1471 lines
44 KiB
C++
1471 lines
44 KiB
C++
#include "global.h"
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#include "MusicWheel.h"
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#include "RageUtil.h"
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#include "SongManager.h"
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#include "GameManager.h"
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#include "PrefsManager.h"
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#include "ScreenManager.h"
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#include "RageLog.h"
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#include "GameState.h"
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#include "ThemeManager.h"
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#include "Song.h"
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#include "Course.h"
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#include "Steps.h"
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#include "UnlockManager.h"
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#include "GameCommand.h"
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#include "ActorUtil.h"
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#include "SongUtil.h"
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#include "CourseUtil.h"
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#include "Foreach.h"
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#include "Style.h"
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#include "PlayerState.h"
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#include "CommonMetrics.h"
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#include "MessageManager.h"
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static Preference<bool> g_bMoveRandomToEnd( "MoveRandomToEnd", false );
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#define NUM_WHEEL_ITEMS ((int)ceil(NUM_WHEEL_ITEMS_TO_DRAW+2))
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#define WHEEL_TEXT(s) THEME->GetString( "MusicWheel", ssprintf("%sText",s.c_str()) );
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#define CUSTOM_ITEM_WHEEL_TEXT(s) THEME->GetString( "MusicWheel", ssprintf("CustomItem%sText",s.c_str()) );
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static RString SECTION_COLORS_NAME( size_t i ) { return ssprintf("SectionColor%d",int(i+1)); }
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static RString CHOICE_NAME( RString s ) { return ssprintf("Choice%s",s.c_str()); }
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static RString CUSTOM_WHEEL_ITEM_NAME( RString s ) { return ssprintf("CustomWheelItem%s",s.c_str()); }
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static RString CUSTOM_WHEEL_ITEM_COLOR( RString s ) { return ssprintf("%sColor",s.c_str()); }
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AutoScreenMessage( SM_SongChanged ); // TODO: Replace this with a Message and MESSAGEMAN
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AutoScreenMessage( SM_SortOrderChanging );
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AutoScreenMessage( SM_SortOrderChanged );
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static SortOrder ForceAppropriateSort( PlayMode pm, SortOrder so )
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{
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switch( pm )
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{
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// in course modes, force a particular sort
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case PLAY_MODE_ONI: return SORT_ONI_COURSES;
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case PLAY_MODE_NONSTOP: return SORT_NONSTOP_COURSES;
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case PLAY_MODE_ENDLESS: return SORT_ENDLESS_COURSES;
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}
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// If we're not in a course mode, don't start in a course sort.
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switch( so )
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{
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case SORT_ONI_COURSES:
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case SORT_NONSTOP_COURSES:
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case SORT_ENDLESS_COURSES:
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so = SortOrder_Invalid;
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break;
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}
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return so;
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}
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MusicWheelItem *MusicWheel::MakeItem()
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{
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return new MusicWheelItem;
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}
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void MusicWheel::Load( RString sType )
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{
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ROULETTE_SWITCH_SECONDS .Load(sType,"RouletteSwitchSeconds");
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ROULETTE_SLOW_DOWN_SWITCHES .Load(sType,"RouletteSlowDownSwitches");
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NUM_SECTION_COLORS .Load(sType,"NumSectionColors");
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SONG_REAL_EXTRA_COLOR .Load(sType,"SongRealExtraColor");
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SORT_MENU_COLOR .Load(sType,"SortMenuColor");
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SHOW_ROULETTE .Load(sType,"ShowRoulette");
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SHOW_RANDOM .Load(sType,"ShowRandom");
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SHOW_PORTAL .Load(sType,"ShowPortal");
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RANDOM_PICKS_LOCKED_SONGS .Load(sType,"RandomPicksLockedSongs");
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MOST_PLAYED_SONGS_TO_SHOW .Load(sType,"MostPlayedSongsToShow");
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RECENT_SONGS_TO_SHOW .Load(sType,"RecentSongsToShow");
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MODE_MENU_CHOICE_NAMES .Load(sType,"ModeMenuChoiceNames");
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SORT_ORDERS .Load(sType,"SortOrders");
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SHOW_EASY_FLAG .Load(sType,"UseEasyMarkerFlag");
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USE_SECTIONS_WITH_PREFERRED_GROUP .Load(sType,"UseSectionsWithPreferredGroup");
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HIDE_INACTIVE_SECTIONS .Load(sType,"OnlyShowActiveSection");
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REMIND_WHEEL_POSITIONS .Load(sType,"RemindWheelPositions");
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vector<RString> vsModeChoiceNames;
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split( MODE_MENU_CHOICE_NAMES, ",", vsModeChoiceNames );
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CHOICE .Load(sType,CHOICE_NAME,vsModeChoiceNames);
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SECTION_COLORS .Load(sType,SECTION_COLORS_NAME,NUM_SECTION_COLORS);
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CUSTOM_WHEEL_ITEM_NAMES .Load(sType,"CustomWheelItemNames");
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vector<RString> vsCustomItemNames;
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split( CUSTOM_WHEEL_ITEM_NAMES, ",", vsCustomItemNames );
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CUSTOM_CHOICES.Load(sType,CUSTOM_WHEEL_ITEM_NAME,vsCustomItemNames);
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CUSTOM_CHOICE_COLORS.Load(sType,CUSTOM_WHEEL_ITEM_COLOR,vsCustomItemNames);
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ROULETTE_COLOR .Load(sType,"RouletteColor");
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RANDOM_COLOR .Load(sType,"RandomColor");
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PORTAL_COLOR .Load(sType,"PortalColor");
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WheelBase::Load( sType );
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SONGMAN->UpdateRankingCourses();
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m_soundChangeSort.Load( THEME->GetPathS(sType,"sort") );
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m_soundExpand.Load( THEME->GetPathS(sType,"expand"), true );
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// Update for SORT_MOST_PLAYED.
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SONGMAN->UpdatePopular();
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/* Sort SONGMAN's songs by CompareSongPointersByTitle, so we can do other sorts (with
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* stable_sort) from its output, and title will be the secondary sort, without having
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* to re-sort by title each time. */
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SONGMAN->SortSongs();
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RageTimer timer;
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RString times;
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/* Build all of the wheel item data. Do this after selecting the extra stage,
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* so it knows to always display it. */
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FOREACH_ENUM( SortOrder, so )
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{
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BuildWheelItemDatas( m_UnfilteredWheelItemDatas[so], so );
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times += ssprintf( "%i:%.3f ", so, timer.GetDeltaTime() );
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}
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LOG->Trace( "MusicWheel sorting took: %s", times.c_str() );
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}
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void MusicWheel::BeginScreen()
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{
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FOREACH_ENUM( SortOrder, so )
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{
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m_UnfilteredWheelItemDatas[so] = m_UnfilteredWheelItemDatas[so];
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UpdateWheelItemDatas( so );
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}
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/* Set m_LastModeMenuItem to the first item that matches the current mode. (Do this
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* after building wheel item data.) */
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{
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const vector<MusicWheelItemData *> &from = m_UnfilteredWheelItemDatas[SORT_MODE_MENU];
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for( unsigned i=0; i<from.size(); i++ )
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{
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ASSERT( &*from[i]->m_pAction );
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if( from[i]->m_pAction->DescribesCurrentModeForAllPlayers() )
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{
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m_sLastModeMenuItem = from[i]->m_pAction->m_sName;
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break;
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}
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}
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}
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WheelBase::BeginScreen();
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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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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GAMESTATE->m_SortOrder.Set( GAMESTATE->m_PreferredSortOrder );
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// Never start in the mode menu; some elements may not initialize correctly.
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if( GAMESTATE->m_SortOrder == SORT_MODE_MENU )
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GAMESTATE->m_SortOrder.Set( SortOrder_Invalid );
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GAMESTATE->m_SortOrder.Set( ForceAppropriateSort(GAMESTATE->m_PlayMode, GAMESTATE->m_SortOrder) );
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/* Only save the sort order if the player didn't already have one.
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* If he did, don't overwrite it. */
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if( GAMESTATE->m_PreferredSortOrder == SortOrder_Invalid )
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GAMESTATE->m_PreferredSortOrder = GAMESTATE->m_SortOrder;
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/* Invalidate current Song if it can't be played
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* because there are not enough stages remaining. */
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if( GAMESTATE->m_pCurSong != NULL &&
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GameState::GetNumStagesMultiplierForSong( GAMESTATE->m_pCurSong ) > GAMESTATE->GetSmallestNumStagesLeftForAnyHumanPlayer() )
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{
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GAMESTATE->m_pCurSong.Set( NULL );
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}
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/* Invalidate current Steps if it can't be played
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* because there are not enough stages remaining. */
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FOREACH_ENUM( PlayerNumber, p )
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{
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if( GAMESTATE->m_pCurSteps[p] != NULL )
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{
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vector<Steps*> vpPossibleSteps;
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if( GAMESTATE->m_pCurSong != NULL )
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SongUtil::GetPlayableSteps( GAMESTATE->m_pCurSong, vpPossibleSteps );
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bool bStepsIsPossible = find( vpPossibleSteps.begin(), vpPossibleSteps.end(), GAMESTATE->m_pCurSteps[p] ) == vpPossibleSteps.end();
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if( !bStepsIsPossible )
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GAMESTATE->m_pCurSteps[p].Set( NULL );
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}
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}
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if(GAMESTATE->m_sPreferredSongGroup != GROUP_ALL)
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{
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// If a preferred song group is set, open the group and select the
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// first song in the group. -aj
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if(!GAMESTATE->IsCourseMode())
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{
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vector<Song*> vTemp = SONGMAN->GetSongs(GAMESTATE->m_sPreferredSongGroup);
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ASSERT(vTemp.size() > 0);
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GAMESTATE->m_pCurSong.Set(vTemp[0]);
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};
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SetOpenSection(GAMESTATE->m_sPreferredSongGroup);
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SelectSongOrCourse();
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}
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else if( !SelectSongOrCourse() )
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{
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// Select the the previously selected song (if any)
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SetOpenSection("");
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}
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if( REMIND_WHEEL_POSITIONS && HIDE_INACTIVE_SECTIONS )
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{
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// store the group song index, run this also here because it forgets the current position when
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// not changing the song if you came back from gameplay or your last round song (profiles)
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// is not the first one in the group.
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for( unsigned idx = 0 ; idx < m_viWheelPositions.size() ; idx++ )
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{
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if( m_sExpandedSectionName == SONGMAN->GetSongGroupByIndex(idx) )
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{
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m_viWheelPositions[idx] = m_iSelection;
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}
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}
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}
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// rebuild the WheelItems that appear on screen
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RebuildWheelItems();
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}
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MusicWheel::~MusicWheel()
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{
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FOREACH_ENUM( SortOrder, so )
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FOREACH( MusicWheelItemData*, m_UnfilteredWheelItemDatas[so], i )
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delete *i;
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}
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/* If a song or course is set in GAMESTATE and available, select it. Otherwise,
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* choose the first available song or course. Return true if an item was set,
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* false if no items are available. */
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bool MusicWheel::SelectSongOrCourse()
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{
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if( GAMESTATE->m_pPreferredSong && SelectSong( GAMESTATE->m_pPreferredSong ) )
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return true;
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if( GAMESTATE->m_pCurSong && SelectSong( GAMESTATE->m_pCurSong ) )
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return true;
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if( GAMESTATE->m_pPreferredCourse && SelectCourse( GAMESTATE->m_pPreferredCourse ) )
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return true;
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if( GAMESTATE->m_pCurCourse && SelectCourse( GAMESTATE->m_pCurCourse ) )
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return true;
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// Select the first selectable song based on the sort order...
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vector<MusicWheelItemData *> &wiWheelItems = m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder];
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for( unsigned i = 0; i < wiWheelItems.size(); i++ )
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{
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if( wiWheelItems[i]->m_pSong )
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return SelectSong( wiWheelItems[i]->m_pSong );
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else if ( wiWheelItems[i]->m_pCourse )
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return SelectCourse( wiWheelItems[i]->m_pCourse );
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}
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LOG->Trace( "MusicWheel::MusicWheel() - No selectable songs or courses found in WheelData" );
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return false;
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}
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bool MusicWheel::SelectSection( const RString & SectionName )
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{
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for( unsigned int i = 0; i < m_CurWheelItemData.size(); ++i )
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{
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if( m_CurWheelItemData[i]->m_sText == SectionName )
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{
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m_iSelection = i; // select it
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return true;
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}
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}
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return false;
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}
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bool MusicWheel::SelectSong( const Song *p )
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{
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if( p == NULL )
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return false;
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unsigned i;
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vector<MusicWheelItemData *> &from = m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder];
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for( i=0; i<from.size(); i++ )
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{
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if( from[i]->m_pSong == p )
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{
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// make its group the currently expanded group
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SetOpenSection( from[i]->m_sText );
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break;
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}
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}
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if( i == from.size() )
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return false;
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for( i=0; i<m_CurWheelItemData.size(); i++ )
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{
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if( GetCurWheelItemData(i)->m_pSong == p )
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m_iSelection = i; // select it
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}
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return true;
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}
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bool MusicWheel::SelectCourse( const Course *p )
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{
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if( p == NULL )
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return false;
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unsigned i;
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vector<MusicWheelItemData *> &from = m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder];
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for( i=0; i<from.size(); i++ )
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{
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if( from[i]->m_pCourse == p )
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{
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// make its group the currently expanded group
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SetOpenSection( from[i]->m_sText );
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break;
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}
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}
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if( i == from.size() )
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return false;
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for( i=0; i<m_CurWheelItemData.size(); i++ )
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{
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if( GetCurWheelItemData(i)->m_pCourse == p )
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m_iSelection = i; // select it
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}
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return true;
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}
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bool MusicWheel::SelectModeMenuItem()
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{
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/* Select the last-chosen option. */
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ASSERT( GAMESTATE->m_SortOrder == SORT_MODE_MENU );
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const vector<MusicWheelItemData *> &from = m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder];
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unsigned i;
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for( i=0; i<from.size(); i++ )
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{
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const GameCommand &gc = *from[i]->m_pAction;
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if( gc.m_sName == m_sLastModeMenuItem )
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break;
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}
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if( i == from.size() )
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return false;
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// make its group the currently expanded group
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SetOpenSection( from[i]->m_sText );
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for( i=0; i<m_CurWheelItemData.size(); i++ )
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{
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if( GetCurWheelItemData(i)->m_pAction->m_sName != m_sLastModeMenuItem )
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continue;
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m_iSelection = i; // select it
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break;
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}
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return true;
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}
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void MusicWheel::BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelItemDatas, SortOrder so )
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{
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switch( so )
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{
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case SORT_MODE_MENU:
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{
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vector<RString> vsNames;
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split( MODE_MENU_CHOICE_NAMES, ",", vsNames );
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for( unsigned i=0; i<vsNames.size(); ++i )
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{
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MusicWheelItemData wid( TYPE_SORT, NULL, "", NULL, SORT_MENU_COLOR, 0 );
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wid.m_pAction = HiddenPtr<GameCommand>( new GameCommand );
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wid.m_pAction->m_sName = vsNames[i];
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wid.m_pAction->Load( i, ParseCommands(CHOICE.GetValue(vsNames[i])) );
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wid.m_sLabel = WHEEL_TEXT( vsNames[i] );
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if( !wid.m_pAction->IsPlayable() )
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continue;
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arrayWheelItemDatas.push_back( new MusicWheelItemData(wid) );
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}
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break;
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}
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case SORT_PREFERRED:
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case SORT_ROULETTE:
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case SORT_GROUP:
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case SORT_TITLE:
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case SORT_BPM:
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case SORT_POPULARITY:
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case SORT_TOP_GRADES:
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case SORT_ARTIST:
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case SORT_GENRE:
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case SORT_BEGINNER_METER:
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case SORT_EASY_METER:
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case SORT_MEDIUM_METER:
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case SORT_HARD_METER:
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case SORT_CHALLENGE_METER:
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case SORT_LENGTH:
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case SORT_RECENT:
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{
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// Get all songs that can be shown in this sort. Filtering songs
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// that can't be played will happen later, in UpdateWheelItemDatas.
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vector<Song*> arraySongs;
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switch( so )
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{
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case SORT_PREFERRED:
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SONGMAN->GetPreferredSortSongs( arraySongs );
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break;
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case SORT_POPULARITY:
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arraySongs = SONGMAN->GetPopularSongs();
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break;
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default:
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arraySongs = SONGMAN->GetAllSongs();
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break;
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}
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bool bUseSections = true;
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// sort the songs
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switch( so )
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{
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case SORT_PREFERRED:
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// obey order specified by the preferred sort list
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break;
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case SORT_ROULETTE:
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{
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StepsType st;
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Difficulty dc;
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SongUtil::GetStepsTypeAndDifficultyFromSortOrder( SORT_EASY_METER, st, dc );
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SongUtil::SortSongPointerArrayByStepsTypeAndMeter( arraySongs, st, dc );
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if( (bool)PREFSMAN->m_bPreferredSortUsesGroups )
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stable_sort( arraySongs.begin(), arraySongs.end(), SongUtil::CompareSongPointersByGroup );
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bUseSections = false;
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break;
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}
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case SORT_GROUP:
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SongUtil::SortSongPointerArrayByGroupAndTitle( arraySongs );
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if(USE_SECTIONS_WITH_PREFERRED_GROUP)
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bUseSections = true;
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else
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bUseSections = GAMESTATE->m_sPreferredSongGroup == GROUP_ALL;
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break;
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case SORT_TITLE:
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SongUtil::SortSongPointerArrayByTitle( arraySongs );
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break;
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case SORT_BPM:
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SongUtil::SortSongPointerArrayByBPM( arraySongs );
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break;
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case SORT_POPULARITY:
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if( (int) arraySongs.size() > MOST_PLAYED_SONGS_TO_SHOW )
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arraySongs.erase( arraySongs.begin()+MOST_PLAYED_SONGS_TO_SHOW, arraySongs.end() );
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bUseSections = false;
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break;
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case SORT_TOP_GRADES:
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SongUtil::SortSongPointerArrayByGrades( arraySongs, true );
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break;
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case SORT_ARTIST:
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SongUtil::SortSongPointerArrayByArtist( arraySongs );
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break;
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case SORT_GENRE:
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SongUtil::SortSongPointerArrayByGenre( arraySongs );
|
|
break;
|
|
case SORT_LENGTH:
|
|
SongUtil::SortSongPointerArrayByLength( arraySongs );
|
|
break;
|
|
case SORT_RECENT:
|
|
SongUtil::SortByMostRecentlyPlayedForMachine( arraySongs );
|
|
if( (int) arraySongs.size() > RECENT_SONGS_TO_SHOW )
|
|
arraySongs.erase( arraySongs.begin()+RECENT_SONGS_TO_SHOW, arraySongs.end() );
|
|
bUseSections = false;
|
|
break;
|
|
case SORT_BEGINNER_METER:
|
|
case SORT_EASY_METER:
|
|
case SORT_MEDIUM_METER:
|
|
case SORT_HARD_METER:
|
|
case SORT_CHALLENGE_METER:
|
|
case SORT_DOUBLE_EASY_METER:
|
|
case SORT_DOUBLE_MEDIUM_METER:
|
|
case SORT_DOUBLE_HARD_METER:
|
|
case SORT_DOUBLE_CHALLENGE_METER:
|
|
StepsType st;
|
|
Difficulty dc;
|
|
SongUtil::GetStepsTypeAndDifficultyFromSortOrder( so, st, dc );
|
|
SongUtil::SortSongPointerArrayByStepsTypeAndMeter( arraySongs, st, dc );
|
|
break;
|
|
default:
|
|
ASSERT(0); // unhandled SortOrder
|
|
}
|
|
|
|
// Build an array of WheelItemDatas from the sorted list of Song*'s
|
|
arrayWheelItemDatas.clear(); // clear out the previous wheel items
|
|
arrayWheelItemDatas.reserve( arraySongs.size() );
|
|
|
|
switch( PREFSMAN->m_MusicWheelUsesSections )
|
|
{
|
|
case MusicWheelUsesSections_NEVER:
|
|
bUseSections = false;
|
|
break;
|
|
case MusicWheelUsesSections_ABC_ONLY:
|
|
if( so != SORT_TITLE && so != SORT_GROUP )
|
|
bUseSections = false;
|
|
break;
|
|
}
|
|
|
|
if( bUseSections )
|
|
{
|
|
// Sorting twice isn't necessary. Instead, modify the compatator
|
|
// functions in Song.cpp to have the desired effect. -Chris
|
|
/* Keeping groups together with the sorts is tricky and brittle; we
|
|
* keep getting OTHER split up without this. However, it puts the
|
|
* Grade and BPM sorts in the wrong order, and they're already correct,
|
|
* so don't re-sort for them. */
|
|
/* We're using sections, so use the section name as the top-level sort. */
|
|
switch( so )
|
|
{
|
|
case SORT_PREFERRED:
|
|
case SORT_TOP_GRADES:
|
|
case SORT_BPM:
|
|
break; // don't sort by section
|
|
default:
|
|
SongUtil::SortSongPointerArrayBySectionName(arraySongs, so);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// make WheelItemDatas with sections
|
|
RString sLastSection = "";
|
|
int iSectionColorIndex = 0;
|
|
for( unsigned i=0; i< arraySongs.size(); i++ )
|
|
{
|
|
Song* pSong = arraySongs[i];
|
|
if( bUseSections )
|
|
{
|
|
RString sThisSection = SongUtil::GetSectionNameFromSongAndSort( pSong, so );
|
|
|
|
if( sThisSection != sLastSection )
|
|
{
|
|
// new section, make a section item
|
|
// todo: preferred sort section color handling? -aj
|
|
RageColor colorSection = (so==SORT_GROUP) ? SONGMAN->GetSongGroupColor(pSong->m_sGroupName) : SECTION_COLORS.GetValue(iSectionColorIndex);
|
|
iSectionColorIndex = (iSectionColorIndex+1) % NUM_SECTION_COLORS;
|
|
// In certain situations (e.g. simulating Pump it Up), themes may
|
|
// want to only show one group at a time.
|
|
if( !HIDE_INACTIVE_SECTIONS )
|
|
arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_SECTION, NULL, sThisSection, NULL, colorSection, 0) );
|
|
sLastSection = sThisSection;
|
|
}
|
|
}
|
|
arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_SONG, pSong, sLastSection, NULL, SONGMAN->GetSongColor(pSong), 0) );
|
|
}
|
|
|
|
if( so != SORT_ROULETTE )
|
|
{
|
|
if( SHOW_ROULETTE )
|
|
arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_ROULETTE, NULL, "", NULL, ROULETTE_COLOR, 0) );
|
|
|
|
if( SHOW_RANDOM )
|
|
arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_RANDOM, NULL, "", NULL, RANDOM_COLOR, 0) );
|
|
|
|
if( SHOW_PORTAL )
|
|
arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_PORTAL, NULL, "", NULL, PORTAL_COLOR, 0) );
|
|
|
|
// add custom wheel items
|
|
vector<RString> vsNames;
|
|
split( CUSTOM_WHEEL_ITEM_NAMES, ",", vsNames );
|
|
for( unsigned i=0; i<vsNames.size(); ++i )
|
|
{
|
|
MusicWheelItemData wid( TYPE_CUSTOM, NULL, "", NULL, CUSTOM_CHOICE_COLORS.GetValue(vsNames[i]), 0 );
|
|
wid.m_pAction = HiddenPtr<GameCommand>( new GameCommand );
|
|
wid.m_pAction->m_sName = vsNames[i];
|
|
wid.m_pAction->Load( i, ParseCommands(CUSTOM_CHOICES.GetValue(vsNames[i])) );
|
|
wid.m_sLabel = CUSTOM_ITEM_WHEEL_TEXT( vsNames[i] );
|
|
|
|
if( !wid.m_pAction->IsPlayable() )
|
|
continue;
|
|
|
|
arrayWheelItemDatas.push_back( new MusicWheelItemData(wid) );
|
|
}
|
|
}
|
|
|
|
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
|
|
{
|
|
Song* pSong;
|
|
Steps* pSteps;
|
|
SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyle(), pSong, pSteps );
|
|
|
|
for( unsigned i=0; i<arrayWheelItemDatas.size(); i++ )
|
|
{
|
|
if( arrayWheelItemDatas[i]->m_pSong == pSong )
|
|
{
|
|
// Change the song color.
|
|
arrayWheelItemDatas[i]->m_color = SONG_REAL_EXTRA_COLOR;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case SORT_ALL_COURSES:
|
|
case SORT_NONSTOP_COURSES:
|
|
case SORT_ONI_COURSES:
|
|
case SORT_ENDLESS_COURSES:
|
|
{
|
|
bool bOnlyPreferred = PREFSMAN->m_CourseSortOrder == COURSE_SORT_PREFERRED;
|
|
|
|
vector<CourseType> vct;
|
|
switch( so )
|
|
{
|
|
case SORT_NONSTOP_COURSES:
|
|
vct.push_back( COURSE_TYPE_NONSTOP );
|
|
break;
|
|
case SORT_ONI_COURSES:
|
|
vct.push_back( COURSE_TYPE_ONI );
|
|
vct.push_back( COURSE_TYPE_SURVIVAL );
|
|
break;
|
|
case SORT_ENDLESS_COURSES:
|
|
vct.push_back( COURSE_TYPE_ENDLESS );
|
|
break;
|
|
case SORT_ALL_COURSES:
|
|
FOREACH_ENUM( CourseType, i )
|
|
vct.push_back( i );
|
|
break;
|
|
default: ASSERT(0); break;
|
|
}
|
|
|
|
vector<Course*> apCourses;
|
|
FOREACH_CONST( CourseType, vct, ct )
|
|
{
|
|
if( bOnlyPreferred )
|
|
SONGMAN->GetPreferredSortCourses( *ct, apCourses, PREFSMAN->m_bAutogenGroupCourses );
|
|
else
|
|
SONGMAN->GetCourses( *ct, apCourses, PREFSMAN->m_bAutogenGroupCourses );
|
|
}
|
|
|
|
switch( PREFSMAN->m_CourseSortOrder )
|
|
{
|
|
case COURSE_SORT_SONGS:
|
|
CourseUtil::SortCoursePointerArrayByDifficulty( apCourses );
|
|
break;
|
|
case COURSE_SORT_PREFERRED:
|
|
break;
|
|
case COURSE_SORT_METER:
|
|
CourseUtil::SortCoursePointerArrayByAvgDifficulty( apCourses );
|
|
break;
|
|
case COURSE_SORT_METER_SUM:
|
|
CourseUtil::SortCoursePointerArrayByTotalDifficulty( apCourses );
|
|
break;
|
|
case COURSE_SORT_RANK:
|
|
CourseUtil::SortCoursePointerArrayByRanking( apCourses );
|
|
break;
|
|
default: ASSERT(0);
|
|
}
|
|
|
|
// since we can't agree, make it an option
|
|
if( PREFSMAN->m_CourseSortOrder != COURSE_SORT_SONGS && g_bMoveRandomToEnd )
|
|
CourseUtil::MoveRandomToEnd( apCourses );
|
|
|
|
if( so == SORT_ALL_COURSES )
|
|
CourseUtil::SortCoursePointerArrayByType( apCourses );
|
|
|
|
RString sLastSection = "";
|
|
int iSectionColorIndex = 0;
|
|
for( unsigned i=0; i<apCourses.size(); i++ ) // foreach course
|
|
{
|
|
Course* pCourse = apCourses[i];
|
|
|
|
// if unlocks are on, make sure it is unlocked
|
|
if ( UNLOCKMAN->CourseIsLocked(pCourse) )
|
|
continue;
|
|
|
|
RString sThisSection = "";
|
|
if( so == SORT_ALL_COURSES )
|
|
{
|
|
switch( pCourse->GetPlayMode() )
|
|
{
|
|
case PLAY_MODE_ONI: sThisSection = "Oni"; break;
|
|
case PLAY_MODE_NONSTOP: sThisSection = "Nonstop"; break;
|
|
case PLAY_MODE_ENDLESS: sThisSection = "Endless"; break;
|
|
}
|
|
}
|
|
|
|
if( sThisSection != sLastSection ) // new section, make a section item
|
|
{
|
|
RageColor c = SECTION_COLORS.GetValue(iSectionColorIndex);
|
|
iSectionColorIndex = (iSectionColorIndex+1) % NUM_SECTION_COLORS;
|
|
arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_SECTION, NULL, sThisSection, NULL, c, 0) );
|
|
sLastSection = sThisSection;
|
|
}
|
|
|
|
RageColor c = ( pCourse->m_sGroupName.size() == 0 ) ? pCourse->GetColor() : SONGMAN->GetCourseColor(pCourse);
|
|
arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_COURSE, NULL, sThisSection, pCourse, c, 0) );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// init music status icons
|
|
for( unsigned i=0; i<arrayWheelItemDatas.size(); i++ )
|
|
{
|
|
MusicWheelItemData& WID = *arrayWheelItemDatas[i];
|
|
if( WID.m_pSong != NULL )
|
|
{
|
|
WID.m_Flags.bEdits = false;
|
|
set<StepsType> vStepsType;
|
|
SongUtil::GetPlayableStepsTypes( WID.m_pSong, vStepsType );
|
|
FOREACHS( StepsType, vStepsType, st )
|
|
WID.m_Flags.bEdits |= WID.m_pSong->HasEdits( *st );
|
|
WID.m_Flags.iStagesForSong = GameState::GetNumStagesMultiplierForSong( WID.m_pSong );
|
|
}
|
|
else if( WID.m_pCourse != NULL )
|
|
{
|
|
WID.m_Flags.bEdits = WID.m_pCourse->IsAnEdit();
|
|
WID.m_Flags.iStagesForSong = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* The screen is starting. Take m_UnfilteredWheelItemDatas created on load by
|
|
* BuildWheelItemDatas and update them for the current state. Output the
|
|
* results into m_WheelItemDatas. */
|
|
void MusicWheel::UpdateWheelItemDatas( SortOrder so )
|
|
{
|
|
vector<MusicWheelItemData *> &aWheelItemDatas = m_UnfilteredWheelItemDatas[so];
|
|
|
|
// Only add TYPE_PORTAL if there's at least one song on the list.
|
|
bool bFoundAnySong = false;
|
|
for( unsigned i=0; !bFoundAnySong && i < aWheelItemDatas.size(); i++ )
|
|
if( aWheelItemDatas[i]->m_Type == TYPE_SONG )
|
|
bFoundAnySong = true;
|
|
|
|
vector<bool> aiRemove;
|
|
aiRemove.insert( aiRemove.begin(), aWheelItemDatas.size(), false );
|
|
|
|
const int iMaxStagesForSong = GAMESTATE->GetSmallestNumStagesLeftForAnyHumanPlayer();
|
|
|
|
Song *pExtraStageSong = NULL;
|
|
if( GAMESTATE->IsAnExtraStage() )
|
|
{
|
|
Steps *pSteps;
|
|
SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyle(), pExtraStageSong, pSteps );
|
|
}
|
|
|
|
// Mark any songs that aren't playable in aiRemove.
|
|
for( unsigned i=0; i< aWheelItemDatas.size(); i++ )
|
|
{
|
|
MusicWheelItemData& WID = *aWheelItemDatas[i];
|
|
|
|
// If we have no songs, remove Random and Portal.
|
|
if( WID.m_Type == TYPE_RANDOM || WID.m_Type == TYPE_PORTAL )
|
|
{
|
|
if( !bFoundAnySong )
|
|
aiRemove[i] = true;
|
|
continue;
|
|
}
|
|
|
|
// Filter songs that we don't have enough stages to play.
|
|
if( WID.m_Type == TYPE_SONG )
|
|
{
|
|
Song* pSong = WID.m_pSong;
|
|
|
|
// Never remove the extra stage song.
|
|
if( pExtraStageSong && WID.m_pSong == pExtraStageSong )
|
|
continue;
|
|
|
|
// Check that we have enough stages to play this song, and that it's not disabled.
|
|
if( GAMESTATE->GetNumStagesMultiplierForSong(WID.m_pSong) > iMaxStagesForSong )
|
|
{
|
|
aiRemove[i] = true;
|
|
continue;
|
|
}
|
|
|
|
int iLocked = UNLOCKMAN->SongIsLocked( pSong );
|
|
if( UNLOCKMAN->SongIsLocked(pSong) & LOCKED_DISABLED )
|
|
{
|
|
aiRemove[i] = true;
|
|
continue;
|
|
}
|
|
|
|
// If we're on an extra stage, and this song is selected, ignore #SELECTABLE.
|
|
if( pSong != GAMESTATE->m_pCurSong || !GAMESTATE->IsAnExtraStage() )
|
|
{
|
|
// Hide songs that asked to be hidden via #SELECTABLE.
|
|
if( iLocked & LOCKED_SELECTABLE )
|
|
{
|
|
aiRemove[i] = true;
|
|
continue;
|
|
}
|
|
if( so != SORT_ROULETTE && iLocked & LOCKED_ROULETTE )
|
|
{
|
|
aiRemove[i] = true;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
/* Hide locked songs. If RANDOM_PICKS_LOCKED_SONGS, hide in Roulette
|
|
* and Random, too. */
|
|
if( (so!=SORT_ROULETTE || !RANDOM_PICKS_LOCKED_SONGS) && iLocked )
|
|
{
|
|
aiRemove[i] = true;
|
|
continue;
|
|
}
|
|
|
|
// If the song has no steps for the current style, remove it.
|
|
if( !pSong->HasStepsType(GAMESTATE->GetCurrentStyle()->m_StepsType) )
|
|
{
|
|
aiRemove[i] = true;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if( WID.m_Type == TYPE_COURSE )
|
|
{
|
|
if( !WID.m_pCourse->IsPlayableIn(GAMESTATE->GetCurrentStyle()->m_StepsType) )
|
|
aiRemove[i] = true;
|
|
}
|
|
}
|
|
|
|
// Filter out the songs we're removing.
|
|
vector<MusicWheelItemData *> &aFilteredData = m_WheelItemDatas[so];
|
|
aFilteredData.reserve( aWheelItemDatas.size() );
|
|
for( unsigned i=0; i< aWheelItemDatas.size(); i++ )
|
|
{
|
|
if( aiRemove[i] )
|
|
continue;
|
|
aFilteredData.push_back( aWheelItemDatas[i] );
|
|
}
|
|
|
|
// Update the song count in each section header.
|
|
for( unsigned i=0; i < aFilteredData.size(); )
|
|
{
|
|
MusicWheelItemData& WID = *aFilteredData[i];
|
|
++i;
|
|
if( WID.m_Type != TYPE_SECTION )
|
|
continue;
|
|
|
|
// Count songs in this section
|
|
WID.m_iSectionCount = 0;
|
|
for( ; i < aFilteredData.size() && aFilteredData[i]->m_sText == WID.m_sText; ++i )
|
|
++WID.m_iSectionCount;
|
|
}
|
|
|
|
// If we have any section headers with no songs, then we filtered all of
|
|
// the songs in that group, so remove it. This isn't optimized like the
|
|
// above since this is a rare case.
|
|
for( unsigned i=0; i < aFilteredData.size(); ++i )
|
|
{
|
|
MusicWheelItemData& WID = *aFilteredData[i];
|
|
if( WID.m_Type != TYPE_SECTION )
|
|
continue;
|
|
if( WID.m_iSectionCount > 0 )
|
|
continue;
|
|
aFilteredData.erase( aFilteredData.begin()+i, aFilteredData.begin()+i+1 );
|
|
--i;
|
|
}
|
|
|
|
// Update the popularity. This is affected by filtering.
|
|
if( so == SORT_POPULARITY )
|
|
{
|
|
for( unsigned i=0; i< min(3u,aFilteredData.size()); i++ )
|
|
{
|
|
MusicWheelItemData& WID = *aFilteredData[i];
|
|
WID.m_Flags.iPlayersBestNumber = i+1;
|
|
}
|
|
}
|
|
|
|
// Update the easy status. This is affected by the steps type.
|
|
if( SHOW_EASY_FLAG )
|
|
{
|
|
for( unsigned i=0; i<aFilteredData.size(); i++ )
|
|
{
|
|
MusicWheelItemData& WID = *aFilteredData[i];
|
|
if( WID.m_pSong == NULL )
|
|
continue;
|
|
WID.m_Flags.bHasBeginnerOr1Meter = WID.m_pSong->IsEasy( GAMESTATE->GetCurrentStyle()->m_StepsType );
|
|
}
|
|
}
|
|
|
|
// If we've filtered all items, insert a dummy.
|
|
if( aFilteredData.empty() )
|
|
aFilteredData.push_back( new MusicWheelItemData(TYPE_SECTION, NULL, "- EMPTY -", NULL, RageColor(1,0,0,1), 0) );
|
|
}
|
|
|
|
void MusicWheel::UpdateSwitch()
|
|
{
|
|
switch( m_WheelState )
|
|
{
|
|
case STATE_FLYING_OFF_BEFORE_NEXT_SORT:
|
|
{
|
|
const Song* pPrevSelectedSong = GetCurWheelItemData(m_iSelection)->m_pSong;
|
|
|
|
SCREENMAN->PostMessageToTopScreen( SM_SortOrderChanged, 0 );
|
|
|
|
SetOpenSection( SongUtil::GetSectionNameFromSongAndSort(pPrevSelectedSong, GAMESTATE->m_SortOrder) );
|
|
|
|
m_iSelection = 0;
|
|
|
|
// Select the previously selected item
|
|
switch( GAMESTATE->m_SortOrder )
|
|
{
|
|
default:
|
|
// Look for the last selected song or course
|
|
SelectSongOrCourse();
|
|
break;
|
|
case SORT_MODE_MENU:
|
|
SelectModeMenuItem();
|
|
break;
|
|
}
|
|
|
|
// Change difficulty for sorts by meter
|
|
// XXX: do this with GameCommand?
|
|
StepsType st;
|
|
Difficulty dc;
|
|
if( SongUtil::GetStepsTypeAndDifficultyFromSortOrder( GAMESTATE->m_SortOrder, st, dc ) )
|
|
{
|
|
ASSERT( dc != Difficulty_Invalid );
|
|
FOREACH_PlayerNumber( p )
|
|
if( GAMESTATE->IsPlayerEnabled(p) )
|
|
GAMESTATE->m_PreferredDifficulty[p].Set( dc );
|
|
}
|
|
|
|
SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
|
|
RebuildWheelItems();
|
|
TweenOnScreenForSort();
|
|
}
|
|
break;
|
|
|
|
case STATE_FLYING_ON_AFTER_NEXT_SORT:
|
|
m_WheelState = STATE_SELECTING; // now, wait for input
|
|
break;
|
|
|
|
case STATE_SELECTING:
|
|
m_fTimeLeftInState = 0;
|
|
break;
|
|
case STATE_ROULETTE_SPINNING:
|
|
case STATE_RANDOM_SPINNING:
|
|
break;
|
|
case STATE_LOCKED:
|
|
break;
|
|
case STATE_ROULETTE_SLOWING_DOWN:
|
|
if( m_iSwitchesLeftInSpinDown == 0 )
|
|
{
|
|
m_WheelState = STATE_LOCKED;
|
|
m_fTimeLeftInState = 0;
|
|
SCREENMAN->PlayStartSound();
|
|
m_fLockedWheelVelocity = 0;
|
|
|
|
// Send this again so the screen starts sample music.
|
|
SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
|
|
}
|
|
else
|
|
{
|
|
--m_iSwitchesLeftInSpinDown;
|
|
const float SwitchTimes[] = { 0.5f, 1.3f, 0.8f, 0.4f, 0.2f };
|
|
ASSERT( m_iSwitchesLeftInSpinDown >= 0 && m_iSwitchesLeftInSpinDown <= 4 );
|
|
m_fTimeLeftInState = SwitchTimes[m_iSwitchesLeftInSpinDown];
|
|
m_Moving = 0;
|
|
|
|
LOG->Trace( "m_iSwitchesLeftInSpinDown id %d, m_fTimeLeftInState is %f", m_iSwitchesLeftInSpinDown, m_fTimeLeftInState );
|
|
|
|
if( m_iSwitchesLeftInSpinDown == 0 )
|
|
ChangeMusic( randomf(0,1) >= 0.5f? 1:-1 );
|
|
else
|
|
ChangeMusic( 1 );
|
|
}
|
|
break;
|
|
default:
|
|
ASSERT(0); // all state changes should be handled explicitly
|
|
break;
|
|
}
|
|
}
|
|
|
|
void MusicWheel::ChangeMusic( int iDist )
|
|
{
|
|
m_iSelection += iDist;
|
|
wrap( m_iSelection, m_CurWheelItemData.size() );
|
|
|
|
if( REMIND_WHEEL_POSITIONS && HIDE_INACTIVE_SECTIONS )
|
|
{
|
|
// store the group song index
|
|
for( unsigned idx = 0 ; idx < m_viWheelPositions.size() ; idx++ )
|
|
{
|
|
if( m_sExpandedSectionName == SONGMAN->GetSongGroupByIndex(idx) )
|
|
{
|
|
m_viWheelPositions[idx] = m_iSelection;
|
|
}
|
|
}
|
|
}
|
|
|
|
RebuildWheelItems( iDist );
|
|
|
|
m_fPositionOffsetFromSelection += iDist;
|
|
|
|
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();
|
|
}
|
|
|
|
|
|
bool MusicWheel::ChangeSort( SortOrder new_so ) // return true if change successful
|
|
{
|
|
ASSERT( new_so < NUM_SortOrder );
|
|
if( GAMESTATE->m_SortOrder == new_so )
|
|
return false;
|
|
|
|
// Don't change to SORT_MODE_MENU if it doesn't have at least two choices.
|
|
if( new_so == SORT_MODE_MENU && m_UnfilteredWheelItemDatas[new_so].size() < 2 )
|
|
return false;
|
|
|
|
switch( m_WheelState )
|
|
{
|
|
case STATE_SELECTING:
|
|
case STATE_FLYING_ON_AFTER_NEXT_SORT:
|
|
break; // fall through
|
|
default:
|
|
return false; // don't continue
|
|
}
|
|
|
|
SCREENMAN->PostMessageToTopScreen( SM_SortOrderChanging, 0 );
|
|
|
|
m_soundChangeSort.Play();
|
|
|
|
TweenOffScreenForSort();
|
|
|
|
// Save the new preference.
|
|
if( IsSongSort(new_so) )
|
|
GAMESTATE->m_PreferredSortOrder = new_so;
|
|
GAMESTATE->m_SortOrder.Set( new_so );
|
|
|
|
return true;
|
|
}
|
|
|
|
bool MusicWheel::NextSort() // return true if change successful
|
|
{
|
|
// don't allow NextSort when on the mode menu
|
|
if( GAMESTATE->m_SortOrder == SORT_MODE_MENU )
|
|
return false;
|
|
|
|
vector<SortOrder> aSortOrders;
|
|
{
|
|
Lua *L = LUA->Get();
|
|
SORT_ORDERS.PushSelf( L );
|
|
FOREACH_LUATABLEI( L, -1, i )
|
|
{
|
|
SortOrder so = Enum::Check<SortOrder>( L, -1, true );
|
|
aSortOrders.push_back( so );
|
|
}
|
|
lua_pop( L, 1 );
|
|
LUA->Release(L);
|
|
}
|
|
|
|
// find the index of the current sort
|
|
int cur = 0;
|
|
while( cur < int(aSortOrders.size()) && aSortOrders[cur] != GAMESTATE->m_SortOrder )
|
|
++cur;
|
|
|
|
// move to the next sort with wrapping
|
|
++cur;
|
|
wrap( cur, aSortOrders.size() );
|
|
|
|
// apply new sort
|
|
SortOrder soNew = aSortOrders[cur];
|
|
return ChangeSort( soNew );
|
|
}
|
|
|
|
bool MusicWheel::Select() // return true if this selection ends the screen
|
|
{
|
|
LOG->Trace( "MusicWheel::Select()" );
|
|
|
|
switch( m_WheelState )
|
|
{
|
|
case STATE_FLYING_OFF_BEFORE_NEXT_SORT:
|
|
case STATE_ROULETTE_SLOWING_DOWN:
|
|
return false;
|
|
case STATE_ROULETTE_SPINNING:
|
|
m_WheelState = STATE_ROULETTE_SLOWING_DOWN;
|
|
m_iSwitchesLeftInSpinDown = ROULETTE_SLOW_DOWN_SWITCHES/2+1 + RandomInt( ROULETTE_SLOW_DOWN_SWITCHES/2 );
|
|
m_fTimeLeftInState = 0.1f;
|
|
return false;
|
|
case STATE_RANDOM_SPINNING:
|
|
m_fPositionOffsetFromSelection = max(m_fPositionOffsetFromSelection, 0.3f);
|
|
m_WheelState = STATE_LOCKED;
|
|
SCREENMAN->PlayStartSound();
|
|
m_fLockedWheelVelocity = 0;
|
|
// Set m_Moving to zero to stop the sounds from playing.
|
|
m_Moving = 0;
|
|
SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
|
|
return true;
|
|
}
|
|
|
|
if( !WheelBase::Select() )
|
|
return false;
|
|
|
|
switch( m_CurWheelItemData[m_iSelection]->m_Type )
|
|
{
|
|
case TYPE_ROULETTE:
|
|
StartRoulette();
|
|
return false;
|
|
case TYPE_RANDOM:
|
|
StartRandom();
|
|
return false;
|
|
case TYPE_SONG:
|
|
case TYPE_COURSE:
|
|
case TYPE_PORTAL:
|
|
break;
|
|
case TYPE_SORT:
|
|
GetCurWheelItemData(m_iSelection)->m_pAction->ApplyToAllPlayers();
|
|
ChangeSort( GAMESTATE->m_PreferredSortOrder );
|
|
m_sLastModeMenuItem = GetCurWheelItemData(m_iSelection)->m_pAction->m_sName;
|
|
return false;
|
|
case TYPE_CUSTOM:
|
|
GetCurWheelItemData(m_iSelection)->m_pAction->ApplyToAllPlayers();
|
|
if( GetCurWheelItemData(m_iSelection)->m_pAction->m_sScreen != "" )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void MusicWheel::StartRoulette()
|
|
{
|
|
MESSAGEMAN->Broadcast("StartRoulette");
|
|
m_WheelState = STATE_ROULETTE_SPINNING;
|
|
m_Moving = 1;
|
|
m_TimeBeforeMovingBegins = 0;
|
|
m_SpinSpeed = 1.0f/ROULETTE_SWITCH_SECONDS;
|
|
GAMESTATE->m_SortOrder.Set( SORT_ROULETTE );
|
|
SetOpenSection( "" );
|
|
RebuildWheelItems();
|
|
}
|
|
|
|
void MusicWheel::StartRandom()
|
|
{
|
|
MESSAGEMAN->Broadcast("StartRandom");
|
|
/* If RANDOM_PICKS_LOCKED_SONGS is disabled, pick a song from the active sort and
|
|
* section. If enabled, picking from the section makes it too easy to trick the
|
|
* game into picking a locked song, so pick from SORT_ROULETTE. */
|
|
if( RANDOM_PICKS_LOCKED_SONGS )
|
|
{
|
|
// Shuffle and use the roulette wheel.
|
|
RandomGen rnd;
|
|
random_shuffle( m_UnfilteredWheelItemDatas[SORT_ROULETTE].begin(), m_UnfilteredWheelItemDatas[SORT_ROULETTE].end(), rnd );
|
|
GAMESTATE->m_SortOrder.Set( SORT_ROULETTE );
|
|
}
|
|
else
|
|
{
|
|
GAMESTATE->m_SortOrder.Set( GAMESTATE->m_PreferredSortOrder );
|
|
}
|
|
SetOpenSection( "" );
|
|
|
|
m_Moving = -1;
|
|
m_TimeBeforeMovingBegins = 0;
|
|
m_SpinSpeed = 1.0f/ROULETTE_SWITCH_SECONDS;
|
|
m_SpinSpeed *= 20.0f; /* faster! */
|
|
m_WheelState = STATE_RANDOM_SPINNING;
|
|
|
|
SelectSong( GetPreferredSelectionForRandomOrPortal() );
|
|
|
|
RebuildWheelItems();
|
|
}
|
|
|
|
void MusicWheel::SetOpenSection( RString group )
|
|
{
|
|
//LOG->Trace( "SetOpenSection %s", group.c_str() );
|
|
m_sExpandedSectionName = group;
|
|
|
|
// wheel positions = num song groups
|
|
if ( REMIND_WHEEL_POSITIONS && HIDE_INACTIVE_SECTIONS )
|
|
m_viWheelPositions.resize( SONGMAN->GetNumSongGroups() );
|
|
|
|
const WheelItemBaseData *old = NULL;
|
|
if( !m_CurWheelItemData.empty() )
|
|
old = GetCurWheelItemData(m_iSelection);
|
|
|
|
vector<const Style*> vpPossibleStyles;
|
|
if( CommonMetrics::AUTO_SET_STYLE )
|
|
GAMEMAN->GetCompatibleStyles( GAMESTATE->m_pCurGame, GAMESTATE->GetNumPlayersEnabled(), vpPossibleStyles );
|
|
|
|
m_CurWheelItemData.clear();
|
|
vector<MusicWheelItemData *> &from = m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder];
|
|
m_CurWheelItemData.reserve( from.size() );
|
|
for( unsigned i = 0; i < from.size(); ++i )
|
|
{
|
|
MusicWheelItemData &d = *from[i];
|
|
if( (d.m_Type == TYPE_SONG || d.m_Type == TYPE_COURSE) && !d.m_sText.empty() &&
|
|
d.m_sText != group )
|
|
continue;
|
|
|
|
// If AUTO_SET_STYLE, hide courses that prefer a style that isn't available.
|
|
if( d.m_Type == TYPE_COURSE && CommonMetrics::AUTO_SET_STYLE )
|
|
{
|
|
const Style *pStyle = d.m_pCourse->GetCourseStyle( GAMESTATE->m_pCurGame, GAMESTATE->GetNumSidesJoined() );
|
|
if( pStyle )
|
|
{
|
|
if( find( vpPossibleStyles.begin(), vpPossibleStyles.end(), pStyle ) == vpPossibleStyles.end() )
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Only show tutorial songs in arcade
|
|
if( GAMESTATE->m_PlayMode!=PLAY_MODE_REGULAR &&
|
|
d.m_pSong &&
|
|
d.m_pSong->IsTutorial() )
|
|
continue;
|
|
|
|
m_CurWheelItemData.push_back(&d);
|
|
}
|
|
|
|
//restore the past group song index
|
|
if( REMIND_WHEEL_POSITIONS && HIDE_INACTIVE_SECTIONS )
|
|
{
|
|
for( unsigned idx = 0 ; idx < m_viWheelPositions.size() ; idx++ )
|
|
{
|
|
if( m_sExpandedSectionName == SONGMAN->GetSongGroupByIndex(idx) )
|
|
{
|
|
m_iSelection = m_viWheelPositions[idx];
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Try to select the item that was selected before changing groups
|
|
m_iSelection = 0;
|
|
|
|
for( unsigned i=0; i<m_CurWheelItemData.size(); i++ )
|
|
{
|
|
if( m_CurWheelItemData[i] == old )
|
|
{
|
|
m_iSelection=i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
RebuildWheelItems();
|
|
}
|
|
|
|
// sm-ssc additions: jump to group
|
|
RString MusicWheel::JumpToNextGroup()
|
|
{
|
|
// Thanks to Juanelote for this logic:
|
|
if( HIDE_INACTIVE_SECTIONS )
|
|
{
|
|
//todo: make it work with other sort types
|
|
unsigned iNumGroups = SONGMAN->GetNumSongGroups();
|
|
|
|
for(unsigned i = 0 ; i < iNumGroups ; i++)
|
|
{
|
|
if( m_sExpandedSectionName == SONGMAN->GetSongGroupByIndex(i) )
|
|
{
|
|
if ( i < iNumGroups - 1 )
|
|
return SONGMAN->GetSongGroupByIndex(i+1);
|
|
else
|
|
{
|
|
//i = 0;
|
|
return SONGMAN->GetSongGroupByIndex(0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
unsigned int iLastSelection = m_iSelection;
|
|
for( unsigned int i = m_iSelection; i < m_CurWheelItemData.size(); ++i )
|
|
{
|
|
if( m_CurWheelItemData[i]->m_Type == TYPE_SECTION && i != (unsigned int)m_iSelection )
|
|
{
|
|
m_iSelection = i;
|
|
return m_CurWheelItemData[i]->m_sText;
|
|
}
|
|
}
|
|
// it should not get down here, but it might happen... only search up to
|
|
// the previous selection.
|
|
for( unsigned int i = 0; i < iLastSelection; ++i )
|
|
{
|
|
if( m_CurWheelItemData[i]->m_Type == TYPE_SECTION && i != (unsigned int)m_iSelection )
|
|
{
|
|
m_iSelection = i;
|
|
return m_CurWheelItemData[i]->m_sText;
|
|
}
|
|
}
|
|
}
|
|
// it shouldn't get here, but just in case...
|
|
return "";
|
|
}
|
|
|
|
RString MusicWheel::JumpToPrevGroup()
|
|
{
|
|
if( HIDE_INACTIVE_SECTIONS )
|
|
{
|
|
unsigned iNumGroups = SONGMAN->GetNumSongGroups();
|
|
|
|
for(unsigned i = 0 ; i < iNumGroups ; i++)
|
|
{
|
|
if( m_sExpandedSectionName == SONGMAN->GetSongGroupByIndex(i) )
|
|
{
|
|
if ( i > 0 )
|
|
return SONGMAN->GetSongGroupByIndex(i-1);
|
|
else
|
|
{
|
|
//i = iNumGroups - 1;
|
|
return SONGMAN->GetSongGroupByIndex(iNumGroups - 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for( unsigned int i = m_iSelection; i > 0; --i )
|
|
{
|
|
if( m_CurWheelItemData[i]->m_Type == TYPE_SECTION && i != (unsigned int)m_iSelection )
|
|
{
|
|
m_iSelection = i;
|
|
return m_CurWheelItemData[i]->m_sText;
|
|
}
|
|
}
|
|
// in case it wasn't found above:
|
|
for( unsigned int i = m_CurWheelItemData.size()-1; i > 0; --i )
|
|
{
|
|
LOG->Trace( ssprintf("JumpToPrevGroup iteration 2 | i = %u",i) );
|
|
if( m_CurWheelItemData[i]->m_Type == TYPE_SECTION )
|
|
{
|
|
m_iSelection = i;
|
|
LOG->Trace( ssprintf("finding it in #2 | i = %u | text = %s",i, m_CurWheelItemData[i]->m_sText.c_str()) );
|
|
return m_CurWheelItemData[i]->m_sText;
|
|
}
|
|
}
|
|
}
|
|
// it shouldn't get here, but just in case...
|
|
return "";
|
|
}
|
|
|
|
// Called on late join. Selectable courses may have changed; reopen the section.
|
|
void MusicWheel::PlayerJoined()
|
|
{
|
|
// TRICKY: If Autogen is off and someone joins, the first player may be on
|
|
// a song that has an illegal stepstype for the current amount of players.
|
|
// (e.g. a song that only has doubles difficulties and a second player joins.)
|
|
// We need to rebuild the wheel item data in this situation. -aj
|
|
if( !GAMESTATE->IsCourseMode() && !PREFSMAN->m_bAutogenSteps )
|
|
{
|
|
BuildWheelItemDatas( m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder], GAMESTATE->m_SortOrder );
|
|
}
|
|
|
|
SetOpenSection( m_sExpandedSectionName );
|
|
}
|
|
|
|
bool MusicWheel::IsRouletting() const
|
|
{
|
|
return m_WheelState == STATE_ROULETTE_SPINNING || m_WheelState == STATE_ROULETTE_SLOWING_DOWN ||
|
|
m_WheelState == STATE_RANDOM_SPINNING;
|
|
}
|
|
|
|
Song* MusicWheel::GetSelectedSong()
|
|
{
|
|
switch( m_CurWheelItemData[m_iSelection]->m_Type )
|
|
{
|
|
case TYPE_PORTAL:
|
|
return GetPreferredSelectionForRandomOrPortal();
|
|
}
|
|
|
|
return GetCurWheelItemData(m_iSelection)->m_pSong;
|
|
}
|
|
|
|
/* Find a random song. If possible, find one that has the preferred difficulties of
|
|
* each player. Prefer songs in the active group, if any.
|
|
*
|
|
* Note that if this is called, we *must* find a song. We will only be called if
|
|
* the active sort has at least one song, but there may be no open group. This means
|
|
* that any filters and preferences applied here must be optional. */
|
|
Song *MusicWheel::GetPreferredSelectionForRandomOrPortal()
|
|
{
|
|
// probe to find a song that has the preferred
|
|
// difficulties of each player
|
|
vector<Difficulty> vDifficultiesToRequire;
|
|
FOREACH_HumanPlayer(p)
|
|
{
|
|
if( GAMESTATE->m_PreferredDifficulty[p] == Difficulty_Invalid )
|
|
continue; // skip
|
|
|
|
// TRICKY: Don't require that edits be present if perferred
|
|
// difficulty is Difficulty_Edit. Otherwise, players could use this
|
|
// to set up a 100% chance of getting a particular locked song by
|
|
// having a single edit for a locked song.
|
|
if( GAMESTATE->m_PreferredDifficulty[p] == Difficulty_Edit )
|
|
continue; // skip
|
|
|
|
vDifficultiesToRequire.push_back( GAMESTATE->m_PreferredDifficulty[p] );
|
|
}
|
|
|
|
RString sPreferredGroup = m_sExpandedSectionName;
|
|
vector<MusicWheelItemData *> &wid = m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder];
|
|
|
|
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
|
|
|
|
#define NUM_PROBES 1000
|
|
for( int i=0; i<NUM_PROBES; i++ )
|
|
{
|
|
/* Maintaining difficulties is higher priority than maintaining
|
|
* the current group. */
|
|
if( i == NUM_PROBES/4 )
|
|
sPreferredGroup = "";
|
|
if( i == NUM_PROBES/2 )
|
|
vDifficultiesToRequire.clear();
|
|
|
|
int iSelection = RandomInt( wid.size() );
|
|
if( wid[iSelection]->m_Type != TYPE_SONG )
|
|
continue;
|
|
|
|
const Song *pSong = wid[iSelection]->m_pSong;
|
|
|
|
if( !sPreferredGroup.empty() && wid[iSelection]->m_sText != sPreferredGroup )
|
|
continue;
|
|
|
|
// There's an off possibility that somebody might have only one song with only beginner steps.
|
|
if( i < 900 && pSong->IsTutorial() )
|
|
continue;
|
|
|
|
FOREACH( Difficulty, vDifficultiesToRequire, d )
|
|
if( !pSong->HasStepsTypeAndDifficulty(st,*d) )
|
|
goto try_next;
|
|
return wid[iSelection]->m_pSong;
|
|
try_next:
|
|
;
|
|
}
|
|
LOG->Warn( "Couldn't find any songs" );
|
|
return wid[0]->m_pSong;
|
|
}
|
|
|
|
void MusicWheel::FinishChangingSorts()
|
|
{
|
|
FinishTweening();
|
|
m_WheelState = STATE_SELECTING;
|
|
m_fTimeLeftInState = 0;
|
|
}
|
|
|
|
/*
|
|
* (c) 2001-2004 Chris Danford, Chris Gomez, Glenn Maynard
|
|
* 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.
|
|
*/
|