1706 lines
48 KiB
C++
1706 lines
48 KiB
C++
#include "global.h"
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#include "MusicWheel.h"
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#include "RageUtil.h"
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#include "SongManager.h"
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#include "GameManager.h"
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#include "PrefsManager.h"
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#include "ScreenManager.h" // for sending SM_PlayMusicSample
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#include "RageLog.h"
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#include "GameConstantsAndTypes.h"
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#include "GameState.h"
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#include "RageMath.h"
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#include "ThemeManager.h"
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#include "song.h"
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#include "Course.h"
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#include "RageDisplay.h"
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#include "RageTextureManager.h"
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#include "Banner.h"
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#include "Steps.h"
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#include "UnlockManager.h"
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#include "GameCommand.h"
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#include "ActorUtil.h"
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#include "SongUtil.h"
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#include "CourseUtil.h"
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#include "Foreach.h"
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#include "Style.h"
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#include "ThemeMetric.h"
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#include "PlayerState.h"
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#define NUM_WHEEL_ITEMS ((int)ceil(NUM_WHEEL_ITEMS_TO_DRAW+2))
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// leaving this one under ScreenSelectMusic because that is the only place it takes effect anyway.
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ThemeMetric<CString> DEFAULT_SORT ("ScreenSelectMusic","DefaultSort");
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static CString SECTION_COLORS_NAME( size_t i ) { return ssprintf("SectionColor%d",int(i+1)); }
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static CString CHOICE_NAME( CString s ) { return ssprintf("Choice%s",s.c_str()); }
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const AutoScreenMessage SM_SongChanged; // TODO: Replace this with a Message and MESSAGEMAN
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const AutoScreenMessage SM_SortOrderChanging;
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const AutoScreenMessage SM_SortOrderChanged;
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const int MAX_WHEEL_SOUND_SPEED = 15;
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static const SortOrder g_SongSortOrders[] =
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{
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SORT_GROUP,
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SORT_TITLE,
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SORT_BPM,
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SORT_MOST_PLAYED,
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SORT_ARTIST,
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SORT_GENRE,
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};
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const vector<SortOrder> SONG_SORT_ORDERS( g_SongSortOrders, g_SongSortOrders + ARRAYSIZE(g_SongSortOrders) );
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MusicWheel::MusicWheel()
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{
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}
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SortOrder ForceAppropriateSort( PlayMode pm, SortOrder so )
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{
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switch( pm )
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{
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// in course modes, force a particular sort
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case PLAY_MODE_ONI: return SORT_ONI_COURSES;
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case PLAY_MODE_NONSTOP: return SORT_NONSTOP_COURSES;
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case PLAY_MODE_ENDLESS: return SORT_ENDLESS_COURSES;
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}
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/* If we're not in a course mode, don't start in a course sort. */
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switch( so )
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{
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case SORT_ONI_COURSES:
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case SORT_NONSTOP_COURSES:
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case SORT_ENDLESS_COURSES:
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so = SORT_INVALID;
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break;
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}
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// if no preferred sort, fall back to theme default
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if( so == SORT_INVALID )
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{
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so = StringToSortOrder( DEFAULT_SORT );
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ASSERT( so != SORT_INVALID );
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return so;
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}
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return so;
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}
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void MusicWheel::Load( CString sType )
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{
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LOG->Trace( "MusicWheel::Load('%s')", sType.c_str() );
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SWITCH_SECONDS .Load(sType,"SwitchSeconds");
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ROULETTE_SWITCH_SECONDS .Load(sType,"RouletteSwitchSeconds");
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ROULETTE_SLOW_DOWN_SWITCHES .Load(sType,"RouletteSlowDownSwitches");
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LOCKED_INITIAL_VELOCITY .Load(sType,"LockedInitialVelocity");
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SCROLL_BAR_X .Load(sType,"ScrollBarX");
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SCROLL_BAR_HEIGHT .Load(sType,"ScrollBarHeight");
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ITEM_CURVE_X .Load(sType,"ItemCurveX");
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USE_LINEAR_WHEEL .Load(sType,"NoCurving");
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ITEM_SPACING_Y .Load(sType,"ItemSpacingY");
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WHEEL_3D_RADIUS .Load(sType,"Wheel3DRadius");
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CIRCLE_PERCENT .Load(sType,"CirclePercent");
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NUM_SECTION_COLORS .Load(sType,"NumSectionColors");
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SONG_REAL_EXTRA_COLOR .Load(sType,"SongRealExtraColor");
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SORT_MENU_COLOR .Load(sType,"SortMenuColor");
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SHOW_ROULETTE .Load(sType,"ShowRoulette");
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SHOW_RANDOM .Load(sType,"ShowRandom");
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SHOW_PORTAL .Load(sType,"ShowPortal");
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USE_3D .Load(sType,"Use3D");
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NUM_WHEEL_ITEMS_TO_DRAW .Load(sType,"NumWheelItems");
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MOST_PLAYED_SONGS_TO_SHOW .Load(sType,"MostPlayedSongsToShow");
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MODE_MENU_CHOICE_NAMES .Load(sType,"ModeMenuChoiceNames");
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vector<CString> vsModeChoiceNames;
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split( MODE_MENU_CHOICE_NAMES, ",", vsModeChoiceNames );
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CHOICE .Load(sType,CHOICE_NAME,vsModeChoiceNames);
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WHEEL_ITEM_ON_DELAY_CENTER .Load(sType,"WheelItemOnDelayCenter");
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WHEEL_ITEM_ON_DELAY_OFFSET .Load(sType,"WheelItemOnDelayOffset");
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WHEEL_ITEM_OFF_DELAY_CENTER .Load(sType,"WheelItemOffDelayCenter");
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WHEEL_ITEM_OFF_DELAY_OFFSET .Load(sType,"WheelItemOffDelayOffset");
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SECTION_COLORS .Load(sType,SECTION_COLORS_NAME,NUM_SECTION_COLORS);
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FOREACH( MusicWheelItem*, m_MusicWheelItems, i )
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SAFE_DELETE( *i );
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m_MusicWheelItems.clear();
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for( int i=0; i<NUM_WHEEL_ITEMS; i++ )
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m_MusicWheelItems.push_back( new MusicWheelItem );
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LOG->Trace( "MusicWheel::Load('%s')", sType.c_str() );
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if (GAMESTATE->m_pCurSong != NULL)
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LOG->Trace( "Current Song: %s", GAMESTATE->m_pCurSong->GetSongDir().c_str() );
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else
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LOG->Trace( "Current Song: NULL" );
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SONGMAN->UpdateRankingCourses();
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/*
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// for debugging.
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// Whatever Screen uses MusicWheel should set the Style if it needs to be set.
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if( GAMESTATE->m_CurStyle == NULL )
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GAMESTATE->m_CurStyle = GAMEMAN->STYLE_DANCE_SINGLE;
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*/
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m_sprHighlight.Load( THEME->GetPathG(sType,"highlight") );
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m_sprHighlight->SetName( "Highlight" );
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this->AddChild( m_sprHighlight );
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ActorUtil::OnCommand( m_sprHighlight, sType );
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m_ScrollBar.SetX( SCROLL_BAR_X );
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m_ScrollBar.SetBarHeight( SCROLL_BAR_HEIGHT );
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this->AddChild( &m_ScrollBar );
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/* We play a lot of this one, so precache it. */
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m_soundChangeMusic.Load( THEME->GetPathS(sType,"change"), true );
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m_soundChangeSort.Load( THEME->GetPathS(sType,"sort") );
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m_soundExpand.Load( THEME->GetPathS(sType,"expand"), true );
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m_soundLocked.Load( THEME->GetPathS(sType,"locked"), true );
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m_iSelection = 0;
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m_WheelState = STATE_SELECTING_MUSIC;
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m_fTimeLeftInState = 0;
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m_fPositionOffsetFromSelection = 0;
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m_iSwitchesLeftInSpinDown = 0;
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m_Moving = 0;
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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{
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// make the preferred group the group of the last song played.
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if( GAMESTATE->m_sPreferredSongGroup==GROUP_ALL_MUSIC && !PREFSMAN->m_bPickExtraStage )
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{
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ASSERT(GAMESTATE->m_pCurSong);
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GAMESTATE->m_sPreferredSongGroup = GAMESTATE->m_pCurSong->m_sGroupName;
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}
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Song* pSong;
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Steps* pSteps;
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PlayerOptions po;
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SongOptions so;
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SONGMAN->GetExtraStageInfo(
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GAMESTATE->IsExtraStage2(),
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GAMESTATE->GetCurrentStyle(),
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pSong,
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pSteps,
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po,
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so );
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GAMESTATE->m_pCurSong.Set( pSong );
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GAMESTATE->m_pPreferredSong = pSong;
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FOREACH_HumanPlayer( p )
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{
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GAMESTATE->m_pCurSteps[p].Set( pSteps );
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GAMESTATE->m_pPlayerState[p]->m_PlayerOptions = po;
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GAMESTATE->m_PreferredDifficulty[p].Set( pSteps->GetDifficulty() );
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}
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GAMESTATE->m_SongOptions = so;
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}
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m_SortOrder = GAMESTATE->m_PreferredSortOrder;
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/* Never start in the mode menu; some elements may not initialize correctly. */
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if( m_SortOrder == SORT_MODE_MENU )
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m_SortOrder = SORT_INVALID;
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m_SortOrder = ForceAppropriateSort( GAMESTATE->m_PlayMode, m_SortOrder );
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/* Only save the sort order if the player didn't already have one. If he did, don't
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* overwrite it. */
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if( GAMESTATE->m_PreferredSortOrder == SORT_INVALID )
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GAMESTATE->m_PreferredSortOrder = m_SortOrder;
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/* Update for SORT_MOST_PLAYED. */
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SONGMAN->UpdateBest();
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/* Sort SONGMAN's songs by CompareSongPointersByTitle, so we can do other sorts (with
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* stable_sort) from its output, and title will be the secondary sort, without having
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* to re-sort by title each time. */
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SONGMAN->SortSongs();
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RageTimer timer;
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CString times;
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/* Build all of the wheel item data. Do this after selecting
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* the extra stage, so it knows to always display it. */
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for( int so=0; so<NUM_SORT_ORDERS; so++ )
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{
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BuildWheelItemDatas( m_WheelItemDatas[so], SortOrder(so) );
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times += ssprintf( "%i:%.3f ", so, timer.GetDeltaTime() );
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}
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LOG->Trace( "took: %s", times.c_str() );
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/* Set m_LastModeMenuItem to the first item that matches the current mode. (Do this
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* after building wheel item data.) */
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{
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const vector<WheelItemData> &from = m_WheelItemDatas[SORT_MODE_MENU];
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for( unsigned i=0; i<from.size(); i++ )
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if( from[i].m_Action.DescribesCurrentModeForAllPlayers() )
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{
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m_sLastModeMenuItem = from[i].m_Action.m_sName;
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break;
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}
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}
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// HACK: invalidate currently selected song in the case that it
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// cannot be played due to lack of stages remaining
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// checking for event mode shouldn't be necessary here
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// but someone mentioned it does it sometimes.
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if( GAMESTATE->m_pCurSong != NULL &&
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SongManager::GetNumStagesForSong( GAMESTATE->m_pCurSong ) + GAMESTATE->m_iCurrentStageIndex > PREFSMAN->m_iNumArcadeStages
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&& !GAMESTATE->GetEventMode()
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&& !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
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{
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GAMESTATE->m_pCurSong.Set( NULL );
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}
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// Select the the previously selected song (if any)
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if( !SelectSongOrCourse() )
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SetOpenGroup("");
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// rebuild the WheelItems that appear on screen
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RebuildAllMusicWheelItems();
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}
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MusicWheel::~MusicWheel()
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{
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FOREACH( MusicWheelItem*, m_MusicWheelItems, i )
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SAFE_DELETE( *i );
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m_MusicWheelItems.clear();
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}
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/* If a song or course is set in GAMESTATE and available, select it. Otherwise, choose the
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* first available song or course. Return true if an item was set, false if no items are
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* available. */
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bool MusicWheel::SelectSongOrCourse()
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{
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if( GAMESTATE->m_pPreferredSong && SelectSong( GAMESTATE->m_pPreferredSong ) )
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return true;
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if( GAMESTATE->m_pCurSong && SelectSong( GAMESTATE->m_pCurSong ) )
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return true;
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if( GAMESTATE->m_pPreferredCourse && SelectCourse( GAMESTATE->m_pPreferredCourse ) )
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return true;
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if( GAMESTATE->m_pCurCourse && SelectCourse( GAMESTATE->m_pCurCourse ) )
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return true;
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// Select the first selectable song based on the sort order...
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vector<WheelItemData> &wiWheelItems = m_WheelItemDatas[m_SortOrder];
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for( unsigned i = 0; i < wiWheelItems.size(); i++ )
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{
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if( wiWheelItems[i].m_pSong )
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return SelectSong( wiWheelItems[i].m_pSong );
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else if ( wiWheelItems[i].m_pCourse )
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return SelectCourse( wiWheelItems[i].m_pCourse );
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}
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LOG->Trace( "MusicWheel::MusicWheel() - No selectable songs or courses found in WheelData" );
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return false;
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}
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bool MusicWheel::SelectSection( const CString & SectionName )
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{
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unsigned int i;
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for( i=0; i<m_CurWheelItemData.size(); i++ )
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{
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if( m_CurWheelItemData[i]->m_sSectionName == SectionName )
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{
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m_iSelection = i; // select it
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break;
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}
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}
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if ( i == m_CurWheelItemData.size() )
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return false;
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return true;
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}
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bool MusicWheel::SelectSong( Song *p )
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{
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if(p == NULL)
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return false;
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unsigned i;
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vector<WheelItemData> &from = m_WheelItemDatas[m_SortOrder];
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for( i=0; i<from.size(); i++ )
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{
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if( from[i].m_pSong == p )
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{
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// make its group the currently expanded group
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SetOpenGroup(from[i].m_sSectionName);
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break;
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}
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}
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if(i == from.size())
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return false;
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for( i=0; i<m_CurWheelItemData.size(); i++ )
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{
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if( m_CurWheelItemData[i]->m_pSong == p )
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m_iSelection = i; // select it
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}
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return true;
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}
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bool MusicWheel::SelectCourse( Course *p )
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{
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if(p == NULL)
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return false;
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GAMESTATE->m_pCurCourse = p;
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unsigned i;
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vector<WheelItemData> &from = m_WheelItemDatas[m_SortOrder];
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for( i=0; i<from.size(); i++ )
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{
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if( from[i].m_pCourse == p )
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{
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// make its group the currently expanded group
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SetOpenGroup(from[i].m_sSectionName);
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break;
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}
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}
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if(i == from.size())
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return false;
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for( i=0; i<m_CurWheelItemData.size(); i++ )
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{
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if( m_CurWheelItemData[i]->m_pCourse == p )
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m_iSelection = i; // select it
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}
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return true;
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}
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bool MusicWheel::SelectModeMenuItem()
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{
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/* Select the last-chosen option. */
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const vector<WheelItemData> &from = m_WheelItemDatas[m_SortOrder];
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unsigned i;
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for( i=0; i<from.size(); i++ )
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{
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const GameCommand &gc = from[i].m_Action;
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if( gc.m_sName == m_sLastModeMenuItem )
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break;
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}
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if( i == from.size() )
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return false;
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// make its group the currently expanded group
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SetOpenGroup( from[i].m_sSectionName );
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for( i=0; i<m_CurWheelItemData.size(); i++ )
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{
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if( m_CurWheelItemData[i]->m_Action.m_sName != m_sLastModeMenuItem )
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continue;
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m_iSelection = i; // select it
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break;
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}
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return true;
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}
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/*
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bool MusicWheel::ScrollToItem( CString Item )
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{
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for ( int i=0;i<m_CurWheelItemData.length();i++ )
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if ( m_CurWheelItemData[i].m_sSectionName == Item )
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{
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}
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if ( i == m_CurWheelItemData.length() )
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return false;
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else
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return true;
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}
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*/
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void MusicWheel::GetSongList(vector<Song*> &arraySongs, SortOrder so, CString sPreferredGroup )
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{
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vector<Song*> apAllSongs;
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// if( so==SORT_PREFERRED && GAMESTATE->m_sPreferredGroup!=GROUP_ALL_MUSIC)
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// SONGMAN->GetSongs( apAllSongs, GAMESTATE->m_sPreferredGroup, GAMESTATE->GetNumStagesLeft() );
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// else
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// SONGMAN->GetSongs( apAllSongs, GAMESTATE->GetNumStagesLeft() );
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if( so == SORT_MOST_PLAYED )
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SONGMAN->GetBestSongs( apAllSongs, GAMESTATE->m_sPreferredSongGroup, GAMESTATE->GetNumStagesLeft() );
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else
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SONGMAN->GetSongs( apAllSongs, GAMESTATE->m_sPreferredSongGroup, GAMESTATE->GetNumStagesLeft() );
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// copy only songs that have at least one Steps for the current GameMode
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for( unsigned i=0; i<apAllSongs.size(); i++ )
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{
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Song* pSong = apAllSongs[i];
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/* If we're on an extra stage, and this song is selected, ignore #SELECTABLE. */
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if( pSong != GAMESTATE->m_pCurSong ||
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(!GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2()) )
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{
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/* Hide songs that asked to be hidden via #SELECTABLE. */
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if( so!=SORT_ROULETTE && !pSong->NormallyDisplayed() )
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continue;
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if( so!=SORT_ROULETTE && UNLOCKMAN->SongIsRouletteOnly( pSong ) )
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continue;
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/* Don't show in roulette if #SELECTABLE:NO. */
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if( so==SORT_ROULETTE && !pSong->RouletteDisplayed() )
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continue;
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}
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// If we're using unlocks, check it here to prevent from being shown
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if( so!=SORT_ROULETTE && UNLOCKMAN->SongIsLocked(pSong) )
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continue;
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// If the song has at least one steps, add it.
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if( pSong->HasStepsType(GAMESTATE->GetCurrentStyle()->m_StepsType) )
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arraySongs.push_back( pSong );
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}
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/* Hack: Add extra stage item if it was eliminated for any reason (eg. it's a long
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* song). */
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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{
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Song* pSong;
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Steps* pSteps;
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PlayerOptions po;
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SongOptions so;
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SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyle(), pSong, pSteps, po, so );
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if( find( arraySongs.begin(), arraySongs.end(), pSong ) == arraySongs.end() )
|
|
arraySongs.push_back( pSong );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas, SortOrder so )
|
|
{
|
|
switch( so )
|
|
{
|
|
case SORT_MODE_MENU:
|
|
{
|
|
arrayWheelItemDatas.clear(); // clear out the previous wheel items
|
|
vector<CString> vsNames;
|
|
split( MODE_MENU_CHOICE_NAMES, ",", vsNames );
|
|
for( unsigned i=0; i<vsNames.size(); ++i )
|
|
{
|
|
WheelItemData wid( TYPE_SORT, NULL, "", NULL, SORT_MENU_COLOR );
|
|
wid.m_sLabel = vsNames[i];
|
|
wid.m_Action.Load( i, ParseCommands(CHOICE.GetValue(vsNames[i])) );
|
|
wid.m_sLabel = wid.m_Action.m_sName;
|
|
|
|
switch( so )
|
|
{
|
|
case SORT_ALL_COURSES:
|
|
case SORT_NONSTOP_COURSES:
|
|
case SORT_ONI_COURSES:
|
|
case SORT_ENDLESS_COURSES:
|
|
/* Don't display course modes after the first stage. */
|
|
if( !GAMESTATE->GetEventMode() && GAMESTATE->m_iCurrentStageIndex )
|
|
continue;
|
|
}
|
|
|
|
if( !wid.m_Action.IsPlayable() )
|
|
continue;
|
|
|
|
arrayWheelItemDatas.push_back( wid );
|
|
}
|
|
break;
|
|
}
|
|
case SORT_PREFERRED:
|
|
case SORT_ROULETTE:
|
|
case SORT_GROUP:
|
|
case SORT_TITLE:
|
|
case SORT_BPM:
|
|
case SORT_MOST_PLAYED:
|
|
case SORT_GRADE:
|
|
case SORT_ARTIST:
|
|
case SORT_GENRE:
|
|
case SORT_EASY_METER:
|
|
case SORT_MEDIUM_METER:
|
|
case SORT_HARD_METER:
|
|
case SORT_CHALLENGE_METER:
|
|
{
|
|
///////////////////////////////////
|
|
// Make an array of Song*, then sort them
|
|
///////////////////////////////////
|
|
vector<Song*> arraySongs;
|
|
|
|
GetSongList(arraySongs, so, GAMESTATE->m_sPreferredSongGroup );
|
|
|
|
bool bUseSections = true;
|
|
|
|
// sort the songs
|
|
switch( so )
|
|
{
|
|
case SORT_PREFERRED:
|
|
case SORT_ROULETTE:
|
|
SongUtil::SortSongPointerArrayByGroupAndDifficulty( arraySongs );
|
|
bUseSections = false;
|
|
break;
|
|
case SORT_GROUP:
|
|
SongUtil::SortSongPointerArrayByGroupAndTitle( arraySongs );
|
|
bUseSections = GAMESTATE->m_sPreferredSongGroup == GROUP_ALL_MUSIC;
|
|
break;
|
|
case SORT_TITLE:
|
|
SongUtil::SortSongPointerArrayByTitle( arraySongs );
|
|
break;
|
|
case SORT_BPM:
|
|
SongUtil::SortSongPointerArrayByBPM( arraySongs );
|
|
break;
|
|
case SORT_MOST_PLAYED:
|
|
if( (int) arraySongs.size() > MOST_PLAYED_SONGS_TO_SHOW )
|
|
arraySongs.erase( arraySongs.begin()+MOST_PLAYED_SONGS_TO_SHOW, arraySongs.end() );
|
|
bUseSections = false;
|
|
break;
|
|
case SORT_GRADE:
|
|
SongUtil::SortSongPointerArrayByGrade( arraySongs );
|
|
break;
|
|
case SORT_ARTIST:
|
|
SongUtil::SortSongPointerArrayByArtist( arraySongs );
|
|
break;
|
|
case SORT_GENRE:
|
|
SongUtil::SortSongPointerArrayByGenre( arraySongs );
|
|
break;
|
|
case SORT_EASY_METER:
|
|
SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_EASY );
|
|
break;
|
|
case SORT_MEDIUM_METER:
|
|
SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_MEDIUM );
|
|
break;
|
|
case SORT_HARD_METER:
|
|
SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_HARD );
|
|
break;
|
|
case SORT_CHALLENGE_METER:
|
|
SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_CHALLENGE );
|
|
break;
|
|
default:
|
|
ASSERT(0); // unhandled SortOrder
|
|
}
|
|
|
|
|
|
///////////////////////////////////
|
|
// Build an array of WheelItemDatas from the sorted list of Song*'s
|
|
///////////////////////////////////
|
|
arrayWheelItemDatas.clear(); // clear out the previous wheel items
|
|
arrayWheelItemDatas.reserve( arraySongs.size() );
|
|
|
|
switch( PREFSMAN->m_MusicWheelUsesSections )
|
|
{
|
|
case PrefsManager::NEVER:
|
|
bUseSections = false;
|
|
break;
|
|
case PrefsManager::ABC_ONLY:
|
|
if( so != SORT_TITLE && so != SORT_GROUP )
|
|
bUseSections = false;
|
|
break;
|
|
}
|
|
|
|
if( bUseSections )
|
|
{
|
|
// Sorting twice isn't necessary. Instead, modify the compatator functions
|
|
// in Song.cpp to have the desired effect. -Chris
|
|
/* Keeping groups together with the sorts is tricky and brittle; we
|
|
* keep getting OTHER split up without this. However, it puts the
|
|
* Grade and BPM sorts in the wrong order, and they're already correct,
|
|
* so don't re-sort for them. */
|
|
// /* We're using sections, so use the section name as the top-level
|
|
// * sort. */
|
|
if( so != SORT_GRADE && so != SORT_BPM )
|
|
SongUtil::SortSongPointerArrayBySectionName(arraySongs, so);
|
|
|
|
// make WheelItemDatas with sections
|
|
CString sLastSection = "";
|
|
int iSectionColorIndex = 0;
|
|
for( unsigned i=0; i< arraySongs.size(); i++ )
|
|
{
|
|
Song* pSong = arraySongs[i];
|
|
CString sThisSection = SongUtil::GetSectionNameFromSongAndSort( pSong, so );
|
|
|
|
if( sThisSection != sLastSection) // new section, make a section item
|
|
{
|
|
RageColor colorSection = (so==SORT_GROUP) ? SONGMAN->GetGroupColor(pSong->m_sGroupName) : SECTION_COLORS.GetValue(iSectionColorIndex);
|
|
iSectionColorIndex = (iSectionColorIndex+1) % NUM_SECTION_COLORS;
|
|
arrayWheelItemDatas.push_back( WheelItemData(TYPE_SECTION, NULL, sThisSection, NULL, colorSection) );
|
|
sLastSection = sThisSection;
|
|
}
|
|
|
|
arrayWheelItemDatas.push_back( WheelItemData( TYPE_SONG, pSong, sThisSection, NULL, SONGMAN->GetSongColor(pSong)) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for( unsigned i=0; i<arraySongs.size(); i++ )
|
|
{
|
|
Song* pSong = arraySongs[i];
|
|
arrayWheelItemDatas.push_back( WheelItemData(TYPE_SONG, pSong, "", NULL, SONGMAN->GetSongColor(pSong)) );
|
|
}
|
|
}
|
|
|
|
if( so != SORT_ROULETTE )
|
|
{
|
|
if( SHOW_ROULETTE )
|
|
arrayWheelItemDatas.push_back( WheelItemData(TYPE_ROULETTE, NULL, "", NULL, RageColor(1,0,0,1)) );
|
|
/* Only add TYPE_PORTAL if there's at least one song on the list. */
|
|
bool bFoundAnySong = false;
|
|
for( unsigned i=0; !bFoundAnySong && i < arrayWheelItemDatas.size(); i++ )
|
|
if( arrayWheelItemDatas[i].m_Type == TYPE_SONG )
|
|
bFoundAnySong = true;
|
|
|
|
if( SHOW_RANDOM && bFoundAnySong )
|
|
arrayWheelItemDatas.push_back( WheelItemData(TYPE_RANDOM, NULL, "", NULL, RageColor(1,0,0,1)) );
|
|
|
|
if( SHOW_PORTAL && bFoundAnySong )
|
|
arrayWheelItemDatas.push_back( WheelItemData(TYPE_PORTAL, NULL, "", NULL, RageColor(1,0,0,1)) );
|
|
}
|
|
|
|
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
|
|
{
|
|
Song* pSong;
|
|
Steps* pSteps;
|
|
PlayerOptions po;
|
|
SongOptions so;
|
|
SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyle(), pSong, pSteps, po, so );
|
|
|
|
for( unsigned i=0; i<arrayWheelItemDatas.size(); i++ )
|
|
{
|
|
if( arrayWheelItemDatas[i].m_pSong == pSong )
|
|
{
|
|
/* Change the song color. */
|
|
arrayWheelItemDatas[i].m_color = SONG_REAL_EXTRA_COLOR;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case SORT_ALL_COURSES:
|
|
case SORT_NONSTOP_COURSES:
|
|
case SORT_ONI_COURSES:
|
|
case SORT_ENDLESS_COURSES:
|
|
{
|
|
vector<Course*> apCourses;
|
|
switch( so )
|
|
{
|
|
case SORT_NONSTOP_COURSES: SONGMAN->GetNonstopCourses( apCourses, PREFSMAN->m_bAutogenGroupCourses ); break;
|
|
case SORT_ONI_COURSES: SONGMAN->GetOniCourses( apCourses, PREFSMAN->m_bAutogenGroupCourses ); break;
|
|
case SORT_ENDLESS_COURSES: SONGMAN->GetEndlessCourses( apCourses, PREFSMAN->m_bAutogenGroupCourses ); break;
|
|
case SORT_ALL_COURSES: SONGMAN->GetAllCourses( apCourses, PREFSMAN->m_bAutogenGroupCourses ); break;
|
|
default: ASSERT(0); break;
|
|
}
|
|
|
|
if (PREFSMAN->m_iCourseSortOrder == PrefsManager::COURSE_SORT_SONGS)
|
|
CourseUtil::SortCoursePointerArrayByDifficulty( apCourses );
|
|
else
|
|
{
|
|
if (PREFSMAN->m_iCourseSortOrder == PrefsManager::COURSE_SORT_METER)
|
|
CourseUtil::SortCoursePointerArrayByAvgDifficulty( apCourses );
|
|
|
|
if (PREFSMAN->m_iCourseSortOrder == PrefsManager::COURSE_SORT_METER_SUM)
|
|
CourseUtil::SortCoursePointerArrayByTotalDifficulty( apCourses );
|
|
|
|
if (PREFSMAN->m_iCourseSortOrder == PrefsManager::COURSE_SORT_RANK)
|
|
CourseUtil::SortCoursePointerArrayByRanking( apCourses );
|
|
|
|
// since we can't agree, make it an option
|
|
if (PREFSMAN->m_bMoveRandomToEnd)
|
|
CourseUtil::MoveRandomToEnd( apCourses );
|
|
}
|
|
|
|
if( so == SORT_ALL_COURSES )
|
|
CourseUtil::SortCoursePointerArrayByType( apCourses );
|
|
|
|
arrayWheelItemDatas.clear(); // clear out the previous wheel items
|
|
|
|
CString sLastSection = "";
|
|
int iSectionColorIndex = 0;
|
|
for( unsigned c=0; c<apCourses.size(); c++ ) // foreach course
|
|
{
|
|
Course* pCourse = apCourses[c];
|
|
|
|
// if unlocks are on, make sure it is unlocked
|
|
if ( UNLOCKMAN->CourseIsLocked(pCourse) )
|
|
continue;
|
|
|
|
CString sThisSection = "";
|
|
if( so == SORT_ALL_COURSES )
|
|
{
|
|
switch( pCourse->GetPlayMode() )
|
|
{
|
|
case PLAY_MODE_ONI: sThisSection = "Oni"; break;
|
|
case PLAY_MODE_NONSTOP: sThisSection = "Nonstop"; break;
|
|
case PLAY_MODE_ENDLESS: sThisSection = "Endless"; break;
|
|
}
|
|
}
|
|
|
|
// check that this course has at least one song playable in the current style
|
|
if( !pCourse->IsPlayableIn(GAMESTATE->GetCurrentStyle()->m_StepsType) )
|
|
continue;
|
|
|
|
if( sThisSection != sLastSection ) // new section, make a section item
|
|
{
|
|
RageColor c = SECTION_COLORS.GetValue(iSectionColorIndex);
|
|
iSectionColorIndex = (iSectionColorIndex+1) % NUM_SECTION_COLORS;
|
|
arrayWheelItemDatas.push_back( WheelItemData(TYPE_SECTION, NULL, sThisSection, NULL, c) );
|
|
sLastSection = sThisSection;
|
|
}
|
|
|
|
arrayWheelItemDatas.push_back( WheelItemData(TYPE_COURSE, NULL, sThisSection, pCourse, pCourse->GetColor()) );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// init music status icons
|
|
for( unsigned i=0; i<arrayWheelItemDatas.size(); i++ )
|
|
{
|
|
Song* pSong = arrayWheelItemDatas[i].m_pSong;
|
|
if( pSong == NULL )
|
|
continue;
|
|
|
|
WheelItemData& WID = arrayWheelItemDatas[i];
|
|
WID.m_Flags.bHasBeginnerOr1Meter = pSong->IsEasy( STEPS_TYPE_DANCE_SINGLE );
|
|
WID.m_Flags.bEdits = pSong->HasEdits( STEPS_TYPE_DANCE_SINGLE );
|
|
WID.m_Flags.iStagesForSong = SongManager::GetNumStagesForSong( pSong );
|
|
}
|
|
|
|
// init crowns
|
|
if( so == SORT_MOST_PLAYED )
|
|
{
|
|
// init crown icons
|
|
for( unsigned i=0; i< min(3u,arrayWheelItemDatas.size()); i++ )
|
|
{
|
|
WheelItemData& WID = arrayWheelItemDatas[i];
|
|
WID.m_Flags.iPlayersBestNumber = i+1;
|
|
}
|
|
}
|
|
|
|
if( arrayWheelItemDatas.empty() )
|
|
{
|
|
arrayWheelItemDatas.push_back( WheelItemData(TYPE_SECTION, NULL, "- EMPTY -", NULL, RageColor(1,0,0,1)) );
|
|
}
|
|
}
|
|
|
|
void MusicWheel::GetItemPosition( float fPosOffsetsFromMiddle, float& fX_out, float& fY_out, float& fZ_out, float& fRotationX_out )
|
|
{
|
|
if( USE_3D )
|
|
{
|
|
const float curve = CIRCLE_PERCENT*2*PI;
|
|
fRotationX_out = SCALE(fPosOffsetsFromMiddle,-NUM_WHEEL_ITEMS/2.0f,+NUM_WHEEL_ITEMS/2.0f,-curve/2.f,+curve/2.f);
|
|
fX_out = (1-RageFastCos(fPosOffsetsFromMiddle/PI))*ITEM_CURVE_X;
|
|
fY_out = WHEEL_3D_RADIUS*RageFastSin(fRotationX_out);
|
|
fZ_out = -100+WHEEL_3D_RADIUS*RageFastCos(fRotationX_out);
|
|
fRotationX_out *= 180.f/PI; // to degrees
|
|
|
|
// printf( "fRotationX_out = %f\n", fRotationX_out );
|
|
}
|
|
else if(!USE_LINEAR_WHEEL)
|
|
{
|
|
fX_out = (1-RageFastCos(fPosOffsetsFromMiddle/PI))*ITEM_CURVE_X;
|
|
fY_out = fPosOffsetsFromMiddle*ITEM_SPACING_Y;
|
|
fZ_out = 0;
|
|
fRotationX_out = 0;
|
|
|
|
fX_out = roundf( fX_out );
|
|
fY_out = roundf( fY_out );
|
|
fZ_out = roundf( fZ_out );
|
|
}
|
|
else
|
|
{
|
|
fX_out = fPosOffsetsFromMiddle*ITEM_CURVE_X;
|
|
fY_out = fPosOffsetsFromMiddle*ITEM_SPACING_Y;
|
|
fZ_out = 0;
|
|
fRotationX_out = 0;
|
|
|
|
fX_out = roundf( fX_out );
|
|
fY_out = roundf( fY_out );
|
|
fZ_out = roundf( fZ_out );
|
|
}
|
|
}
|
|
|
|
void MusicWheel::SetItemPosition( Actor &item, float fPosOffsetsFromMiddle )
|
|
{
|
|
float fX, fY, fZ, fRotationX;
|
|
GetItemPosition( fPosOffsetsFromMiddle, fX, fY, fZ, fRotationX );
|
|
item.SetXY( fX, fY );
|
|
item.SetZ( fZ );
|
|
item.SetRotationX( fRotationX );
|
|
}
|
|
|
|
template<class T>
|
|
void CircularShift( vector<T> &v, int dist )
|
|
{
|
|
for( int i = abs( dist ); i>0; i-- )
|
|
{
|
|
if( dist > 0 )
|
|
{
|
|
T t = v[0];
|
|
v.erase( v.begin() );
|
|
v.push_back( t );
|
|
}
|
|
else
|
|
{
|
|
T t = v.back();
|
|
v.erase( v.end()-1 );
|
|
v.insert( v.begin(), t );
|
|
}
|
|
}
|
|
}
|
|
|
|
void MusicWheel::RebuildAllMusicWheelItems()
|
|
{
|
|
RebuildMusicWheelItems( INT_MAX );
|
|
}
|
|
|
|
void MusicWheel::RebuildMusicWheelItems( int dist )
|
|
{
|
|
// rewind to first index that will be displayed;
|
|
int iFirstVisibleIndex = m_iSelection;
|
|
if( m_iSelection > int(m_CurWheelItemData.size()-1) )
|
|
m_iSelection = 0;
|
|
|
|
// find the first wheel item shown
|
|
iFirstVisibleIndex -= NUM_WHEEL_ITEMS/2;
|
|
|
|
ASSERT(m_CurWheelItemData.size());
|
|
wrap( iFirstVisibleIndex, m_CurWheelItemData.size() );
|
|
|
|
// iIndex is now the index of the lowest WheelItem to draw
|
|
|
|
if( dist == INT_MAX )
|
|
{
|
|
// Refresh all
|
|
for( int i=0; i<NUM_WHEEL_ITEMS; i++ )
|
|
{
|
|
int iIndex = iFirstVisibleIndex + i;
|
|
wrap( iIndex, m_CurWheelItemData.size() );
|
|
|
|
WheelItemData *data = m_CurWheelItemData[iIndex];
|
|
MusicWheelItem *display = m_MusicWheelItems[i];
|
|
|
|
display->LoadFromWheelItemData( data );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Shift items and refresh only those that have changed.
|
|
CircularShift( m_MusicWheelItems, dist );
|
|
if( dist > 0 )
|
|
{
|
|
for( int i=NUM_WHEEL_ITEMS-dist; i<NUM_WHEEL_ITEMS; i++ )
|
|
{
|
|
int iIndex = iFirstVisibleIndex + i;
|
|
wrap( iIndex, m_CurWheelItemData.size() );
|
|
|
|
WheelItemData *data = m_CurWheelItemData[iIndex];
|
|
MusicWheelItem *display = m_MusicWheelItems[i];
|
|
|
|
display->LoadFromWheelItemData( data );
|
|
}
|
|
}
|
|
else if( dist < 0 )
|
|
{
|
|
for( int i=0; i<-dist; i++ )
|
|
{
|
|
int iIndex = iFirstVisibleIndex + i;
|
|
wrap( iIndex, m_CurWheelItemData.size() );
|
|
|
|
WheelItemData *data = m_CurWheelItemData[iIndex];
|
|
MusicWheelItem *display = m_MusicWheelItems[i];
|
|
|
|
display->LoadFromWheelItemData( data );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void MusicWheel::NotesOrTrailChanged( PlayerNumber pn ) // update grade graphics and top score
|
|
{
|
|
for( int i=0; i<NUM_WHEEL_ITEMS; i++ )
|
|
{
|
|
MusicWheelItem *display = m_MusicWheelItems[i];
|
|
display->RefreshGrades();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void MusicWheel::DrawPrimitives()
|
|
{
|
|
if( USE_3D )
|
|
{
|
|
// DISPLAY->PushMatrix();
|
|
// DISPLAY->EnterPerspective(45, false);
|
|
|
|
// construct view and project matrix
|
|
// RageVector3 Up( 0.0f, 1.0f, 0.0f );
|
|
// RageVector3 Eye( SCREEN_CENTER_X, SCREEN_CENTER_Y, 550 );
|
|
// RageVector3 At( SCREEN_CENTER_X, SCREEN_CENTER_Y, 0 );
|
|
|
|
// DISPLAY->LookAt(Eye, At, Up);
|
|
}
|
|
|
|
// draw outside->inside
|
|
for( int i=0; i<NUM_WHEEL_ITEMS/2; i++ )
|
|
DrawItem( i );
|
|
for( int i=NUM_WHEEL_ITEMS-1; i>=NUM_WHEEL_ITEMS/2; i-- )
|
|
DrawItem( i );
|
|
|
|
|
|
ActorFrame::DrawPrimitives();
|
|
|
|
if( USE_3D )
|
|
{
|
|
// DISPLAY->ExitPerspective();
|
|
// DISPLAY->PopMatrix();
|
|
}
|
|
}
|
|
|
|
|
|
void MusicWheel::DrawItem( int i )
|
|
{
|
|
MusicWheelItem *display = m_MusicWheelItems[i];
|
|
|
|
const float fThisBannerPositionOffsetFromSelection = i - NUM_WHEEL_ITEMS/2 + m_fPositionOffsetFromSelection;
|
|
if( fabsf(fThisBannerPositionOffsetFromSelection) > NUM_WHEEL_ITEMS_TO_DRAW/2 )
|
|
return;
|
|
|
|
switch( m_WheelState )
|
|
{
|
|
case STATE_SELECTING_MUSIC:
|
|
case STATE_ROULETTE_SPINNING:
|
|
case STATE_ROULETTE_SLOWING_DOWN:
|
|
case STATE_RANDOM_SPINNING:
|
|
case STATE_LOCKED:
|
|
{
|
|
SetItemPosition( *display, fThisBannerPositionOffsetFromSelection );
|
|
}
|
|
break;
|
|
}
|
|
|
|
if( m_WheelState == STATE_LOCKED && i != NUM_WHEEL_ITEMS/2 )
|
|
display->m_fPercentGray = 0.5f;
|
|
else
|
|
display->m_fPercentGray = 0;
|
|
|
|
display->Draw();
|
|
}
|
|
|
|
|
|
void MusicWheel::UpdateScrollbar()
|
|
{
|
|
int total_num_items = m_CurWheelItemData.size();
|
|
float item_at=m_iSelection - m_fPositionOffsetFromSelection;
|
|
|
|
if(NUM_WHEEL_ITEMS >= total_num_items) {
|
|
m_ScrollBar.SetPercentage( 0, 1 );
|
|
} else {
|
|
float size = float(NUM_WHEEL_ITEMS) / total_num_items;
|
|
float center = item_at / total_num_items;
|
|
size *= 0.5f;
|
|
|
|
m_ScrollBar.SetPercentage( center - size, center + size );
|
|
}
|
|
}
|
|
|
|
bool MusicWheel::IsSettled() const
|
|
{
|
|
if( m_Moving )
|
|
return false;
|
|
if( m_WheelState != STATE_SELECTING_MUSIC && m_WheelState != STATE_LOCKED )
|
|
return false;
|
|
if( m_fPositionOffsetFromSelection != 0 )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void MusicWheel::Update( float fDeltaTime )
|
|
{
|
|
ActorFrame::Update( fDeltaTime );
|
|
|
|
for( unsigned i=0; i<unsigned(NUM_WHEEL_ITEMS); i++ )
|
|
{
|
|
MusicWheelItem *display = m_MusicWheelItems[i];
|
|
|
|
display->Update( fDeltaTime );
|
|
}
|
|
|
|
UpdateScrollbar();
|
|
|
|
if( m_Moving )
|
|
{
|
|
m_TimeBeforeMovingBegins -= fDeltaTime;
|
|
m_TimeBeforeMovingBegins = max(m_TimeBeforeMovingBegins, 0);
|
|
}
|
|
|
|
// update wheel state
|
|
m_fTimeLeftInState -= fDeltaTime;
|
|
if( m_fTimeLeftInState <= 0 ) // time to go to a new state
|
|
{
|
|
switch( m_WheelState )
|
|
{
|
|
case STATE_FLYING_OFF_BEFORE_NEXT_SORT:
|
|
{
|
|
Song* pPrevSelectedSong = m_CurWheelItemData[m_iSelection]->m_pSong;
|
|
|
|
SCREENMAN->PostMessageToTopScreen( SM_SortOrderChanged, 0 );
|
|
|
|
SetOpenGroup(SongUtil::GetSectionNameFromSongAndSort( pPrevSelectedSong, m_SortOrder ));
|
|
|
|
m_iSelection = 0;
|
|
|
|
//
|
|
// Select the previously selected item
|
|
//
|
|
switch( m_SortOrder )
|
|
{
|
|
default:
|
|
// Look for the last selected song or course
|
|
SelectSongOrCourse();
|
|
break;
|
|
case SORT_MODE_MENU:
|
|
SelectModeMenuItem();
|
|
break;
|
|
}
|
|
|
|
//
|
|
// Change difficulty for sorts by meter - XXX: do this with GameCommand?
|
|
//
|
|
Difficulty dc = DIFFICULTY_INVALID;
|
|
switch( m_SortOrder )
|
|
{
|
|
case SORT_EASY_METER: dc = DIFFICULTY_EASY; break;
|
|
case SORT_MEDIUM_METER: dc = DIFFICULTY_MEDIUM; break;
|
|
case SORT_HARD_METER: dc = DIFFICULTY_HARD; break;
|
|
case SORT_CHALLENGE_METER: dc = DIFFICULTY_CHALLENGE; break;
|
|
}
|
|
if( dc != DIFFICULTY_INVALID )
|
|
{
|
|
FOREACH_PlayerNumber( p )
|
|
if( GAMESTATE->IsPlayerEnabled(p) )
|
|
GAMESTATE->m_PreferredDifficulty[p].Set( dc );
|
|
}
|
|
|
|
SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
|
|
RebuildAllMusicWheelItems();
|
|
TweenOnScreen(true);
|
|
m_WheelState = STATE_FLYING_ON_AFTER_NEXT_SORT;
|
|
}
|
|
break;
|
|
|
|
case STATE_FLYING_ON_AFTER_NEXT_SORT:
|
|
m_WheelState = STATE_SELECTING_MUSIC; // now, wait for input
|
|
break;
|
|
|
|
case STATE_TWEENING_ON_SCREEN:
|
|
m_fTimeLeftInState = 0;
|
|
if( (GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage) || GAMESTATE->IsExtraStage2() )
|
|
{
|
|
m_WheelState = STATE_LOCKED;
|
|
SCREENMAN->PlayStartSound();
|
|
m_fLockedWheelVelocity = 0;
|
|
}
|
|
else
|
|
{
|
|
m_WheelState = STATE_SELECTING_MUSIC;
|
|
}
|
|
break;
|
|
case STATE_TWEENING_OFF_SCREEN:
|
|
m_WheelState = STATE_WAITING_OFF_SCREEN;
|
|
m_fTimeLeftInState = 0;
|
|
break;
|
|
case STATE_SELECTING_MUSIC:
|
|
m_fTimeLeftInState = 0;
|
|
break;
|
|
case STATE_ROULETTE_SPINNING:
|
|
case STATE_RANDOM_SPINNING:
|
|
break;
|
|
case STATE_WAITING_OFF_SCREEN:
|
|
break;
|
|
case STATE_LOCKED:
|
|
break;
|
|
case STATE_ROULETTE_SLOWING_DOWN:
|
|
if( m_iSwitchesLeftInSpinDown == 0 )
|
|
{
|
|
m_WheelState = STATE_LOCKED;
|
|
m_fTimeLeftInState = 0;
|
|
SCREENMAN->PlayStartSound();
|
|
m_fLockedWheelVelocity = 0;
|
|
|
|
/* Send this again so the screen starts sample music. */
|
|
SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
|
|
}
|
|
else
|
|
{
|
|
m_iSwitchesLeftInSpinDown--;
|
|
const float SwitchTimes[] = { 0.5f, 1.3f, 0.8f, 0.4f, 0.2f };
|
|
ASSERT(m_iSwitchesLeftInSpinDown >= 0 && m_iSwitchesLeftInSpinDown <= 4);
|
|
m_fTimeLeftInState = SwitchTimes[m_iSwitchesLeftInSpinDown];
|
|
|
|
LOG->Trace( "m_iSwitchesLeftInSpinDown id %d, m_fTimeLeftInState is %f", m_iSwitchesLeftInSpinDown, m_fTimeLeftInState );
|
|
|
|
if( m_iSwitchesLeftInSpinDown < 2 )
|
|
ChangeMusic(randomf(0,1) >= 0.5f? 1:-1);
|
|
else
|
|
ChangeMusic(1);
|
|
}
|
|
break;
|
|
default:
|
|
ASSERT(0); // all state changes should be handled explicitly
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( m_WheelState == STATE_LOCKED )
|
|
{
|
|
/* Do this in at most .1 sec chunks, so we don't get weird if we
|
|
* stop for some reason (and so it behaves the same when being
|
|
* single stepped). */
|
|
float tm = fDeltaTime;
|
|
while(tm > 0)
|
|
{
|
|
float t = min(tm, 0.1f);
|
|
tm -= t;
|
|
|
|
m_fPositionOffsetFromSelection = clamp( m_fPositionOffsetFromSelection, -0.3f, +0.3f );
|
|
|
|
float fSpringForce = - m_fPositionOffsetFromSelection * LOCKED_INITIAL_VELOCITY;
|
|
m_fLockedWheelVelocity += fSpringForce;
|
|
|
|
float fDrag = -m_fLockedWheelVelocity * t*4;
|
|
m_fLockedWheelVelocity += fDrag;
|
|
|
|
m_fPositionOffsetFromSelection += m_fLockedWheelVelocity*t;
|
|
|
|
if( fabsf(m_fPositionOffsetFromSelection) < 0.01f && fabsf(m_fLockedWheelVelocity) < 0.01f )
|
|
{
|
|
m_fPositionOffsetFromSelection = 0;
|
|
m_fLockedWheelVelocity = 0;
|
|
}
|
|
}
|
|
}
|
|
else if( IsMoving() )
|
|
{
|
|
/* We're automatically moving. Move linearly, and don't clamp
|
|
* to the selection. */
|
|
float fSpinSpeed = m_SpinSpeed*m_Moving;
|
|
m_fPositionOffsetFromSelection -= fSpinSpeed*fDeltaTime;
|
|
|
|
/* Make sure that we don't go further than 1 away, in case the
|
|
* speed is very high or we miss a lot of frames. */
|
|
m_fPositionOffsetFromSelection = clamp(m_fPositionOffsetFromSelection, -1.0f, 1.0f);
|
|
|
|
/* If it passed the selection, move again. */
|
|
if((m_Moving == -1 && m_fPositionOffsetFromSelection >= 0) ||
|
|
(m_Moving == 1 && m_fPositionOffsetFromSelection <= 0))
|
|
{
|
|
ChangeMusic(m_Moving);
|
|
|
|
if(PREFSMAN->m_iMusicWheelSwitchSpeed < MAX_WHEEL_SOUND_SPEED)
|
|
m_soundChangeMusic.Play();
|
|
}
|
|
|
|
if(PREFSMAN->m_iMusicWheelSwitchSpeed >= MAX_WHEEL_SOUND_SPEED &&
|
|
m_MovingSoundTimer.PeekDeltaTime() >= 1.0f / MAX_WHEEL_SOUND_SPEED)
|
|
{
|
|
m_MovingSoundTimer.GetDeltaTime();
|
|
m_soundChangeMusic.Play();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// "rotate" wheel toward selected song
|
|
float fSpinSpeed = 0.2f + fabsf(m_fPositionOffsetFromSelection)/SWITCH_SECONDS;
|
|
|
|
if( m_fPositionOffsetFromSelection > 0 )
|
|
{
|
|
m_fPositionOffsetFromSelection -= fSpinSpeed*fDeltaTime;
|
|
if( m_fPositionOffsetFromSelection < 0 )
|
|
m_fPositionOffsetFromSelection = 0;
|
|
}
|
|
else if( m_fPositionOffsetFromSelection < 0 )
|
|
{
|
|
m_fPositionOffsetFromSelection += fSpinSpeed*fDeltaTime;
|
|
if( m_fPositionOffsetFromSelection > 0 )
|
|
m_fPositionOffsetFromSelection = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void MusicWheel::ChangeMusic(int dist)
|
|
{
|
|
m_iSelection += dist;
|
|
wrap( m_iSelection, m_CurWheelItemData.size() );
|
|
|
|
RebuildMusicWheelItems( dist );
|
|
|
|
m_fPositionOffsetFromSelection += dist;
|
|
|
|
SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
|
|
|
|
/* If we're moving automatically, don't play this; it'll be called in Update. */
|
|
if(!IsMoving())
|
|
m_soundChangeMusic.Play();
|
|
}
|
|
|
|
bool MusicWheel::ChangeSort( SortOrder new_so ) // return true if change successful
|
|
{
|
|
ASSERT( new_so < NUM_SORT_ORDERS );
|
|
if( m_SortOrder == new_so )
|
|
return false;
|
|
|
|
/* Don't change to SORT_MODE_MENU if it doesn't have at least two choices. */
|
|
if( new_so == SORT_MODE_MENU && m_WheelItemDatas[new_so].size() < 2 )
|
|
return false;
|
|
|
|
switch( m_WheelState )
|
|
{
|
|
case STATE_SELECTING_MUSIC:
|
|
case STATE_FLYING_ON_AFTER_NEXT_SORT:
|
|
break; // fall through
|
|
default:
|
|
return false; // don't continue
|
|
}
|
|
|
|
SCREENMAN->PostMessageToTopScreen( SM_SortOrderChanging, 0 );
|
|
|
|
m_soundChangeSort.Play();
|
|
|
|
TweenOffScreen(true);
|
|
|
|
/* Save the new preference. */
|
|
if( IsSongSort(new_so) )
|
|
GAMESTATE->m_PreferredSortOrder = new_so;
|
|
|
|
m_SortOrder = new_so;
|
|
|
|
m_WheelState = STATE_FLYING_OFF_BEFORE_NEXT_SORT;
|
|
return true;
|
|
}
|
|
|
|
bool MusicWheel::NextSort() // return true if change successful
|
|
{
|
|
// don't allow NextSort when on the sort menu or mode menu
|
|
if( m_SortOrder == SORT_MODE_MENU )
|
|
return false;
|
|
|
|
// find the index of the current sort
|
|
int cur = 0;
|
|
while( cur < int(SONG_SORT_ORDERS.size()) && SONG_SORT_ORDERS[cur] != m_SortOrder )
|
|
++cur;
|
|
|
|
// move to the next sort with wrapping
|
|
++cur;
|
|
wrap( cur, SONG_SORT_ORDERS.size() );
|
|
|
|
// apply new sort
|
|
SortOrder soNew = SONG_SORT_ORDERS[cur];
|
|
return ChangeSort( soNew );
|
|
}
|
|
|
|
bool MusicWheel::Select() // return true if this selection ends the screen
|
|
{
|
|
LOG->Trace( "MusicWheel::Select()" );
|
|
|
|
if( m_WheelState == STATE_ROULETTE_SLOWING_DOWN )
|
|
return false;
|
|
|
|
m_Moving = 0;
|
|
|
|
if( m_WheelState == STATE_ROULETTE_SPINNING )
|
|
{
|
|
m_WheelState = STATE_ROULETTE_SLOWING_DOWN;
|
|
m_iSwitchesLeftInSpinDown = ROULETTE_SLOW_DOWN_SWITCHES/2+1 + rand()%(ROULETTE_SLOW_DOWN_SWITCHES/2);
|
|
m_fTimeLeftInState = 0.1f;
|
|
return false;
|
|
}
|
|
|
|
|
|
if( m_WheelState == STATE_RANDOM_SPINNING )
|
|
{
|
|
m_fPositionOffsetFromSelection = max(m_fPositionOffsetFromSelection, 0.3f);
|
|
m_WheelState = STATE_LOCKED;
|
|
SCREENMAN->PlayStartSound();
|
|
m_fLockedWheelVelocity = 0;
|
|
SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
|
|
return false;
|
|
}
|
|
|
|
switch( m_CurWheelItemData[m_iSelection]->m_Type )
|
|
{
|
|
case TYPE_SECTION:
|
|
{
|
|
CString sThisItemSectionName = m_CurWheelItemData[m_iSelection]->m_sSectionName;
|
|
if( m_sExpandedSectionName == sThisItemSectionName ) // already expanded
|
|
m_sExpandedSectionName = ""; // collapse it
|
|
else // already collapsed
|
|
m_sExpandedSectionName = sThisItemSectionName; // expand it
|
|
|
|
m_soundExpand.Play();
|
|
|
|
SetOpenGroup(m_sExpandedSectionName);
|
|
}
|
|
return false;
|
|
case TYPE_ROULETTE:
|
|
StartRoulette();
|
|
return false;
|
|
case TYPE_RANDOM:
|
|
StartRandom();
|
|
return false;
|
|
case TYPE_SONG:
|
|
case TYPE_PORTAL:
|
|
// Don't -permanently- unlock the song. Just let them play
|
|
// the unlocked song once.
|
|
// if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
|
|
// UNLOCKMAN->UnlockSong( m_CurWheelItemData[m_iSelection]->m_pSong );
|
|
return true;
|
|
case TYPE_COURSE:
|
|
return true;
|
|
case TYPE_SORT:
|
|
LOG->Trace("New sort order selected: %s - %s",
|
|
m_CurWheelItemData[m_iSelection]->m_sLabel.c_str(),
|
|
SortOrderToString(m_CurWheelItemData[m_iSelection]->m_Action.m_SortOrder).c_str() );
|
|
m_CurWheelItemData[m_iSelection]->m_Action.ApplyToAllPlayers();
|
|
ChangeSort( GAMESTATE->m_PreferredSortOrder );
|
|
m_sLastModeMenuItem = m_CurWheelItemData[m_iSelection]->m_Action.m_sName;
|
|
return false;
|
|
default:
|
|
ASSERT(0);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void MusicWheel::StartRoulette()
|
|
{
|
|
m_WheelState = STATE_ROULETTE_SPINNING;
|
|
m_Moving = 1;
|
|
m_TimeBeforeMovingBegins = 0;
|
|
m_SpinSpeed = 1.0f/ROULETTE_SWITCH_SECONDS;
|
|
SetOpenGroup("", SortOrder(SORT_ROULETTE));
|
|
}
|
|
|
|
void MusicWheel::StartRandom()
|
|
{
|
|
/* Shuffle the roulette wheel. */
|
|
RandomGen rnd;
|
|
random_shuffle( m_WheelItemDatas[SORT_ROULETTE].begin(), m_WheelItemDatas[SORT_ROULETTE].end(), rnd );
|
|
|
|
SetOpenGroup("", SortOrder(SORT_ROULETTE));
|
|
|
|
m_Moving = -1;
|
|
m_TimeBeforeMovingBegins = 0;
|
|
m_SpinSpeed = 1.0f/ROULETTE_SWITCH_SECONDS;
|
|
m_SpinSpeed *= 20.0f; /* faster! */
|
|
m_WheelState = STATE_RANDOM_SPINNING;
|
|
|
|
SelectSong( GetPreferredSelectionForRandomOrPortal() );
|
|
|
|
this->Select();
|
|
RebuildAllMusicWheelItems();
|
|
}
|
|
|
|
void MusicWheel::SetOpenGroup(CString group, SortOrder so)
|
|
{
|
|
if( so != SORT_INVALID )
|
|
m_SortOrder = so;
|
|
|
|
m_sExpandedSectionName = group;
|
|
|
|
WheelItemData *old = NULL;
|
|
if(!m_CurWheelItemData.empty())
|
|
old = m_CurWheelItemData[m_iSelection];
|
|
|
|
m_CurWheelItemData.clear();
|
|
vector<WheelItemData> &from = m_WheelItemDatas[m_SortOrder];
|
|
for( unsigned i = 0; i < from.size(); ++i )
|
|
{
|
|
WheelItemData &d = from[i];
|
|
if( (d.m_Type == TYPE_SONG || d.m_Type == TYPE_COURSE) &&
|
|
!d.m_sSectionName.empty() &&
|
|
d.m_sSectionName != group )
|
|
continue;
|
|
|
|
/* Only show tutorial songs in arcade */
|
|
if( GAMESTATE->m_PlayMode!=PLAY_MODE_REGULAR &&
|
|
d.m_pSong &&
|
|
d.m_pSong->IsTutorial() )
|
|
continue;
|
|
|
|
m_CurWheelItemData.push_back(&d);
|
|
}
|
|
|
|
|
|
//
|
|
// Try to select the item that was selected before changing groups
|
|
//
|
|
m_iSelection = 0;
|
|
|
|
for( unsigned i=0; i<m_CurWheelItemData.size(); i++ )
|
|
{
|
|
if( m_CurWheelItemData[i] == old )
|
|
{
|
|
m_iSelection=i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
RebuildAllMusicWheelItems();
|
|
}
|
|
|
|
bool MusicWheel::IsRouletting() const
|
|
{
|
|
return m_WheelState == STATE_ROULETTE_SPINNING || m_WheelState == STATE_ROULETTE_SLOWING_DOWN ||
|
|
m_WheelState == STATE_RANDOM_SPINNING;
|
|
}
|
|
|
|
int MusicWheel::IsMoving() const
|
|
{
|
|
return m_Moving && m_TimeBeforeMovingBegins == 0;
|
|
}
|
|
|
|
void MusicWheel::TweenOnScreen(bool changing_sort)
|
|
{
|
|
m_WheelState = STATE_TWEENING_ON_SCREEN;
|
|
|
|
SetItemPosition( *m_sprHighlight, 0 );
|
|
|
|
COMMAND( m_sprHighlight, "StartOn");
|
|
if( changing_sort )
|
|
{
|
|
const float delay = fabsf(NUM_WHEEL_ITEMS/2-WHEEL_ITEM_ON_DELAY_CENTER) * WHEEL_ITEM_ON_DELAY_OFFSET;
|
|
m_sprHighlight->BeginTweening( delay ); // sleep
|
|
COMMAND( m_sprHighlight, "FinishOnSort");
|
|
} else {
|
|
COMMAND( m_sprHighlight, "FinishOn");
|
|
}
|
|
|
|
m_ScrollBar.SetX( SCROLL_BAR_X );
|
|
m_ScrollBar.AddX( 30 );
|
|
if(changing_sort)
|
|
m_ScrollBar.BeginTweening( 0.2f ); // sleep
|
|
else
|
|
m_ScrollBar.BeginTweening( 0.7f ); // sleep
|
|
m_ScrollBar.BeginTweening( 0.2f , Actor::TWEEN_ACCELERATE );
|
|
m_ScrollBar.AddX( -30 );
|
|
|
|
for( int i=0; i<NUM_WHEEL_ITEMS; i++ )
|
|
{
|
|
MusicWheelItem *display = m_MusicWheelItems[i];
|
|
float fThisBannerPositionOffsetFromSelection = i - NUM_WHEEL_ITEMS/2 + m_fPositionOffsetFromSelection;
|
|
SetItemPosition( *display, fThisBannerPositionOffsetFromSelection );
|
|
|
|
COMMAND( display, "StartOn");
|
|
const float delay = fabsf(i-WHEEL_ITEM_ON_DELAY_CENTER) * WHEEL_ITEM_ON_DELAY_OFFSET;
|
|
display->BeginTweening( delay ); // sleep
|
|
COMMAND( display, "FinishOn");
|
|
if( changing_sort )
|
|
display->HurryTweening( 0.25f );
|
|
}
|
|
|
|
if( changing_sort )
|
|
HurryTweening( 0.25f );
|
|
|
|
m_fTimeLeftInState = GetTweenTimeLeft() + 0.100f;
|
|
}
|
|
|
|
void MusicWheel::TweenOffScreen(bool changing_sort)
|
|
{
|
|
m_WheelState = STATE_TWEENING_OFF_SCREEN;
|
|
|
|
SetItemPosition( *m_sprHighlight, 0 );
|
|
|
|
COMMAND( m_sprHighlight, "StartOff");
|
|
if(changing_sort)
|
|
{
|
|
/* When changing sort, tween the overlay with the item in the center;
|
|
* having it separate looks messy when we're moving fast. */
|
|
const float delay = fabsf(NUM_WHEEL_ITEMS/2-WHEEL_ITEM_ON_DELAY_CENTER) * WHEEL_ITEM_ON_DELAY_OFFSET;
|
|
m_sprHighlight->BeginTweening( delay ); // sleep
|
|
COMMAND( m_sprHighlight, "FinishOffSort");
|
|
} else {
|
|
COMMAND( m_sprHighlight, "FinishOff");
|
|
}
|
|
COMMAND( m_sprHighlight, "FinishOff");
|
|
|
|
m_ScrollBar.BeginTweening( 0 );
|
|
m_ScrollBar.BeginTweening( 0.2f, Actor::TWEEN_ACCELERATE );
|
|
m_ScrollBar.SetX( SCROLL_BAR_X+30 );
|
|
|
|
for( int i=0; i<NUM_WHEEL_ITEMS; i++ )
|
|
{
|
|
MusicWheelItem *display = m_MusicWheelItems[i];
|
|
float fThisBannerPositionOffsetFromSelection = i - NUM_WHEEL_ITEMS/2 + m_fPositionOffsetFromSelection;
|
|
SetItemPosition( *display, fThisBannerPositionOffsetFromSelection );
|
|
|
|
COMMAND( display, "StartOff");
|
|
const float delay = fabsf(i-WHEEL_ITEM_OFF_DELAY_CENTER) * WHEEL_ITEM_OFF_DELAY_OFFSET;
|
|
display->BeginTweening( delay ); // sleep
|
|
COMMAND( display, "FinishOff");
|
|
if( changing_sort )
|
|
display->HurryTweening( 0.25f );
|
|
}
|
|
|
|
if( changing_sort )
|
|
HurryTweening( 0.25f );
|
|
|
|
m_fTimeLeftInState = GetTweenTimeLeft() + 0.100f;
|
|
}
|
|
|
|
void MusicWheel::Move(int n)
|
|
{
|
|
if(n == m_Moving)
|
|
return;
|
|
|
|
if( m_WheelState == STATE_LOCKED )
|
|
{
|
|
if(n)
|
|
{
|
|
int iSign = n/abs(n);
|
|
m_fLockedWheelVelocity = iSign*LOCKED_INITIAL_VELOCITY;
|
|
m_soundLocked.Play();
|
|
}
|
|
return;
|
|
}
|
|
|
|
/* If we're not selecting, discard this. We won't ignore it; we'll
|
|
* get called again every time the key is repeated. */
|
|
/* Still process Move(0) so we sometimes continue moving immediate
|
|
* after the sort change finished and before the repeat event causes a
|
|
* Move(0). -Chris */
|
|
switch( m_WheelState )
|
|
{
|
|
case STATE_SELECTING_MUSIC:
|
|
break;
|
|
case STATE_FLYING_OFF_BEFORE_NEXT_SORT:
|
|
case STATE_FLYING_ON_AFTER_NEXT_SORT:
|
|
if( n!= 0 )
|
|
return;
|
|
break;
|
|
default:
|
|
return; // don't continue
|
|
}
|
|
|
|
if(m_Moving != 0 && n == 0 && m_TimeBeforeMovingBegins == 0)
|
|
{
|
|
/* We were moving, and now we're stopping. If we're really close to
|
|
* the selection, move to the next one, so we have a chance to spin down
|
|
* smoothly. */
|
|
if(fabsf(m_fPositionOffsetFromSelection) < 0.25f )
|
|
ChangeMusic(m_Moving);
|
|
|
|
/* Make sure the user always gets an SM_SongChanged when
|
|
* Moving() is 0, so the final banner, etc. always gets set. */
|
|
SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
|
|
}
|
|
|
|
m_TimeBeforeMovingBegins = 1/4.0f;
|
|
m_SpinSpeed = float(PREFSMAN->m_iMusicWheelSwitchSpeed);
|
|
m_Moving = n;
|
|
|
|
if(m_Moving)
|
|
ChangeMusic(m_Moving);
|
|
}
|
|
|
|
Song* MusicWheel::GetSelectedSong()
|
|
{
|
|
switch( m_CurWheelItemData[m_iSelection]->m_Type )
|
|
{
|
|
case TYPE_PORTAL:
|
|
return GetPreferredSelectionForRandomOrPortal();
|
|
}
|
|
|
|
return m_CurWheelItemData[m_iSelection]->m_pSong;
|
|
}
|
|
|
|
/* Find a random song. If possible, find one that has the preferred difficulties of
|
|
* each player. Prefer songs in the active group, if any.
|
|
*
|
|
* Note that if this is called, we *must* find a song. We will only be called if
|
|
* the active sort has at least one song, but there may be no open group. This means
|
|
* that any filters and preferences applied here must be optional. */
|
|
Song *MusicWheel::GetPreferredSelectionForRandomOrPortal()
|
|
{
|
|
// probe to find a song that has the preferred
|
|
// difficulties of each player
|
|
vector<Difficulty> vDifficultiesToRequire;
|
|
FOREACH_HumanPlayer(p)
|
|
{
|
|
if( GAMESTATE->m_PreferredDifficulty[p] == DIFFICULTY_INVALID )
|
|
continue; // skip
|
|
|
|
// TRICKY: Don't require that edits be present if perferred
|
|
// difficulty is DIFFICULTY_EDIT. Otherwise, players could use this
|
|
// to set up a 100% chance of getting a particular locked song by
|
|
// having a single edit for a locked song.
|
|
if( GAMESTATE->m_PreferredDifficulty[p] == DIFFICULTY_EDIT )
|
|
continue; // skip
|
|
|
|
vDifficultiesToRequire.push_back( GAMESTATE->m_PreferredDifficulty[p] );
|
|
}
|
|
|
|
CString sPreferredGroup = m_sExpandedSectionName;
|
|
vector<WheelItemData> &wid = m_WheelItemDatas[m_SortOrder];
|
|
|
|
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
|
|
|
|
#define NUM_PROBES 1000
|
|
for( int i=0; i<NUM_PROBES; i++ )
|
|
{
|
|
/* Maintaining difficulties is higher priority than maintaining the current
|
|
* group. */
|
|
if( i == NUM_PROBES/4 )
|
|
sPreferredGroup = "";
|
|
if( i == NUM_PROBES/2 )
|
|
vDifficultiesToRequire.clear();
|
|
|
|
int iSelection = rand() % wid.size();
|
|
if( wid[iSelection].m_Type != TYPE_SONG )
|
|
continue;
|
|
|
|
Song* pSong = wid[iSelection].m_pSong;
|
|
|
|
if( !sPreferredGroup.empty() && wid[iSelection].m_sSectionName != sPreferredGroup )
|
|
continue;
|
|
|
|
// There's an off possibility that somebody might have only one song with only beginner steps.
|
|
if( i < 900 && pSong->IsTutorial() )
|
|
continue;
|
|
|
|
FOREACH( Difficulty, vDifficultiesToRequire, d )
|
|
if( !pSong->HasStepsTypeAndDifficulty(st,*d) )
|
|
continue;
|
|
return wid[iSelection].m_pSong;
|
|
}
|
|
FAIL_M( "Couldn't find any songs" );
|
|
}
|
|
|
|
/*
|
|
* (c) 2001-2004 Chris Danford, Chris Gomez, 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.
|
|
*/
|