Files
itgmania212121/src/ScreenEdit.h
T
Jason Felds 5d98f47fc3 Allow editing #DISPLAYBPM traits in the editor.
Look in Edit Song Info to find it.
2011-04-05 22:40:33 -04:00

553 lines
14 KiB
C++

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