Files
itgmania212121/stepmania/src/ScreenNameEntryTraditional.cpp
T
Chris Danford bcbe615c0d Pass ActorCommand structures to Actor instead of unparsed command strings.
This way, we can potentially do the parsing early and not parse inside of Actor as the command is executing.
2004-11-06 23:13:47 +00:00

718 lines
22 KiB
C++

#include "global.h"
#include "ScreenNameEntryTraditional.h"
#include "SongManager.h"
#include "ScreenManager.h"
#include "GameConstantsAndTypes.h"
#include "RageUtil.h"
#include "PrefsManager.h"
#include "GameManager.h"
#include "RageLog.h"
#include "GameState.h"
#include "GameSoundManager.h"
#include "ThemeManager.h"
#include "ScreenRanking.h"
#include "Course.h"
#include "ActorUtil.h"
#include "FontCharAliases.h"
#include "AnnouncerManager.h"
#include "song.h"
#include "Steps.h"
#include "ProfileManager.h"
#include "StageStats.h"
#include "RageDisplay.h"
#include "Foreach.h"
#include "Style.h"
#include "ScreenDimensions.h"
//
// Defines specific to ScreenNameEntryTraditional
//
#define FOV THEME->GetMetricF(m_sName,"FOV")
#define ALPHABET_GAP_X THEME->GetMetricF(m_sName,"AlphabetGapX")
#define NUM_ALPHABET_DISPLAYED THEME->GetMetricI(m_sName,"NumAlphabetDisplayed")
#define MAX_RANKING_NAME_LENGTH THEME->GetMetricI(m_sName,"MaxRankingNameLength")
#define FEAT_INTERVAL THEME->GetMetricF(m_sName,"FeatInterval")
#define KEYBOARD_LETTERS THEME->GetMetric (m_sName,"KeyboardLetters")
#define NEXT_SCREEN THEME->GetMetric(m_sName,"NextScreen")
#define COMMAND_OPTIONAL( actor, command_name ) \
if( !actor.GetName().empty() ) \
COMMAND( actor, command_name );
const ScreenMessage SM_ChangeDisplayedFeat = ScreenMessage(SM_User+0);
static const int CHAR_OK = -1;
static const int CHAR_BACK = -2;
void HighScoreWheelItem::Load( int iRankIndex, const HighScore& hs )
{
SetName( "HighScoreWheelItem" );
m_textRank.SetName( "Rank" );
m_textRank.LoadFromFont( THEME->GetPathF(m_sName,"rank") );
m_textRank.SetText( ssprintf("%d", iRankIndex+1) );
m_textRank.SetShadowLength( 2 );
this->AddChild( &m_textRank );
SET_XY_AND_ON_COMMAND( m_textRank );
m_textName.SetName( "Name" );
m_textName.LoadFromFont( THEME->GetPathF(m_sName,"name") );
m_textName.SetText( hs.GetDisplayName() );
m_textName.SetShadowLength( 2 );
this->AddChild( &m_textName );
SET_XY_AND_ON_COMMAND( m_textName );
m_textScore.SetName( "Score" );
m_textScore.LoadFromFont( THEME->GetPathF(m_sName,"score") );
if( PREFSMAN->m_bPercentageScoring )
m_textScore.SetText( ssprintf("%.2f%%", hs.fPercentDP*100) );
else
m_textScore.SetText( ssprintf("%i", hs.iScore) );
m_textScore.SetShadowLength( 2 );
this->AddChild( &m_textScore );
SET_XY_AND_ON_COMMAND( m_textScore );
}
void HighScoreWheelItem::LoadBlank( int iRankIndex )
{
HighScore hs;
Load( iRankIndex, hs );
}
void HighScoreWheelItem::ShowFocus()
{
ActorCommands cmds = ParseActorCommands("diffuseshift;EffectColor1,1,1,0,1;EffectColor2,0,1,1,1");
m_textRank.Command( cmds );
m_textName.Command( cmds );
m_textScore.Command( cmds );
}
void HighScoreWheel::Load( const HighScoreList& hsl, int iIndexToFocus )
{
m_Items.resize( PREFSMAN->m_iMaxHighScoresPerListForMachine );
for( int i=0; i<PREFSMAN->m_iMaxHighScoresPerListForMachine; i++ )
{
if( unsigned(i) < hsl.vHighScores.size() )
m_Items[i].Load( i, hsl.vHighScores[i] );
else
m_Items[i].LoadBlank( i );
this->AddChild( &m_Items[i] );
}
m_iIndexToFocus = iIndexToFocus;
if( m_iIndexToFocus >= 0 && m_iIndexToFocus < int(hsl.vHighScores.size()) )
m_Items[m_iIndexToFocus].ShowFocus();
ActorScroller::Load(
0.2f, // fSecondsPerItem
8, // iNumItemsToDraw
RageVector3(18,0,0), // vRotationDegrees
RageVector3(0,0,90), // vTranslateTerm0
RageVector3(0,0,0), // vTranslateTerm1
RageVector3(0,0,0) // vTranslateTerm2
);
Scroll();
}
float HighScoreWheel::Scroll()
{
SetCurrentAndDestinationItem( m_SubActors.size()+5 );
int iIndexToFocus = max( m_iIndexToFocus, 3 );
SetDestinationItem( iIndexToFocus );
return GetTweenTimeLeft();
}
ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : ScreenWithMenuElements( sClassName )
{
LOG->Trace( "ScreenNameEntryTraditional::ScreenNameEntryTraditional()" );
if( PREFSMAN->m_bScreenTestMode )
{
GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR;
GAMESTATE->m_pCurStyle = GAMEMAN->GameAndStringToStyle( GAMEMAN->GetDefaultGame(), "versus" );
StageStats ss;
for( int z = 0; z < 3; ++z )
{
ss.vpSongs.push_back( SONGMAN->GetRandomSong() );
ss.iPossibleDancePoints[PLAYER_1] = 100;
ss.iActualDancePoints[PLAYER_1] = 100;
ss.iScore[PLAYER_1] = 100;
ss.iPossibleDancePoints[PLAYER_2] = 100;
ss.iActualDancePoints[PLAYER_2] = 100;
ss.iScore[PLAYER_2] = 100;
ASSERT( ss.vpSongs[0]->GetAllSteps().size() );
FOREACH_PlayerNumber( p )
{
ss.vpSteps[p].push_back( ss.vpSongs[0]->GetAllSteps()[0] );
GAMESTATE->m_pCurSteps[p] = ss.vpSteps[p][0];
ss.iPossibleDancePoints[p] = 1000;
ss.iActualDancePoints[p] = 985;
HighScore hs;
hs.grade = GRADE_TIER_3;
hs.fPercentDP = ss.GetPercentDancePoints(p);
hs.iScore = ss.iScore[p];
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
int a, b;
PROFILEMAN->AddStepsScore( ss.vpSongs[0], GAMESTATE->m_pCurSteps[p], p, hs, a, b );
PROFILEMAN->AddStepsScore( ss.vpSongs[0], GAMESTATE->m_pCurSteps[p], p, hs, a, b );
PROFILEMAN->AddStepsScore( ss.vpSongs[0], GAMESTATE->m_pCurSteps[p], p, hs, a, b );
PROFILEMAN->AddStepsScore( ss.vpSongs[0], GAMESTATE->m_pCurSteps[p], p, hs, a, b );
PROFILEMAN->AddStepsScore( ss.vpSongs[0], GAMESTATE->m_pCurSteps[p], p, hs, a, b );
PROFILEMAN->AddCategoryScore( st, RANKING_A, p, hs, a, b );
}
g_vPlayedStageStats.push_back( ss );
}
}
// Find out if players deserve to enter their name
FOREACH_PlayerNumber( p )
{
vector<GameState::RankingFeat> aFeats;
GAMESTATE->GetRankingFeats( p, aFeats );
m_bStillEnteringName[p] = aFeats.size()>0;
m_CurFeat[p] = 0;
}
//
// init keyboards
//
{
FOREACH_HumanPlayer( p )
{
// don't show keyboard if didn't make any high scores
if( !m_bStillEnteringName[p] )
{
m_sprOutOfRanking[p].Load( THEME->GetPathG( "ScreenNameEntryTraditional",ssprintf("OutOfRankingP%i",p+1)) );
m_sprOutOfRanking[p]->SetName( ssprintf("OutOfRankingP%i",p+1) );
SET_XY_AND_ON_COMMAND( m_sprOutOfRanking[p] );
this->AddChild( m_sprOutOfRanking[p] );
continue; // skip
}
m_sprNameFrame[p].SetName( ssprintf("EntryFrameP%i",p+1) );
m_sprNameFrame[p].Load( THEME->GetPathToG( ssprintf("ScreenNameEntryTraditional name frame p%i",p+1) ) );
SET_XY_AND_ON_COMMAND( m_sprNameFrame[p] );
this->AddChild( &m_sprNameFrame[p] );
m_Keyboard[p].SetName( ssprintf("KeyboardP%i",p+1) );
SET_XY_AND_ON_COMMAND( m_Keyboard[p] );
this->AddChild( &m_Keyboard[p] );
/* Add letters to m_Keyboard. */
const CString fontpath = THEME->GetPathToF("ScreenNameEntryTraditional letters");
const wstring Chars = CStringToWstring(KEYBOARD_LETTERS);
for( unsigned ch = 0; ch < Chars.size(); ++ch )
{
BitmapText *Letter = new BitmapText;
Letter->SetName( ssprintf("LetterP%i",p+1) );
Letter->LoadFromFont( fontpath );
Letter->SetText( ssprintf("%lc", Chars[ch]) );
m_textAlphabet[p].push_back( Letter );
m_Keyboard[p].AddChild( Letter );
Letter->Command( THEME->GetMetricA("ScreenNameEntryTraditional","AlphabetInitCommand") );
m_AlphabetLetter[p].push_back( Chars[ch] );
}
/* Add "<-". */
{
BitmapText *Letter = new BitmapText;
Letter->SetName( ssprintf("LetterP%i",p+1) );
Letter->LoadFromFont( fontpath );
CString text = "&leftarrow;";
FontCharAliases::ReplaceMarkers( text );
Letter->SetText( text );
m_textAlphabet[p].push_back( Letter );
m_Keyboard[p].AddChild( Letter );
m_AlphabetLetter[p].push_back( CHAR_BACK );
Letter->Command( THEME->GetMetricA("ScreenNameEntryTraditional","OKInitCommand") );
}
/* Add "OK". */
{
BitmapText *Letter = new BitmapText;
Letter->SetName( ssprintf("LetterP%i",p+1) );
Letter->LoadFromFont( fontpath );
CString text = "&ok;";
FontCharAliases::ReplaceMarkers( text );
Letter->SetText( text );
m_textAlphabet[p].push_back( Letter );
m_Keyboard[p].AddChild( Letter );
m_AlphabetLetter[p].push_back( CHAR_OK );
Letter->Command( THEME->GetMetricA("ScreenNameEntryTraditional","OKInitCommand") );
}
m_sprCursor[p].SetName( ssprintf("CursorP%i",p+1) );
m_sprCursor[p].Load( THEME->GetPathToG( ssprintf("ScreenNameEntryTraditional cursor p%i",p+1) ) );
m_Keyboard[p].AddChild( &m_sprCursor[p] );
m_textSelection[p].SetName( ssprintf("SelectionP%i",p+1) );
m_textSelection[p].LoadFromFont( THEME->GetPathToF("ScreenNameEntryTraditional entry") );
SET_XY_AND_ON_COMMAND( m_textSelection[p] );
this->AddChild( &m_textSelection[p] );
m_SelectedChar[p] = 0;
PositionCharsAndCursor( p );
// load last used ranking name if any
const Profile* pProfile = PROFILEMAN->GetProfile(p);
if( pProfile && !pProfile->m_sLastUsedHighScoreName.empty() )
{
m_sSelection[p] = CStringToWstring( pProfile->m_sLastUsedHighScoreName );
if( (int) m_sSelection[p].size() > MAX_RANKING_NAME_LENGTH )
m_sSelection[p].erase( MAX_RANKING_NAME_LENGTH );
ASSERT( (int) m_sSelection[p].size() <= MAX_RANKING_NAME_LENGTH );
if( m_sSelection[p].size() )
SelectChar( p, CHAR_OK );
}
UpdateSelectionText( p );
/* Don't tween to the initial position. */
for( unsigned i = 0; i < m_textAlphabet[p].size(); ++i )
m_textAlphabet[p][i]->FinishTweening();
}
}
//
// init feat displays
//
FOREACH_HumanPlayer( p )
{
/* Show feat 0, hide others without tweening. Run the ON command for
* all actors, even if we're going to hide it anyway, so any style commands
* are run. */
#define SET_ON( actor ) \
SET_XY_AND_ON_COMMAND( actor ); \
if( m_FeatDisplay[p].size()>1 ) \
{ \
COMMAND( actor, "On" ); \
actor.FinishTweening(); \
COMMAND( actor, "Hide" ); \
actor.FinishTweening(); \
}
m_FeatDisplay[p].reserve( g_vPlayedStageStats.size() );
for( unsigned i = 0; i < g_vPlayedStageStats.size(); ++i )
{
StageStats &ss = g_vPlayedStageStats[i];
Song* pSong = ss.vpSongs[0];
Steps* pSteps = ss.vpSteps[p][0];
Course* pCourse = GAMESTATE->m_pCurCourse;
Trail* pTrail = GAMESTATE->m_pCurTrail[p];
int iHighScoreIndex = -1; // -1 means "out of ranking"
Grade grade = ss.GetGrade( p );
int iScore = ss.iScore[p];
float fPercentDP = ss.GetPercentDancePoints( p );
// If this is a SHOW_NEVER song, then it's probably a training.
// Don't show a high score
if( pSong->m_SelectionDisplay == Song::SHOW_NEVER )
continue; // skip
m_FeatDisplay[p].resize( m_FeatDisplay[p].size()+1 );
FeatDisplay &display = m_FeatDisplay[p].back();
const HighScoreList& hsl =
GAMESTATE->IsCourseMode() ?
PROFILEMAN->GetMachineProfile()->GetCourseHighScoreList(pCourse,pTrail) :
PROFILEMAN->GetMachineProfile()->GetStepsHighScoreList(pSong,pSteps);
for( unsigned h=0; h<hsl.vHighScores.size(); h++ )
{
const HighScore &hs = hsl.vHighScores[h];
if( hs.sName == RANKING_TO_FILL_IN_MARKER[p] &&
hs.fPercentDP == fPercentDP &&
hs.iScore == iScore )
{
iHighScoreIndex = h;
break;
}
}
display.m_Wheel.SetName( ssprintf("WheelP%i",p+1) );
display.m_Wheel.Load( hsl, iHighScoreIndex );
SET_ON( display.m_Wheel );
this->AddChild( &display.m_Wheel );
CString sBanner;
if( GAMESTATE->IsCourseMode() )
sBanner = pCourse->m_sBannerPath;
else
sBanner = pSong->GetBannerPath();
if( !sBanner.empty() )
{
display.m_sprBanner.SetName( ssprintf("BannerP%i",p+1) );
display.m_sprBanner.Load( sBanner );
SET_ON( display.m_sprBanner );
this->AddChild( &display.m_sprBanner );
}
if( grade != GRADE_NO_DATA )
{
display.m_Grade.SetName( ssprintf("GradeP%i",p+1) );
display.m_Grade.Load( THEME->GetPathToG("ScreenNameEntryTraditional grades") );
display.m_Grade.SetGrade( p, grade );
SET_ON( display.m_Grade );
this->AddChild( &display.m_Grade );
}
display.m_Difficulty.SetName( ssprintf("DifficultyP%i",p+1) );
display.m_Difficulty.Load( THEME->GetPathToG("ScreenNameEntryTraditional difficulty icons") );
if( GAMESTATE->IsCourseMode() )
display.m_Difficulty.SetFromTrail( p, pTrail );
else
display.m_Difficulty.SetFromSteps( p, pSteps );
SET_ON( display.m_Difficulty );
this->AddChild( &display.m_Difficulty );
display.m_textScore.SetName( "ScreenNameEntryTraditional Percent" );
display.m_textScore.Load( p, &ss, false );
display.m_textScore.SetName( ssprintf("ScoreP%i",p+1) );
SET_ON( display.m_textScore );
this->AddChild( &display.m_textScore );
// if( feat.Feat != "" )
// {
// display.m_textCategory.SetName( ssprintf("CategoryP%i", p+1) );
// display.m_textCategory.LoadFromFont( THEME->GetPathToF("ScreenNameEntryTraditional category") );
// display.m_textCategory.SetText( feat.Feat );
// SET_ON( display.m_textCategory );
// this->AddChild( &display.m_textCategory );
// }
/* We always show the banner frame (if any), because fading from a graphic to
* itself is ugly. */
display.m_sprBannerFrame.SetName( ssprintf("BannerFrameP%i",p+1) );
display.m_sprBannerFrame.Load( THEME->GetPathToG(ssprintf("ScreenNameEntryTraditional banner frame p%i",p+1)) );
SET_XY_AND_ON_COMMAND( display.m_sprBannerFrame );
this->AddChild( &display.m_sprBannerFrame );
}
#undef SET_ON
}
this->PostScreenMessage( SM_ChangeDisplayedFeat, FEAT_INTERVAL );
m_soundKey.Load( THEME->GetPathToS("ScreenNameEntryTraditional key") );
m_soundChange.Load( THEME->GetPathToS("ScreenNameEntryTraditional change",true) );
m_soundInvalid.Load( THEME->GetPathToS("ScreenNameEntryTraditional invalid",true) );
SOUND->PlayMusic( THEME->GetPathToS("ScreenNameEntryTraditional music") );
this->SortByDrawOrder();
}
static inline int wrapn( int x, int n )
{
wrap( x, n );
return x;
}
void ScreenNameEntryTraditional::PositionCharsAndCursor( int pn )
{
const int Selected = m_SelectedChar[pn];
const int NumDisplayed = NUM_ALPHABET_DISPLAYED;
const int TotalDisplayed = (int)m_textAlphabet[pn].size();
const int Start = wrapn( Selected - TotalDisplayed/2, TotalDisplayed );
const int First = -NumDisplayed/2;
const int Last = NumDisplayed/2;
for( int i = 0; i < (int)m_textAlphabet[pn].size(); ++i )
{
const int Num = wrapn( Start+i, (int) m_textAlphabet[pn].size() );
BitmapText *bt = m_textAlphabet[pn][Num];
const int Pos = i - TotalDisplayed/2;
const bool hidden = ( Pos < First || Pos > Last );
const int ActualPos = clamp( Pos, First-1, Last+1 );
bt->Command( ParseActorCommands("stoptweening;decelerate,.12") );
bt->SetX( ActualPos * ALPHABET_GAP_X );
bt->SetDiffuseAlpha( hidden? 0.0f:1.0f );
}
m_sprCursor[pn].SetXY( 0,0 );
}
bool ScreenNameEntryTraditional::AnyStillEntering() const
{
FOREACH_PlayerNumber( p )
if( m_bStillEnteringName[p] )
return true;
return false;
}
ScreenNameEntryTraditional::~ScreenNameEntryTraditional()
{
LOG->Trace( "ScreenNameEntryTraditional::~ScreenNameEntryTraditional()" );
for( int p=0; p<NUM_PLAYERS; ++p )
{
for( unsigned i=0; i < m_textAlphabet[p].size(); ++i )
delete m_textAlphabet[p][i];
}
}
void ScreenNameEntryTraditional::Update( float fDelta )
{
if( m_bFirstUpdate )
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("name entry") );
Screen::Update(fDelta);
}
void ScreenNameEntryTraditional::DrawPrimitives()
{
DISPLAY->CameraPushMatrix();
DISPLAY->LoadMenuPerspective( FOV, SCREEN_CENTER_X, SCREEN_CENTER_Y );
Screen::DrawPrimitives();
DISPLAY->CameraPopMatrix();
}
void ScreenNameEntryTraditional::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( IsTransitioning() )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenNameEntryTraditional::ChangeDisplayedFeat()
{
CHECKPOINT;
LOG->Trace( "ScreenNameEntryTraditional::ChangeDisplayedFeat" );
FOREACH_HumanPlayer( pn )
{
if( m_FeatDisplay[pn].size() < 2 )
continue;
int NewFeat = (m_CurFeat[pn]+1) % m_FeatDisplay[pn].size();
int OldFeat = m_CurFeat[pn];
m_CurFeat[pn] = NewFeat;
COMMAND_OPTIONAL( m_FeatDisplay[pn][OldFeat].m_Wheel, "Hide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][NewFeat].m_Wheel, "Unhide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][OldFeat].m_Grade, "Hide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][NewFeat].m_Grade, "Unhide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][OldFeat].m_Difficulty, "Hide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][NewFeat].m_Difficulty, "Unhide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][OldFeat].m_sprBanner, "Hide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][NewFeat].m_sprBanner, "Unhide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][OldFeat].m_textScore, "Hide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][NewFeat].m_textScore, "Unhide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][OldFeat].m_textCategory, "Hide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][NewFeat].m_textCategory, "Unhide" );
m_FeatDisplay[pn][NewFeat].m_Wheel.Scroll();
}
}
void ScreenNameEntryTraditional::HandleScreenMessage( const ScreenMessage SM )
{
LOG->Trace( "ScreenNameEntryTraditional::HandleScreenMessage( %d )", SM );
switch( SM )
{
case SM_MenuTimer:
if( !m_Out.IsTransitioning() )
{
FOREACH_PlayerNumber( p )
Finish( p );
MenuStart( PLAYER_INVALID, IET_FIRST_PRESS );
}
break;
case SM_ChangeDisplayedFeat:
ChangeDisplayedFeat();
this->PostScreenMessage( SM_ChangeDisplayedFeat, FEAT_INTERVAL );
break;
case SM_GoToNextScreen:
SCREENMAN->SetNewScreen( NEXT_SCREEN );
break;
}
}
void ScreenNameEntryTraditional::Finish( PlayerNumber pn )
{
if( !m_bStillEnteringName[pn] )
return;
m_bStillEnteringName[pn] = false;
UpdateSelectionText( pn ); /* hide NAME_ cursor */
CString selection = WStringToCString( m_sSelection[pn] );
// save last used ranking name
Profile* pProfile = PROFILEMAN->GetProfile(pn);
if( pProfile )
pProfile->m_sLastUsedHighScoreName = selection;
TrimRight( selection, " " );
TrimLeft( selection, " " );
GAMESTATE->StoreRankingName( pn, selection );
OFF_COMMAND( m_Keyboard[pn] );
for( int i = 0; i < (int)m_textAlphabet[pn].size(); ++i )
OFF_COMMAND( m_textAlphabet[pn][i] );
OFF_COMMAND( m_sprCursor[pn] );
if( !AnyStillEntering() )
AllFinished();
}
void ScreenNameEntryTraditional::UpdateSelectionText( int pn )
{
wstring text = m_sSelection[pn];
if( m_bStillEnteringName[pn] && (int) text.size() < MAX_RANKING_NAME_LENGTH )
text += L"_";
m_textSelection[pn].SetText( WStringToCString(text) );
}
void ScreenNameEntryTraditional::MenuStart( PlayerNumber pn, const InputEventType type )
{
if( !AnyStillEntering() )
{
AllFinished();
return;
}
if( !m_bStillEnteringName[pn] )
return; // ignore
if( type != IET_FIRST_PRESS )
return; // ignore
const int CurrentSelection = m_SelectedChar[pn];
const int SelectedLetter = m_AlphabetLetter[pn][CurrentSelection];
switch( SelectedLetter )
{
case CHAR_OK:
m_soundKey.Play();
Finish( pn );
break;
case CHAR_BACK:
if( !m_sSelection[pn].size() )
{
m_soundInvalid.Play();
break;
}
m_sSelection[pn].erase( m_sSelection[pn].size()-1, 1 );
UpdateSelectionText( pn );
m_soundKey.Play();
break;
default:
/* If we have room, add a new character. */
if( (int) m_sSelection[pn].size() == MAX_RANKING_NAME_LENGTH )
{
m_soundInvalid.Play();
SelectChar( pn, CHAR_BACK );
break;
}
m_sSelection[pn] += wchar_t(SelectedLetter);
UpdateSelectionText( pn );
m_soundKey.Play();
/* If that filled the string, set the cursor on OK. */
if( (int) m_sSelection[pn].size() == MAX_RANKING_NAME_LENGTH )
SelectChar( pn, CHAR_OK );
}
}
void ScreenNameEntryTraditional::SelectChar( PlayerNumber pn, int c )
{
FOREACH( int, m_AlphabetLetter[pn], letter )
{
if( *letter == c ) // character found
{
m_SelectedChar[pn] = letter - m_AlphabetLetter[pn].begin();
PositionCharsAndCursor( pn );
return;
}
}
ASSERT( false ); // character not found
}
void ScreenNameEntryTraditional::MenuLeft( PlayerNumber pn, const InputEventType type )
{
if( !m_bStillEnteringName[pn] || IsTransitioning() )
return;
--m_SelectedChar[pn];
wrap( m_SelectedChar[pn], m_textAlphabet[pn].size() );
PositionCharsAndCursor( pn );
m_soundChange.Play();
}
void ScreenNameEntryTraditional::MenuRight( PlayerNumber pn, const InputEventType type )
{
if( !m_bStillEnteringName[pn] || IsTransitioning() )
return;
++m_SelectedChar[pn];
wrap( m_SelectedChar[pn], m_textAlphabet[pn].size() );
PositionCharsAndCursor( pn );
m_soundChange.Play();
}
void ScreenNameEntryTraditional::AllFinished()
{
StartTransitioning( SM_GoToNextScreen );
FOREACH_HumanPlayer( pn )
{
OFF_COMMAND( m_sprOutOfRanking[pn] );
OFF_COMMAND( m_sprNameFrame[pn] );
OFF_COMMAND( m_textSelection[pn] );
}
}
/*
* (c) 2001-2004 Glenn Maynard, Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/