5d98f47fc3
Look in Edit Song Info to find it.
553 lines
14 KiB
C++
553 lines
14 KiB
C++
#ifndef SCREEN_EDIT_H
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#define SCREEN_EDIT_H
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#include "ScreenWithMenuElements.h"
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#include "BitmapText.h"
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#include "Player.h"
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#include "RageSound.h"
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#include "SnapDisplay.h"
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#include "Background.h"
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#include "Foreground.h"
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#include "NoteField.h"
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#include "NoteTypes.h"
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#include "Song.h"
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#include "Steps.h"
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#include "ThemeMetric.h"
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#include "PlayerState.h"
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#include "GameInput.h"
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#include "GameplayAssist.h"
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#include "AutoKeysounds.h"
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#include "EnumHelper.h"
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#include <map>
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const int NUM_EDIT_BUTTON_COLUMNS = 10;
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struct MenuDef;
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enum EditState
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{
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STATE_EDITING,
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STATE_RECORDING,
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STATE_RECORDING_PAUSED,
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STATE_PLAYING,
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NUM_EditState,
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EditState_Invalid
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};
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const RString& EditStateToString( EditState es );
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LuaDeclareType( EditState );
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enum EditButton
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{
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EDIT_BUTTON_COLUMN_0,
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EDIT_BUTTON_COLUMN_1,
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EDIT_BUTTON_COLUMN_2,
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EDIT_BUTTON_COLUMN_3,
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EDIT_BUTTON_COLUMN_4,
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EDIT_BUTTON_COLUMN_5,
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EDIT_BUTTON_COLUMN_6,
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EDIT_BUTTON_COLUMN_7,
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EDIT_BUTTON_COLUMN_8,
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EDIT_BUTTON_COLUMN_9,
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// These are modifiers to EDIT_BUTTON_COLUMN_*.
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EDIT_BUTTON_RIGHT_SIDE,
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EDIT_BUTTON_LAY_ROLL,
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EDIT_BUTTON_LAY_TAP_ATTACK,
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EDIT_BUTTON_REMOVE_NOTE,
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// These are modifiers to change the present tap note.
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EDIT_BUTTON_CYCLE_TAP_LEFT,
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EDIT_BUTTON_CYCLE_TAP_RIGHT,
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EDIT_BUTTON_SCROLL_UP_LINE,
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EDIT_BUTTON_SCROLL_UP_PAGE,
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EDIT_BUTTON_SCROLL_DOWN_LINE,
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EDIT_BUTTON_SCROLL_DOWN_PAGE,
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EDIT_BUTTON_SCROLL_NEXT_MEASURE,
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EDIT_BUTTON_SCROLL_PREV_MEASURE,
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EDIT_BUTTON_SCROLL_HOME,
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EDIT_BUTTON_SCROLL_END,
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EDIT_BUTTON_SCROLL_NEXT,
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EDIT_BUTTON_SCROLL_PREV,
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// These are modifiers to EDIT_BUTTON_SCROLL_*.
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EDIT_BUTTON_SCROLL_SELECT,
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EDIT_BUTTON_LAY_SELECT,
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EDIT_BUTTON_SCROLL_SPEED_UP,
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EDIT_BUTTON_SCROLL_SPEED_DOWN,
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EDIT_BUTTON_SNAP_NEXT,
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EDIT_BUTTON_SNAP_PREV,
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EDIT_BUTTON_OPEN_EDIT_MENU,
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EDIT_BUTTON_OPEN_AREA_MENU,
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EDIT_BUTTON_OPEN_BGCHANGE_LAYER1_MENU,
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EDIT_BUTTON_OPEN_BGCHANGE_LAYER2_MENU,
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EDIT_BUTTON_OPEN_COURSE_MENU,
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EDIT_BUTTON_OPEN_COURSE_ATTACK_MENU,
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EDIT_BUTTON_OPEN_INPUT_HELP,
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EDIT_BUTTON_BAKE_RANDOM_FROM_SONG_GROUP,
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EDIT_BUTTON_BAKE_RANDOM_FROM_SONG_GROUP_AND_GENRE,
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EDIT_BUTTON_PLAY_FROM_START,
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EDIT_BUTTON_PLAY_FROM_CURSOR,
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EDIT_BUTTON_PLAY_SELECTION,
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EDIT_BUTTON_RECORD_FROM_CURSOR,
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EDIT_BUTTON_RECORD_SELECTION,
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EDIT_BUTTON_RETURN_TO_EDIT,
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EDIT_BUTTON_INSERT,
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EDIT_BUTTON_DELETE,
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EDIT_BUTTON_INSERT_SHIFT_PAUSES,
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EDIT_BUTTON_DELETE_SHIFT_PAUSES,
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EDIT_BUTTON_OPEN_NEXT_STEPS,
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EDIT_BUTTON_OPEN_PREV_STEPS,
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EDIT_BUTTON_PLAY_SAMPLE_MUSIC,
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EDIT_BUTTON_BPM_UP,
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EDIT_BUTTON_BPM_DOWN,
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EDIT_BUTTON_STOP_UP,
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EDIT_BUTTON_STOP_DOWN,
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/*
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EDIT_BUTTON_DELAY_UP,
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EDIT_BUTTON_DELAY_DOWN,
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*/
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EDIT_BUTTON_OFFSET_UP,
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EDIT_BUTTON_OFFSET_DOWN,
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EDIT_BUTTON_SAMPLE_START_UP,
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EDIT_BUTTON_SAMPLE_START_DOWN,
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EDIT_BUTTON_SAMPLE_LENGTH_UP,
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EDIT_BUTTON_SAMPLE_LENGTH_DOWN,
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// This modifies offset, BPM, and stop segment changes.
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EDIT_BUTTON_ADJUST_FINE,
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EDIT_BUTTON_SAVE,
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EDIT_BUTTON_UNDO,
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EDIT_BUTTON_ADD_COURSE_MODS,
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EDIT_BUTTON_SWITCH_PLAYERS,
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NUM_EditButton, // leave this at the end
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EditButton_Invalid
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};
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/** @brief A special foreach loop for the different edit buttons. */
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#define FOREACH_EditButton( e ) FOREACH_ENUM( EditButton, e )
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const int NUM_EDIT_TO_DEVICE_SLOTS = 2;
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const int NUM_EDIT_TO_MENU_SLOTS = 2;
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/* g_MapEditToDI is a simple mapping: edit functions map to DeviceInputs.
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* If g_MapEditToDIHold for a given edit function is valid, then at least one
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* input in g_MapEditToDIHold must be held when pressing any key in g_MapEditToDI
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* for the input to occur. */
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struct MapEditToDI
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{
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DeviceInput button[NUM_EditButton][NUM_EDIT_TO_DEVICE_SLOTS];
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DeviceInput hold[NUM_EditButton][NUM_EDIT_TO_DEVICE_SLOTS];
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void Clear()
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{
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FOREACH_EditButton(e)
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for( int slot = 0; slot < NUM_EDIT_TO_DEVICE_SLOTS; ++slot )
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{
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button[e][slot].MakeInvalid();
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hold[e][slot].MakeInvalid();
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}
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}
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};
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// Like MapEditToDI, but maps GameButton instead of DeviceInput.
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struct MapEditButtonToMenuButton
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{
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GameButton button[NUM_EditButton][NUM_EDIT_TO_MENU_SLOTS];
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void Clear()
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{
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FOREACH_EditButton(e)
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for( int slot = 0; slot < NUM_EDIT_TO_MENU_SLOTS; ++slot )
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button[e][slot] = GameButton_Invalid;
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}
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};
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/** @brief Edit, record, playback, and synchronize notes. */
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class ScreenEdit : public ScreenWithMenuElements
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{
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public:
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virtual void Init();
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virtual void BeginScreen();
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virtual void EndScreen();
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virtual ~ScreenEdit();
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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virtual void Input( const InputEventPlus &input );
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void InputEdit( const InputEventPlus &input, EditButton EditB );
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void InputRecord( const InputEventPlus &input, EditButton EditB );
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void InputRecordPaused( const InputEventPlus &input, EditButton EditB );
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void InputPlay( const InputEventPlus &input, EditButton EditB );
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virtual void HandleMessage( const Message &msg );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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void SetDirty( bool bDirty ) { m_bDirty = bDirty; }
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bool IsDirty() const { return m_bDirty; }
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EditState GetEditState(){ return m_EditState; }
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// Lua
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virtual void PushSelf( lua_State *L );
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protected:
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virtual ScreenType GetScreenType() const { return m_EditState==STATE_PLAYING ? gameplay : ScreenWithMenuElements::GetScreenType(); }
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void TransitionEditState( EditState em );
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void ScrollTo( float fDestinationBeat );
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void PlayTicks();
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void PlayPreviewMusic();
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// Call this before modifying m_NoteDataEdit.
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void SaveUndo();
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// Revert m_NoteDataEdit using m_Undo.
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void Undo();
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void ClearUndo();
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// Call this after modifying m_NoteDataEdit. It will Undo() if
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// MAX_NOTES_PER_MEASURE was exceeded.
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void CheckNumberOfNotesAndUndo();
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void OnSnapModeChange();
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float GetMaximumBeatForNewNote() const; // don't allow Down key to go past this beat.
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float GetMaximumBeatForMoving() const; // don't allow Down key to go past this beat.
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void DoHelp();
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EditState m_EditState;
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Song* m_pSong;
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Steps* m_pSteps;
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PlayerNumber m_InputPlayerNumber;
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PlayerState m_PlayerStateEdit;
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NoteField m_NoteFieldEdit;
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NoteData m_NoteDataEdit;
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SnapDisplay m_SnapDisplay;
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BitmapText m_textInputTips;
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/** @brief The current TapNote that would be inserted. */
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TapNote m_selectedTap;
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void UpdateTextInfo();
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BitmapText m_textInfo; // status information that changes
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bool m_bTextInfoNeedsUpdate;
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BitmapText m_textPlayRecordHelp;
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// keep track of where we are and what we're doing
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float m_fTrailingBeat; // this approaches GAMESTATE->m_fSongBeat, which is the actual beat
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// The location we were at when shift was pressed, or -1 when shift isn't pressed:
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int m_iShiftAnchor;
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NoteData m_Clipboard;
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bool m_bHasUndo;
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// TODO: convert this into a stack of NoteData objs for multi-state undo -aj
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NoteData m_Undo;
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// TODO: also maybe have a redo stack/option -aj
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bool m_bDirty;
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RageSound m_soundAddNote;
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RageSound m_soundRemoveNote;
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RageSound m_soundChangeLine;
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RageSound m_soundChangeSnap;
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RageSound m_soundMarker;
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RageSound m_soundValueIncrease;
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RageSound m_soundValueDecrease;
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RageSound m_soundSwitchSteps;
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RageSound m_soundSave;
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// used for reverting
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void CopyToLastSave();
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void CopyFromLastSave();
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void RevertFromDisk();
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Song m_SongLastSave;
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vector<Steps> m_vStepsLastSave;
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// for MODE_RECORD
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NoteField m_NoteFieldRecord;
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NoteData m_NoteDataRecord;
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RageTimer m_RemoveNoteButtonLastChanged;
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bool m_bRemoveNoteButtonDown;
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// for MODE_PLAY
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void SetupCourseAttacks();
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PlayerPlus m_Player;
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Background m_Background;
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Foreground m_Foreground;
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bool m_bReturnToRecordMenuAfterPlay;
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// for MODE_RECORD and MODE_PLAY
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int m_iStartPlayingAt, m_iStopPlayingAt;
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float m_fBeatToReturnTo;
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AutoKeysounds m_AutoKeysounds;
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RageSound *m_pSoundMusic;
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GameplayAssist m_GameplayAssist;
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ThemeMetric<EditMode> EDIT_MODE;
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public:
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enum MainMenuChoice
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{
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play_selection,
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set_selection_start,
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set_selection_end,
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edit_steps_information,
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play_whole_song,
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play_selection_start_to_end,
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play_current_beat_to_end,
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save,
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revert_to_last_save,
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revert_from_disk,
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options,
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edit_song_info,
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edit_timing_data,
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play_preview_music,
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exit,
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save_on_exit,
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NUM_MAIN_MENU_CHOICES,
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MAIN_MENU_CHOICE_INVALID
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};
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void HandleMainMenuChoice( MainMenuChoice c, const vector<int> &iAnswers );
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void HandleMainMenuChoice( MainMenuChoice c ) { const vector<int> v; HandleMainMenuChoice( c, v ); }
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MainMenuChoice m_CurrentAction;
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enum AreaMenuChoice
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{
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cut,
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copy,
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paste_at_current_beat,
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paste_at_begin_marker,
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clear,
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quantize,
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turn,
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transform,
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alter,
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tempo,
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play,
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record,
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insert_and_shift,
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delete_and_shift,
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shift_pauses_forward,
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shift_pauses_backward,
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convert_to_pause,
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convert_pause_to_beat,
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undo,
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NUM_AREA_MENU_CHOICES
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};
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void HandleAreaMenuChoice( AreaMenuChoice c, const vector<int> &iAnswers, bool bAllowUndo = true );
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void HandleAreaMenuChoice( AreaMenuChoice c, bool bAllowUndo = true ) { const vector<int> v; HandleAreaMenuChoice( c, v, bAllowUndo ); }
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enum TurnType
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{
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left,
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right,
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mirror,
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shuffle,
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super_shuffle,
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NUM_TURN_TYPES
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};
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enum TransformType
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{
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noholds,
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nomines,
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little,
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wide,
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big,
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quick,
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skippy,
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add_mines,
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echo,
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stomp,
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planted,
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floored,
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twister,
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nojumps,
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nohands,
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noquads,
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nostretch,
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NUM_TRANSFORM_TYPES
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};
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enum AlterType
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{
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autogen_to_fill_width,
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backwards,
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swap_sides,
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copy_left_to_right,
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copy_right_to_left,
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clear_left,
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clear_right,
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collapse_to_one,
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collapse_left,
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shift_left,
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shift_right,
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NUM_ALTER_TYPES
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};
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enum TempoType
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{
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compress_2x,
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compress_3_2,
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compress_4_3,
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expand_4_3,
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expand_3_2,
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expand_2x,
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NUM_TEMPO_TYPES
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};
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enum StepsInformationChoice
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{
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difficulty,
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meter,
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description,
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chartstyle,
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step_credit,
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predict_meter,
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tap_notes,
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jumps,
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hands,
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quads,
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holds,
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mines,
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stream,
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voltage,
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air,
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freeze,
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chaos,
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NUM_STEPS_INFORMATION_CHOICES
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};
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void HandleStepsInformationChoice( StepsInformationChoice c, const vector<int> &iAnswers );
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enum SongInformationChoice
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{
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main_title,
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sub_title,
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artist,
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genre,
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credit,
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main_title_transliteration,
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sub_title_transliteration,
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artist_transliteration,
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last_beat_hint,
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display_bpm,
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min_bpm,
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max_bpm,
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NUM_SONG_INFORMATION_CHOICES
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};
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void HandleSongInformationChoice( SongInformationChoice c, const vector<int> &iAnswers );
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enum TimingDataInformationChoice
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{
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bpm,
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stop,
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delay,
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// time_signature,
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time_signature_numerator,
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time_signature_denominator,
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tickcount,
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combo,
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warp,
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NUM_TIMING_DATA_INFORMATION_CHOICES
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};
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void HandleTimingDataInformationChoice ( TimingDataInformationChoice c, const vector<int> &iAnswers );
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enum BGChangeChoice
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{
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layer,
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rate,
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transition,
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effect,
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color1,
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color2,
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file1_type,
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file1_song_bganimation,
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file1_song_movie,
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file1_song_still,
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file1_global_bganimation,
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file1_global_movie,
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file1_global_movie_song_group,
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file1_global_movie_song_group_and_genre,
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file2_type,
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file2_song_bganimation,
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file2_song_movie,
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file2_song_still,
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file2_global_bganimation,
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file2_global_movie,
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file2_global_movie_song_group,
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file2_global_movie_song_group_and_genre,
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delete_change,
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NUM_BGCHANGE_CHOICES
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};
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void HandleBGChangeChoice( BGChangeChoice c, const vector<int> &iAnswers );
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enum CourseAttackChoice
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{
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duration,
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set_mods,
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remove,
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NUM_CourseAttackChoice
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};
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void InitEditMappings();
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EditButton DeviceToEdit( const DeviceInput &DeviceI ) const;
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EditButton MenuButtonToEditButton( GameButton MenuI ) const;
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bool EditToDevice( EditButton button, int iSlotNum, DeviceInput &DeviceI ) const;
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bool EditPressed( EditButton button, const DeviceInput &DeviceI );
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bool EditIsBeingPressed( EditButton button ) const;
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const MapEditToDI *GetCurrentDeviceInputMap() const;
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const MapEditButtonToMenuButton *GetCurrentMenuButtonMap() const;
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MapEditToDI m_EditMappingsDeviceInput;
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MapEditToDI m_PlayMappingsDeviceInput;
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MapEditToDI m_RecordMappingsDeviceInput;
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MapEditToDI m_RecordPausedMappingsDeviceInput;
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MapEditButtonToMenuButton m_EditMappingsMenuButton;
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MapEditButtonToMenuButton m_PlayMappingsMenuButton;
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MapEditButtonToMenuButton m_RecordMappingsMenuButton;
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MapEditButtonToMenuButton m_RecordPausedMappingsMenuButton;
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void MakeFilteredMenuDef( const MenuDef* pDef, MenuDef &menu );
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void EditMiniMenu( const MenuDef* pDef, ScreenMessage SM_SendOnOK = SM_None, ScreenMessage SM_SendOnCancel = SM_None );
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};
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#endif
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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