Files
itgmania212121/stepmania/src/ScreenEdit.cpp
T
Chris Danford e2136499e1 add "nojumps"
2004-01-11 06:34:30 +00:00

1887 lines
65 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenEdit
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenEdit.h"
#include "PrefsManager.h"
#include "SongManager.h"
#include "ScreenManager.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "GameManager.h"
#include "GameConstantsAndTypes.h"
#include "RageLog.h"
#include "RageSounds.h"
#include "GameState.h"
#include "InputMapper.h"
#include "RageLog.h"
#include <math.h>
#include "ThemeManager.h"
#include "SDL_keysym.h" // for SDLKeys
#include "ScreenMiniMenu.h"
#include "NoteSkinManager.h"
#include "Steps.h"
#include <utility>
#include "NoteFieldPositioning.h"
#include "arch/arch.h"
#include "NoteDataUtil.h"
const float RECORD_HOLD_SECONDS = 0.3f;
//
// Defines specific to GameScreenTitleMenu
//
#define DEBUG_X (SCREEN_LEFT + 10)
#define DEBUG_Y (CENTER_Y-100)
#define SHORTCUTS_X (CENTER_X - 150)
#define SHORTCUTS_Y (CENTER_Y)
#define HELP_X (SCREEN_LEFT)
#define HELP_Y (CENTER_Y)
#define HELP_TEXT_X (SCREEN_LEFT + 4)
#define HELP_TEXT_Y (40)
#define INFO_X (SCREEN_RIGHT)
#define INFO_Y (CENTER_Y)
#define INFO_TEXT_X (SCREEN_RIGHT - 114)
#define INFO_TEXT_Y (40)
#define MENU_WIDTH (110)
#define EDIT_X (CENTER_X)
#define EDIT_GRAY_Y_STANDARD (SCREEN_TOP+60)
#define EDIT_GRAY_Y_REVERSE (SCREEN_BOTTOM-60)
#define PLAYER_X (CENTER_X)
#define PLAYER_Y (CENTER_Y)
#define PLAYER_HEIGHT (360)
#define PLAYER_Y_STANDARD (PLAYER_Y-PLAYER_HEIGHT/2)
#define PLAYER_Y_REVERSE (PLAYER_Y+PLAYER_HEIGHT/2)
#define ACTION_MENU_ITEM_X (CENTER_X-200)
#define ACTION_MENU_ITEM_START_Y (SCREEN_TOP + 24)
#define ACTION_MENU_ITEM_SPACING_Y (18)
#define NAMING_MENU_ITEM_X (CENTER_X-200)
#define NAMING_MENU_ITEM_START_Y (SCREEN_TOP + 24)
#define NAMING_MENU_ITEM_SPACING_Y (18)
CachedThemeMetricF TICK_EARLY_SECONDS ("ScreenGameplay","TickEarlySeconds");
const ScreenMessage SM_BackFromMainMenu = (ScreenMessage)(SM_User+1);
const ScreenMessage SM_BackFromAreaMenu = (ScreenMessage)(SM_User+2);
const ScreenMessage SM_BackFromEditNotesStatistics = (ScreenMessage)(SM_User+3);
const ScreenMessage SM_BackFromEditOptions = (ScreenMessage)(SM_User+4);
const ScreenMessage SM_BackFromEditSongInfo = (ScreenMessage)(SM_User+5);
const ScreenMessage SM_BackFromBGChange = (ScreenMessage)(SM_User+6);
const ScreenMessage SM_BackFromPlayerOptions = (ScreenMessage)(SM_User+7);
const ScreenMessage SM_BackFromSongOptions = (ScreenMessage)(SM_User+8);
const ScreenMessage SM_BackFromInsertAttack = (ScreenMessage)(SM_User+9);
const ScreenMessage SM_BackFromInsertAttackModifiers= (ScreenMessage)(SM_User+10);
const CString HELP_TEXT =
"Up/Down:\n change beat\n"
"Left/Right:\n change snap\n"
"Number keys:\n add/remove\n tap note\n"
"Create hold note:\n Hold a number\n while moving\n Up or Down\n"
"Space bar:\n Set area\n marker\n"
"Enter:\n Area Menu\n"
"Escape:\n Main Menu\n"
"F1:\n Show\n keyboard\n shortcuts\n";
static const MenuRow g_KeyboardShortcutsItems[] =
{
{ "PgUp/PgDn: jump measure", false, 0, { NULL } },
{ "Home/End: jump to first/last beat", false, 0, { NULL } },
{ "Ctrl + Up/Down: Change zoom", false, 0, { NULL } },
{ "Shift + Up/Down: Drag area marker", false, 0, { NULL } },
{ "P: Play selection", false, 0, { NULL } },
{ "Ctrl + P: Play whole song", false, 0, { NULL } },
{ "Shift + P: Play current beat to end", false, 0, { NULL } },
{ "Ctrl + R: Record", false, 0, { NULL } },
{ "F4: Toggle assist tick", false, 0, { NULL } },
{ "F5/F6: Next/prev steps of same StepsType", false, 0, { NULL } },
{ "F7/F8: Decrease/increase BPM at cur beat", false, 0, { NULL } },
{ "F9/F10: Decrease/increase stop at cur beat", false, 0, { NULL } },
{ "F11/F12: Decrease/increase music offset", false, 0, { NULL } },
/* XXX: This would be better as a single submenu, to let people tweak
* and play the sample several times (without having to re-enter the
* menu each time), so it doesn't use a whole bunch of hotkeys. */
{ "[ and ]: Decrease/increase sample music start", false, 0, { NULL } },
{ "{ and }: Decrease/increase sample music length", false, 0, { NULL } },
{ "M: Play sample music", false, 0, { NULL } },
{ "B: Add/Edit Background Change", false, 0, { NULL } },
{ "Insert: Insert beat and shift down", false, 0, { NULL } },
{ "Delete: Delete beat and shift up", false, 0, { NULL } },
{ "Shift + number: Lay mine", false, 0, { NULL } },
{ "Alt + number: Add to/remove from right half", false, 0, { NULL } },
{ NULL, true, 0, { NULL } }
};
static Menu g_KeyboardShortcuts( "Keyboard Shortcuts", g_KeyboardShortcutsItems );
static const MenuRow g_MainMenuItems[] =
{
{ "Edit Steps Statistics", true, 0, { NULL } },
{ "Play Whole Song", true, 0, { NULL } },
{ "Play Current Beat To End", true, 0, { NULL } },
{ "Save", true, 0, { NULL } },
{ "Player Options", true, 0, { NULL } },
{ "Song Options", true, 0, { NULL } },
{ "Edit Song Info", true, 0, { NULL } },
{ "Add/Edit BG Change", true, 0, { NULL } },
{ "Play preview music", true, 0, { NULL } },
{ "Exit (discards changes since last save)",true, 0, { NULL } },
{ NULL, true, 0, { NULL } }
};
static Menu g_MainMenu( "Main Menu", g_MainMenuItems );
static const MenuRow g_AreaMenuItems[] =
{
{ "Cut", true, 0, { NULL } },
{ "Copy", true, 0, { NULL } },
{ "Paste at current beat", true, 0, { NULL } },
{ "Paste at begin marker", true, 0, { NULL } },
{ "Clear", true, 0, { NULL } },
{ "Quantize", true, 0, { "4TH","8TH","12TH","16TH","24TH","32ND","48TH","64TH" } },
{ "Turn", true, 0, { "Left","Right","Mirror","Shuffle","Super Shuffle" } },
{ "Transform", true, 0, { "NoHolds","NoMines","Little","Wide","Big","Quick","Skippy","Mines","Echo","Planted","Stomp","Twister","NoJumps","NoHands" } },
{ "Alter", true, 0, { "Backwards","Swap Sides","Copy Left To Right","Copy Right To Left","Clear Left","Clear Right","Collapse To One","Collapse Left","Shift Left","Shift Right" } },
{ "Tempo", true, 0, { "Compress 2x","Compress 3->2","Compress 4->3","Expand 3->4","Expand 2->3","Expand 2x" } },
{ "Play selection", true, 0, { NULL } },
{ "Record in selection", true, 0, { NULL } },
{ "Insert beat and shift down", true, 0, { NULL } },
{ "Delete beat and shift up", true, 0, { NULL } },
{ "Convert beats to pause", true, 0, { NULL } },
{ "Convert pause to beats", true, 0, { NULL } },
{ NULL, true, 0, { NULL } }
};
static Menu g_AreaMenu( "Area Menu", g_AreaMenuItems );
static const MenuRow g_EditNotesStatisticsItems[] =
{
{ "Difficulty", true, 0, { "BEGINNER","EASY","MEDIUM","HARD","CHALLENGE" } },
{ "Meter", true, 0, { "1","2","3","4","5","6","7","8","9","10","11","12","13","14","15" } },
{ "Predicted Meter", true, 0, { NULL } },
{ "Description", true, 0, { NULL } },
{ "Tap Steps", false, 0, { NULL } },
{ "Hold Steps", false, 0, { NULL } },
{ "Stream", false, 0, { NULL } },
{ "Voltage", false, 0, { NULL } },
{ "Air", false, 0, { NULL } },
{ "Freeze", false, 0, { NULL } },
{ "Chaos", false, 0, { NULL } },
{ NULL, true, 0, { NULL } }
};
static Menu g_EditNotesStatistics( "Statistics", g_EditNotesStatisticsItems );
static const MenuRow g_EditSongInfoItems[] =
{
{ "Main title", true, 0, { NULL } },
{ "Sub title", true, 0, { NULL } },
{ "Artist", true, 0, { NULL } },
{ "Credit", true, 0, { NULL } },
{ "Main title transliteration", true, 0, { NULL } },
{ "Sub title transliteration", true, 0, { NULL } },
{ "Artist transliteration", true, 0, { NULL } },
{ NULL, true, 0, { NULL } }
};
static Menu g_EditSongInfo( "Edit Song Info", g_EditSongInfoItems );
static const MenuRow g_BGChangeItems[] =
{
{ "Rate (applies to new adds)", true, 15, { "-100%","-80%","-60%","-40%","-20%","0%","10%","20%","30%","40%","50%","60%","70%","80%","90%","100%","120%","140%","160%","180%","200%" } },
{ "Fade Last (applies to new adds)", true, 0, { "NO","YES" } },
{ "Rewind Movie (applies to new adds)", true, 0, { "NO","YES" } },
{ "Loop (applies to new adds)", true, 1, { "NO","YES" } },
{ "Add Change to random", true, 0, { NULL } },
{ "Add Change to song BGAnimation", true, 0, { NULL } },
{ "Add Change to song Movie", true, 0, { NULL } },
{ "Add Change to song Still", true, 0, { NULL } },
{ "Add Change to global Random Movie", true, 0, { NULL } },
{ "Add Change to global BGAnimation", true, 0, { NULL } },
{ "Add Change to global Visualization", true, 0, { NULL } },
{ "Remove Change", true, 0, { NULL } },
{ NULL, true, 0, { NULL } }
};
static Menu g_BGChange( "Background Change", g_BGChangeItems );
static const MenuRow g_InsertAttackItems[] =
{
{ "Duration seconds", true, 3, { "5","10","15","20","25","30","35","40","45" } },
{ "Set modifiers", true, 0, { "PRESS START" } },
{ NULL, true, 0, { NULL } }
};
static Menu g_InsertAttack( "Insert Attack", g_InsertAttackItems );
// HACK: need to remember the track we're inserting on so
// that we can lay the attack note after coming back from
// menus.
int g_iLastInsertAttackTrack = -1;
float g_fLastInsertAttackDurationSeconds = -1;
ScreenEdit::ScreenEdit( CString sName ) : Screen( sName )
{
LOG->Trace( "ScreenEdit::ScreenEdit()" );
/* We do this ourself. */
SOUND->HandleSongTimer( false );
TICK_EARLY_SECONDS.Refresh();
// set both players to joined so the credit message doesn't show
for( int p=0; p<NUM_PLAYERS; p++ )
GAMESTATE->m_bSideIsJoined[p] = true;
SCREENMAN->RefreshCreditsMessages();
m_pSong = GAMESTATE->m_pCurSong;
m_pNotes = GAMESTATE->m_pCurNotes[PLAYER_1];
NoteData noteData;
m_pNotes->GetNoteData( &noteData );
m_EditMode = MODE_EDITING;
GAMESTATE->m_bEditing = true;
GAMESTATE->m_fSongBeat = 0;
m_fTrailingBeat = GAMESTATE->m_fSongBeat;
GAMESTATE->m_PlayerOptions[PLAYER_1].m_fScrollSpeed = 1;
GAMESTATE->m_SongOptions.m_fMusicRate = 1;
/* Not all games have a noteskin named "note" ... */
if( NOTESKIN->DoesNoteSkinExist("note") )
GAMESTATE->m_PlayerOptions[PLAYER_1].m_sNoteSkin = "note"; // change noteskin before loading all of the edit Actors
GAMESTATE->ResetNoteSkins();
m_BGAnimation.LoadFromAniDir( THEME->GetPathToB("ScreenEdit background") );
shiftAnchor = -1;
m_SnapDisplay.SetXY( EDIT_X, PLAYER_Y_STANDARD );
m_SnapDisplay.Load( PLAYER_1 );
m_SnapDisplay.SetZoom( 0.5f );
m_NoteFieldEdit.SetXY( EDIT_X, PLAYER_Y );
m_NoteFieldEdit.SetZoom( 0.5f );
m_NoteFieldEdit.Load( &noteData, PLAYER_1, -240, 800, PLAYER_HEIGHT*2 );
m_rectRecordBack.StretchTo( RectI(SCREEN_LEFT, SCREEN_TOP, SCREEN_RIGHT, SCREEN_BOTTOM) );
m_rectRecordBack.SetDiffuse( RageColor(0,0,0,0) );
m_NoteFieldRecord.SetXY( EDIT_X, PLAYER_Y );
m_NoteFieldRecord.SetZoom( 1.0f );
m_NoteFieldRecord.Load( &noteData, PLAYER_1, -150, 350, 350 );
m_Clipboard.SetNumTracks( m_NoteFieldEdit.GetNumTracks() );
GAMESTATE->m_PlayerOptions[PLAYER_1].Init(); // don't allow weird options in editor. It doesn't handle reverse well.
// Set NoteSkin to note if available.
// Change noteskin back to default before loading player.
if( NOTESKIN->DoesNoteSkinExist("note") )
GAMESTATE->m_PlayerOptions[PLAYER_1].m_sNoteSkin = "note";
GAMESTATE->ResetNoteSkins();
m_Player.Load( PLAYER_1, &noteData, NULL, NULL, NULL, NULL, NULL, NULL, NULL );
GAMESTATE->m_PlayerController[PLAYER_1] = PC_HUMAN;
m_Player.SetX( PLAYER_X );
/* Why was this here? Nothing ever sets Player Y values; this was causing
* the display in play mode to be offset half a screen down. */
// m_Player.SetXY( PLAYER_X, PLAYER_Y );
m_In.Load( THEME->GetPathToB("ScreenEdit in") );
m_In.StartTransitioning();
m_Out.Load( THEME->GetPathToB("ScreenEdit out") );
m_sprHelp.Load( THEME->GetPathToG("ScreenEdit help") );
m_sprHelp.SetHorizAlign( Actor::align_left );
m_sprHelp.SetXY( HELP_X, HELP_Y );
m_textHelp.LoadFromFont( THEME->GetPathToF("Common normal") );
m_textHelp.SetXY( HELP_TEXT_X, HELP_TEXT_Y );
m_textHelp.SetHorizAlign( Actor::align_left );
m_textHelp.SetVertAlign( Actor::align_top );
m_textHelp.SetZoom( 0.5f );
m_textHelp.SetText( HELP_TEXT );
m_textHelp.EnableShadow( false );
m_sprInfo.Load( THEME->GetPathToG("ScreenEdit Info") );
m_sprInfo.SetHorizAlign( Actor::align_right );
m_sprInfo.SetXY( INFO_X, INFO_Y );
m_textInfo.LoadFromFont( THEME->GetPathToF("Common normal") );
m_textInfo.SetXY( INFO_TEXT_X, INFO_TEXT_Y );
m_textInfo.SetHorizAlign( Actor::align_left );
m_textInfo.SetVertAlign( Actor::align_top );
m_textInfo.SetZoom( 0.5f );
m_textInfo.EnableShadow( false );
//m_textInfo.SetText(); // set this below every frame
m_soundChangeLine.Load( THEME->GetPathToS("ScreenEdit line") );
m_soundChangeSnap.Load( THEME->GetPathToS("ScreenEdit snap") );
m_soundMarker.Load( THEME->GetPathToS("ScreenEdit marker") );
m_soundMusic.Load(m_pSong->GetMusicPath());
m_soundMusic.SetAccurateSync(true);
m_soundMusic.SetStopMode(RageSound::M_CONTINUE);
m_soundAssistTick.Load( THEME->GetPathToS("ScreenEdit assist tick") );
}
ScreenEdit::~ScreenEdit()
{
LOG->Trace( "ScreenEdit::~ScreenEdit()" );
m_soundMusic.StopPlaying();
}
// play assist ticks
bool ScreenEdit::PlayTicks() const
{
// Sound cards have a latency between when a sample is Play()ed and when the sound
// will start coming out the speaker. Compensate for this by boosting
// fPositionSeconds ahead
if( !GAMESTATE->m_SongOptions.m_bAssistTick )
return false;
float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
// HACK: Play the sound a little bit early to account for the fact that the middle of the tick sounds occurs 0.015 seconds into playing.
fPositionSeconds += (SOUND->GetPlayLatency()+(float)TICK_EARLY_SECONDS) * m_soundMusic.GetPlaybackRate();
float fSongBeat=GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
iRowNow = max( 0, iRowNow );
static int iRowLastCrossed = 0;
bool bAnyoneHasANote = false; // set this to true if any player has a note at one of the indicies we crossed
for( int r=iRowLastCrossed+1; r<=iRowNow; r++ ) // for each index we crossed since the last update
bAnyoneHasANote |= m_Player.IsThereATapOrHoldHeadAtRow( r );
iRowLastCrossed = iRowNow;
return bAnyoneHasANote;
}
void ScreenEdit::PlayPreviewMusic()
{
SOUND->PlayMusic("");
SOUND->PlayMusic( m_pSong->GetMusicPath(), false,
m_pSong->m_fMusicSampleStartSeconds,
m_pSong->m_fMusicSampleLengthSeconds,
1.5f );
}
void ScreenEdit::Update( float fDeltaTime )
{
if( m_soundMusic.IsPlaying())
GAMESTATE->UpdateSongPosition( m_soundMusic.GetPositionSeconds(), GAMESTATE->m_pCurSong->m_Timing );
if( m_EditMode == MODE_RECORDING )
{
// add or extend holds
for( int t=0; t<GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer; t++ ) // for each track
{
StyleInput StyleI( PLAYER_1, t );
float fSecsHeld = INPUTMAPPER->GetSecsHeld( StyleI );
if( fSecsHeld > RECORD_HOLD_SECONDS )
{
// add or extend hold
const float fHoldStartSeconds = m_soundMusic.GetPositionSeconds() - fSecsHeld;
float fStartBeat = m_pSong->GetBeatFromElapsedTime( fHoldStartSeconds );
float fEndBeat = GAMESTATE->m_fSongBeat;
// Round hold start and end to the nearest snap interval
fStartBeat = froundf( fStartBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) );
fEndBeat = froundf( fEndBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) );
// create a new hold note
HoldNote newHN( t, BeatToNoteRow(fStartBeat), BeatToNoteRow(fEndBeat) );
m_NoteFieldRecord.AddHoldNote( newHN );
}
}
}
if( m_EditMode == MODE_RECORDING || m_EditMode == MODE_PLAYING )
{
// check for end of playback/record
if( GAMESTATE->m_fSongBeat > m_NoteFieldEdit.m_fEndMarker + 4 ) // give a one measure lead out
{
if( m_EditMode == MODE_RECORDING )
{
TransitionFromRecordToEdit();
}
else if( m_EditMode == MODE_PLAYING )
{
TransitionToEdit();
}
GAMESTATE->m_fSongBeat = m_NoteFieldEdit.m_fEndMarker;
}
}
m_BGAnimation.Update( fDeltaTime );
m_SnapDisplay.Update( fDeltaTime );
m_NoteFieldEdit.Update( fDeltaTime );
m_In.Update( fDeltaTime );
m_Out.Update( fDeltaTime );
m_sprHelp.Update( fDeltaTime );
m_textHelp.Update( fDeltaTime );
m_sprInfo.Update( fDeltaTime );
m_textInfo.Update( fDeltaTime );
m_rectRecordBack.Update( fDeltaTime );
if( m_EditMode == MODE_RECORDING )
m_NoteFieldRecord.Update( fDeltaTime );
if( m_EditMode == MODE_PLAYING )
{
m_Player.Update( fDeltaTime );
}
//LOG->Trace( "ScreenEdit::Update(%f)", fDeltaTime );
Screen::Update( fDeltaTime );
// Update trailing beat
float fDelta = GAMESTATE->m_fSongBeat - m_fTrailingBeat;
if( fabsf(fDelta) < 0.01 )
{
m_fTrailingBeat = GAMESTATE->m_fSongBeat; // snap
}
else
{
float fSign = fDelta / fabsf(fDelta);
float fMoveDelta = fSign*fDeltaTime*40 / GAMESTATE->m_CurrentPlayerOptions[PLAYER_1].m_fScrollSpeed;
if( fabsf(fMoveDelta) > fabsf(fDelta) )
fMoveDelta = fDelta;
m_fTrailingBeat += fMoveDelta;
if( fabsf(fDelta) > 10 )
m_fTrailingBeat += fDelta * fDeltaTime*5;
}
m_NoteFieldEdit.Update( fDeltaTime );
if(m_EditMode == MODE_PLAYING && PlayTicks())
m_soundAssistTick.Play();
static float fUpdateCounter = 0;
fUpdateCounter -= fDeltaTime;
if( fUpdateCounter < 0 )
{
fUpdateCounter = 0.5;
UpdateTextInfo();
}
}
void ScreenEdit::UpdateTextInfo()
{
int iNumTapNotes = m_NoteFieldEdit.GetNumTapNotes();
int iNumHoldNotes = m_NoteFieldEdit.GetNumHoldNotes();
CString sNoteType;
switch( m_SnapDisplay.GetNoteType() )
{
case NOTE_TYPE_4TH: sNoteType = "4th notes"; break;
case NOTE_TYPE_8TH: sNoteType = "8th notes"; break;
case NOTE_TYPE_12TH: sNoteType = "12th notes"; break;
case NOTE_TYPE_16TH: sNoteType = "16th notes"; break;
case NOTE_TYPE_24TH: sNoteType = "24th notes"; break;
case NOTE_TYPE_32ND: sNoteType = "32nd notes"; break;
case NOTE_TYPE_48TH: sNoteType = "48th notes"; break;
case NOTE_TYPE_64TH: sNoteType = "64th notes"; break;
default: ASSERT(0);
}
CString sText;
// check Editor.ini for a few of these
// entries used: CurBeatPlaces, CurSecPlaces, OffsetPlaces,
// PreviewStartPlaces, PreviewLengthPlaces
/* No need for that (unneeded options is just a maintenance pain). If you want
* more precision here, add it. I doubt there's a need for precise preview output,
* though (it'd be nearly inaudible at the millisecond level, and it's approximate
* anyway). */
sText += ssprintf( "Current Beat:\n %.2f\n", GAMESTATE->m_fSongBeat );
sText += ssprintf( "Current Second:\n %.2f\n", m_pSong->GetElapsedTimeFromBeat(GAMESTATE->m_fSongBeat) );
sText += ssprintf( "Snap to:\n %s\n", sNoteType.c_str() );
sText += ssprintf( "Selection begin:\n %s\n", m_NoteFieldEdit.m_fBeginMarker==-1 ? "not set" : ssprintf("%.2f",m_NoteFieldEdit.m_fBeginMarker).c_str() );
sText += ssprintf( "Selection end:\n %s\n", m_NoteFieldEdit.m_fEndMarker==-1 ? "not set" : ssprintf("%.2f",m_NoteFieldEdit.m_fEndMarker).c_str() );
sText += ssprintf( "Difficulty:\n %s\n", DifficultyToString( m_pNotes->GetDifficulty() ).c_str() );
sText += ssprintf( "Description:\n %s\n", GAMESTATE->m_pCurNotes[PLAYER_1] ? GAMESTATE->m_pCurNotes[PLAYER_1]->GetDescription().c_str() : "no description" );
sText += ssprintf( "Main title:\n %s\n", m_pSong->m_sMainTitle.c_str() );
sText += ssprintf( "Sub title:\n %s\n", m_pSong->m_sSubTitle.c_str() );
sText += ssprintf( "Tap Steps:\n %d\n", iNumTapNotes );
sText += ssprintf( "Hold Steps:\n %d\n", iNumHoldNotes );
sText += ssprintf( "Beat 0 Offset:\n %.3f secs\n", m_pSong->m_Timing.m_fBeat0OffsetInSeconds );
sText += ssprintf( "Preview Start:\n %.2f secs\n", m_pSong->m_fMusicSampleStartSeconds );
sText += ssprintf( "Preview Length:\n %.2f secs\n",m_pSong->m_fMusicSampleLengthSeconds );
m_textInfo.SetText( sText );
}
void ScreenEdit::DrawPrimitives()
{
// m_rectRecordBack.Draw();
switch( m_EditMode )
{
case MODE_EDITING:
{
m_BGAnimation.Draw();
m_sprHelp.Draw();
m_textHelp.Draw();
m_sprInfo.Draw();
m_textInfo.Draw();
m_SnapDisplay.Draw();
// HACK: Make NoteFieldEdit draw using the trailing beat
float fSongBeat = GAMESTATE->m_fSongBeat; // save song beat
GAMESTATE->m_fSongBeat = m_fTrailingBeat; // put trailing beat in effect
m_NoteFieldEdit.Draw();
GAMESTATE->m_fSongBeat = fSongBeat; // restore real song beat
m_In.Draw();
m_Out.Draw();
}
break;
case MODE_RECORDING:
m_BGAnimation.Draw();
m_NoteFieldRecord.Draw();
break;
case MODE_PLAYING:
m_BGAnimation.Draw();
m_Player.Draw();
break;
default:
ASSERT(0);
}
Screen::DrawPrimitives();
}
void ScreenEdit::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
// LOG->Trace( "ScreenEdit::Input()" );
if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
return;
switch( m_EditMode )
{
case MODE_EDITING: InputEdit( DeviceI, type, GameI, MenuI, StyleI ); break;
case MODE_RECORDING: InputRecord( DeviceI, type, GameI, MenuI, StyleI ); break;
case MODE_PLAYING: InputPlay( DeviceI, type, GameI, MenuI, StyleI ); break;
default: ASSERT(0);
}
}
void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( DeviceI.device != DEVICE_KEYBOARD )
return;
if(type == IET_RELEASE)
{
switch( DeviceI.button ) {
case SDLK_LSHIFT:
case SDLK_RSHIFT:
shiftAnchor = -1;
break;
}
return;
}
switch( DeviceI.button )
{
case SDLK_1:
case SDLK_2:
case SDLK_3:
case SDLK_4:
case SDLK_5:
case SDLK_6:
case SDLK_7:
case SDLK_8:
case SDLK_9:
case SDLK_0:
{
if( type != IET_FIRST_PRESS )
break; // We only care about first presses
/* Why was this changed back to just "DeviceI.button - SDLK_1"? That causes
* crashes when 0 is pressed (0 - 1 = -1). -glenn */
// int iCol = DeviceI.button - SDLK_1;
int iCol = DeviceI.button == SDLK_0? 9: DeviceI.button - SDLK_1;
// Alt + number = input to right half
if( INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_LALT)) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)))
iCol += m_NoteFieldEdit.GetNumTracks()/2;
const float fSongBeat = GAMESTATE->m_fSongBeat;
const int iSongIndex = BeatToNoteRow( fSongBeat );
if( iCol >= m_NoteFieldEdit.GetNumTracks() ) // this button is not in the range of columns for this StyleDef
break;
int i;
// check for to see if the user intended to remove a HoldNote
for( i=0; i<m_NoteFieldEdit.GetNumHoldNotes(); i++ ) // for each HoldNote
{
const HoldNote &hn = m_NoteFieldEdit.GetHoldNote(i);
if( iCol == hn.iTrack && // the notes correspond
hn.RowIsInRange(iSongIndex) ) // the cursor lies within this HoldNote
{
m_NoteFieldEdit.RemoveHoldNote( i );
return;
}
}
if( m_NoteFieldEdit.GetTapNote(iCol, iSongIndex) != TAP_EMPTY )
{
m_NoteFieldEdit.SetTapNote( iCol, iSongIndex, TAP_EMPTY );
return;
}
// Hold LShift to lay mine, hold RShift to lay an attack
if( INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_LSHIFT)) )
{
m_NoteFieldEdit.SetTapNote(iCol, iSongIndex, TAP_MINE );
}
else if( INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_RSHIFT)) )
{
g_iLastInsertAttackTrack = iCol;
SCREENMAN->MiniMenu( &g_InsertAttack, SM_BackFromInsertAttack );
}
else
{
m_NoteFieldEdit.SetTapNote(iCol, iSongIndex, TAP_TAP );
}
}
break;
case SDLK_UP:
case SDLK_DOWN:
case SDLK_PAGEUP:
case SDLK_PAGEDOWN:
{
if( INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD,SDLK_LCTRL)) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD,SDLK_RCTRL)) )
{
float& fScrollSpeed = GAMESTATE->m_PlayerOptions[PLAYER_1].m_fScrollSpeed;
if( DeviceI.button == SDLK_UP )
{
if( fScrollSpeed == 4 )
{
fScrollSpeed = 2;
m_soundMarker.Play();
}
else if( fScrollSpeed == 2 )
{
fScrollSpeed = 1;
m_soundMarker.Play();
}
break;
}
else if( DeviceI.button == SDLK_DOWN )
{
if( fScrollSpeed == 2 )
{
fScrollSpeed = 4;
m_soundMarker.Play();
}
else if( fScrollSpeed == 1 )
{
fScrollSpeed = 2;
m_soundMarker.Play();
}
break;
}
}
float fBeatsToMove=0.f;
switch( DeviceI.button )
{
case SDLK_UP:
case SDLK_DOWN:
fBeatsToMove = NoteTypeToBeat( m_SnapDisplay.GetNoteType() );
if( DeviceI.button == SDLK_UP )
fBeatsToMove *= -1;
break;
case SDLK_PAGEUP:
case SDLK_PAGEDOWN:
fBeatsToMove = BEATS_PER_MEASURE;
if( DeviceI.button == SDLK_PAGEUP )
fBeatsToMove *= -1;
}
const float fStartBeat = GAMESTATE->m_fSongBeat;
const float fEndBeat = GAMESTATE->m_fSongBeat + fBeatsToMove;
// check to see if they're holding a button
for( int n=0; n<=9; n++ ) // for each number key
{
int iCol = n;
// Ctrl + number = input to right half
if( INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_LALT)) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)))
iCol += m_NoteFieldEdit.GetNumTracks()/2;
if( iCol >= m_NoteFieldEdit.GetNumTracks() )
continue; // skip
const DeviceInput di(DEVICE_KEYBOARD, SDLK_1+n);
if( !INPUTFILTER->IsBeingPressed(di) )
continue;
// create a new hold note
HoldNote newHN( iCol, BeatToNoteRow(min(fStartBeat, fEndBeat)), BeatToNoteRow(max(fStartBeat, fEndBeat)) );
newHN.iStartRow = max(newHN.iStartRow, 0);
newHN.iEndRow = max(newHN.iEndRow, 0);
m_NoteFieldEdit.AddHoldNote( newHN );
}
if( INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_LSHIFT)) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_RSHIFT)))
{
/* Shift is being held.
*
* If this is the first time we've moved since shift was depressed,
* the old position (before this move) becomes the start pos: */
if(shiftAnchor == -1)
shiftAnchor = fStartBeat;
if(fEndBeat == shiftAnchor)
{
/* We're back at the anchor, so we have nothing selected. */
m_NoteFieldEdit.m_fBeginMarker = m_NoteFieldEdit.m_fEndMarker = -1;
}
else
{
m_NoteFieldEdit.m_fBeginMarker = shiftAnchor;
m_NoteFieldEdit.m_fEndMarker = fEndBeat;
if(m_NoteFieldEdit.m_fBeginMarker > m_NoteFieldEdit.m_fEndMarker)
swap(m_NoteFieldEdit.m_fBeginMarker, m_NoteFieldEdit.m_fEndMarker);
}
}
GAMESTATE->m_fSongBeat += fBeatsToMove;
GAMESTATE->m_fSongBeat = max( GAMESTATE->m_fSongBeat, 0 );
GAMESTATE->m_fSongBeat = froundf( GAMESTATE->m_fSongBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) );
m_soundChangeLine.Play();
}
break;
case SDLK_HOME:
GAMESTATE->m_fSongBeat = 0;
m_soundChangeLine.Play();
break;
case SDLK_END:
GAMESTATE->m_fSongBeat = m_NoteFieldEdit.GetLastBeat();
m_soundChangeLine.Play();
break;
case SDLK_LEFT:
m_SnapDisplay.PrevSnapMode();
OnSnapModeChange();
break;
case SDLK_RIGHT:
m_SnapDisplay.NextSnapMode();
OnSnapModeChange();
break;
case SDLK_SPACE:
if( m_NoteFieldEdit.m_fBeginMarker==-1 && m_NoteFieldEdit.m_fEndMarker==-1 )
{
// lay begin marker
m_NoteFieldEdit.m_fBeginMarker = GAMESTATE->m_fSongBeat;
}
else if( m_NoteFieldEdit.m_fEndMarker==-1 ) // only begin marker is laid
{
if( GAMESTATE->m_fSongBeat == m_NoteFieldEdit.m_fBeginMarker )
{
m_NoteFieldEdit.m_fBeginMarker = -1;
}
else
{
m_NoteFieldEdit.m_fEndMarker = max( m_NoteFieldEdit.m_fBeginMarker, GAMESTATE->m_fSongBeat );
m_NoteFieldEdit.m_fBeginMarker = min( m_NoteFieldEdit.m_fBeginMarker, GAMESTATE->m_fSongBeat );
}
}
else // both markers are laid
{
m_NoteFieldEdit.m_fBeginMarker = GAMESTATE->m_fSongBeat;
m_NoteFieldEdit.m_fEndMarker = -1;
}
m_soundMarker.Play();
break;
case SDLK_RETURN:
case SDLK_KP_ENTER:
{
// update enabled/disabled in g_AreaMenu
bool bAreaSelected = m_NoteFieldEdit.m_fBeginMarker!=-1 && m_NoteFieldEdit.m_fEndMarker!=-1;
g_AreaMenu.rows[cut].enabled = bAreaSelected;
g_AreaMenu.rows[copy].enabled = bAreaSelected;
g_AreaMenu.rows[paste_at_current_beat].enabled = this->m_Clipboard.GetLastBeat() != 0;
g_AreaMenu.rows[paste_at_begin_marker].enabled = this->m_Clipboard.GetLastBeat() != 0 && m_NoteFieldEdit.m_fBeginMarker!=-1;
g_AreaMenu.rows[clear].enabled = bAreaSelected;
g_AreaMenu.rows[quantize].enabled = bAreaSelected;
g_AreaMenu.rows[turn].enabled = bAreaSelected;
g_AreaMenu.rows[transform].enabled = bAreaSelected;
g_AreaMenu.rows[alter].enabled = bAreaSelected;
g_AreaMenu.rows[tempo].enabled = bAreaSelected;
g_AreaMenu.rows[play].enabled = bAreaSelected;
g_AreaMenu.rows[record].enabled = bAreaSelected;
g_AreaMenu.rows[convert_beat_to_pause].enabled = bAreaSelected;
SCREENMAN->MiniMenu( &g_AreaMenu, SM_BackFromAreaMenu );
}
break;
case SDLK_ESCAPE:
SCREENMAN->MiniMenu( &g_MainMenu, SM_BackFromMainMenu );
break;
case SDLK_F1:
SCREENMAN->MiniMenu( &g_KeyboardShortcuts, SM_None );
break;
case SDLK_F4:
GAMESTATE->m_SongOptions.m_bAssistTick ^= 1;
break;
case SDLK_F5:
case SDLK_F6:
{
// save current steps
Steps* pNotes = GAMESTATE->m_pCurNotes[PLAYER_1];
ASSERT( pNotes );
pNotes->SetNoteData( &m_NoteFieldEdit );
// Get all Steps of this StepsType
StepsType st = pNotes->m_StepsType;
vector<Steps*> vSteps;
GAMESTATE->m_pCurSong->GetSteps( vSteps, st );
// Find out what index the current Steps are
vector<Steps*>::iterator it = find( vSteps.begin(), vSteps.end(), pNotes );
ASSERT( it != vSteps.end() );
switch( DeviceI.button )
{
case SDLK_F5:
if( it==vSteps.begin() )
{
SOUND->PlayOnce( THEME->GetPathToS("Common invalid") );
return;
}
it--;
break;
case SDLK_F6:
it++;
if( it==vSteps.end() )
{
SOUND->PlayOnce( THEME->GetPathToS("Common invalid") );
return;
}
break;
default: ASSERT(0); return;
}
pNotes = *it;
GAMESTATE->m_pCurNotes[PLAYER_1] = pNotes;
pNotes->GetNoteData( &m_NoteFieldEdit );
SCREENMAN->SystemMessage( ssprintf(
"Switched to %s %s '%s'",
GAMEMAN->NotesTypeToString( pNotes->m_StepsType ).c_str(),
DifficultyToString( pNotes->GetDifficulty() ).c_str(),
pNotes->GetDescription().c_str() ) );
SOUND->PlayOnce( THEME->GetPathToS("ScreenEdit switch") );
}
break;
case SDLK_F7:
case SDLK_F8:
{
// MD 11/02/03 - start referring to Editor.ini entries
// entries here: BPMDelta, BPMDeltaFine
float fBPM = m_pSong->GetBPMAtBeat( GAMESTATE->m_fSongBeat );
float fDeltaBPM;
switch( DeviceI.button )
{
case SDLK_F7: fDeltaBPM = - 0.020f; break;
case SDLK_F8: fDeltaBPM = + 0.020f; break;
default: ASSERT(0); return;
}
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)) ||
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LALT)) )
fDeltaBPM /= 2; /* .010 */
else switch( type )
{
case IET_SLOW_REPEAT: fDeltaBPM *= 10; break;
case IET_FAST_REPEAT: fDeltaBPM *= 40; break;
}
float fNewBPM = fBPM + fDeltaBPM;
m_pSong->SetBPMAtBeat( GAMESTATE->m_fSongBeat, fNewBPM );
}
break;
case SDLK_F9:
case SDLK_F10:
{
// MD 11/02/03 - start referring to Editor.ini entries
// entries here: StopDelta, StopDeltaFine
float fStopDelta;
switch( DeviceI.button )
{
case SDLK_F9: fStopDelta = -0.02f; break;
case SDLK_F10: fStopDelta = +0.02f; break;
default: ASSERT(0); return;
}
// MD 11/02/03 - requested: fine adjust for stops as well
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)) ||
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LALT)) )
fStopDelta /= 4; /* .005 */
else switch( type )
{
case IET_SLOW_REPEAT: fStopDelta *= 10; break;
case IET_FAST_REPEAT: fStopDelta *= 40; break;
}
unsigned i;
for( i=0; i<m_pSong->m_Timing.m_StopSegments.size(); i++ )
{
if( m_pSong->m_Timing.m_StopSegments[i].m_fStartBeat == GAMESTATE->m_fSongBeat )
break;
}
if( i == m_pSong->m_Timing.m_StopSegments.size() ) // there is no BPMSegment at the current beat
{
// create a new StopSegment
if( fStopDelta > 0 )
m_pSong->AddStopSegment( StopSegment(GAMESTATE->m_fSongBeat, fStopDelta) );
}
else // StopSegment being modified is m_Timing.m_StopSegments[i]
{
m_pSong->m_Timing.m_StopSegments[i].m_fStopSeconds += fStopDelta;
if( m_pSong->m_Timing.m_StopSegments[i].m_fStopSeconds <= 0 )
m_pSong->m_Timing.m_StopSegments.erase( m_pSong->m_Timing.m_StopSegments.begin()+i,
m_pSong->m_Timing.m_StopSegments.begin()+i+1);
}
}
break;
case SDLK_F11:
case SDLK_F12:
{
// MD 11/02/03 - start referring to Editor.ini entries
// entries here: OffsetDelta, OffsetDeltaFine
float fOffsetDelta;
switch( DeviceI.button )
{
case SDLK_F11: fOffsetDelta = -0.02f; break;
case SDLK_F12: fOffsetDelta = +0.02f; break;
default: ASSERT(0); return;
}
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)) ||
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LALT)) )
fOffsetDelta /= 20; /* 1ms */
else switch( type )
{
case IET_SLOW_REPEAT: fOffsetDelta *= 10; break;
case IET_FAST_REPEAT: fOffsetDelta *= 40; break;
}
m_pSong->m_Timing.m_fBeat0OffsetInSeconds += fOffsetDelta;
}
break;
case SDLK_LEFTBRACKET:
case SDLK_RIGHTBRACKET:
{
// MD 11/02/03 - start referring to Editor.ini entries
// entries here: SampleLengthDelta, SampleLengthDeltaFine
// SampleStartDelta, SampleStartDeltaFine
float fDelta;
switch( DeviceI.button )
{
case SDLK_LEFTBRACKET: fDelta = -0.02f; break;
case SDLK_RIGHTBRACKET: fDelta = +0.02f; break;
default: ASSERT(0); return;
}
switch( type )
{
case IET_SLOW_REPEAT: fDelta *= 10; break;
case IET_FAST_REPEAT: fDelta *= 40; break;
}
if( INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_LSHIFT)) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_RSHIFT)))
{
m_pSong->m_fMusicSampleLengthSeconds += fDelta;
m_pSong->m_fMusicSampleLengthSeconds = max(m_pSong->m_fMusicSampleLengthSeconds,0);
} else {
m_pSong->m_fMusicSampleStartSeconds += fDelta;
m_pSong->m_fMusicSampleStartSeconds = max(m_pSong->m_fMusicSampleStartSeconds,0);
}
}
break;
case SDLK_m:
PlayPreviewMusic();
break;
case SDLK_b:
HandleMainMenuChoice( edit_bg_change, NULL );
break;
case SDLK_p:
{
if( INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD,SDLK_LCTRL)) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD,SDLK_RCTRL)) )
HandleMainMenuChoice( play_whole_song, NULL );
else if( INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD,SDLK_LSHIFT)) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD,SDLK_RSHIFT)) )
HandleMainMenuChoice( play_current_beat_to_end, NULL );
else
if( m_NoteFieldEdit.m_fBeginMarker!=-1 && m_NoteFieldEdit.m_fEndMarker!=-1 )
HandleAreaMenuChoice( play, NULL );
}
break;
case SDLK_r:
{
if( INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD,SDLK_LCTRL)) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD,SDLK_RCTRL)) )
if( m_NoteFieldEdit.m_fBeginMarker!=-1 && m_NoteFieldEdit.m_fEndMarker!=-1 )
HandleAreaMenuChoice( record, NULL );
}
break;
case SDLK_INSERT:
HandleAreaMenuChoice( insert_and_shift, NULL );
break;
case SDLK_DELETE:
HandleAreaMenuChoice( delete_and_shift, NULL );
break;
}
/* Make sure the displayed time is up-to-date after possibly changing something,
* so it doesn't feel lagged. */
UpdateTextInfo();
}
void ScreenEdit::InputRecord( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_ESCAPE )
{
TransitionFromRecordToEdit();
return;
}
if( StyleI.player != PLAYER_1 )
return; // ignore
const int iCol = StyleI.col;
switch( type )
{
case IET_FIRST_PRESS:
{
// Add a tap
float fBeat = GAMESTATE->m_fSongBeat;
fBeat = froundf( fBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) );
const int iRow = BeatToNoteRow( fBeat );
if( iRow < 0 )
break;
m_NoteFieldRecord.SetTapNote(iCol, iRow, TAP_TAP);
m_NoteFieldRecord.Step( iCol );
}
break;
case IET_SLOW_REPEAT:
case IET_FAST_REPEAT:
case IET_RELEASE:
// don't add or extend holds here
break;
}
}
void ScreenEdit::InputPlay( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( type != IET_FIRST_PRESS )
return;
if( DeviceI.device == DEVICE_KEYBOARD )
{
switch( DeviceI.button )
{
case SDLK_ESCAPE:
TransitionToEdit();
break;
case SDLK_F4:
GAMESTATE->m_SongOptions.m_bAssistTick ^= 1;
break;
case SDLK_F8:
{
PREFSMAN->m_bAutoPlay = !PREFSMAN->m_bAutoPlay;
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) )
GAMESTATE->m_PlayerController[p] = PREFSMAN->m_bAutoPlay?PC_AUTOPLAY:PC_HUMAN;
}
break;
case SDLK_F11:
case SDLK_F12:
{
float fOffsetDelta;
switch( DeviceI.button )
{
case SDLK_F11: fOffsetDelta = -0.020f; break;
case SDLK_F12: fOffsetDelta = +0.020f; break;
default: ASSERT(0); return;
}
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)) ||
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LALT)) )
fOffsetDelta /= 20; /* 1ms */
else switch( type )
{
case IET_SLOW_REPEAT: fOffsetDelta *= 10; break;
case IET_FAST_REPEAT: fOffsetDelta *= 40; break;
}
m_pSong->m_Timing.m_fBeat0OffsetInSeconds += fOffsetDelta;
}
break;
}
}
switch( StyleI.player )
{
case PLAYER_1:
if( !PREFSMAN->m_bAutoPlay )
m_Player.Step( StyleI.col, DeviceI.ts );
break;
}
}
/* Switch to editing. */
void ScreenEdit::TransitionToEdit()
{
m_EditMode = MODE_EDITING;
m_soundMusic.StopPlaying();
m_rectRecordBack.StopTweening();
m_rectRecordBack.BeginTweening( 0.5f );
m_rectRecordBack.SetDiffuse( RageColor(0,0,0,0) );
/* Make sure we're snapped. */
GAMESTATE->m_fSongBeat = froundf( GAMESTATE->m_fSongBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) );
/* Playing and recording have lead-ins, which may start before beat 0;
* make sure we don't stay there if we escaped out early. */
GAMESTATE->m_fSongBeat = max( GAMESTATE->m_fSongBeat, 0 );
}
void ScreenEdit::TransitionFromRecordToEdit()
{
TransitionToEdit();
int iNoteIndexBegin = BeatToNoteRow( m_NoteFieldEdit.m_fBeginMarker );
int iNoteIndexEnd = BeatToNoteRow( m_NoteFieldEdit.m_fEndMarker );
// delete old TapNotes in the range
m_NoteFieldEdit.ClearRange( iNoteIndexBegin, iNoteIndexEnd );
m_NoteFieldEdit.CopyRange( &m_NoteFieldRecord, iNoteIndexBegin, iNoteIndexEnd, iNoteIndexBegin );
}
void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_GoToNextScreen:
// Reload song from disk to discard changes.
GAMESTATE->m_pCurSong->RevertFromDisk();
/* We might do something with m_pNotes (eg. UpdateTextInfo) before we end up
* in ScreenEditMenu, and m_pNotes might be invalid due to RevertFromDisk. */
m_pNotes = GAMESTATE->m_pCurNotes[PLAYER_1];
SCREENMAN->SetNewScreen( "ScreenEditMenu" );
break;
case SM_BackFromMainMenu:
HandleMainMenuChoice( (MainMenuChoice)ScreenMiniMenu::s_iLastLine, ScreenMiniMenu::s_iLastAnswers );
break;
case SM_BackFromAreaMenu:
HandleAreaMenuChoice( (AreaMenuChoice)ScreenMiniMenu::s_iLastLine, ScreenMiniMenu::s_iLastAnswers );
break;
case SM_BackFromEditNotesStatistics:
HandleEditNotesStatisticsChoice( (EditNotesStatisticsChoice)ScreenMiniMenu::s_iLastLine, ScreenMiniMenu::s_iLastAnswers );
break;
case SM_BackFromEditSongInfo:
HandleEditSongInfoChoice( (EditSongInfoChoice)ScreenMiniMenu::s_iLastLine, ScreenMiniMenu::s_iLastAnswers );
break;
case SM_BackFromBGChange:
HandleBGChangeChoice( (BGChangeChoice)ScreenMiniMenu::s_iLastLine, ScreenMiniMenu::s_iLastAnswers );
break;
case SM_BackFromPlayerOptions:
case SM_BackFromSongOptions:
// coming back from PlayerOptions or SongOptions
m_soundMusic.SetPlaybackRate( GAMESTATE->m_SongOptions.m_fMusicRate );
break;
case SM_BackFromInsertAttack:
{
int iDurationChoice = ScreenMiniMenu::s_iLastAnswers[0];
g_fLastInsertAttackDurationSeconds = (float) atof( g_InsertAttackItems[0].choices[iDurationChoice] );
GAMESTATE->StoreSelectedOptions(); // save so that we don't lose the options chosen for edit and playback
SCREENMAN->AddNewScreenToTop( "ScreenPlayerOptions", SM_BackFromInsertAttackModifiers );
}
break;
case SM_BackFromInsertAttackModifiers:
{
PlayerOptions poChosen = GAMESTATE->m_PlayerOptions[PLAYER_1];
CString sMods = poChosen.GetString();
const int iSongIndex = BeatToNoteRow( GAMESTATE->m_fSongBeat );
Attack attack;
attack.level = ATTACK_LEVEL_1; // does this matter?
attack.fSecsRemaining = g_fLastInsertAttackDurationSeconds;
attack.sModifier = sMods;
m_NoteFieldEdit.SetTapAttackNote( g_iLastInsertAttackTrack, iSongIndex, attack );
GAMESTATE->RestoreSelectedOptions(); // restore the edit and playback options
}
break;
case SM_GainFocus:
/* We do this ourself. */
SOUND->HandleSongTimer( false );
break;
}
}
void ScreenEdit::OnSnapModeChange()
{
m_soundChangeSnap.Play();
NoteType nt = m_SnapDisplay.GetNoteType();
int iStepIndex = BeatToNoteRow( GAMESTATE->m_fSongBeat );
int iElementsPerNoteType = BeatToNoteRow( NoteTypeToBeat(nt) );
int iStepIndexHangover = iStepIndex % iElementsPerNoteType;
GAMESTATE->m_fSongBeat -= NoteRowToBeat( iStepIndexHangover );
}
// Helper function for below
// Begin helper functions for InputEdit
void ChangeDescription( CString sNew )
{
Steps* pNotes = GAMESTATE->m_pCurNotes[PLAYER_1];
pNotes->SetDescription(sNew);
}
void ChangeMainTitle( CString sNew )
{
Song* pSong = GAMESTATE->m_pCurSong;
pSong->m_sMainTitle = sNew;
}
void ChangeSubTitle( CString sNew )
{
Song* pSong = GAMESTATE->m_pCurSong;
pSong->m_sSubTitle = sNew;
}
void ChangeArtist( CString sNew )
{
Song* pSong = GAMESTATE->m_pCurSong;
pSong->m_sArtist = sNew;
}
void ChangeCredit( CString sNew )
{
Song* pSong = GAMESTATE->m_pCurSong;
pSong->m_sCredit = sNew;
}
void ChangeMainTitleTranslit( CString sNew )
{
Song* pSong = GAMESTATE->m_pCurSong;
pSong->m_sMainTitleTranslit = sNew;
}
void ChangeSubTitleTranslit( CString sNew )
{
Song* pSong = GAMESTATE->m_pCurSong;
pSong->m_sSubTitleTranslit = sNew;
}
void ChangeArtistTranslit( CString sNew )
{
Song* pSong = GAMESTATE->m_pCurSong;
pSong->m_sArtistTranslit = sNew;
}
// End helper functions
void ScreenEdit::HandleMainMenuChoice( MainMenuChoice c, int* iAnswers )
{
switch( c )
{
case edit_notes_statistics:
{
Steps* pNotes = GAMESTATE->m_pCurNotes[PLAYER_1];
float fMusicSeconds = m_soundMusic.GetLengthSeconds();
g_EditNotesStatistics.rows[difficulty].defaultChoice = pNotes->GetDifficulty();
g_EditNotesStatistics.rows[meter].defaultChoice = pNotes->GetMeter()-1;
g_EditNotesStatistics.rows[predict_meter].choices.resize(1);g_EditNotesStatistics.rows[predict_meter].choices[0] = ssprintf("%f",pNotes->PredictMeter());
g_EditNotesStatistics.rows[description].choices.resize(1); g_EditNotesStatistics.rows[description].choices[0] = pNotes->GetDescription();
g_EditNotesStatistics.rows[tap_notes].choices.resize(1); g_EditNotesStatistics.rows[tap_notes].choices[0] = ssprintf("%d", m_NoteFieldEdit.GetNumTapNotes());
g_EditNotesStatistics.rows[hold_notes].choices.resize(1); g_EditNotesStatistics.rows[hold_notes].choices[0] = ssprintf("%d", m_NoteFieldEdit.GetNumHoldNotes());
g_EditNotesStatistics.rows[stream].choices.resize(1); g_EditNotesStatistics.rows[stream].choices[0] = ssprintf("%f", NoteDataUtil::GetStreamRadarValue(m_NoteFieldEdit,fMusicSeconds));
g_EditNotesStatistics.rows[voltage].choices.resize(1); g_EditNotesStatistics.rows[voltage].choices[0] = ssprintf("%f", NoteDataUtil::GetVoltageRadarValue(m_NoteFieldEdit,fMusicSeconds));
g_EditNotesStatistics.rows[air].choices.resize(1); g_EditNotesStatistics.rows[air].choices[0] = ssprintf("%f", NoteDataUtil::GetAirRadarValue(m_NoteFieldEdit,fMusicSeconds));
g_EditNotesStatistics.rows[freeze].choices.resize(1); g_EditNotesStatistics.rows[freeze].choices[0] = ssprintf("%f", NoteDataUtil::GetFreezeRadarValue(m_NoteFieldEdit,fMusicSeconds));
g_EditNotesStatistics.rows[chaos].choices.resize(1); g_EditNotesStatistics.rows[chaos].choices[0] = ssprintf("%f", NoteDataUtil::GetChaosRadarValue(m_NoteFieldEdit,fMusicSeconds));
SCREENMAN->MiniMenu( &g_EditNotesStatistics, SM_BackFromEditNotesStatistics );
}
break;
case play_whole_song:
{
m_NoteFieldEdit.m_fBeginMarker = 0;
m_NoteFieldEdit.m_fEndMarker = m_NoteFieldEdit.GetLastBeat();
HandleAreaMenuChoice( play, NULL );
}
break;
case play_current_beat_to_end:
{
m_NoteFieldEdit.m_fBeginMarker = GAMESTATE->m_fSongBeat;
m_NoteFieldEdit.m_fEndMarker = m_NoteFieldEdit.GetLastBeat();
HandleAreaMenuChoice( play, NULL );
}
break;
case save:
{
// copy edit into current Steps
Steps* pNotes = GAMESTATE->m_pCurNotes[PLAYER_1];
ASSERT( pNotes );
pNotes->SetNoteData( &m_NoteFieldEdit );
GAMESTATE->m_pCurSong->Save();
SCREENMAN->SystemMessage( "Saved as SM and DWI." );
SOUND->PlayOnce( THEME->GetPathToS("ScreenEdit save") );
}
break;
case player_options:
SCREENMAN->AddNewScreenToTop( "ScreenPlayerOptions", SM_BackFromPlayerOptions );
break;
case song_options:
SCREENMAN->AddNewScreenToTop( "ScreenSongOptions", SM_BackFromSongOptions );
break;
case edit_song_info:
{
Song* pSong = GAMESTATE->m_pCurSong;
g_EditSongInfo.rows[main_title].choices.resize(1); g_EditSongInfo.rows[main_title].choices[0] = pSong->m_sMainTitle;
g_EditSongInfo.rows[sub_title].choices.resize(1); g_EditSongInfo.rows[sub_title].choices[0] = pSong->m_sSubTitle;
g_EditSongInfo.rows[artist].choices.resize(1); g_EditSongInfo.rows[artist].choices[0] = pSong->m_sArtist;
g_EditSongInfo.rows[credit].choices.resize(1); g_EditSongInfo.rows[credit].choices[0] = pSong->m_sCredit;
g_EditSongInfo.rows[main_title_transliteration].choices.resize(1); g_EditSongInfo.rows[main_title_transliteration].choices[0] = pSong->m_sMainTitleTranslit;
g_EditSongInfo.rows[sub_title_transliteration].choices.resize(1); g_EditSongInfo.rows[sub_title_transliteration].choices[0] = pSong->m_sSubTitleTranslit;
g_EditSongInfo.rows[artist_transliteration].choices.resize(1); g_EditSongInfo.rows[artist_transliteration].choices[0] = pSong->m_sArtistTranslit;
SCREENMAN->MiniMenu( &g_EditSongInfo, SM_BackFromEditSongInfo );
}
break;
// case edit_bpm:
// break;
// case edit_stop:
// break;
case edit_bg_change:
{
//
// Fill in option names
//
// m_pSong->GetSongDir() has trailing slash
g_BGChange.rows[add_song_bganimation].choices.clear();
GetDirListing( m_pSong->GetSongDir()+"*", g_BGChange.rows[add_song_bganimation].choices, true );
g_BGChange.rows[add_song_movie].choices.clear();
GetDirListing( m_pSong->GetSongDir()+"*.avi", g_BGChange.rows[add_song_movie].choices, false );
GetDirListing( m_pSong->GetSongDir()+"*.mpg", g_BGChange.rows[add_song_movie].choices, false );
GetDirListing( m_pSong->GetSongDir()+"*.mpeg", g_BGChange.rows[add_song_movie].choices, false );
g_BGChange.rows[add_song_still].choices.clear();
GetDirListing( m_pSong->GetSongDir()+"*.png", g_BGChange.rows[add_song_still].choices, false );
GetDirListing( m_pSong->GetSongDir()+"*.jpg", g_BGChange.rows[add_song_still].choices, false );
GetDirListing( m_pSong->GetSongDir()+"*.gif", g_BGChange.rows[add_song_still].choices, false );
GetDirListing( m_pSong->GetSongDir()+"*.bmp", g_BGChange.rows[add_song_still].choices, false );
g_BGChange.rows[add_global_random_movie].choices.clear();
GetDirListing( RANDOMMOVIES_DIR+"*.avi", g_BGChange.rows[add_global_random_movie].choices, false );
GetDirListing( RANDOMMOVIES_DIR+"*.mpg", g_BGChange.rows[add_global_random_movie].choices, false );
GetDirListing( RANDOMMOVIES_DIR+"*.mpeg", g_BGChange.rows[add_global_random_movie].choices, false );
g_BGChange.rows[add_global_bganimation].choices.clear();
GetDirListing( BG_ANIMS_DIR+"*", g_BGChange.rows[add_global_bganimation].choices, true );
g_BGChange.rows[add_global_visualization].choices.clear();
GetDirListing( VISUALIZATIONS_DIR+"*.avi", g_BGChange.rows[add_global_visualization].choices, false );
GetDirListing( VISUALIZATIONS_DIR+"*.mpg", g_BGChange.rows[add_global_visualization].choices, false );
GetDirListing( VISUALIZATIONS_DIR+"*.mpeg", g_BGChange.rows[add_global_visualization].choices, false );
//
// Fill in line enabled/disabled
//
bool bAlreadyBGChangeHere = false;
for( unsigned i=0; i<m_pSong->m_BackgroundChanges.size(); i++ )
if( m_pSong->m_BackgroundChanges[i].m_fStartBeat == GAMESTATE->m_fSongBeat )
bAlreadyBGChangeHere = true;
g_BGChange.rows[add_random].enabled = true;
g_BGChange.rows[add_song_bganimation].enabled = g_BGChange.rows[add_song_bganimation].choices.size() > 0;
g_BGChange.rows[add_song_movie].enabled = g_BGChange.rows[add_song_movie].choices.size() > 0;
g_BGChange.rows[add_song_still].enabled = g_BGChange.rows[add_song_still].choices.size() > 0;
g_BGChange.rows[add_global_random_movie].enabled = g_BGChange.rows[add_global_random_movie].choices.size() > 0;
g_BGChange.rows[add_global_bganimation].enabled = g_BGChange.rows[add_global_bganimation].choices.size() > 0;
g_BGChange.rows[add_global_visualization].enabled = g_BGChange.rows[add_global_visualization].choices.size() > 0;
g_BGChange.rows[delete_change].enabled = bAlreadyBGChangeHere;
SCREENMAN->MiniMenu( &g_BGChange, SM_BackFromBGChange );
}
break;
case play_preview_music:
PlayPreviewMusic();
break;
case exit:
m_Out.StartTransitioning( SM_GoToNextScreen );
break;
default:
ASSERT(0);
};
}
void ScreenEdit::HandleAreaMenuChoice( AreaMenuChoice c, int* iAnswers )
{
switch( c )
{
case cut:
{
HandleAreaMenuChoice( copy, NULL );
HandleAreaMenuChoice( clear, NULL );
}
break;
case copy:
{
ASSERT( m_NoteFieldEdit.m_fBeginMarker!=-1 && m_NoteFieldEdit.m_fEndMarker!=-1 );
int iFirstRow = BeatToNoteRow( m_NoteFieldEdit.m_fBeginMarker );
int iLastRow = BeatToNoteRow( m_NoteFieldEdit.m_fEndMarker );
m_Clipboard.ClearAll();
m_Clipboard.CopyRange( &m_NoteFieldEdit, iFirstRow, iLastRow );
}
break;
case paste_at_current_beat:
{
int iSrcFirstRow = 0;
int iSrcLastRow = BeatToNoteRow( m_Clipboard.GetLastBeat() );
int iDestFirstRow = BeatToNoteRow( GAMESTATE->m_fSongBeat );
m_NoteFieldEdit.CopyRange( &m_Clipboard, iSrcFirstRow, iSrcLastRow, iDestFirstRow );
}
break;
case paste_at_begin_marker:
{
ASSERT( m_NoteFieldEdit.m_fBeginMarker!=-1 );
int iSrcFirstRow = 0;
int iSrcLastRow = BeatToNoteRow( m_Clipboard.GetLastBeat() );
int iDestFirstRow = BeatToNoteRow( m_NoteFieldEdit.m_fBeginMarker );
m_NoteFieldEdit.CopyRange( &m_Clipboard, iSrcFirstRow, iSrcLastRow, iDestFirstRow );
}
break;
case clear:
{
ASSERT( m_NoteFieldEdit.m_fBeginMarker!=-1 && m_NoteFieldEdit.m_fEndMarker!=-1 );
int iFirstRow = BeatToNoteRow( m_NoteFieldEdit.m_fBeginMarker );
int iLastRow = BeatToNoteRow( m_NoteFieldEdit.m_fEndMarker );
m_NoteFieldEdit.ClearRange( iFirstRow, iLastRow );
}
break;
case quantize:
{
NoteType nt = (NoteType)iAnswers[c];
NoteDataUtil::SnapToNearestNoteType( m_NoteFieldEdit, nt, nt, m_NoteFieldEdit.m_fBeginMarker, m_NoteFieldEdit.m_fEndMarker );
}
break;
case turn:
{
HandleAreaMenuChoice( cut, NULL );
StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
TurnType tt = (TurnType)iAnswers[c];
switch( tt )
{
case left: NoteDataUtil::Turn( m_Clipboard, st, NoteDataUtil::left ); break;
case right: NoteDataUtil::Turn( m_Clipboard, st, NoteDataUtil::right ); break;
case mirror: NoteDataUtil::Turn( m_Clipboard, st, NoteDataUtil::mirror ); break;
case shuffle: NoteDataUtil::Turn( m_Clipboard, st, NoteDataUtil::shuffle ); break;
case super_shuffle: NoteDataUtil::Turn( m_Clipboard, st, NoteDataUtil::super_shuffle ); break;
default: ASSERT(0);
}
HandleAreaMenuChoice( paste_at_begin_marker, NULL );
}
break;
case transform:
{
float fBeginBeat = m_NoteFieldEdit.m_fBeginMarker;
float fEndBeat = m_NoteFieldEdit.m_fEndMarker;
TransformType tt = (TransformType)iAnswers[c];
StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
switch( tt )
{
case noholds: NoteDataUtil::RemoveHoldNotes( m_NoteFieldEdit, fBeginBeat, fEndBeat ); break;
case nomines: NoteDataUtil::RemoveMines( m_NoteFieldEdit, fBeginBeat, fEndBeat ); break;
case little: NoteDataUtil::Little( m_NoteFieldEdit, fBeginBeat, fEndBeat ); break;
case wide: NoteDataUtil::Wide( m_NoteFieldEdit, fBeginBeat, fEndBeat ); break;
case big: NoteDataUtil::Big( m_NoteFieldEdit, fBeginBeat, fEndBeat ); break;
case quick: NoteDataUtil::Quick( m_NoteFieldEdit, fBeginBeat, fEndBeat ); break;
case skippy: NoteDataUtil::Skippy( m_NoteFieldEdit, fBeginBeat, fEndBeat ); break;
case mines: NoteDataUtil::AddMines( m_NoteFieldEdit, fBeginBeat, fEndBeat ); break;
case echo: NoteDataUtil::Echo( m_NoteFieldEdit, fBeginBeat, fEndBeat ); break;
case planted: NoteDataUtil::Planted( m_NoteFieldEdit, fBeginBeat, fEndBeat ); break;
case stomp: NoteDataUtil::Stomp( m_NoteFieldEdit, st, fBeginBeat, fEndBeat ); break;
case twister: NoteDataUtil::Twister( m_NoteFieldEdit, fBeginBeat, fEndBeat ); break;
case nojumps: NoteDataUtil::RemoveJumps( m_NoteFieldEdit, fBeginBeat, fEndBeat ); break;
case nohands: NoteDataUtil::RemoveHands( m_NoteFieldEdit, fBeginBeat, fEndBeat ); break;
default: ASSERT(0);
}
// bake in the additions
NoteDataUtil::ConvertAdditionsToRegular( m_NoteFieldEdit );
}
break;
case alter:
{
HandleAreaMenuChoice( cut, NULL );
AlterType at = (AlterType)iAnswers[c];
switch( at )
{
case backwards: NoteDataUtil::Backwards( m_Clipboard ); break;
case swap_sides: NoteDataUtil::SwapSides( m_Clipboard ); break;
case copy_left_to_right: NoteDataUtil::CopyLeftToRight( m_Clipboard ); break;
case copy_right_to_left: NoteDataUtil::CopyRightToLeft( m_Clipboard ); break;
case clear_left: NoteDataUtil::ClearLeft( m_Clipboard ); break;
case clear_right: NoteDataUtil::ClearRight( m_Clipboard ); break;
case collapse_to_one: NoteDataUtil::CollapseToOne( m_Clipboard ); break;
case collapse_left: NoteDataUtil::CollapseLeft( m_Clipboard ); break;
case shift_left: NoteDataUtil::ShiftLeft( m_Clipboard ); break;
case shift_right: NoteDataUtil::ShiftRight( m_Clipboard ); break;
default: ASSERT(0);
}
HandleAreaMenuChoice( paste_at_begin_marker, NULL );
}
break;
case tempo:
{
HandleAreaMenuChoice( cut, NULL );
AlterType at = (AlterType)iAnswers[c];
float fScale = -1;
switch( at )
{
case compress_2x: fScale = 0.5f; break;
case compress_3_2: fScale = 2.0f/3; break;
case compress_4_3: fScale = 0.75f; break;
case expand_4_3: fScale = 4.0f/3; break;
case expand_3_2: fScale = 1.5f; break;
case expand_2x: fScale = 2; break;
default: ASSERT(0);
}
switch( at )
{
case compress_2x: NoteDataUtil::Scale( m_Clipboard, fScale ); break;
case compress_3_2: NoteDataUtil::Scale( m_Clipboard, fScale ); break;
case compress_4_3: NoteDataUtil::Scale( m_Clipboard, fScale ); break;
case expand_4_3: NoteDataUtil::Scale( m_Clipboard, fScale ); break;
case expand_3_2: NoteDataUtil::Scale( m_Clipboard, fScale ); break;
case expand_2x: NoteDataUtil::Scale( m_Clipboard, fScale ); break;
default: ASSERT(0);
}
// float fOldClipboardEndBeat = m_NoteFieldEdit.m_fEndMarker;
float fOldClipboardBeats = m_NoteFieldEdit.m_fEndMarker - m_NoteFieldEdit.m_fBeginMarker;
float fNewClipboardBeats = fOldClipboardBeats * fScale;
float fDeltaBeats = fNewClipboardBeats - fOldClipboardBeats;
float fNewClipboardEndBeat = m_NoteFieldEdit.m_fBeginMarker + fNewClipboardBeats;
NoteDataUtil::ShiftRows( m_NoteFieldEdit, m_NoteFieldEdit.m_fBeginMarker, fDeltaBeats );
HandleAreaMenuChoice( paste_at_begin_marker, NULL );
m_NoteFieldEdit.m_fEndMarker = fNewClipboardEndBeat;
float fOldBPM = m_pSong->GetBPMAtBeat( m_NoteFieldEdit.m_fBeginMarker );
float fNewBPM = fOldBPM * fScale;
m_pSong->SetBPMAtBeat( m_NoteFieldEdit.m_fBeginMarker, fNewBPM );
m_pSong->SetBPMAtBeat( fNewClipboardEndBeat, fOldBPM );
}
break;
case play:
{
ASSERT( m_NoteFieldEdit.m_fBeginMarker!=-1 && m_NoteFieldEdit.m_fEndMarker!=-1 );
SOUND->PlayMusic("");
m_EditMode = MODE_PLAYING;
/* Reset the note skin, in case preferences have changed. */
GAMESTATE->ResetNoteSkins();
/* Give a 1 measure lead-in. Set this before loading Player, so it knows
* where we're starting. */
GAMESTATE->m_fSongBeat = m_NoteFieldEdit.m_fBeginMarker - 4;
m_Player.Load( PLAYER_1, &m_NoteFieldEdit, NULL, NULL, NULL, NULL, NULL, NULL, NULL );
GAMESTATE->m_PlayerController[PLAYER_1] = PREFSMAN->m_bAutoPlay?PC_AUTOPLAY:PC_HUMAN;
m_rectRecordBack.StopTweening();
m_rectRecordBack.BeginTweening( 0.5f );
m_rectRecordBack.SetDiffuse( RageColor(0,0,0,0.8f) );
const float fStartSeconds = m_pSong->GetElapsedTimeFromBeat(GAMESTATE->m_fSongBeat) ;
LOG->Trace( "Starting playback at %f", fStartSeconds );
m_soundMusic.SetPlaybackRate( GAMESTATE->m_SongOptions.m_fMusicRate );
m_soundMusic.SetPositionSeconds( fStartSeconds );
m_soundMusic.StartPlaying();
}
break;
case record:
{
ASSERT( m_NoteFieldEdit.m_fBeginMarker!=-1 && m_NoteFieldEdit.m_fEndMarker!=-1 );
SOUND->PlayMusic("");
m_EditMode = MODE_RECORDING;
/* Reset the note skin, in case preferences have changed. */
GAMESTATE->ResetNoteSkins();
// initialize m_NoteFieldRecord
m_NoteFieldRecord.Load( &m_NoteFieldEdit, PLAYER_1, -150, 350, 350 );
m_NoteFieldRecord.SetNumTracks( m_NoteFieldEdit.GetNumTracks() );
m_rectRecordBack.StopTweening();
m_rectRecordBack.BeginTweening( 0.5f );
m_rectRecordBack.SetDiffuse( RageColor(0,0,0,0.8f) );
GAMESTATE->m_fSongBeat = m_NoteFieldEdit.m_fBeginMarker - 4; // give a 1 measure lead-in
float fStartSeconds = m_pSong->GetElapsedTimeFromBeat(GAMESTATE->m_fSongBeat);
LOG->Trace( "Starting playback at %f", fStartSeconds );
m_soundMusic.SetPlaybackRate( GAMESTATE->m_SongOptions.m_fMusicRate );
m_soundMusic.SetPositionSeconds( fStartSeconds );
m_soundMusic.StartPlaying();
}
break;
case insert_and_shift:
NoteDataUtil::ShiftRows( m_NoteFieldEdit, GAMESTATE->m_fSongBeat, 1 );
break;
case delete_and_shift:
NoteDataUtil::ShiftRows( m_NoteFieldEdit, GAMESTATE->m_fSongBeat, -1 );
break;
// MD 11/02/03 - Converting selected region to a pause of the same length.
case convert_beat_to_pause:
{
ASSERT( m_NoteFieldEdit.m_fBeginMarker!=-1 && m_NoteFieldEdit.m_fEndMarker!=-1 );
float fStopLength = m_NoteFieldEdit.m_fEndMarker - m_NoteFieldEdit.m_fBeginMarker;
// be sure not to clobber the row at the start - a row at the end
// can be dropped safely, though
NoteDataUtil::ShiftRows( m_NoteFieldEdit,
m_NoteFieldEdit.m_fBeginMarker + 0.003f,
(m_NoteFieldEdit.m_fEndMarker-m_NoteFieldEdit.m_fBeginMarker)
);
unsigned i;
for( i=0; i<m_pSong->m_Timing.m_StopSegments.size(); i++ )
{
if( m_pSong->m_Timing.m_StopSegments[i].m_fStartBeat == m_NoteFieldEdit.m_fBeginMarker )
break;
}
if( i == m_pSong->m_Timing.m_StopSegments.size() ) // there is no BPMSegment at the current beat
{
m_pSong->AddStopSegment( StopSegment(GAMESTATE->m_fSongBeat, fStopLength) );
}
else // StopSegment being extended is m_Timing.m_StopSegments[i]
{
m_pSong->m_Timing.m_StopSegments[i].m_fStopSeconds += fStopLength;
}
m_NoteFieldEdit.m_fEndMarker = -1;
break;
}
// MD 11/02/03 - Converting a pause at the current beat into beats.
// I know this will break holds that cross the pause. Anyone who
// wants to rewrite this to fix that behavior is welcome to - I'm
// not sure how exactly to do it without making this a lot longer
// than it is.
case convert_pause_to_beat:
{
float fBPMatPause = m_pSong->GetBPMAtBeat( GAMESTATE->m_fSongBeat );
unsigned i;
for( i=0; i<m_pSong->m_Timing.m_StopSegments.size(); i++ )
{
if( m_pSong->m_Timing.m_StopSegments[i].m_fStartBeat == GAMESTATE->m_fSongBeat )
break;
}
if( i == m_pSong->m_Timing.m_StopSegments.size() ) // there is no BPMSegment at the current beat
break;
else // StopSegment being modified is m_Timing.m_StopSegments[i]
{
float fStopLength = m_pSong->m_Timing.m_StopSegments[i].m_fStopSeconds;
m_pSong->m_Timing.m_StopSegments.erase( m_pSong->m_Timing.m_StopSegments.begin()+i,
m_pSong->m_Timing.m_StopSegments.begin()+i+1);
fStopLength /= fBPMatPause;
fStopLength *= 60;
// don't move the step from where it is, just move everything later
NoteDataUtil::ShiftRows( m_NoteFieldEdit, GAMESTATE->m_fSongBeat + 0.003f, fStopLength );
}
// Hello and welcome to I FEEL STUPID :-)
break;
}
default:
ASSERT(0);
};
}
void ScreenEdit::HandleEditNotesStatisticsChoice( EditNotesStatisticsChoice c, int* iAnswers )
{
Steps* pNotes = GAMESTATE->m_pCurNotes[PLAYER_1];
Difficulty dc = (Difficulty)iAnswers[difficulty];
pNotes->SetDifficulty( dc );
int iMeter = iAnswers[meter]+1;
pNotes->SetMeter( iMeter );
switch( c )
{
case description:
SCREENMAN->TextEntry( SM_None, "Edit notes description.\nPress Enter to confirm,\nEscape to cancel.", m_pNotes->GetDescription(), ChangeDescription, NULL );
break;
}
}
void ScreenEdit::HandleEditSongInfoChoice( EditSongInfoChoice c, int* iAnswers )
{
Song* pSong = GAMESTATE->m_pCurSong;
switch( c )
{
case main_title:
SCREENMAN->TextEntry( SM_None, "Edit main title.\nPress Enter to confirm,\nEscape to cancel.", pSong->m_sMainTitle, ChangeMainTitle, NULL );
break;
case sub_title:
SCREENMAN->TextEntry( SM_None, "Edit sub title.\nPress Enter to confirm,\nEscape to cancel.", pSong->m_sSubTitle, ChangeSubTitle, NULL );
break;
case artist:
SCREENMAN->TextEntry( SM_None, "Edit artist.\nPress Enter to confirm,\nEscape to cancel.", pSong->m_sArtist, ChangeArtist, NULL );
break;
case credit:
SCREENMAN->TextEntry( SM_None, "Edit credit.\nPress Enter to confirm,\nEscape to cancel.", pSong->m_sCredit, ChangeCredit, NULL );
break;
case main_title_transliteration:
SCREENMAN->TextEntry( SM_None, "Edit main title transliteration.\nPress Enter to confirm,\nEscape to cancel.", pSong->m_sMainTitleTranslit, ChangeMainTitleTranslit, NULL );
break;
case sub_title_transliteration:
SCREENMAN->TextEntry( SM_None, "Edit sub title transliteration.\nPress Enter to confirm,\nEscape to cancel.", pSong->m_sSubTitleTranslit, ChangeSubTitleTranslit, NULL );
break;
case artist_transliteration:
SCREENMAN->TextEntry( SM_None, "Edit artist transliteration.\nPress Enter to confirm,\nEscape to cancel.", pSong->m_sArtistTranslit, ChangeArtistTranslit, NULL );
break;
default:
ASSERT(0);
};
}
void ScreenEdit::HandleBGChangeChoice( BGChangeChoice c, int* iAnswers )
{
BackgroundChange change;
change.m_fStartBeat = GAMESTATE->m_fSongBeat;
switch( c )
{
case add_random:
change.m_sBGName = "-random-";
break;
case add_song_bganimation:
case add_song_movie:
case add_song_still:
case add_global_random_movie:
case add_global_bganimation:
case add_global_visualization:
change.m_sBGName = g_BGChange.rows[c].choices[iAnswers[c]];
break;
case delete_change:
change.m_sBGName = "";
break;
default:
SOUND->PlayOnce( THEME->GetPathToS("Common invalid") );
};
change.m_fRate = (float)atof( g_BGChange.rows[rate].choices[iAnswers[rate]] )/100.f;
change.m_bFadeLast = !!iAnswers[fade_last];
change.m_bRewindMovie = !!iAnswers[rewind_movie];
change.m_bLoop = !!iAnswers[loop];
unsigned i;
for( i=0; i<m_pSong->m_BackgroundChanges.size(); i++ )
if( m_pSong->m_BackgroundChanges[i].m_fStartBeat == GAMESTATE->m_fSongBeat )
break;
if( i != m_pSong->m_BackgroundChanges.size() ) // there is already a BGChange here
m_pSong->m_BackgroundChanges.erase( m_pSong->m_BackgroundChanges.begin()+i,
m_pSong->m_BackgroundChanges.begin()+i+1);
// create a new BGChange
if( change.m_sBGName != "" )
m_pSong->AddBackgroundChange( change );
}