758 lines
20 KiB
C++
758 lines
20 KiB
C++
#include "global.h"
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#include "WheelBase.h"
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#include "RageUtil.h"
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#include "GameManager.h"
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#include "PrefsManager.h"
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#include "ScreenManager.h" // for sending SM_PlayMusicSample
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#include "RageLog.h"
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#include "GameConstantsAndTypes.h"
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#include "GameState.h"
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#include "RageMath.h"
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#include "ThemeManager.h"
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#include "RageTextureManager.h"
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#include "GameCommand.h"
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#include "ActorUtil.h"
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#include "Foreach.h"
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#include "Style.h"
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#include "ThemeMetric.h"
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#include "ScreenDimensions.h"
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const int MAX_WHEEL_SOUND_SPEED = 15;
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WheelBase::WheelBase()
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{
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}
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WheelBase::~WheelBase()
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{
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FOREACH( WheelItemBase*, m_WheelBaseItems, i )
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SAFE_DELETE( *i );
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m_WheelBaseItems.clear();
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FOREACH( WheelItemBaseData*, m_WheelBaseItemsData, i )
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SAFE_DELETE( *i );
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m_WheelBaseItems.clear();
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m_WheelBaseItemsData.clear();
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m_LastSelection = NULL;
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}
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void WheelBase::Load( CString sType )
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{
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LOG->Trace( "WheelBase::Load('%s')", sType.c_str() );
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LoadFromMetrics( sType );
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LoadVariables();
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FOREACH( WheelItemBase*, m_WheelBaseItems, i )
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SAFE_DELETE( *i );
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m_WheelBaseItems.clear();
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for( int i=0; i<NUM_WHEEL_ITEMS; i++ )
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{
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m_WheelBaseItems.push_back( new WheelItemBase );
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}
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m_WheelState = STATE_SELECTING_GENERIC;
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BuildWheelItemsData(m_WheelBaseItemsData);
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RebuildWheelItems();
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}
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void WheelBase::LoadFromMetrics( CString sType )
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{
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SWITCH_SECONDS .Load(sType,"SwitchSeconds");
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LOCKED_INITIAL_VELOCITY .Load(sType,"LockedInitialVelocity");
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SCROLL_BAR_X .Load(sType,"ScrollBarX");
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SCROLL_BAR_HEIGHT .Load(sType,"ScrollBarHeight");
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ITEM_CURVE_X .Load(sType,"ItemCurveX");
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USE_LINEAR_WHEEL .Load(sType,"NoCurving");
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ITEM_SPACING_Y .Load(sType,"ItemSpacingY");
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WHEEL_3D_RADIUS .Load(sType,"Wheel3DRadius");
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CIRCLE_PERCENT .Load(sType,"CirclePercent");
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USE_3D .Load(sType,"Use3D");
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NUM_WHEEL_ITEMS_TO_DRAW .Load(sType,"NumWheelItems");
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WHEEL_ITEM_ON_DELAY_CENTER .Load(sType,"WheelItemOnDelayCenter");
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WHEEL_ITEM_ON_DELAY_OFFSET .Load(sType,"WheelItemOnDelayOffset");
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WHEEL_ITEM_OFF_DELAY_CENTER .Load(sType,"WheelItemOffDelayCenter");
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WHEEL_ITEM_OFF_DELAY_OFFSET .Load(sType,"WheelItemOffDelayOffset");
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m_soundChangeMusic.Load( THEME->GetPathS(sType,"change"), true );
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m_soundLocked.Load( THEME->GetPathS(sType,"locked"), true );
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m_sprHighlight.Load( THEME->GetPathG(sType,"highlight") );
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m_sprHighlight->SetName( "Highlight" );
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this->AddChild( m_sprHighlight );
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ActorUtil::OnCommand( m_sprHighlight, sType );
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m_ScrollBar.SetX( SCROLL_BAR_X );
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m_ScrollBar.SetBarHeight( SCROLL_BAR_HEIGHT );
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this->AddChild( &m_ScrollBar );
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}
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void WheelBase::LoadVariables()
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{
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m_isEmpty = true;
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m_LastSelection = NULL;
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m_iSelection = 0;
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m_fTimeLeftInState = 0;
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m_fPositionOffsetFromSelection = 0;
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m_iSwitchesLeftInSpinDown = 0;
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m_Moving = 0;
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}
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void WheelBase::GetItemPosition( float fPosOffsetsFromMiddle, float& fX_out, float& fY_out, float& fZ_out, float& fRotationX_out )
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{
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if( USE_3D )
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{
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const float curve = CIRCLE_PERCENT*2*PI;
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fRotationX_out = SCALE(fPosOffsetsFromMiddle,-NUM_WHEEL_ITEMS/2.0f,+NUM_WHEEL_ITEMS/2.0f,-curve/2.f,+curve/2.f);
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fX_out = (1-cosf(fPosOffsetsFromMiddle/PI))*ITEM_CURVE_X;
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fY_out = WHEEL_3D_RADIUS*sinf(fRotationX_out);
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fZ_out = -100+WHEEL_3D_RADIUS*cosf(fRotationX_out);
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fRotationX_out *= 180.f/PI; // to degrees
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// printf( "fRotationX_out = %f\n", fRotationX_out );
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}
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else if(!USE_LINEAR_WHEEL.GetValue())
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{
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fX_out = (1-cosf(fPosOffsetsFromMiddle/PI))*ITEM_CURVE_X;
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fY_out = fPosOffsetsFromMiddle*ITEM_SPACING_Y;
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fZ_out = 0;
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fRotationX_out = 0;
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fX_out = roundf( fX_out );
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fY_out = roundf( fY_out );
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fZ_out = roundf( fZ_out );
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}
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else
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{
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fX_out = fPosOffsetsFromMiddle*ITEM_CURVE_X;
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fY_out = fPosOffsetsFromMiddle*ITEM_SPACING_Y;
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fZ_out = 0;
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fRotationX_out = 0;
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fX_out = roundf( fX_out );
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fY_out = roundf( fY_out );
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fZ_out = roundf( fZ_out );
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}
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}
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void WheelBase::SetItemPosition( Actor &item, float fPosOffsetsFromMiddle )
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{
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float fX, fY, fZ, fRotationX;
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GetItemPosition( fPosOffsetsFromMiddle, fX, fY, fZ, fRotationX );
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item.SetXY( fX, fY );
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item.SetZ( fZ );
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item.SetRotationX( fRotationX );
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}
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void WheelBase::DrawPrimitives()
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{
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if( USE_3D )
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{
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// DISPLAY->PushMatrix();
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// DISPLAY->EnterPerspective(45, false); //Not needed for 3D
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// construct view and project matrix
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// RageVector3 Up( 0.0f, 1.0f, 0.0f );
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// RageVector3 Eye( SCREEN_CENTER_X, SCREEN_CENTER_Y, 550 );
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// RageVector3 At( SCREEN_CENTER_X, SCREEN_CENTER_Y, 0 );
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// DISPLAY->LoadLookAt(60, Eye, At, Up); //Changed from DISPLAY->LookAt(Eye, At, Up)
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}
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// draw outside->inside
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for( int i=0; i<NUM_WHEEL_ITEMS/2; i++ )
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DrawItem( i );
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for( int i=NUM_WHEEL_ITEMS-1; i>=NUM_WHEEL_ITEMS/2; i-- )
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DrawItem( i );
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ActorFrame::DrawPrimitives();
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if( USE_3D )
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{
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// DISPLAY->ExitPerspective(); //Not needed?
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// DISPLAY->PopMatrix();
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}
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}
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void WheelBase::DrawItem( int i, WheelItemBase *display, const float fThisBannerPositionOffsetFromSelection)
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{
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if( fabsf(fThisBannerPositionOffsetFromSelection) > NUM_WHEEL_ITEMS_TO_DRAW/2 )
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return;
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switch( m_WheelState )
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{
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case STATE_SELECTING_GENERIC:
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case STATE_LOCKED:
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{
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SetItemPosition( *display, fThisBannerPositionOffsetFromSelection );
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}
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break;
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}
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if( m_WheelState == STATE_LOCKED && i != NUM_WHEEL_ITEMS/2 )
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display->m_fPercentGray = 0.5f;
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else
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display->m_fPercentGray = 0;
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display->Draw();
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}
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void WheelBase::UpdateScrollbar(unsigned int size)
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{
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int total_num_items = size;
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float item_at=m_iSelection - m_fPositionOffsetFromSelection;
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if(NUM_WHEEL_ITEMS >= total_num_items)
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{
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m_ScrollBar.SetPercentage( 0, 1 );
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} else {
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float size = float(NUM_WHEEL_ITEMS) / total_num_items;
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float center = item_at / total_num_items;
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size *= 0.5f;
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m_ScrollBar.SetPercentage( center - size, center + size );
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}
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}
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bool WheelBase::IsSettled() const
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{
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if( m_Moving )
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return false;
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if( m_WheelState != STATE_SELECTING_GENERIC && m_WheelState != STATE_LOCKED )
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return false;
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if( m_fPositionOffsetFromSelection != 0 )
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return false;
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return true;
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}
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void WheelBase::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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UpdateItems(fDeltaTime);
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//Moved to CommonUpdateProcedure, seems to work fine
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//Revert if it happens to break something
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UpdateScrollbar();
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if( m_Moving )
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{
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m_TimeBeforeMovingBegins -= fDeltaTime;
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m_TimeBeforeMovingBegins = max(m_TimeBeforeMovingBegins, 0);
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}
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// update wheel state
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m_fTimeLeftInState -= fDeltaTime;
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if( m_fTimeLeftInState <= 0 ) // time to go to a new state
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{
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UpdateSwitch();
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}
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if( m_WheelState == STATE_LOCKED )
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{
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/* Do this in at most .1 sec chunks, so we don't get weird if we
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* stop for some reason (and so it behaves the same when being
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* single stepped). */
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float tm = fDeltaTime;
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while(tm > 0)
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{
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float t = min(tm, 0.1f);
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tm -= t;
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m_fPositionOffsetFromSelection = clamp( m_fPositionOffsetFromSelection, -0.3f, +0.3f );
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float fSpringForce = - m_fPositionOffsetFromSelection * LOCKED_INITIAL_VELOCITY;
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m_fLockedWheelVelocity += fSpringForce;
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float fDrag = -m_fLockedWheelVelocity * t*4;
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m_fLockedWheelVelocity += fDrag;
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m_fPositionOffsetFromSelection += m_fLockedWheelVelocity*t;
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if( fabsf(m_fPositionOffsetFromSelection) < 0.01f && fabsf(m_fLockedWheelVelocity) < 0.01f )
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{
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m_fPositionOffsetFromSelection = 0;
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m_fLockedWheelVelocity = 0;
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}
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}
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}
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if( IsMoving() )
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{
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/* We're automatically moving. Move linearly, and don't clamp
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* to the selection. */
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float fSpinSpeed = m_SpinSpeed*m_Moving;
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m_fPositionOffsetFromSelection -= fSpinSpeed*fDeltaTime;
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/* Make sure that we don't go further than 1 away, in case the
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* speed is very high or we miss a lot of frames. */
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m_fPositionOffsetFromSelection = clamp(m_fPositionOffsetFromSelection, -1.0f, 1.0f);
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/* If it passed the selection, move again. */
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if((m_Moving == -1 && m_fPositionOffsetFromSelection >= 0) ||
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(m_Moving == 1 && m_fPositionOffsetFromSelection <= 0))
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{
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ChangeMusic(m_Moving);
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if(PREFSMAN->m_iMusicWheelSwitchSpeed < MAX_WHEEL_SOUND_SPEED)
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m_soundChangeMusic.Play();
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}
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if(PREFSMAN->m_iMusicWheelSwitchSpeed >= MAX_WHEEL_SOUND_SPEED &&
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m_MovingSoundTimer.PeekDeltaTime() >= 1.0f / MAX_WHEEL_SOUND_SPEED)
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{
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m_MovingSoundTimer.GetDeltaTime();
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m_soundChangeMusic.Play();
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}
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}
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else
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{
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// "rotate" wheel toward selected song
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float fSpinSpeed = 0.2f + fabsf(m_fPositionOffsetFromSelection)/SWITCH_SECONDS;
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if( m_fPositionOffsetFromSelection > 0 )
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{
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m_fPositionOffsetFromSelection -= fSpinSpeed*fDeltaTime;
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if( m_fPositionOffsetFromSelection < 0 )
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m_fPositionOffsetFromSelection = 0;
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}
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else if( m_fPositionOffsetFromSelection < 0 )
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{
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m_fPositionOffsetFromSelection += fSpinSpeed*fDeltaTime;
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if( m_fPositionOffsetFromSelection > 0 )
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m_fPositionOffsetFromSelection = 0;
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}
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}
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}
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void WheelBase::UpdateItems(float fDeltaTime) {
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for( unsigned i = 0; i < unsigned(NUM_WHEEL_ITEMS); i++)
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{
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m_WheelBaseItems[i]->Update( fDeltaTime );
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}
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}
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void WheelBase::UpdateSwitch() {
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switch( m_WheelState )
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{
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case STATE_TWEENING_ON_SCREEN:
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m_fTimeLeftInState = 0;
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if( (GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage) || GAMESTATE->IsExtraStage2() )
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{
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m_WheelState = STATE_LOCKED;
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SCREENMAN->PlayStartSound();
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m_fLockedWheelVelocity = 0;
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}
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else
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{
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m_WheelState = STATE_SELECTING_GENERIC;
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}
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break;
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case STATE_TWEENING_OFF_SCREEN:
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m_WheelState = STATE_WAITING_OFF_SCREEN;
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m_fTimeLeftInState = 0;
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break;
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case STATE_SELECTING_GENERIC:
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m_fTimeLeftInState = 0;
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break;
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case STATE_WAITING_OFF_SCREEN:
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break;
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case STATE_LOCKED:
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break;
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default:
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ASSERT(0); // all state changes should be handled explicitly
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break;
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}
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}
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bool WheelBase::Select() // return true if this selection ends the screen
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{
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LOG->Trace( "WheelBase::Select()" );
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m_Moving = 0;
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if (!m_isEmpty)
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{
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switch( m_WheelBaseItemsData[m_iSelection]->m_Type )
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{
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case TYPE_GENERIC:
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m_LastSelection = m_WheelBaseItemsData[m_iSelection];
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return false;
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case TYPE_SECTION:
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{
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CString sThisItemSectionName = m_WheelBaseItemsData[m_iSelection]->m_sText;
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if( m_sExpandedSectionName == sThisItemSectionName ) // already expanded
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m_sExpandedSectionName = ""; // collapse it
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else // already collapsed
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m_sExpandedSectionName = sThisItemSectionName; // expand it
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m_soundExpand.Play();
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}
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return false;
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default:
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ASSERT(0);
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return false;
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}
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}
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return false;
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}
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WheelItemBaseData* WheelBase::GetItem(unsigned int index) // return true if this selection ends the screen
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{
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if (!m_isEmpty)
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if (index < m_WheelBaseItemsData.size())
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return m_WheelBaseItemsData[index];
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return NULL;
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}
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int WheelBase::IsMoving() const
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{
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return m_Moving && m_TimeBeforeMovingBegins == 0;
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}
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void WheelBase::TweenOnScreen(bool changing_sort)
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{
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m_WheelState = STATE_TWEENING_ON_SCREEN;
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SetItemPosition( *m_sprHighlight, 0 );
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COMMAND( m_sprHighlight, "StartOn");
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if( changing_sort )
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{
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const float delay = fabsf(NUM_WHEEL_ITEMS/2-WHEEL_ITEM_ON_DELAY_CENTER) * WHEEL_ITEM_ON_DELAY_OFFSET;
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m_sprHighlight->BeginTweening( delay ); // sleep
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COMMAND( m_sprHighlight, "FinishOnSort");
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} else {
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COMMAND( m_sprHighlight, "FinishOn");
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}
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m_ScrollBar.SetX( SCROLL_BAR_X );
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m_ScrollBar.AddX( 30 );
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if(changing_sort)
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m_ScrollBar.BeginTweening( 0.2f ); // sleep
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else
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m_ScrollBar.BeginTweening( 0.7f ); // sleep
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m_ScrollBar.BeginTweening( 0.2f , Actor::TWEEN_ACCELERATE );
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m_ScrollBar.AddX( -30 );
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TweenOnScreenUpdateItems(changing_sort);
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if( changing_sort )
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HurryTweening( 0.25f );
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m_fTimeLeftInState = GetTweenTimeLeft() + 0.100f;
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}
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void WheelBase::TweenOnScreenUpdateItems(bool changing_sort) {
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for( int i=0; i<NUM_WHEEL_ITEMS; i++ )
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{
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WheelItemBase *display = m_WheelBaseItems[i];
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float fThisBannerPositionOffsetFromSelection = i - NUM_WHEEL_ITEMS/2 + m_fPositionOffsetFromSelection;
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SetItemPosition( *display, fThisBannerPositionOffsetFromSelection );
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COMMAND( display, "StartOn");
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const float delay = fabsf(i-WHEEL_ITEM_ON_DELAY_CENTER) * WHEEL_ITEM_ON_DELAY_OFFSET;
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display->BeginTweening( delay ); // sleep
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COMMAND( display, "FinishOn");
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if( changing_sort )
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display->HurryTweening( 0.25f );
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}
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}
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void WheelBase::TweenOffScreen(bool changing_sort)
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{
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m_WheelState = STATE_TWEENING_OFF_SCREEN;
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SetItemPosition( *m_sprHighlight, 0 );
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COMMAND( m_sprHighlight, "StartOff");
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if( changing_sort )
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{
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/* When changing sort, tween the overlay with the item in the center;
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* having it separate looks messy when we're moving fast. */
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const float delay = fabsf(NUM_WHEEL_ITEMS/2-WHEEL_ITEM_ON_DELAY_CENTER) * WHEEL_ITEM_ON_DELAY_OFFSET;
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m_sprHighlight->BeginTweening( delay ); // sleep
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COMMAND( m_sprHighlight, "FinishOffSort");
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}
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else
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{
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COMMAND( m_sprHighlight, "FinishOff");
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}
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m_ScrollBar.BeginTweening( 0 );
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m_ScrollBar.BeginTweening( 0.2f, Actor::TWEEN_ACCELERATE );
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m_ScrollBar.SetX( SCROLL_BAR_X+30 );
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TweenOffScreenUpdateItems(changing_sort);
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if( changing_sort )
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HurryTweening( 0.25f );
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m_fTimeLeftInState = GetTweenTimeLeft() + 0.100f;
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}
|
|
|
|
void WheelBase::TweenOffScreenUpdateItems(bool changing_sort)
|
|
{
|
|
for( int i=0; i<NUM_WHEEL_ITEMS; i++ )
|
|
{
|
|
WheelItemBase *display = m_WheelBaseItems[i];
|
|
float fThisBannerPositionOffsetFromSelection = i - NUM_WHEEL_ITEMS/2 + m_fPositionOffsetFromSelection;
|
|
SetItemPosition( *display, fThisBannerPositionOffsetFromSelection );
|
|
|
|
COMMAND( display, "StartOff");
|
|
const float delay = fabsf(i-WHEEL_ITEM_OFF_DELAY_CENTER) * WHEEL_ITEM_OFF_DELAY_OFFSET;
|
|
display->BeginTweening( delay ); // sleep
|
|
COMMAND( display, "FinishOff");
|
|
if( changing_sort )
|
|
display->HurryTweening( 0.25f );
|
|
}
|
|
}
|
|
|
|
void WheelBase::Move(int n)
|
|
{
|
|
if(n == m_Moving)
|
|
return;
|
|
|
|
if( m_WheelState == STATE_LOCKED )
|
|
{
|
|
if(n)
|
|
{
|
|
int iSign = n/abs(n);
|
|
m_fLockedWheelVelocity = iSign*LOCKED_INITIAL_VELOCITY;
|
|
m_soundLocked.Play();
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (!MoveSpecific(n))
|
|
return;
|
|
|
|
m_TimeBeforeMovingBegins = 1/4.0f;
|
|
m_SpinSpeed = float(PREFSMAN->m_iMusicWheelSwitchSpeed);
|
|
m_Moving = n;
|
|
|
|
if(m_Moving)
|
|
ChangeMusic(m_Moving);
|
|
}
|
|
|
|
bool WheelBase::MoveSpecific(int n) {
|
|
/* If we're not selecting, discard this. We won't ignore it; we'll
|
|
* get called again every time the key is repeated. */
|
|
/* Still process Move(0) so we sometimes continue moving immediate
|
|
* after the sort change finished and before the repeat event causes a
|
|
* Move(0). -Chris */
|
|
switch( m_WheelState )
|
|
{
|
|
case STATE_SELECTING_GENERIC:
|
|
break;
|
|
case STATE_FLYING_OFF_BEFORE_NEXT_SORT:
|
|
case STATE_FLYING_ON_AFTER_NEXT_SORT:
|
|
if( n!= 0 )
|
|
return false;
|
|
break;
|
|
default:
|
|
return false; // don't continue
|
|
}
|
|
|
|
if(m_Moving != 0 && n == 0 && m_TimeBeforeMovingBegins == 0)
|
|
{
|
|
/* We were moving, and now we're stopping. If we're really close to
|
|
* the selection, move to the next one, so we have a chance to spin down
|
|
* smoothly. */
|
|
if(fabsf(m_fPositionOffsetFromSelection) < 0.25f )
|
|
ChangeMusic(m_Moving);
|
|
|
|
/* Make sure the user always gets an SM_SongChanged when
|
|
* Moving() is 0, so the final banner, etc. always gets set. */
|
|
// SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void WheelBase::AddItem(WheelItemBaseData* itemdata)
|
|
{
|
|
int visible, index;
|
|
m_WheelBaseItemsData.push_back(itemdata);
|
|
visible = FirstVisibleIndex();
|
|
index = m_WheelBaseItemsData.size();
|
|
|
|
if (m_isEmpty)
|
|
{
|
|
m_isEmpty = false;
|
|
//Remove the - Empty - field when we add an object from an empty state.
|
|
RemoveItem(0);
|
|
}
|
|
|
|
//If the item was shown in the wheel, rebuild the wheel
|
|
if ((0 <= (index - visible)) && ((index - visible) < NUM_WHEEL_ITEMS))
|
|
{
|
|
RebuildWheelItems();
|
|
}
|
|
}
|
|
|
|
void WheelBase::ChangeMusic(int dist)
|
|
{
|
|
m_iSelection += dist;
|
|
wrap( m_iSelection, m_WheelBaseItemsData.size() );
|
|
|
|
RebuildWheelItems( dist );
|
|
|
|
m_fPositionOffsetFromSelection += dist;
|
|
|
|
// SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
|
|
|
|
/* If we're moving automatically, don't play this; it'll be called in Update. */
|
|
if(!IsMoving())
|
|
m_soundChangeMusic.Play();
|
|
}
|
|
|
|
void WheelBase::BuildWheelItemsData( vector<WheelItemBaseData*> &arrayWheelItemDatas )
|
|
{
|
|
if( arrayWheelItemDatas.empty() )
|
|
{
|
|
arrayWheelItemDatas.push_back( new WheelItemBaseData(TYPE_GENERIC, "- EMPTY -", RageColor(1,0,0,1)) );
|
|
}
|
|
}
|
|
|
|
void WheelBase::RebuildWheelItems( int dist )
|
|
{
|
|
// rewind to first index that will be displayed;
|
|
int iFirstVisibleIndex = m_iSelection;
|
|
if( m_iSelection > int(m_WheelBaseItemsData.size()-1) )
|
|
m_iSelection = 0;
|
|
|
|
// find the first wheel item shown
|
|
iFirstVisibleIndex -= NUM_WHEEL_ITEMS/2;
|
|
|
|
ASSERT(m_WheelBaseItemsData.size());
|
|
wrap( iFirstVisibleIndex, m_WheelBaseItemsData.size() );
|
|
|
|
// iIndex is now the index of the lowest WheelItem to draw
|
|
|
|
if( dist == -999999 )
|
|
{
|
|
// Refresh all
|
|
for( int i=0; i<NUM_WHEEL_ITEMS; i++ )
|
|
{
|
|
int iIndex = iFirstVisibleIndex + i;
|
|
wrap( iIndex, m_WheelBaseItemsData.size() );
|
|
|
|
|
|
WheelItemBaseData *data = m_WheelBaseItemsData[iIndex];
|
|
WheelItemBase *display = m_WheelBaseItems[i];
|
|
display->LoadFromWheelItemBaseData( data );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Shift items and refresh only those that have changed.
|
|
CircularShift( m_WheelBaseItems, dist );
|
|
if( dist > 0 )
|
|
{
|
|
for( int i=NUM_WHEEL_ITEMS-dist; i<NUM_WHEEL_ITEMS; i++ )
|
|
{
|
|
int iIndex = iFirstVisibleIndex + i;
|
|
wrap( iIndex, m_WheelBaseItemsData.size() );
|
|
|
|
WheelItemBaseData *data = m_WheelBaseItemsData[iIndex];
|
|
WheelItemBase *display = m_WheelBaseItems[i];
|
|
|
|
display->LoadFromWheelItemBaseData( data );
|
|
}
|
|
}
|
|
else if( dist < 0 )
|
|
{
|
|
for( int i=0; i<-dist; i++ )
|
|
{
|
|
int iIndex = iFirstVisibleIndex + i;
|
|
wrap( iIndex, m_WheelBaseItemsData.size() );
|
|
WheelItemBaseData *data = m_WheelBaseItemsData[iIndex];
|
|
WheelItemBase *display = m_WheelBaseItems[i];
|
|
display->LoadFromWheelItemBaseData( data );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
WheelItemBaseData* WheelBase::LastSelected( )
|
|
{
|
|
if (m_isEmpty)
|
|
return NULL;
|
|
else
|
|
return m_LastSelection;
|
|
}
|
|
|
|
void WheelBase::RemoveItem( int index )
|
|
{
|
|
if (!m_isEmpty)
|
|
{
|
|
if (index < (int)m_WheelBaseItemsData.size())
|
|
{
|
|
vector<WheelItemBaseData *>::iterator i = m_WheelBaseItemsData.begin();
|
|
i += index;
|
|
|
|
//If this item's data happened to be last selected, make it NULL.
|
|
if (m_LastSelection == *i)
|
|
m_LastSelection = NULL;
|
|
|
|
SAFE_DELETE( *i );
|
|
m_WheelBaseItemsData.erase(i);
|
|
|
|
if (m_WheelBaseItemsData.size() < 1)
|
|
{
|
|
m_isEmpty = true;
|
|
BuildWheelItemsData(m_WheelBaseItemsData);
|
|
}
|
|
|
|
RebuildWheelItems();
|
|
}
|
|
}
|
|
}
|
|
|
|
int WheelBase::FirstVisibleIndex()
|
|
{
|
|
// rewind to first index that will be displayed;
|
|
int iFirstVisibleIndex = m_iSelection;
|
|
if( m_iSelection > int(m_WheelBaseItemsData.size()-1) )
|
|
m_iSelection = 0;
|
|
|
|
// find the first wheel item shown
|
|
iFirstVisibleIndex -= NUM_WHEEL_ITEMS/2;
|
|
|
|
wrap( iFirstVisibleIndex, m_WheelBaseItemsData.size() );
|
|
return iFirstVisibleIndex;
|
|
}
|
|
|
|
/*
|
|
* (c) 2001-2004 Chris Danford, Chris Gomez, Glenn Maynard, Josh Allen
|
|
* 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.
|
|
*/
|