cca71d1d3f
- only allow reasonable file sizes - only allow one Steps per edit file - only allow 5 edits per-song, per-profile
401 lines
10 KiB
C++
401 lines
10 KiB
C++
#include "global.h"
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#include "DifficultyList.h"
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#include "GameState.h"
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#include "song.h"
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#include "Steps.h"
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#include "StyleDef.h"
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#include "DifficultyMeter.h"
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#include "RageLog.h"
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#include "BitmapText.h"
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#include "SongManager.h"
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#include "ThemeManager.h"
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#include "StepsUtil.h"
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#define ITEMS_SPACING_Y THEME->GetMetricF(m_sName,"ItemsSpacingY")
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#define DESCRIPTION_MAX_WIDTH THEME->GetMetricF(m_sName,"DescriptionMaxWidth")
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#define NUM_SHOWN_ITEMS THEME->GetMetricI(m_sName,"NumShownItems")
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#define MOVE_COMMAND THEME->GetMetric (m_sName,"MoveCommand")
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#define MAX_METERS NUM_DIFFICULTIES + MAX_EDITS_PER_SONG
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DifficultyList::DifficultyList()
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{
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m_bShown = true;
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}
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DifficultyList::~DifficultyList()
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{
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}
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void DifficultyList::Load()
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{
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m_Lines.resize( MAX_METERS );
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m_CurSong = NULL;
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{
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FOREACH_HumanPlayer( pn )
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{
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m_Cursors[pn].Load( THEME->GetPathToG(ssprintf("%s cursor p%i",m_sName.c_str(), pn+1)) );
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m_Cursors[pn]->SetName( ssprintf("CursorP%i",pn+1) );
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/* Hack: we need to tween cursors both up to down (cursor motion) and visible to
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* invisible (fading). Cursor motion needs to stoptweening, so multiple motions
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* don't queue and look unresponsive. However, that stpotweening interrupts fading,
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* resulting in the cursor remaining invisible or partially invisible. So, do them
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* in separate tweening stacks. This means the Cursor command can't change diffuse
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* colors; I think we do need a diffuse color stack ... */
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m_CursorFrames[pn].SetName( ssprintf("CursorP%i",pn+1) );
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m_CursorFrames[pn].AddChild( m_Cursors[pn] );
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this->AddChild( &m_CursorFrames[pn] );
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}
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}
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{
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for( unsigned m = 0; m < m_Lines.size(); ++m )
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{
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m_Lines[m].m_Meter.SetName( "DifficultySummaryRow", "Row" );
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m_Lines[m].m_Meter.Load();
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this->AddChild( &m_Lines[m].m_Meter );
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m_Lines[m].m_Description.SetName( "Description" );
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m_Lines[m].m_Description.LoadFromFont( THEME->GetPathToF(ssprintf("%s description",m_sName.c_str())) );
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this->AddChild( &m_Lines[m].m_Description );
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m_Lines[m].m_Number.SetName( "Number" );
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m_Lines[m].m_Number.LoadFromFont( THEME->GetPathToF(ssprintf("%s number",m_sName.c_str())) );
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this->AddChild( &m_Lines[m].m_Number );
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}
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}
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{
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for( int pn = 0; pn < NUM_PLAYERS; ++pn )
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if( GAMESTATE->IsHumanPlayer(pn) )
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ON_COMMAND( m_Cursors[pn] );
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}
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{
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for( int m = 0; m < MAX_METERS; ++m )
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{
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ON_COMMAND( m_Lines[m].m_Meter );
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ON_COMMAND( m_Lines[m].m_Description );
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ON_COMMAND( m_Lines[m].m_Number );
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}
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}
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UpdatePositions();
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PositionItems();
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}
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void DifficultyList::GetCurrentRows( int iCurrentRow[NUM_PLAYERS] ) const
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{
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for( int pn = 0;pn < NUM_PLAYERS; ++pn )
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{
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if( !GAMESTATE->IsHumanPlayer(pn) )
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continue;
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for( iCurrentRow[pn] = 0; iCurrentRow[pn] < (int) m_Rows.size(); ++iCurrentRow[pn] )
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{
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if( GAMESTATE->m_pCurNotes[pn] == m_Rows[iCurrentRow[pn]]->m_Steps )
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break;
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if( GAMESTATE->m_pCurNotes[pn] == NULL &&
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m_Rows[iCurrentRow[pn]]->m_Steps->GetDifficulty() == GAMESTATE->m_PreferredDifficulty[pn] )
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break;
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}
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}
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}
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/* Update m_fY and m_bHidden[]. */
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void DifficultyList::UpdatePositions()
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{
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int iCurrentRow[NUM_PLAYERS];
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GetCurrentRows( iCurrentRow );
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const int total = NUM_SHOWN_ITEMS;
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const int halfsize = total / 2;
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int first_start, first_end, second_start, second_end;
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/* Choices for each player. If only one player is active, it's the same for both. */
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int P1Choice = GAMESTATE->IsHumanPlayer(PLAYER_1)? iCurrentRow[PLAYER_1]: iCurrentRow[PLAYER_2];
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int P2Choice = GAMESTATE->IsHumanPlayer(PLAYER_2)? iCurrentRow[PLAYER_2]: iCurrentRow[PLAYER_1];
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vector<Row*> Rows( m_Rows );
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const bool BothPlayersActivated = GAMESTATE->IsHumanPlayer(PLAYER_1) && GAMESTATE->IsHumanPlayer(PLAYER_2);
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if( !BothPlayersActivated )
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{
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/* Simply center the cursor. */
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first_start = max( P1Choice - halfsize, 0 );
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first_end = first_start + total;
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second_start = second_end = first_end;
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} else {
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/* First half: */
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const int earliest = min( P1Choice, P2Choice );
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first_start = max( earliest - halfsize/2, 0 );
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first_end = first_start + halfsize;
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/* Second half: */
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const int latest = max( P1Choice, P2Choice );
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second_start = max( latest - halfsize/2, 0 );
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/* Don't overlap. */
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second_start = max( second_start, first_end );
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second_end = second_start + halfsize;
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}
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first_end = min( first_end, (int) Rows.size() );
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second_end = min( second_end, (int) Rows.size() );
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/* If less than total (and Rows.size()) are displayed, fill in the empty
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* space intelligently. */
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while(1)
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{
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const int sum = (first_end - first_start) + (second_end - second_start);
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if( sum >= (int) Rows.size() || sum >= total)
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break; /* nothing more to display, or no room */
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/* First priority: expand the top of the second half until it meets
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* the first half. */
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if( second_start > first_end )
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second_start--;
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/* Otherwise, expand either end. */
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else if( first_start > 0 )
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first_start--;
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else if( second_end < (int) Rows.size() )
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second_end++;
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else
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ASSERT(0); /* do we have room to grow or don't we? */
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}
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int pos = 0;
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for( int i=0; i<(int) Rows.size(); i++ ) // foreach row
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{
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float ItemPosition;
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if( i < first_start )
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ItemPosition = -0.5f;
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else if( i < first_end )
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ItemPosition = (float) pos++;
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else if( i < second_start )
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ItemPosition = halfsize - 0.5f;
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else if( i < second_end )
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ItemPosition = (float) pos++;
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else
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ItemPosition = (float) total - 0.5f;
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Row &row = *Rows[i];
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float fY = ITEMS_SPACING_Y*ItemPosition;
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row.m_fY = fY;
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row.m_bHidden = i < first_start ||
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(i >= first_end && i < second_start) ||
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i >= second_end;
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}
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}
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void DifficultyList::PositionItems()
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{
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for( int i = 0; i < MAX_METERS; ++i )
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{
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bool bUnused = ( i >= (int)m_Rows.size() );
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m_Lines[i].m_Description.SetHidden( bUnused );
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m_Lines[i].m_Meter.SetHidden( bUnused );
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m_Lines[i].m_Number.SetHidden( bUnused );
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}
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int m;
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for( m = 0; m < (int)m_Rows.size(); ++m )
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{
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Row &row = *m_Rows[m];
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bool bHidden = row.m_bHidden;
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if( !m_bShown )
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bHidden = true;
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const float DiffuseAlpha = bHidden? 0.0f:1.0f;
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if( m_Lines[m].m_Number.GetDestY() != row.m_fY ||
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m_Lines[m].m_Number.DestTweenState().diffuse[0][3] != DiffuseAlpha )
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{
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m_Lines[m].m_Description.Command( MOVE_COMMAND );
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m_Lines[m].m_Meter.Command( MOVE_COMMAND );
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m_Lines[m].m_Meter.RunCommandOnChildren( MOVE_COMMAND );
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m_Lines[m].m_Number.Command( MOVE_COMMAND );
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}
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m_Lines[m].m_Description.SetY( row.m_fY );
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m_Lines[m].m_Meter.SetY( row.m_fY );
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m_Lines[m].m_Number.SetY( row.m_fY );
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}
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for( m=0; m < MAX_METERS; ++m )
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{
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bool bHidden = true;
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if( m_bShown && m < (int)m_Rows.size() )
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bHidden = m_Rows[m]->m_bHidden;
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const CString cmd = ssprintf( "diffusealpha,%f", bHidden? 0.0f:1.0f );
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m_Lines[m].m_Description.Command( cmd );
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m_Lines[m].m_Meter.RunCommandOnChildren( cmd );
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m_Lines[m].m_Number.Command( cmd );
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}
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int iCurrentRow[NUM_PLAYERS];
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GetCurrentRows( iCurrentRow );
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FOREACH_HumanPlayer( pn )
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{
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float fY = 0;
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if( iCurrentRow[pn] < (int) m_Rows.size() )
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fY = m_Rows[iCurrentRow[pn]]->m_fY;
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COMMAND( m_CursorFrames[pn], "Change" );
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m_CursorFrames[pn].SetY( fY );
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}
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}
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DifficultyList::Row::Row()
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{
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m_Steps = NULL;
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}
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void DifficultyList::SetFromGameState()
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{
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Song *song = GAMESTATE->m_pCurSong;
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const bool bSongChanged = (song != m_CurSong);
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/* If the song has changed, update displays: */
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if( bSongChanged )
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{
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m_CurSong = song;
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if( !song )
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return;
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for( int m = 0; m < MAX_METERS; ++m )
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{
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m_Lines[m].m_Meter.Unset();
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m_Lines[m].m_Description.SetText( "" );
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m_Lines[m].m_Number.SetText( "" );
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}
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vector<Steps*> CurSteps;
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song->GetSteps( CurSteps, GAMESTATE->GetCurrentStyleDef()->m_StepsType );
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/* Should match the sort in ScreenSelectMusic::AfterMusicChange. */
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StepsUtil::SortNotesArrayByDifficulty( CurSteps );
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unsigned i;
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for( i = 0; i < m_Rows.size(); ++i )
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delete m_Rows[i];
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m_Rows.clear();
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for( i = 0; i < CurSteps.size(); ++i )
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{
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m_Rows.push_back( new Row() );
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Row &row = *m_Rows[i];
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row.m_Steps = CurSteps[i];
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m_Lines[i].m_Meter.SetFromNotes( m_Rows[i]->m_Steps );
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Difficulty dc = row.m_Steps->GetDifficulty();
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CString s;
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if( row.m_Steps->GetDifficulty() == DIFFICULTY_EDIT )
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s = row.m_Steps->GetDescription();
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else
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s = DifficultyToThemedString(dc);
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m_Lines[i].m_Description.SetMaxWidth( DESCRIPTION_MAX_WIDTH );
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m_Lines[i].m_Description.SetText( s );
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/* Don't mess with alpha; it might be fading on. */
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m_Lines[i].m_Description.SetDiffuseColor( SONGMAN->GetDifficultyColor(dc) );
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m_Lines[i].m_Number.SetZoomX(1);
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m_Lines[i].m_Number.SetDiffuseColor( SONGMAN->GetDifficultyColor(dc) );
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m_Lines[i].m_Number.SetText( ssprintf("%d",row.m_Steps->GetMeter()) );
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}
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}
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UpdatePositions();
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PositionItems();
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if( bSongChanged )
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{
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for( int m = 0; m < MAX_METERS; ++m )
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{
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m_Lines[m].m_Meter.FinishTweening();
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m_Lines[m].m_Description.FinishTweening();
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m_Lines[m].m_Number.FinishTweening();
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}
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}
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}
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void DifficultyList::HideRows()
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{
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for( unsigned m = 0; m < m_Rows.size(); ++m )
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{
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m_Lines[m].m_Description.Command( "finishtweening;diffusealpha,0" );
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m_Lines[m].m_Meter.RunCommandOnChildren( "finishtweening;diffusealpha,0" );
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m_Lines[m].m_Number.Command( "finishtweening;diffusealpha,0" );
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}
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}
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void DifficultyList::TweenOnScreen()
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{
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this->SetHibernate( 0.5f );
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m_bShown = true;
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for( unsigned m = 0; m < m_Rows.size(); ++m )
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{
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m_Lines[m].m_Description.Command( "finishtweening" );
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m_Lines[m].m_Meter.RunCommandOnChildren( "finishtweening" );
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m_Lines[m].m_Number.Command( "finishtweening" );
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}
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// PositionItems();
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HideRows();
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PositionItems();
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FOREACH_HumanPlayer( pn )
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{
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COMMAND( m_Cursors[pn], "TweenOn" );
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}
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}
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void DifficultyList::TweenOffScreen()
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{
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}
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void DifficultyList::Show()
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{
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m_bShown = true;
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SetFromGameState();
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HideRows();
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PositionItems();
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FOREACH_HumanPlayer( pn )
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{
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COMMAND( m_Cursors[pn], "Show" );
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}
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}
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void DifficultyList::Hide()
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{
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m_bShown = false;
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PositionItems();
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FOREACH_HumanPlayer( pn )
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{
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COMMAND( m_Cursors[pn], "Hide" );
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}
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}
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/*
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* Copyright (c) 2003-2004 by the person(s) listed below. All rights reserved.
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* Glenn Maynard
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*/
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