Files
itgmania212121/stepmania/src/WheelBase.cpp
T
2005-06-11 10:27:56 +00:00

758 lines
20 KiB
C++

#include "global.h"
#include "WheelBase.h"
#include "RageUtil.h"
#include "GameManager.h"
#include "PrefsManager.h"
#include "ScreenManager.h" // for sending SM_PlayMusicSample
#include "RageLog.h"
#include "GameConstantsAndTypes.h"
#include "GameState.h"
#include "RageMath.h"
#include "ThemeManager.h"
#include "RageTextureManager.h"
#include "GameCommand.h"
#include "ActorUtil.h"
#include "Foreach.h"
#include "Style.h"
#include "ThemeMetric.h"
#include "ScreenDimensions.h"
const int MAX_WHEEL_SOUND_SPEED = 15;
WheelBase::WheelBase()
{
}
WheelBase::~WheelBase()
{
FOREACH( WheelItemBase*, m_WheelBaseItems, i )
SAFE_DELETE( *i );
m_WheelBaseItems.clear();
FOREACH( WheelItemBaseData*, m_WheelBaseItemsData, i )
SAFE_DELETE( *i );
m_WheelBaseItems.clear();
m_WheelBaseItemsData.clear();
m_LastSelection = NULL;
}
void WheelBase::Load( CString sType )
{
LOG->Trace( "WheelBase::Load('%s')", sType.c_str() );
LoadFromMetrics( sType );
LoadVariables();
FOREACH( WheelItemBase*, m_WheelBaseItems, i )
SAFE_DELETE( *i );
m_WheelBaseItems.clear();
for( int i=0; i<NUM_WHEEL_ITEMS; i++ )
{
m_WheelBaseItems.push_back( new WheelItemBase );
}
m_WheelState = STATE_SELECTING_GENERIC;
BuildWheelItemsData(m_WheelBaseItemsData);
RebuildWheelItems();
}
void WheelBase::LoadFromMetrics( CString sType )
{
SWITCH_SECONDS .Load(sType,"SwitchSeconds");
LOCKED_INITIAL_VELOCITY .Load(sType,"LockedInitialVelocity");
SCROLL_BAR_X .Load(sType,"ScrollBarX");
SCROLL_BAR_HEIGHT .Load(sType,"ScrollBarHeight");
ITEM_CURVE_X .Load(sType,"ItemCurveX");
USE_LINEAR_WHEEL .Load(sType,"NoCurving");
ITEM_SPACING_Y .Load(sType,"ItemSpacingY");
WHEEL_3D_RADIUS .Load(sType,"Wheel3DRadius");
CIRCLE_PERCENT .Load(sType,"CirclePercent");
USE_3D .Load(sType,"Use3D");
NUM_WHEEL_ITEMS_TO_DRAW .Load(sType,"NumWheelItems");
WHEEL_ITEM_ON_DELAY_CENTER .Load(sType,"WheelItemOnDelayCenter");
WHEEL_ITEM_ON_DELAY_OFFSET .Load(sType,"WheelItemOnDelayOffset");
WHEEL_ITEM_OFF_DELAY_CENTER .Load(sType,"WheelItemOffDelayCenter");
WHEEL_ITEM_OFF_DELAY_OFFSET .Load(sType,"WheelItemOffDelayOffset");
m_soundChangeMusic.Load( THEME->GetPathS(sType,"change"), true );
m_soundLocked.Load( THEME->GetPathS(sType,"locked"), true );
m_sprHighlight.Load( THEME->GetPathG(sType,"highlight") );
m_sprHighlight->SetName( "Highlight" );
this->AddChild( m_sprHighlight );
ActorUtil::OnCommand( m_sprHighlight, sType );
m_ScrollBar.SetX( SCROLL_BAR_X );
m_ScrollBar.SetBarHeight( SCROLL_BAR_HEIGHT );
this->AddChild( &m_ScrollBar );
}
void WheelBase::LoadVariables()
{
m_isEmpty = true;
m_LastSelection = NULL;
m_iSelection = 0;
m_fTimeLeftInState = 0;
m_fPositionOffsetFromSelection = 0;
m_iSwitchesLeftInSpinDown = 0;
m_Moving = 0;
}
void WheelBase::GetItemPosition( float fPosOffsetsFromMiddle, float& fX_out, float& fY_out, float& fZ_out, float& fRotationX_out )
{
if( USE_3D )
{
const float curve = CIRCLE_PERCENT*2*PI;
fRotationX_out = SCALE(fPosOffsetsFromMiddle,-NUM_WHEEL_ITEMS/2.0f,+NUM_WHEEL_ITEMS/2.0f,-curve/2.f,+curve/2.f);
fX_out = (1-cosf(fPosOffsetsFromMiddle/PI))*ITEM_CURVE_X;
fY_out = WHEEL_3D_RADIUS*sinf(fRotationX_out);
fZ_out = -100+WHEEL_3D_RADIUS*cosf(fRotationX_out);
fRotationX_out *= 180.f/PI; // to degrees
// printf( "fRotationX_out = %f\n", fRotationX_out );
}
else if(!USE_LINEAR_WHEEL.GetValue())
{
fX_out = (1-cosf(fPosOffsetsFromMiddle/PI))*ITEM_CURVE_X;
fY_out = fPosOffsetsFromMiddle*ITEM_SPACING_Y;
fZ_out = 0;
fRotationX_out = 0;
fX_out = roundf( fX_out );
fY_out = roundf( fY_out );
fZ_out = roundf( fZ_out );
}
else
{
fX_out = fPosOffsetsFromMiddle*ITEM_CURVE_X;
fY_out = fPosOffsetsFromMiddle*ITEM_SPACING_Y;
fZ_out = 0;
fRotationX_out = 0;
fX_out = roundf( fX_out );
fY_out = roundf( fY_out );
fZ_out = roundf( fZ_out );
}
}
void WheelBase::SetItemPosition( Actor &item, float fPosOffsetsFromMiddle )
{
float fX, fY, fZ, fRotationX;
GetItemPosition( fPosOffsetsFromMiddle, fX, fY, fZ, fRotationX );
item.SetXY( fX, fY );
item.SetZ( fZ );
item.SetRotationX( fRotationX );
}
void WheelBase::DrawPrimitives()
{
if( USE_3D )
{
// DISPLAY->PushMatrix();
// DISPLAY->EnterPerspective(45, false); //Not needed for 3D
// construct view and project matrix
// RageVector3 Up( 0.0f, 1.0f, 0.0f );
// RageVector3 Eye( SCREEN_CENTER_X, SCREEN_CENTER_Y, 550 );
// RageVector3 At( SCREEN_CENTER_X, SCREEN_CENTER_Y, 0 );
// DISPLAY->LoadLookAt(60, Eye, At, Up); //Changed from DISPLAY->LookAt(Eye, At, Up)
}
// draw outside->inside
for( int i=0; i<NUM_WHEEL_ITEMS/2; i++ )
DrawItem( i );
for( int i=NUM_WHEEL_ITEMS-1; i>=NUM_WHEEL_ITEMS/2; i-- )
DrawItem( i );
ActorFrame::DrawPrimitives();
if( USE_3D )
{
// DISPLAY->ExitPerspective(); //Not needed?
// DISPLAY->PopMatrix();
}
}
void WheelBase::DrawItem( int i, WheelItemBase *display, const float fThisBannerPositionOffsetFromSelection)
{
if( fabsf(fThisBannerPositionOffsetFromSelection) > NUM_WHEEL_ITEMS_TO_DRAW/2 )
return;
switch( m_WheelState )
{
case STATE_SELECTING_GENERIC:
case STATE_LOCKED:
{
SetItemPosition( *display, fThisBannerPositionOffsetFromSelection );
}
break;
}
if( m_WheelState == STATE_LOCKED && i != NUM_WHEEL_ITEMS/2 )
display->m_fPercentGray = 0.5f;
else
display->m_fPercentGray = 0;
display->Draw();
}
void WheelBase::UpdateScrollbar(unsigned int size)
{
int total_num_items = size;
float item_at=m_iSelection - m_fPositionOffsetFromSelection;
if(NUM_WHEEL_ITEMS >= total_num_items)
{
m_ScrollBar.SetPercentage( 0, 1 );
} else {
float size = float(NUM_WHEEL_ITEMS) / total_num_items;
float center = item_at / total_num_items;
size *= 0.5f;
m_ScrollBar.SetPercentage( center - size, center + size );
}
}
bool WheelBase::IsSettled() const
{
if( m_Moving )
return false;
if( m_WheelState != STATE_SELECTING_GENERIC && m_WheelState != STATE_LOCKED )
return false;
if( m_fPositionOffsetFromSelection != 0 )
return false;
return true;
}
void WheelBase::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
UpdateItems(fDeltaTime);
//Moved to CommonUpdateProcedure, seems to work fine
//Revert if it happens to break something
UpdateScrollbar();
if( m_Moving )
{
m_TimeBeforeMovingBegins -= fDeltaTime;
m_TimeBeforeMovingBegins = max(m_TimeBeforeMovingBegins, 0);
}
// update wheel state
m_fTimeLeftInState -= fDeltaTime;
if( m_fTimeLeftInState <= 0 ) // time to go to a new state
{
UpdateSwitch();
}
if( m_WheelState == STATE_LOCKED )
{
/* Do this in at most .1 sec chunks, so we don't get weird if we
* stop for some reason (and so it behaves the same when being
* single stepped). */
float tm = fDeltaTime;
while(tm > 0)
{
float t = min(tm, 0.1f);
tm -= t;
m_fPositionOffsetFromSelection = clamp( m_fPositionOffsetFromSelection, -0.3f, +0.3f );
float fSpringForce = - m_fPositionOffsetFromSelection * LOCKED_INITIAL_VELOCITY;
m_fLockedWheelVelocity += fSpringForce;
float fDrag = -m_fLockedWheelVelocity * t*4;
m_fLockedWheelVelocity += fDrag;
m_fPositionOffsetFromSelection += m_fLockedWheelVelocity*t;
if( fabsf(m_fPositionOffsetFromSelection) < 0.01f && fabsf(m_fLockedWheelVelocity) < 0.01f )
{
m_fPositionOffsetFromSelection = 0;
m_fLockedWheelVelocity = 0;
}
}
}
if( IsMoving() )
{
/* We're automatically moving. Move linearly, and don't clamp
* to the selection. */
float fSpinSpeed = m_SpinSpeed*m_Moving;
m_fPositionOffsetFromSelection -= fSpinSpeed*fDeltaTime;
/* Make sure that we don't go further than 1 away, in case the
* speed is very high or we miss a lot of frames. */
m_fPositionOffsetFromSelection = clamp(m_fPositionOffsetFromSelection, -1.0f, 1.0f);
/* If it passed the selection, move again. */
if((m_Moving == -1 && m_fPositionOffsetFromSelection >= 0) ||
(m_Moving == 1 && m_fPositionOffsetFromSelection <= 0))
{
ChangeMusic(m_Moving);
if(PREFSMAN->m_iMusicWheelSwitchSpeed < MAX_WHEEL_SOUND_SPEED)
m_soundChangeMusic.Play();
}
if(PREFSMAN->m_iMusicWheelSwitchSpeed >= MAX_WHEEL_SOUND_SPEED &&
m_MovingSoundTimer.PeekDeltaTime() >= 1.0f / MAX_WHEEL_SOUND_SPEED)
{
m_MovingSoundTimer.GetDeltaTime();
m_soundChangeMusic.Play();
}
}
else
{
// "rotate" wheel toward selected song
float fSpinSpeed = 0.2f + fabsf(m_fPositionOffsetFromSelection)/SWITCH_SECONDS;
if( m_fPositionOffsetFromSelection > 0 )
{
m_fPositionOffsetFromSelection -= fSpinSpeed*fDeltaTime;
if( m_fPositionOffsetFromSelection < 0 )
m_fPositionOffsetFromSelection = 0;
}
else if( m_fPositionOffsetFromSelection < 0 )
{
m_fPositionOffsetFromSelection += fSpinSpeed*fDeltaTime;
if( m_fPositionOffsetFromSelection > 0 )
m_fPositionOffsetFromSelection = 0;
}
}
}
void WheelBase::UpdateItems(float fDeltaTime) {
for( unsigned i = 0; i < unsigned(NUM_WHEEL_ITEMS); i++)
{
m_WheelBaseItems[i]->Update( fDeltaTime );
}
}
void WheelBase::UpdateSwitch() {
switch( m_WheelState )
{
case STATE_TWEENING_ON_SCREEN:
m_fTimeLeftInState = 0;
if( (GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage) || GAMESTATE->IsExtraStage2() )
{
m_WheelState = STATE_LOCKED;
SCREENMAN->PlayStartSound();
m_fLockedWheelVelocity = 0;
}
else
{
m_WheelState = STATE_SELECTING_GENERIC;
}
break;
case STATE_TWEENING_OFF_SCREEN:
m_WheelState = STATE_WAITING_OFF_SCREEN;
m_fTimeLeftInState = 0;
break;
case STATE_SELECTING_GENERIC:
m_fTimeLeftInState = 0;
break;
case STATE_WAITING_OFF_SCREEN:
break;
case STATE_LOCKED:
break;
default:
ASSERT(0); // all state changes should be handled explicitly
break;
}
}
bool WheelBase::Select() // return true if this selection ends the screen
{
LOG->Trace( "WheelBase::Select()" );
m_Moving = 0;
if (!m_isEmpty)
{
switch( m_WheelBaseItemsData[m_iSelection]->m_Type )
{
case TYPE_GENERIC:
m_LastSelection = m_WheelBaseItemsData[m_iSelection];
return false;
case TYPE_SECTION:
{
CString sThisItemSectionName = m_WheelBaseItemsData[m_iSelection]->m_sText;
if( m_sExpandedSectionName == sThisItemSectionName ) // already expanded
m_sExpandedSectionName = ""; // collapse it
else // already collapsed
m_sExpandedSectionName = sThisItemSectionName; // expand it
m_soundExpand.Play();
}
return false;
default:
ASSERT(0);
return false;
}
}
return false;
}
WheelItemBaseData* WheelBase::GetItem(unsigned int index) // return true if this selection ends the screen
{
if (!m_isEmpty)
if (index < m_WheelBaseItemsData.size())
return m_WheelBaseItemsData[index];
return NULL;
}
int WheelBase::IsMoving() const
{
return m_Moving && m_TimeBeforeMovingBegins == 0;
}
void WheelBase::TweenOnScreen(bool changing_sort)
{
m_WheelState = STATE_TWEENING_ON_SCREEN;
SetItemPosition( *m_sprHighlight, 0 );
COMMAND( m_sprHighlight, "StartOn");
if( changing_sort )
{
const float delay = fabsf(NUM_WHEEL_ITEMS/2-WHEEL_ITEM_ON_DELAY_CENTER) * WHEEL_ITEM_ON_DELAY_OFFSET;
m_sprHighlight->BeginTweening( delay ); // sleep
COMMAND( m_sprHighlight, "FinishOnSort");
} else {
COMMAND( m_sprHighlight, "FinishOn");
}
m_ScrollBar.SetX( SCROLL_BAR_X );
m_ScrollBar.AddX( 30 );
if(changing_sort)
m_ScrollBar.BeginTweening( 0.2f ); // sleep
else
m_ScrollBar.BeginTweening( 0.7f ); // sleep
m_ScrollBar.BeginTweening( 0.2f , Actor::TWEEN_ACCELERATE );
m_ScrollBar.AddX( -30 );
TweenOnScreenUpdateItems(changing_sort);
if( changing_sort )
HurryTweening( 0.25f );
m_fTimeLeftInState = GetTweenTimeLeft() + 0.100f;
}
void WheelBase::TweenOnScreenUpdateItems(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, "StartOn");
const float delay = fabsf(i-WHEEL_ITEM_ON_DELAY_CENTER) * WHEEL_ITEM_ON_DELAY_OFFSET;
display->BeginTweening( delay ); // sleep
COMMAND( display, "FinishOn");
if( changing_sort )
display->HurryTweening( 0.25f );
}
}
void WheelBase::TweenOffScreen(bool changing_sort)
{
m_WheelState = STATE_TWEENING_OFF_SCREEN;
SetItemPosition( *m_sprHighlight, 0 );
COMMAND( m_sprHighlight, "StartOff");
if( changing_sort )
{
/* When changing sort, tween the overlay with the item in the center;
* having it separate looks messy when we're moving fast. */
const float delay = fabsf(NUM_WHEEL_ITEMS/2-WHEEL_ITEM_ON_DELAY_CENTER) * WHEEL_ITEM_ON_DELAY_OFFSET;
m_sprHighlight->BeginTweening( delay ); // sleep
COMMAND( m_sprHighlight, "FinishOffSort");
}
else
{
COMMAND( m_sprHighlight, "FinishOff");
}
m_ScrollBar.BeginTweening( 0 );
m_ScrollBar.BeginTweening( 0.2f, Actor::TWEEN_ACCELERATE );
m_ScrollBar.SetX( SCROLL_BAR_X+30 );
TweenOffScreenUpdateItems(changing_sort);
if( changing_sort )
HurryTweening( 0.25f );
m_fTimeLeftInState = GetTweenTimeLeft() + 0.100f;
}
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.
*/