ce507b9800
This required using the new Steps::GetTimingData function and the allowEmpty parameter to TimingData::TidyUpData when appropriate, as well as clearing the TimingData to remove step timing rather than coping the song timing over it. Fixes some odd editor behavior when changing song timing, and is overall a slightly less hacky way of doing things.
379 lines
9.2 KiB
C++
379 lines
9.2 KiB
C++
#include "global.h"
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#include "BPMDisplay.h"
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#include "RageUtil.h"
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#include "GameConstantsAndTypes.h"
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#include "GameState.h"
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#include "Course.h"
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#include "Style.h"
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#include "ActorUtil.h"
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#include "CommonMetrics.h"
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#include "LocalizedString.h"
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#include "Song.h"
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#include "Steps.h"
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#include <limits.h>
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REGISTER_ACTOR_CLASS( BPMDisplay );
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BPMDisplay::BPMDisplay()
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{
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m_fBPMFrom = m_fBPMTo = 0;
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m_iCurrentBPM = 0;
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m_BPMS.push_back(0);
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m_fPercentInState = 0;
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m_fCycleTime = 1.0f;
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}
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void BPMDisplay::Load()
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{
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SET_NO_BPM_COMMAND.Load( m_sName, "SetNoBpmCommand");
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SET_NORMAL_COMMAND.Load( m_sName, "SetNormalCommand");
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SET_CHANGING_COMMAND.Load( m_sName, "SetChangeCommand" );
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SET_RANDOM_COMMAND.Load( m_sName, "SetRandomCommand" );
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SET_EXTRA_COMMAND.Load( m_sName, "SetExtraCommand" );
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CYCLE.Load( m_sName, "Cycle" );
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RANDOM_CYCLE_SPEED.Load( m_sName, "RandomCycleSpeed" );
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COURSE_CYCLE_SPEED.Load( m_sName, "CourseCycleSpeed" );
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SEPARATOR.Load( m_sName, "Separator" );
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SHOW_QMARKS.Load( m_sName, "ShowQMarksInRandomCycle" );
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NO_BPM_TEXT.Load( m_sName, "NoBpmText" );
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QUESTIONMARKS_TEXT.Load( m_sName, "QuestionMarksText" );
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RANDOM_TEXT.Load( m_sName, "RandomText" );
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VARIOUS_TEXT.Load( m_sName, "VariousText" );
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BPM_FORMAT_STRING.Load( m_sName, "FormatString" );
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RunCommands( SET_NORMAL_COMMAND );
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}
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void BPMDisplay::LoadFromNode( const XNode *pNode )
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{
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BitmapText::LoadFromNode( pNode );
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Load();
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}
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float BPMDisplay::GetActiveBPM() const
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{
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return m_fBPMTo + (m_fBPMFrom-m_fBPMTo)*m_fPercentInState;
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}
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void BPMDisplay::Update( float fDeltaTime )
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{
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BitmapText::Update( fDeltaTime );
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if( !(bool)CYCLE )
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return;
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if( m_BPMS.size() == 0 )
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return; // no bpm
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m_fPercentInState -= fDeltaTime / m_fCycleTime;
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if( m_fPercentInState < 0 )
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{
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// go to next state
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m_fPercentInState = 1; // reset timer
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m_iCurrentBPM = (m_iCurrentBPM + 1) % m_BPMS.size();
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m_fBPMFrom = m_fBPMTo;
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m_fBPMTo = m_BPMS[m_iCurrentBPM];
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if(m_fBPMTo == -1)
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{
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m_fBPMFrom = -1;
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if( (bool)SHOW_QMARKS )
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SetText( (RandomFloat(0,1)>0.90f) ? (RString)QUESTIONMARKS_TEXT : ssprintf((RString)BPM_FORMAT_STRING,RandomFloat(0,999)) );
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else
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SetText( ssprintf((RString)BPM_FORMAT_STRING, RandomFloat(0,999)) );
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}
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else if(m_fBPMFrom == -1)
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{
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m_fBPMFrom = m_fBPMTo;
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}
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}
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if( m_fBPMTo != -1)
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{
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const float fActualBPM = GetActiveBPM();
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SetText( ssprintf((RString)BPM_FORMAT_STRING, fActualBPM) );
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}
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}
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void BPMDisplay::SetBPMRange( const DisplayBpms &bpms )
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{
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ASSERT( !bpms.vfBpms.empty() );
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m_BPMS.clear();
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const vector<float> &BPMS = bpms.vfBpms;
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bool AllIdentical = true;
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for( unsigned i = 0; i < BPMS.size(); ++i )
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{
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if( i > 0 && BPMS[i] != BPMS[i-1] )
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AllIdentical = false;
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}
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if( !(bool)CYCLE )
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{
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int MinBPM = INT_MAX;
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int MaxBPM = INT_MIN;
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for( unsigned i = 0; i < BPMS.size(); ++i )
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{
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MinBPM = min( MinBPM, (int)lrintf(BPMS[i]) );
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MaxBPM = max( MaxBPM, (int)lrintf(BPMS[i]) );
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}
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if( MinBPM == MaxBPM )
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{
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if( MinBPM == -1 )
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SetText( RANDOM_TEXT ); // random (was "...") -aj
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else
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SetText( ssprintf("%i", MinBPM) );
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}
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else
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{
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SetText( ssprintf("%i%s%i", MinBPM, SEPARATOR.GetValue().c_str(), MaxBPM) );
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}
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}
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else
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{
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for( unsigned i = 0; i < BPMS.size(); ++i )
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{
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m_BPMS.push_back(BPMS[i]);
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if( BPMS[i] != -1 )
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m_BPMS.push_back(BPMS[i]); // hold
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}
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m_iCurrentBPM = min(1u, m_BPMS.size()); // start on the first hold
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m_fBPMFrom = BPMS[0];
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m_fBPMTo = BPMS[0];
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m_fPercentInState = 1;
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}
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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RunCommands( SET_EXTRA_COMMAND );
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else if( !AllIdentical )
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RunCommands( SET_CHANGING_COMMAND );
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else
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RunCommands( SET_NORMAL_COMMAND );
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}
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void BPMDisplay::CycleRandomly()
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{
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DisplayBpms bpms;
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bpms.Add(-1);
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SetBPMRange( bpms );
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RunCommands( SET_RANDOM_COMMAND );
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m_fCycleTime = (float)RANDOM_CYCLE_SPEED;
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// Go to default value in event of a negative value in the metrics
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if( m_fCycleTime < 0 )
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m_fCycleTime = 0.2f;
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}
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void BPMDisplay::NoBPM()
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{
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m_BPMS.clear();
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SetText( NO_BPM_TEXT );
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RunCommands( SET_NO_BPM_COMMAND );
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}
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void BPMDisplay::SetBpmFromSong( const Song* pSong )
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{
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ASSERT( pSong != NULL );
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switch( pSong->m_DisplayBPMType )
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{
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case DISPLAY_BPM_ACTUAL:
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case DISPLAY_BPM_SPECIFIED:
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{
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DisplayBpms bpms;
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pSong->GetDisplayBpms( bpms );
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SetBPMRange( bpms );
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m_fCycleTime = 1.0f;
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}
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break;
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case DISPLAY_BPM_RANDOM:
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CycleRandomly();
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break;
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default:
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FAIL_M(ssprintf("Invalid display BPM type: %i", pSong->m_DisplayBPMType));
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}
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}
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void BPMDisplay::SetBpmFromSteps( const Steps* pSteps )
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{
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ASSERT( pSteps != NULL );
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DisplayBpms bpms;
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float fMinBPM, fMaxBPM;
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pSteps->GetTimingData()->GetActualBPM( fMinBPM, fMaxBPM );
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bpms.Add( fMinBPM );
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bpms.Add( fMaxBPM );
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m_fCycleTime = 1.0f;
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}
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void BPMDisplay::SetBpmFromCourse( const Course* pCourse )
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{
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ASSERT( pCourse != NULL );
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ASSERT( GAMESTATE->GetCurrentStyle() != NULL );
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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Trail *pTrail = pCourse->GetTrail( st );
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// GetTranslitFullTitle because "Crashinfo.txt is garbled because of the ANSI output as usual." -f
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ASSERT_M( pTrail != NULL, ssprintf("Course '%s' has no trail for StepsType '%s'", pCourse->GetTranslitFullTitle().c_str(), StringConversion::ToString(st).c_str() ) );
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m_fCycleTime = (float)COURSE_CYCLE_SPEED;
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if( (int)pTrail->m_vEntries.size() > CommonMetrics::MAX_COURSE_ENTRIES_BEFORE_VARIOUS )
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{
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SetVarious();
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return;
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}
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DisplayBpms bpms;
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pTrail->GetDisplayBpms( bpms );
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SetBPMRange( bpms );
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}
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void BPMDisplay::SetConstantBpm( float fBPM )
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{
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DisplayBpms bpms;
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bpms.Add( fBPM );
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SetBPMRange( bpms );
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}
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void BPMDisplay::SetVarious()
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{
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m_BPMS.clear();
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m_BPMS.push_back( -1 );
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SetText( VARIOUS_TEXT );
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}
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void BPMDisplay::SetFromGameState()
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{
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if( GAMESTATE->m_pCurSong.Get() )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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CycleRandomly();
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else
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SetBpmFromSong( GAMESTATE->m_pCurSong );
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return;
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}
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if( GAMESTATE->m_pCurCourse.Get() )
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{
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if( GAMESTATE->GetCurrentStyle() == NULL )
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; // This is true when backing out from ScreenSelectCourse to ScreenTitleMenu. So, don't call SetBpmFromCourse where an assert will fire.
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else
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SetBpmFromCourse( GAMESTATE->m_pCurCourse );
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return;
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}
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NoBPM();
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}
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// SongBPMDisplay (in-game BPM display)
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class SongBPMDisplay: public BPMDisplay
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{
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public:
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SongBPMDisplay();
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virtual SongBPMDisplay *Copy() const;
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virtual void Update( float fDeltaTime );
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private:
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float m_fLastGameStateBPM;
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};
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SongBPMDisplay::SongBPMDisplay()
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{
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m_fLastGameStateBPM = 0;
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}
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void SongBPMDisplay::Update( float fDeltaTime )
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{
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float fGameStateBPM = GAMESTATE->m_Position.m_fCurBPS * 60.0f;
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if( m_fLastGameStateBPM != fGameStateBPM )
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{
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m_fLastGameStateBPM = fGameStateBPM;
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SetConstantBpm( fGameStateBPM );
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}
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BPMDisplay::Update( fDeltaTime );
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}
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REGISTER_ACTOR_CLASS( SongBPMDisplay );
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#include "LuaBinding.h"
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/** @brief Allow Lua to have access to the BPMDisplay. */
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class LunaBPMDisplay: public Luna<BPMDisplay>
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{
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public:
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static int SetFromGameState( T* p, lua_State *L ) { p->SetFromGameState(); return 0; }
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static int SetFromSong( T* p, lua_State *L )
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{
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if( lua_isnil(L,1) ) { p->NoBPM(); }
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else
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{
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const Song* pSong = Luna<Song>::check( L, 1, true );
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p->SetBpmFromSong(pSong);
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}
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return 0;
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}
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static int SetFromSteps( T* p, lua_State *L )
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{
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if( lua_isnil(L,1) ) { p->NoBPM(); }
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else
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{
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const Steps* pSteps = Luna<Steps>::check( L, 1, true );
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p->SetBpmFromSteps(pSteps);
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}
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return 0;
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}
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static int SetFromCourse( T* p, lua_State *L )
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{
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if( lua_isnil(L,1) ) { p->NoBPM(); }
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else
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{
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const Course* pCourse = Luna<Course>::check( L, 1, true );
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p->SetBpmFromCourse(pCourse);
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}
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return 0;
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}
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static int GetText( T* p, lua_State *L ) { lua_pushstring( L, p->GetText() ); return 1; }
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LunaBPMDisplay()
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{
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ADD_METHOD( SetFromGameState );
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ADD_METHOD( SetFromSong );
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ADD_METHOD( SetFromSteps );
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ADD_METHOD( SetFromCourse );
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ADD_METHOD( GetText );
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}
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};
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LUA_REGISTER_DERIVED_CLASS( BPMDisplay, BitmapText )
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/*
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* (c) 2001-2002 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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