }
static int Load( T* p, lua_State *L ) { p->Load( SArg(1) ); return 0; }
static int SetFromMeterAndDifficulty( T* p, lua_State *L ) { p->SetFromMeterAndDifficulty( IArg(1), (Difficulty)IArg(2) ); return 0; }
static int SetFromSteps( T* p, lua_State *L )
{
if( lua_isnil(L,1) )
{
p->SetFromSteps( NULL );
}
else
{
Steps *pS = Luna<Steps>::check(L,1);
p->SetFromSteps( pS );
}
return 0;
}
static int SetFromTrail( T* p, lua_State *L )
{
if( lua_isnil(L,1) )
{
p->SetFromTrail( NULL );
}
else
{
Trail *pT = Luna<Trail>::check(L,1);
p->SetFromTrail( pT );
}
return 0;
}
static void Register(lua_State *L)
{
ADD_METHOD( Load );
ADD_METHOD( SetFromMeterAndDifficulty );
ADD_METHOD( SetFromSteps );
ADD_METHOD( SetFromTrail );
Luna<T>::Register( L );
}
};
LUA_REGISTER_DERIVED_CLASS( DifficultyMeter, ActorFrame )
// lua end
/*
* (c) 2001-2004 Chris Danford, Glenn Maynard
* 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.
*/