449 lines
14 KiB
C++
449 lines
14 KiB
C++
#include "global.h"
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#include "ScreenNameEntry.h"
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#include "SongManager.h"
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#include "ScreenManager.h"
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#include "GameConstantsAndTypes.h"
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#include "RageUtil.h"
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#include "PrefsManager.h"
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#include "GameManager.h"
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#include "RageLog.h"
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#include "GameState.h"
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#include "GameSoundManager.h"
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#include "ThemeManager.h"
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#include "ScreenRanking.h"
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#include "Course.h"
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#include "AnnouncerManager.h"
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#include "ProfileManager.h"
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#include "NoteFieldPositioning.h"
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#include "StageStats.h"
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#include "Game.h"
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#include "ScreenDimensions.h"
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//
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// Defines specific to ScreenNameEntry
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//
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#define TIMER_X THEME->GetMetricF("ScreenNameEntry","TimerX")
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#define TIMER_Y THEME->GetMetricF("ScreenNameEntry","TimerY")
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#define CATEGORY_Y THEME->GetMetricF("ScreenNameEntry","CategoryY")
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#define CATEGORY_ZOOM THEME->GetMetricF("ScreenNameEntry","CategoryZoom")
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#define CHARS_ZOOM_SMALL THEME->GetMetricF("ScreenNameEntry","CharsZoomSmall")
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#define CHARS_ZOOM_LARGE THEME->GetMetricF("ScreenNameEntry","CharsZoomLarge")
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#define CHARS_SPACING_Y THEME->GetMetricF("ScreenNameEntry","CharsSpacingY")
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#define SCROLLING_CHARS_COLOR THEME->GetMetricC("ScreenNameEntry","ScrollingCharsColor")
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#define SELECTED_CHARS_COLOR THEME->GetMetricC("ScreenNameEntry","SelectedCharsColor")
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#define GRAY_ARROWS_Y THEME->GetMetricF("ScreenNameEntry","ReceptorArrowsY")
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#define NUM_CHARS_TO_DRAW_BEHIND THEME->GetMetricI("ScreenNameEntry","NumCharsToDrawBehind")
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#define NUM_CHARS_TO_DRAW_TOTAL THEME->GetMetricI("ScreenNameEntry","NumCharsToDrawTotal")
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#define FAKE_BEATS_PER_SEC THEME->GetMetricF("ScreenNameEntry","FakeBeatsPerSec")
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#define TIMER_SECONDS THEME->GetMetricI("ScreenNameEntry","TimerSeconds")
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#define MAX_RANKING_NAME_LENGTH THEME->GetMetricI(m_sName,"MaxRankingNameLength")
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
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#define PLAYER_X( p, styleType ) THEME->GetMetricF(m_sName,ssprintf("PlayerP%d%sX",p+1,StyleTypeToString(styleType).c_str()))
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// cache for frequently used metrics
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float g_fCharsZoomSmall;
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float g_fCharsZoomLarge;
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float g_fCharsSpacingY;
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RageColor g_ScrollingCharsColor;
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RageColor g_SelectedCharsColor;
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float g_fReceptorArrowsY;
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int g_iNumCharsToDrawBehind;
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int g_iNumCharsToDrawTotal;
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float g_fFakeBeatsPerSec;
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const char NAME_CHARS[] =
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{
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' ',' ',' ',' ','A','B','C','D','E','F','G','H','I','J','K','L','M','N','O','P','Q','R','S','T','U','V','W','X','Y','Z'
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};
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#define NUM_NAME_CHARS (ARRAYSIZE(NAME_CHARS))
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#define HEIGHT_OF_ALL_CHARS (NUM_NAME_CHARS * g_fCharsSpacingY)
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int GetClosestCharIndex( float fFakeBeat )
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{
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int iCharIndex = (int)roundf(fFakeBeat) % NUM_NAME_CHARS;
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ASSERT( iCharIndex >= 0 );
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return iCharIndex;
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}
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// return value is relative to gray arrows
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float GetClosestCharYOffset( float fFakeBeat )
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{
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float f = fmodf(fFakeBeat, 1.0f);
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if( f > 0.5f )
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f -= 1;
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ASSERT( f>-0.5f && f<=0.5f );
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return -f;
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}
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// return value is relative to gray arrows
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float GetClosestCharYPos( float fFakeBeat )
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{
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return GetClosestCharYOffset(fFakeBeat)*g_fCharsSpacingY;
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}
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REGISTER_SCREEN_CLASS( ScreenNameEntry );
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ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
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{
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LOG->Trace( "ScreenNameEntry::ScreenNameEntry()" );
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// update cache
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g_fCharsZoomSmall = CHARS_ZOOM_SMALL;
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g_fCharsZoomLarge = CHARS_ZOOM_LARGE;
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g_fCharsSpacingY = CHARS_SPACING_Y;
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g_ScrollingCharsColor = SCROLLING_CHARS_COLOR;
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g_SelectedCharsColor = SELECTED_CHARS_COLOR;
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g_fReceptorArrowsY = GRAY_ARROWS_Y;
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g_iNumCharsToDrawBehind = NUM_CHARS_TO_DRAW_BEHIND;
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g_iNumCharsToDrawTotal = NUM_CHARS_TO_DRAW_TOTAL;
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g_fFakeBeatsPerSec = FAKE_BEATS_PER_SEC;
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// DEBUGGING STUFF
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// GAMESTATE->m_CurGame = GAME_DANCE;
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// GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE;
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// GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR;
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// GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
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// GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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// GAMESTATE->m_RankingCategory[PLAYER_1] = RANKING_A;
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// GAMESTATE->m_iRankingIndex[PLAYER_1] = 0;
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/* Save options. We'll reset them to display letters, and we must put them
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* back when we're done. */
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GAMESTATE->StoreSelectedOptions();
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// reset Player and Song Options
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{
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FOREACH_PlayerNumber( p )
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GAMESTATE->m_PlayerOptions[p] = PlayerOptions();
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GAMESTATE->m_SongOptions = SongOptions();
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}
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vector<GameState::RankingFeat> aFeats[NUM_PLAYERS];
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// Find out if players deserve to enter their name
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FOREACH_PlayerNumber( p )
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{
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GAMESTATE->GetRankingFeats( (PlayerNumber)p, aFeats[p] );
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m_bStillEnteringName[p] = aFeats[p].size()>0;
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}
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if( !AnyStillEntering() )
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{
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/* Nobody made a high score. */
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HandleScreenMessage( SM_GoToNextScreen );
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return;
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}
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bool IsOnRanking = ( (GAMESTATE->m_PlayMode == PLAY_MODE_NONSTOP || GAMESTATE->m_PlayMode == PLAY_MODE_ONI)
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&& !(GAMESTATE->m_pCurCourse->IsRanking()) );
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if (PREFSMAN->m_iGetRankingName == PrefsManager::RANKING_OFF ||
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(PREFSMAN->m_iGetRankingName == PrefsManager::RANKING_LIST && !IsOnRanking))
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{
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// don't collect score due to ranking setting
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HandleScreenMessage( SM_GoToNextScreen );
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return;
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}
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GAMESTATE->m_bPastHereWeGo = true; // enable the gray arrows
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FOREACH_PlayerNumber( p )
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{
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// load last used ranking name if any
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Profile* pProfile = PROFILEMAN->GetProfile((PlayerNumber)p);
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if( pProfile && !pProfile->m_sLastUsedHighScoreName.empty() )
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m_sSelectedName[p] = pProfile->m_sLastUsedHighScoreName;
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// resize string to MAX_RANKING_NAME_LENGTH
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m_sSelectedName[p] = ssprintf( "%*.*s", MAX_RANKING_NAME_LENGTH, MAX_RANKING_NAME_LENGTH, m_sSelectedName[p].c_str() );
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ASSERT( (int) m_sSelectedName[p].length() == MAX_RANKING_NAME_LENGTH );
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// don't load player if they aren't going to enter their name
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if( !m_bStillEnteringName[p] )
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continue; // skip
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// remove modifiers that may have been on the last song
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GAMESTATE->m_PlayerOptions[p] = PlayerOptions();
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ASSERT( GAMESTATE->IsHumanPlayer(p) ); // they better be enabled if they made a high score!
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/* Ensure that this is up-to-date. */
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GAMESTATE->m_pPosition->Load( (PlayerNumber)p );
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float fPlayerX = PLAYER_X(p,GAMESTATE->GetCurrentStyle()->m_StyleType);
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m_ReceptorArrowRow[p].Load( p, GAMESTATE->m_PlayerOptions[p].m_sNoteSkin, 0 );
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m_ReceptorArrowRow[p].SetX( fPlayerX );
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m_ReceptorArrowRow[p].SetY( SCREEN_TOP + 100 );
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this->AddChild( &m_ReceptorArrowRow[p] );
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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m_ColToStringIndex[p].insert(m_ColToStringIndex[p].begin(), pStyle->m_iColsPerPlayer, -1);
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int CurrentStringIndex = 0;
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for( int t=0; t<pStyle->m_iColsPerPlayer; t++ )
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{
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if(CurrentStringIndex == MAX_RANKING_NAME_LENGTH)
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continue; /* We have enough columns. */
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/* Find out if this column is associated with the START menu button. */
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StyleInput si(p, t);
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GameInput gi=GAMESTATE->GetCurrentStyle()->StyleInputToGameInput(si);
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MenuInput m=GAMESTATE->GetCurrentGame()->GameInputToMenuInput(gi);
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if(m.button == MENU_BUTTON_START)
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continue;
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m_ColToStringIndex[p][t] = CurrentStringIndex++;
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float ColX = fPlayerX + pStyle->m_ColumnInfo[p][t].fXOffset;
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m_textSelectedChars[p][t].LoadFromFont( THEME->GetPathToF("ScreenNameEntry letters") );
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m_textSelectedChars[p][t].SetX( ColX );
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m_textSelectedChars[p][t].SetY( GRAY_ARROWS_Y );
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m_textSelectedChars[p][t].SetDiffuse( g_SelectedCharsColor );
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m_textSelectedChars[p][t].SetZoom( CHARS_ZOOM_LARGE );
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if( t < (int)m_sSelectedName[p].length() )
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m_textSelectedChars[p][t].SetText( m_sSelectedName[p].substr(t,1) );
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this->AddChild( &m_textSelectedChars[p][t] ); // draw these manually
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m_textScrollingChars[p][t].LoadFromFont( THEME->GetPathToF("ScreenNameEntry letters") );
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m_textScrollingChars[p][t].SetX( ColX );
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m_textScrollingChars[p][t].SetY( GRAY_ARROWS_Y );
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m_textScrollingChars[p][t].SetDiffuse( g_ScrollingCharsColor );
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//this->AddChild( &m_textScrollingChars[p][t] ); // draw these manually
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}
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m_textCategory[p].LoadFromFont( THEME->GetPathToF("ScreenNameEntry category") );
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m_textCategory[p].SetX( fPlayerX );
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m_textCategory[p].SetY( CATEGORY_Y );
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m_textCategory[p].SetZoom( CATEGORY_ZOOM );
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CString joined;
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for( unsigned j = 0; j < aFeats[p].size(); ++j )
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{
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if( j )
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joined += "\n";
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joined += aFeats[p][j].Feat;
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}
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m_textCategory[p].SetText( joined );
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this->AddChild( &m_textCategory[p] );
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}
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if( !PREFSMAN->m_bMenuTimer )
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m_Timer.Disable();
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else
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m_Timer.SetSeconds(TIMER_SECONDS);
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m_Timer.SetXY( TIMER_X, TIMER_Y );
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this->AddChild( &m_Timer );
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m_In.Load( THEME->GetPathToB("ScreenNameEntry in") );
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m_In.StartTransitioning();
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// this->AddChild( &m_In ); // draw and update this manually too
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m_Out.Load( THEME->GetPathToB("ScreenNameEntry out") );
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// this->AddChild( &m_Out ); // draw and update this manually too
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m_soundStep.Load( THEME->GetPathToS("ScreenNameEntry step") );
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SOUND->PlayMusic( THEME->GetPathToS("ScreenNameEntry music") );
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m_fFakeBeat = 0;
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}
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bool ScreenNameEntry::AnyStillEntering() const
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{
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FOREACH_PlayerNumber( p )
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if( m_bStillEnteringName[p] )
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return true;
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return false;
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}
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ScreenNameEntry::~ScreenNameEntry()
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{
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LOG->Trace( "ScreenNameEntry::~ScreenNameEntry()" );
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}
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void ScreenNameEntry::Update( float fDelta )
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{
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if( m_bFirstUpdate )
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("name entry") );
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m_fFakeBeat += fDelta * FAKE_BEATS_PER_SEC;
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GAMESTATE->m_fSongBeat = m_fFakeBeat;
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Screen::Update(fDelta);
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m_In.Update( fDelta );
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m_Out.Update( fDelta );
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}
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void ScreenNameEntry::DrawPrimitives()
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{
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Screen::DrawPrimitives();
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int iClosestIndex = GetClosestCharIndex( m_fFakeBeat );
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int iStartDrawingIndex = iClosestIndex - NUM_CHARS_TO_DRAW_BEHIND;
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iStartDrawingIndex += NUM_NAME_CHARS; // make positive
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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FOREACH_PlayerNumber( p )
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{
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if( !m_bStillEnteringName[p] )
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continue; // don't draw scrolling arrows
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float fY = GRAY_ARROWS_Y + GetClosestCharYPos(m_fFakeBeat) - g_iNumCharsToDrawBehind*g_fCharsSpacingY;
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int iCharIndex = iStartDrawingIndex % NUM_NAME_CHARS;
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for( int i=0; i<NUM_CHARS_TO_DRAW_TOTAL; i++ )
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{
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char c = NAME_CHARS[iCharIndex];
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for( int t=0; t<pStyle->m_iColsPerPlayer; t++ )
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{
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if(m_ColToStringIndex[p][t] == -1)
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continue;
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m_textScrollingChars[p][t].SetText( ssprintf("%c",c) ); // why doens't CStdStr have a contructor that takes a char?
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m_textScrollingChars[p][t].SetY( fY );
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float fZoom = g_fCharsZoomSmall;
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if( iCharIndex==iClosestIndex )
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fZoom = SCALE(fabsf(GetClosestCharYOffset(m_fFakeBeat)),0,0.5f,g_fCharsZoomLarge,g_fCharsZoomSmall);
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m_textScrollingChars[p][t].SetZoom(fZoom);
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RageColor color = g_ScrollingCharsColor;
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if( i==0 )
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color.a *= SCALE(GetClosestCharYOffset(m_fFakeBeat),-0.5f,0.f,0.f,1.f);
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if( i==g_iNumCharsToDrawTotal-1 )
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color.a *= SCALE(GetClosestCharYOffset(m_fFakeBeat),0.f,0.5f,1.f,0.f);
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m_textScrollingChars[p][t].SetDiffuse( color );
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m_textScrollingChars[p][t].Draw();
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}
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fY += g_fCharsSpacingY;
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iCharIndex = (iCharIndex+1) % NUM_NAME_CHARS;
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}
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for( int t=0; t<pStyle->m_iColsPerPlayer; t++ )
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{
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m_textSelectedChars[p][t].Draw();
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}
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}
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m_In.Draw();
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m_Out.Draw();
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}
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void ScreenNameEntry::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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LOG->Trace( "ScreenNameEntry::Input()" );
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if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
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return;
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if( type != IET_FIRST_PRESS )
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return; // ignore
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if( StyleI.IsValid() && m_bStillEnteringName[StyleI.player])
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{
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int StringIndex = m_ColToStringIndex[StyleI.player][StyleI.col];
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if(StringIndex != -1)
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{
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m_ReceptorArrowRow[StyleI.player].Step( StyleI.col, TNS_MARVELOUS );
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m_soundStep.Play();
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char c = NAME_CHARS[GetClosestCharIndex(m_fFakeBeat)];
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m_textSelectedChars[StyleI.player][StyleI.col].SetText( ssprintf("%c",c) );
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m_sSelectedName[StyleI.player][StringIndex] = c;
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}
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}
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
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}
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void ScreenNameEntry::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_MenuTimer:
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if( !m_Out.IsTransitioning() )
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{
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FOREACH_PlayerNumber( p )
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this->MenuStart( (PlayerNumber)p );
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}
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break;
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case SM_GoToNextScreen:
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{
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GAMESTATE->RestoreSelectedOptions();
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// There shouldn't be NameEntry in event mode. -Chris
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// /* Hack: go back to the select course screen in event mode. */
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// if( PREFSMAN->m_bEventMode && GAMESTATE->IsCourseMode() )
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// {
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// SCREENMAN->SetNewScreen( "ScreenSelectCourse" );
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// break;
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// }
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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}
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break;
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}
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}
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void ScreenNameEntry::MenuStart( PlayerNumber pn )
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{
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if( !m_bStillEnteringName[pn] )
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return;
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m_bStillEnteringName[pn] = false;
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m_soundStep.Play();
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// save last used ranking name
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Profile* pProfile = PROFILEMAN->GetProfile(pn);
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if( pProfile )
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pProfile->m_sLastUsedHighScoreName = m_sSelectedName[pn];
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TrimRight( m_sSelectedName[pn], " " );
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TrimLeft( m_sSelectedName[pn], " " );
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GAMESTATE->StoreRankingName( pn, m_sSelectedName[pn] );
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if( !AnyStillEntering() && !m_Out.IsTransitioning() )
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m_Out.StartTransitioning( SM_GoToNextScreen );
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}
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/*
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* (c) 2001-2004 Chris Danford
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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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