Files
itgmania212121/stepmania/src/ScreenSyncOverlay.cpp
T

303 lines
7.9 KiB
C++

#include "global.h"
#include "ScreenSyncOverlay.h"
#include "ScreenDimensions.h"
#include "ScreenManager.h"
#include "GameState.h"
#include "song.h"
#include "PrefsManager.h"
#include "InputEventPlus.h"
static bool IsGameplay()
{
return SCREENMAN && SCREENMAN->GetTopScreen() && SCREENMAN->GetTopScreen()->GetScreenType() == gameplay;
}
REGISTER_SCREEN_CLASS( ScreenSyncOverlay );
ScreenSyncOverlay::ScreenSyncOverlay( const CString &sName ) : Screen(sName)
{
}
ScreenSyncOverlay::~ScreenSyncOverlay()
{
}
void ScreenSyncOverlay::Init()
{
Screen::Init();
m_quad.SetDiffuse( RageColor(0,0,0,0) );
m_quad.SetHorizAlign( Actor::align_left );
m_quad.SetXY( SCREEN_CENTER_X+10, SCREEN_TOP+100 );
this->AddChild( &m_quad );
m_textHelp.LoadFromFont( THEME->GetPathF("Common", "normal") );
m_textHelp.SetHorizAlign( Actor::align_left );
m_textHelp.SetXY( SCREEN_CENTER_X+20, SCREEN_TOP+100 );
m_textHelp.SetDiffuseAlpha( 0 );
m_textHelp.SetZoom( 0.6f );
m_textHelp.SetShadowLength( 2 );
m_textHelp.SetText(
"Revert sync changes:\n"
" F4\n"
"Current BPM - smaller/larger:\n"
" F9/F10\n"
"Song offset - notes earlier/later:\n"
" F11/F12\n"
"Machine offset - notes earlier/later:\n"
" Shift + F11/F12\n"
"(hold Alt for smaller increment)" );
this->AddChild( &m_textHelp );
m_quad.ZoomToWidth( m_textHelp.GetZoomedWidth()+20 );
m_quad.ZoomToHeight( m_textHelp.GetZoomedHeight()+20 );
m_textStatus.LoadFromFont( THEME->GetPathF("Common", "normal") );
m_textStatus.SetHorizAlign( Actor::align_center );
m_textStatus.SetXY( SCREEN_CENTER_X, SCREEN_CENTER_Y+150 );
m_textStatus.SetZoom( 0.8f );
m_textStatus.SetShadowLength( 2 );
this->AddChild( &m_textStatus );
Update( 0 );
}
void ScreenSyncOverlay::Update( float fDeltaTime )
{
this->SetVisible( IsGameplay() );
if( !IsGameplay() )
{
m_quad.SetDiffuseAlpha( 0 );
m_textHelp.SetDiffuseAlpha( 0 );
return;
}
Screen::Update(fDeltaTime);
// TODO: Only update when changed.
UpdateText();
}
void ScreenSyncOverlay::UpdateText()
{
CString s;
switch( PREFSMAN->m_AutoPlay )
{
case PC_HUMAN: break;
case PC_AUTOPLAY: s+="AutoPlay\n"; break;
case PC_CPU: s+="AutoPlayCPU\n"; break;
default: ASSERT(0);
}
switch( GAMESTATE->m_SongOptions.m_AutosyncType )
{
case SongOptions::AUTOSYNC_OFF: break;
case SongOptions::AUTOSYNC_SONG: s+="AutoSync Song\n"; break;
case SongOptions::AUTOSYNC_MACHINE: s+="AutoSync Machine\n";break;
default: ASSERT(0);
}
if( GAMESTATE->m_pCurSong == NULL || GAMESTATE->IsCourseMode() ) // sync controls not available
{
m_textStatus.SetText( s );
return;
}
{
float fOld = GAMESTATE->m_fGlobalOffsetSecondsOriginal;
float fNew = PREFSMAN->m_fGlobalOffsetSeconds;
float fDelta = fNew - fOld;
if( fabsf(fDelta) > 0.00001f )
{
s += ssprintf(
"Global Offset from %+.3f to %+.3f (notes %s)\n",
fOld,
fNew,
fDelta > 0 ? "earlier":"later" );
}
}
{
float fOld = GAMESTATE->m_pTimingDataOriginal->m_fBeat0OffsetInSeconds;
float fNew = GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds;
float fDelta = fNew - fOld;
if( fabsf(fDelta) > 0.00001f )
{
s += ssprintf(
"Song offset from %+.3f to %+.3f (notes %s)\n",
fOld,
fNew,
fDelta > 0 ? "earlier":"later" );
}
}
ASSERT( GAMESTATE->m_pTimingDataOriginal->m_BPMSegments.size() == GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size() );
for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size(); i++ )
{
float fOld = GAMESTATE->m_pTimingDataOriginal->m_BPMSegments[i].m_fBPS;
float fNew = GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments[i].m_fBPS;
float fDelta = fNew - fOld;
if( fabsf(fDelta) > 0.00001f )
{
s += ssprintf(
"%s tempo segment from %+.3f BPS to %+.3f BPS\n",
FormatNumberAndSuffix(i+1).c_str(),
fOld,
fNew );
}
}
m_textStatus.SetText( s );
}
bool ScreenSyncOverlay::OverlayInput( const InputEventPlus &input )
{
if( !IsGameplay() )
return false;
if( input.DeviceI.device != DEVICE_KEYBOARD )
return false;
switch( input.DeviceI.button )
{
case KEY_F4:
case KEY_F9:
case KEY_F10:
case KEY_F11:
case KEY_F12:
if( GAMESTATE->IsCourseMode() )
{
SCREENMAN->SystemMessage( "Can't sync while playing a course." );
return true;
}
break;
default:
return false;
}
switch( input.DeviceI.button )
{
case KEY_F4:
SCREENMAN->SystemMessage( "Sync changes reverted." );
GAMESTATE->RevertSyncChanges();
break;
case KEY_F9:
case KEY_F10:
{
float fDelta;
switch( input.DeviceI.button )
{
case KEY_F9: fDelta = -0.02f; break;
case KEY_F10: fDelta = +0.02f; break;
default: ASSERT(0);
}
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RALT)) ||
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LALT)) )
{
fDelta /= 20;
}
switch( input.type )
{
case IET_RELEASE: fDelta *= 0; break;
case IET_SLOW_REPEAT: fDelta *= 0; break;
case IET_FAST_REPEAT: fDelta *= 10; break;
}
if( GAMESTATE->m_pCurSong != NULL )
{
BPMSegment& seg = GAMESTATE->m_pCurSong->GetBPMSegmentAtBeat( GAMESTATE->m_fSongBeat );
seg.m_fBPS += fDelta;
}
}
break;
case KEY_F11:
case KEY_F12:
{
float fDelta;
switch( input.DeviceI.button )
{
case KEY_F11: fDelta = +0.02f; break; // notes earlier
case KEY_F12: fDelta = -0.02f; break; // notes earlier
default: ASSERT(0);
}
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RALT)) ||
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LALT)) )
{
fDelta /= 20; /* 1ms */
}
switch( input.type )
{
case IET_RELEASE: fDelta *= 0; break;
case IET_SLOW_REPEAT: fDelta *= 0; break;
case IET_FAST_REPEAT: fDelta *= 10; break;
}
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT)) ||
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT)) )
{
PREFSMAN->m_fGlobalOffsetSeconds.Set( PREFSMAN->m_fGlobalOffsetSeconds + fDelta );
}
else
{
if( GAMESTATE->m_pCurSong != NULL )
GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds += fDelta;
}
}
break;
default:
ASSERT(0);
}
ShowHelp();
UpdateText();
return true;
}
void ScreenSyncOverlay::ShowHelp()
{
m_quad.StopTweening();
m_quad.BeginTweening( 0.3f, Actor::TWEEN_LINEAR );
m_quad.SetDiffuseAlpha( 0.5f );
m_textHelp.StopTweening();
m_textHelp.BeginTweening( 0.3f, Actor::TWEEN_LINEAR );
m_textHelp.SetDiffuseAlpha( 1 );
m_quad.Sleep( 4 );
m_quad.BeginTweening( 0.3f, Actor::TWEEN_LINEAR );
m_quad.SetDiffuseAlpha( 0 );
m_textHelp.Sleep( 4 );
m_textHelp.BeginTweening( 0.3f, Actor::TWEEN_LINEAR );
m_textHelp.SetDiffuseAlpha( 0 );
}
/*
* (c) 2001-2005 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.
*/