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- #include "global.h"
- #include "ScreenSelectMusic.h"
- #include "ScreenManager.h"
- #include "PrefsManager.h"
- #include "SongManager.h"
- #include "GameManager.h"
- #include "GameSoundManager.h"
- #include "GameConstantsAndTypes.h"
- #include "RageLog.h"
- #include "InputMapper.h"
- #include "GameState.h"
- #include "CodeDetector.h"
- #include "ThemeManager.h"
- #include "Steps.h"
- #include "ActorUtil.h"
- #include "RageTextureManager.h"
- #include "Course.h"
- #include "ProfileManager.h"
- #include "Profile.h"
- #include "MenuTimer.h"
- #include "StatsManager.h"
- #include "StepsUtil.h"
- #include "Foreach.h"
- #include "Style.h"
- #include "PlayerState.h"
- #include "CommonMetrics.h"
- #include "BannerCache.h"
- //#include "BackgroundCache.h"
- #include "Song.h"
- #include "InputEventPlus.h"
- #include "RageInput.h"
- #include "OptionsList.h"
- static const char *SelectionStateNames[] = {
- "SelectingSong",
- "SelectingSteps",
- "SelectingConfirm",
- "Finalized"
- };
- XToString( SelectionState );
- /** @brief The maximum number of digits for the ScoreDisplay. */
- const int NUM_SCORE_DIGITS = 9;
- #define SHOW_OPTIONS_MESSAGE_SECONDS THEME->GetMetricF( m_sName, "ShowOptionsMessageSeconds" )
- AutoScreenMessage( SM_AllowOptionsMenuRepeat );
- AutoScreenMessage( SM_SongChanged );
- AutoScreenMessage( SM_SortOrderChanging );
- AutoScreenMessage( SM_SortOrderChanged );
- AutoScreenMessage( SM_BackFromPlayerOptions );
- static RString g_sCDTitlePath;
- static bool g_bWantFallbackCdTitle;
- static bool g_bCDTitleWaiting = false;
- static RString g_sBannerPath;
- static bool g_bBannerWaiting = false;
- static bool g_bSampleMusicWaiting = false;
- static RageTimer g_StartedLoadingAt(RageZeroTimer);
- static RageTimer g_ScreenStartedLoadingAt(RageZeroTimer);
- RageTimer g_CanOpenOptionsList(RageZeroTimer);
- REGISTER_SCREEN_CLASS( ScreenSelectMusic );
- void ScreenSelectMusic::Init()
- {
- g_ScreenStartedLoadingAt.Touch();
- if( PREFSMAN->m_sTestInitialScreen.Get() == m_sName )
- {
- GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
- GAMESTATE->SetCurrentStyle( GAMEMAN->GameAndStringToStyle(GAMEMAN->GetDefaultGame(),"versus") );
- GAMESTATE->JoinPlayer( PLAYER_1 );
- GAMESTATE->SetMasterPlayerNumber(PLAYER_1);
- }
- IDLE_COMMENT_SECONDS.Load( m_sName, "IdleCommentSeconds" );
- SAMPLE_MUSIC_DELAY_INIT.Load( m_sName, "SampleMusicDelayInit" );
- SAMPLE_MUSIC_DELAY.Load( m_sName, "SampleMusicDelay" );
- SAMPLE_MUSIC_LOOPS.Load( m_sName, "SampleMusicLoops" );
- SAMPLE_MUSIC_PREVIEW_MODE.Load( m_sName, "SampleMusicPreviewMode" );
- SAMPLE_MUSIC_FALLBACK_FADE_IN_SECONDS.Load( m_sName, "SampleMusicFallbackFadeInSeconds" );
- DO_ROULETTE_ON_MENU_TIMER.Load( m_sName, "DoRouletteOnMenuTimer" );
- ROULETTE_TIMER_SECONDS.Load( m_sName, "RouletteTimerSeconds" );
- ALIGN_MUSIC_BEATS.Load( m_sName, "AlignMusicBeat" );
- CODES.Load( m_sName, "Codes" );
- MUSIC_WHEEL_TYPE.Load( m_sName, "MusicWheelType" );
- SELECT_MENU_AVAILABLE.Load( m_sName, "SelectMenuAvailable" );
- MODE_MENU_AVAILABLE.Load( m_sName, "ModeMenuAvailable" );
- USE_OPTIONS_LIST.Load( m_sName, "UseOptionsList" );
- USE_PLAYER_SELECT_MENU.Load( m_sName, "UsePlayerSelectMenu" );
- SELECT_MENU_NAME.Load( m_sName, "SelectMenuScreenName" );
- OPTIONS_LIST_TIMEOUT.Load( m_sName, "OptionsListTimeout" );
- SELECT_MENU_CHANGES_DIFFICULTY.Load( m_sName, "SelectMenuChangesDifficulty" );
- TWO_PART_SELECTION.Load( m_sName, "TwoPartSelection" );
- TWO_PART_CONFIRMS_ONLY.Load( m_sName, "TwoPartConfirmsOnly" );
- TWO_PART_TIMER_SECONDS.Load( m_sName, "TwoPartTimerSeconds" );
- WRAP_CHANGE_STEPS.Load( m_sName, "WrapChangeSteps" );
- NULL_SCORE_STRING.Load( m_sName, "NullScoreString" );
- PLAY_SOUND_ON_ENTERING_OPTIONS_MENU.Load( m_sName, "PlaySoundOnEnteringOptionsMenu" );
- // To allow changing steps with gamebuttons -DaisuMaster
- CHANGE_STEPS_WITH_GAME_BUTTONS.Load( m_sName, "ChangeStepsWithGameButtons" );
- CHANGE_GROUPS_WITH_GAME_BUTTONS.Load( m_sName, "ChangeGroupsWithGameButtons" );
- m_GameButtonPreviousSong = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"PreviousSongButton") );
- m_GameButtonNextSong = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"NextSongButton") );
- // Ask for those only if changing steps with gamebuttons is allowed -DaisuMaster
- if( CHANGE_STEPS_WITH_GAME_BUTTONS )
- {
- m_GameButtonPreviousDifficulty = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"PreviousDifficultyButton") );
- m_GameButtonNextDifficulty = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"NextDifficultyButton") );
- }
- // same here but for groups -DaisuMaster
- if( CHANGE_GROUPS_WITH_GAME_BUTTONS )
- {
- m_GameButtonPreviousGroup = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"PreviousGroupButton") );
- m_GameButtonNextGroup = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"NextGroupButton") );
- }
- FOREACH_ENUM( PlayerNumber, p )
- {
- m_bSelectIsDown[p] = false; // used by UpdateSelectButton
- m_bAcceptSelectRelease[p] = false;
- }
- ScreenWithMenuElements::Init();
- this->SubscribeToMessage( Message_PlayerJoined );
- // Cache these values
- // Marking for change -- Midiman (why? -aj)
- m_sSectionMusicPath = THEME->GetPathS(m_sName,"section music");
- m_sSortMusicPath = THEME->GetPathS(m_sName,"sort music");
- m_sRouletteMusicPath = THEME->GetPathS(m_sName,"roulette music");
- m_sRandomMusicPath = THEME->GetPathS(m_sName,"random music");
- m_sCourseMusicPath = THEME->GetPathS(m_sName,"course music");
- m_sLoopMusicPath = THEME->GetPathS(m_sName,"loop music");
- m_sFallbackCDTitlePath = THEME->GetPathG(m_sName,"fallback cdtitle");
- m_TexturePreload.Load( m_sFallbackCDTitlePath );
- // load banners
- if( PREFSMAN->m_BannerCache != BNCACHE_OFF )
- {
- m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Banner","all music")) );
- m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Common","fallback banner")) );
- m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Banner","roulette")) );
- m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Banner","random")) );
- m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Banner","mode")) );
- }
- // load backgrounds
- /*
- if( PREFSMAN->m_BackgroundCache != BGCACHE_OFF )
- {
- m_TexturePreload.Load( Sprite::SongBGTexture(THEME->GetPathG("SongBackgroundItem","AllMusic")) );
- m_TexturePreload.Load( Sprite::SongBGTexture(THEME->GetPathG("Common","fallback banner")) );
- m_TexturePreload.Load( Sprite::SongBGTexture(THEME->GetPathG("SongBackgroundItem","roulette")) );
- m_TexturePreload.Load( Sprite::SongBGTexture(THEME->GetPathG("SongBackgroundItem","random")) );
- m_TexturePreload.Load( Sprite::SongBGTexture(THEME->GetPathG("SongBackgroundItem","Mode")) );
- m_TexturePreload.Load( Sprite::SongBGTexture(THEME->GetPathG("SongBackgroundItem","group fallback")) );
- m_TexturePreload.Load( Sprite::SongBGTexture(THEME->GetPathG("SongBackgroundItem","course fallback")) );
- }
- */
- // Load low-res banners and backgrounds if needed.
- BANNERCACHE->Demand();
- //BACKGROUNDCACHE->Demand();
- m_MusicWheel.SetName( "MusicWheel" );
- m_MusicWheel.Load( MUSIC_WHEEL_TYPE );
- LOAD_ALL_COMMANDS_AND_SET_XY( m_MusicWheel );
- this->AddChild( &m_MusicWheel );
- if( USE_OPTIONS_LIST )
- {
- FOREACH_PlayerNumber(p)
- {
- m_OptionsList[p].SetName( "OptionsList" + PlayerNumberToString(p) );
- m_OptionsList[p].Load( "OptionsList", p );
- m_OptionsList[p].SetDrawOrder( 100 );
- ActorUtil::LoadAllCommands( m_OptionsList[p], m_sName );
- this->AddChild( &m_OptionsList[p] );
- }
- m_OptionsList[PLAYER_1].Link( &m_OptionsList[PLAYER_2] );
- m_OptionsList[PLAYER_2].Link( &m_OptionsList[PLAYER_1] );
- }
- // this is loaded SetSong and TweenToSong
- m_Banner.SetName( "Banner" );
- LOAD_ALL_COMMANDS_AND_SET_XY( m_Banner );
- this->AddChild( &m_Banner );
- /*m_sprCDTitleFront.SetName( "CDTitle" );
- m_sprCDTitleFront.Load( THEME->GetPathG(m_sName,"fallback cdtitle") );
- LOAD_ALL_COMMANDS_AND_SET_XY( m_sprCDTitleFront );
- COMMAND( m_sprCDTitleFront, "Front" );
- this->AddChild( &m_sprCDTitleFront );
- m_sprCDTitleBack.SetName( "CDTitle" );
- m_sprCDTitleBack.Load( THEME->GetPathG(m_sName,"fallback cdtitle") );
- LOAD_ALL_COMMANDS_AND_SET_XY( m_sprCDTitleBack );
- COMMAND( m_sprCDTitleBack, "Back" );
- this->AddChild( &m_sprCDTitleBack );*/
- FOREACH_ENUM( PlayerNumber, p )
- {
- m_sprHighScoreFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("ScoreFrame P%d",p+1)) );
- m_sprHighScoreFrame[p]->SetName( ssprintf("ScoreFrameP%d",p+1) );
- LOAD_ALL_COMMANDS_AND_SET_XY( m_sprHighScoreFrame[p] );
- this->AddChild( m_sprHighScoreFrame[p] );
- m_textHighScore[p].SetName( ssprintf("ScoreP%d",p+1) );
- m_textHighScore[p].LoadFromFont( THEME->GetPathF(m_sName,"score") );
- LOAD_ALL_COMMANDS_AND_SET_XY( m_textHighScore[p] );
- this->AddChild( &m_textHighScore[p] );
- }
- RageSoundLoadParams SoundParams;
- SoundParams.m_bSupportPan = true;
- m_soundStart.Load( THEME->GetPathS(m_sName,"start") );
- m_soundDifficultyEasier.Load( THEME->GetPathS(m_sName,"difficulty easier"), false, &SoundParams );
- m_soundDifficultyHarder.Load( THEME->GetPathS(m_sName,"difficulty harder"), false, &SoundParams );
- m_soundOptionsChange.Load( THEME->GetPathS(m_sName,"options") );
- m_soundLocked.Load( THEME->GetPathS(m_sName,"locked") );
- this->SortByDrawOrder();
- }
- void ScreenSelectMusic::BeginScreen()
- {
- g_ScreenStartedLoadingAt.Touch();
- m_timerIdleComment.GetDeltaTime();
- if( CommonMetrics::AUTO_SET_STYLE )
- {
- vector<StepsType> vst;
- GAMEMAN->GetStepsTypesForGame( GAMESTATE->m_pCurGame, vst );
- const Style *pStyle = GAMEMAN->GetFirstCompatibleStyle( GAMESTATE->m_pCurGame, GAMESTATE->GetNumSidesJoined(), vst[0] );
- GAMESTATE->SetCurrentStyle( pStyle );
- }
- if( GAMESTATE->GetCurrentStyle() == NULL )
- RageException::Throw( "The Style has not been set. A theme must set the Style before loading ScreenSelectMusic." );
- if( GAMESTATE->m_PlayMode == PlayMode_Invalid )
- {
- // Instead of crashing here, let's just set the PlayMode to regular
- GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
- LOG->Trace( "PlayMode not set, setting as regular." );
- }
- FOREACH_ENUM( PlayerNumber, pn )
- {
- if( GAMESTATE->IsHumanPlayer(pn) )
- continue;
- m_sprHighScoreFrame[pn]->SetVisible( false );
- m_textHighScore[pn].SetVisible( false );
- }
- OPTIONS_MENU_AVAILABLE.Load( m_sName, "OptionsMenuAvailable" );
- PlayCommand( "Mods" );
- m_MusicWheel.BeginScreen();
- m_SelectionState = SelectionState_SelectingSong;
- ZERO( m_bStepsChosen );
- m_bGoToOptions = false;
- m_bAllowOptionsMenu = m_bAllowOptionsMenuRepeat = false;
- ZERO( m_iSelection );
- if( USE_OPTIONS_LIST )
- FOREACH_PlayerNumber( pn )
- m_OptionsList[pn].Reset();
- AfterMusicChange();
- SOUND->PlayOnceFromAnnouncer( "select music intro" );
- ScreenWithMenuElements::BeginScreen();
- }
- ScreenSelectMusic::~ScreenSelectMusic()
- {
- LOG->Trace( "ScreenSelectMusic::~ScreenSelectMusic()" );
- BANNERCACHE->Undemand();
- //BACKGROUNDCACHE->Undemand();
- }
- // If bForce is true, the next request will be started even if it might cause a skip.
- void ScreenSelectMusic::CheckBackgroundRequests( bool bForce )
- {
- if( g_bCDTitleWaiting )
- {
- // The CDTitle is normally very small, so we don't bother waiting to display it.
- RString sPath;
- if( !m_BackgroundLoader.IsCacheFileFinished(g_sCDTitlePath, sPath) )
- return;
- g_bCDTitleWaiting = false;
- RString sCDTitlePath = sPath;
- if( sCDTitlePath.empty() || !IsAFile(sCDTitlePath) )
- sCDTitlePath = g_bWantFallbackCdTitle? m_sFallbackCDTitlePath:RString("");
- if( !sCDTitlePath.empty() )
- {
- TEXTUREMAN->DisableOddDimensionWarning();
- m_sprCDTitleFront.Load( sCDTitlePath );
- m_sprCDTitleBack.Load( sCDTitlePath );
- TEXTUREMAN->EnableOddDimensionWarning();
- }
- m_BackgroundLoader.FinishedWithCachedFile( g_sCDTitlePath );
- }
- /* Loading the rest can cause small skips, so don't do it until the wheel settles.
- * Do load if we're transitioning out, though, so we don't miss starting the music
- * for the options screen if a song is selected quickly. Also, don't do this
- * if the wheel is locked, since we're just bouncing around after selecting
- * TYPE_RANDOM, and it'll take a while before the wheel will settle. */
- if( !m_MusicWheel.IsSettled() && !m_MusicWheel.WheelIsLocked() && !bForce )
- return;
- if( g_bBannerWaiting )
- {
- if( m_Banner.GetTweenTimeLeft() > 0 )
- return;
- RString sPath;
- bool bFreeCache = false;
- if( TEXTUREMAN->IsTextureRegistered( Sprite::SongBannerTexture(g_sBannerPath) ) )
- {
- /* If the file is already loaded into a texture, it's finished,
- * and we only do this to honor the HighQualTime value. */
- sPath = g_sBannerPath;
- }
- else
- {
- if( !m_BackgroundLoader.IsCacheFileFinished( g_sBannerPath, sPath ) )
- return;
- bFreeCache = true;
- }
- g_bBannerWaiting = false;
- m_Banner.Load( sPath, true );
- if( bFreeCache )
- m_BackgroundLoader.FinishedWithCachedFile( g_sBannerPath );
- }
- // Nothing else is going. Start the music, if we haven't yet.
- if( g_bSampleMusicWaiting )
- {
- if(g_ScreenStartedLoadingAt.Ago() < SAMPLE_MUSIC_DELAY_INIT)
- return;
- // Don't start the music sample when moving fast.
- if( g_StartedLoadingAt.Ago() < SAMPLE_MUSIC_DELAY && !bForce )
- return;
- g_bSampleMusicWaiting = false;
- GameSoundManager::PlayMusicParams PlayParams;
- PlayParams.sFile = m_sSampleMusicToPlay;
- PlayParams.pTiming = m_pSampleMusicTimingData;
- PlayParams.bForceLoop = SAMPLE_MUSIC_LOOPS;
- PlayParams.fStartSecond = m_fSampleStartSeconds;
- PlayParams.fLengthSeconds = m_fSampleLengthSeconds;
- PlayParams.fFadeOutLengthSeconds = 1.5f;
- PlayParams.bAlignBeat = ALIGN_MUSIC_BEATS;
- PlayParams.bApplyMusicRate = true;
- GameSoundManager::PlayMusicParams FallbackMusic;
- FallbackMusic.sFile = m_sLoopMusicPath;
- FallbackMusic.fFadeInLengthSeconds = SAMPLE_MUSIC_FALLBACK_FADE_IN_SECONDS;
- FallbackMusic.bAlignBeat = ALIGN_MUSIC_BEATS;
- SOUND->PlayMusic( PlayParams, FallbackMusic );
- }
- }
- void ScreenSelectMusic::Update( float fDeltaTime )
- {
- if( !IsTransitioning() )
- {
- if( IDLE_COMMENT_SECONDS > 0 && m_timerIdleComment.PeekDeltaTime() >= IDLE_COMMENT_SECONDS )
- {
- SOUND->PlayOnceFromAnnouncer( m_sName+" IdleComment" );
- m_timerIdleComment.GetDeltaTime();
- }
- }
- ScreenWithMenuElements::Update( fDeltaTime );
- CheckBackgroundRequests( false );
- }
- bool ScreenSelectMusic::Input( const InputEventPlus &input )
- {
- // HACK: This screen eats mouse inputs if we don't check for them first.
- bool mouse_evt = false;
- for (int i = MOUSE_LEFT; i <= MOUSE_WHEELDOWN; i++)
- {
- if (input.DeviceI == DeviceInput( DEVICE_MOUSE, (DeviceButton)i ))
- mouse_evt = true;
- }
- if (mouse_evt)
- {
- return ScreenWithMenuElements::Input(input);
- }
- // LOG->Trace( "ScreenSelectMusic::Input()" );
- // reset announcer timer
- m_timerIdleComment.GetDeltaTime();
- // debugging?
- // I just like being able to see untransliterated titles occasionally.
- if( input.DeviceI.device == DEVICE_KEYBOARD && input.DeviceI.button == KEY_F9 )
- {
- if( input.type != IET_FIRST_PRESS )
- return false;
- PREFSMAN->m_bShowNativeLanguage.Set( !PREFSMAN->m_bShowNativeLanguage );
- MESSAGEMAN->Broadcast( "DisplayLanguageChanged" );
- m_MusicWheel.RebuildWheelItems();
- return true;
- }
- if( !IsTransitioning() && m_SelectionState != SelectionState_Finalized )
- {
- bool bHoldingCtrl =
- INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LCTRL)) ||
- INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_RCTRL));
- wchar_t c = INPUTMAN->DeviceInputToChar(input.DeviceI,false);
- MakeUpper( &c, 1 );
- if( bHoldingCtrl && ( c >= 'A' ) && ( c <= 'Z' ) )
- {
- // Only allow changing the sort order if the wheel is not locked
- // and we're not in course mode. -aj
- if( !m_MusicWheel.WheelIsLocked() && !GAMESTATE->IsCourseMode() )
- {
- SortOrder so = GAMESTATE->m_SortOrder;
- // When in Artist sort, this means first letter of the artist.
- // Otherwise, if not in Title sort already, switch to Title sort.
- if ( so != SORT_ARTIST )
- so = SORT_TITLE;
- GAMESTATE->m_PreferredSortOrder = so;
- GAMESTATE->m_SortOrder.Set( so );
- // Odd, changing the sort order requires us to call SetOpenSection more than once
- m_MusicWheel.ChangeSort( so );
- m_MusicWheel.SetOpenSection( ssprintf("%c", c ) );
- m_MusicWheel.SelectSection( ssprintf("%c", c ) );
- m_MusicWheel.ChangeSort( so );
- m_MusicWheel.SetOpenSection( ssprintf("%c", c ) );
- AfterMusicChange();
- return true;
- }
- }
- }
- if( !input.GameI.IsValid() )
- return false; // don't care
- // Handle late joining
- if( m_SelectionState != SelectionState_Finalized && input.MenuI == GAME_BUTTON_START && input.type == IET_FIRST_PRESS && GAMESTATE->JoinInput(input.pn) )
- return true; // don't handle this press again below
- if( !GAMESTATE->IsHumanPlayer(input.pn) )
- return false;
- // Check for "Press START again for options" button press
- if( m_SelectionState == SelectionState_Finalized &&
- input.MenuI == GAME_BUTTON_START &&
- input.type != IET_RELEASE &&
- OPTIONS_MENU_AVAILABLE.GetValue() )
- {
- if( m_bGoToOptions )
- return false; // got it already
- if( !m_bAllowOptionsMenu )
- return false; // not allowed
- if( !m_bAllowOptionsMenuRepeat && input.type == IET_REPEAT )
- {
- return false; // not allowed yet
- }
- m_bGoToOptions = true;
- if( PLAY_SOUND_ON_ENTERING_OPTIONS_MENU )
- m_soundStart.Play();
- this->PlayCommand( "ShowEnteringOptions" );
- // Re-queue SM_BeginFadingOut, since ShowEnteringOptions may have
- // short-circuited animations.
- this->ClearMessageQueue( SM_BeginFadingOut );
- this->PostScreenMessage( SM_BeginFadingOut, this->GetTweenTimeLeft() );
- return true;
- }
- if( IsTransitioning() )
- return false; // ignore
- // Handle unselect steps
- // xxx: select button could conflict with OptionsList here -aj
- if( m_SelectionState == SelectionState_SelectingSteps && m_bStepsChosen[input.pn]
- && input.MenuI == GAME_BUTTON_SELECT && input.type == IET_FIRST_PRESS )
- {
- Message msg("StepsUnchosen");
- msg.SetParam( "Player", input.pn );
- MESSAGEMAN->Broadcast( msg );
- m_bStepsChosen[input.pn] = false;
- return true;
- }
- if( m_SelectionState == SelectionState_Finalized ||
- m_bStepsChosen[input.pn] )
- return false; // ignore
- if( USE_PLAYER_SELECT_MENU )
- {
- if( input.type == IET_RELEASE && input.MenuI == GAME_BUTTON_SELECT )
- {
- SCREENMAN->AddNewScreenToTop( SELECT_MENU_NAME, SM_BackFromPlayerOptions );
- }
- }
- // handle OptionsList input
- if( USE_OPTIONS_LIST )
- {
- PlayerNumber pn = input.pn;
- if( pn != PLAYER_INVALID )
- {
- if( m_OptionsList[pn].IsOpened() )
- {
- return m_OptionsList[pn].Input( input );
- }
- else
- {
- if( input.type == IET_RELEASE && input.MenuI == GAME_BUTTON_SELECT && m_bAcceptSelectRelease[pn] )
- m_OptionsList[pn].Open();
- }
- }
- }
- if( input.MenuI == GAME_BUTTON_SELECT && input.type != IET_REPEAT )
- m_bAcceptSelectRelease[input.pn] = (input.type == IET_FIRST_PRESS);
- if( SELECT_MENU_AVAILABLE && input.MenuI == GAME_BUTTON_SELECT && input.type != IET_REPEAT )
- UpdateSelectButton( input.pn, input.type == IET_FIRST_PRESS );
- if( SELECT_MENU_AVAILABLE && m_bSelectIsDown[input.pn] )
- {
- if( input.type == IET_FIRST_PRESS && SELECT_MENU_CHANGES_DIFFICULTY )
- {
- switch( input.MenuI )
- {
- case GAME_BUTTON_LEFT:
- ChangeSteps( input.pn, -1 );
- m_bAcceptSelectRelease[input.pn] = false;
- break;
- case GAME_BUTTON_RIGHT:
- ChangeSteps( input.pn, +1 );
- m_bAcceptSelectRelease[input.pn] = false;
- break;
- case GAME_BUTTON_START:
- m_bAcceptSelectRelease[input.pn] = false;
- if( MODE_MENU_AVAILABLE )
- m_MusicWheel.NextSort();
- else
- m_soundLocked.Play();
- break;
- default: break;
- }
- }
- else if( input.type == IET_FIRST_PRESS && input.MenuI != GAME_BUTTON_SELECT )
- {
- Message msg("SelectMenuInput");
- msg.SetParam( "Player", input.pn );
- msg.SetParam( "Button", GameButtonToString(INPUTMAPPER->GetInputScheme(), input.MenuI) );
- MESSAGEMAN->Broadcast( msg );
- m_bAcceptSelectRelease[input.pn] = false;
- }
- if( input.type == IET_FIRST_PRESS )
- g_CanOpenOptionsList.Touch();
- if( g_CanOpenOptionsList.Ago() > OPTIONS_LIST_TIMEOUT )
- m_bAcceptSelectRelease[input.pn] = false;
- return true;
- }
- if( m_SelectionState == SelectionState_SelectingSong &&
- (input.MenuI == m_GameButtonNextSong || input.MenuI == m_GameButtonPreviousSong || input.MenuI == GAME_BUTTON_SELECT) )
- {
- {
- // If we're rouletting, hands off.
- if( m_MusicWheel.IsRouletting() )
- return false;
- bool bLeftIsDown = false;
- bool bRightIsDown = false;
- FOREACH_HumanPlayer( p )
- {
- if( m_OptionsList[p].IsOpened() )
- continue;
- if( SELECT_MENU_AVAILABLE && INPUTMAPPER->IsBeingPressed(GAME_BUTTON_SELECT, p) )
- continue;
- bLeftIsDown |= INPUTMAPPER->IsBeingPressed( m_GameButtonPreviousSong, p );
- bRightIsDown |= INPUTMAPPER->IsBeingPressed( m_GameButtonNextSong, p );
- }
- bool bBothDown = bLeftIsDown && bRightIsDown;
- bool bNeitherDown = !bLeftIsDown && !bRightIsDown;
- if( bNeitherDown )
- {
- // Both buttons released.
- m_MusicWheel.Move( 0 );
- }
- else if( bBothDown )
- {
- m_MusicWheel.Move( 0 );
- if( input.type == IET_FIRST_PRESS )
- {
- if( input.MenuI == m_GameButtonPreviousSong )
- m_MusicWheel.ChangeMusicUnlessLocked( -1 );
- else if( input.MenuI == m_GameButtonNextSong )
- m_MusicWheel.ChangeMusicUnlessLocked( +1 );
- }
- }
- else if( bLeftIsDown )
- {
- if( input.type != IET_RELEASE )
- {
- MESSAGEMAN->Broadcast( "PreviousSong" );
- m_MusicWheel.Move( -1 );
- }
- }
- else if( bRightIsDown )
- {
- if( input.type != IET_RELEASE )
- {
- MESSAGEMAN->Broadcast( "NextSong" );
- m_MusicWheel.Move( +1 );
- }
- }
- else
- {
- FAIL_M("Logic bug: L/R keys in an impossible state?");
- }
- // Reset the repeat timer when the button is released.
- // This fixes jumping when you release Left and Right after entering the sort
- // code at the same if L & R aren't released at the exact same time.
- if( input.type == IET_RELEASE )
- {
- INPUTMAPPER->ResetKeyRepeat( m_GameButtonPreviousSong, input.pn );
- INPUTMAPPER->ResetKeyRepeat( m_GameButtonNextSong, input.pn );
- }
- }
- }
- // To allow changing steps with gamebuttons, NOT WITH THE GODDAMN CODEDETECTOR
- // yeah, wanted this since a while ago... -DaisuMaster
- if( CHANGE_STEPS_WITH_GAME_BUTTONS )
- {
- // Avoid any event not being first press
- if( input.type != IET_FIRST_PRESS )
- return false;
- if( m_SelectionState == SelectionState_SelectingSong )
- {
- if (input.MenuI == m_GameButtonPreviousDifficulty )
- {
- if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
- m_soundLocked.Play();
- else
- ChangeSteps( input.pn, -1 );
- }
- else if( input.MenuI == m_GameButtonNextDifficulty )
- {
- if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
- m_soundLocked.Play();
- else
- ChangeSteps( input.pn, +1 );
- }
- }
- }
- // Actually I don't like to just copy and paste code because it may go
- // wrong if something goes overlooked -DaisuMaster
- if( CHANGE_GROUPS_WITH_GAME_BUTTONS )
- {
- if( input.type != IET_FIRST_PRESS)
- return false;
- if( m_SelectionState == SelectionState_SelectingSong )
- {
- if(input.MenuI == m_GameButtonPreviousGroup )
- {
- if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
- m_soundLocked.Play();
- else
- {
- RString sNewGroup = m_MusicWheel.JumpToPrevGroup();
- m_MusicWheel.SelectSection(sNewGroup);
- m_MusicWheel.SetOpenSection(sNewGroup);
- MESSAGEMAN->Broadcast("PreviousGroup");
- AfterMusicChange();
- }
- }
- else if(input.MenuI == m_GameButtonNextGroup )
- {
- if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
- m_soundLocked.Play();
- else
- {
- RString sNewGroup = m_MusicWheel.JumpToNextGroup();
- m_MusicWheel.SelectSection(sNewGroup);
- m_MusicWheel.SetOpenSection(sNewGroup);
- MESSAGEMAN->Broadcast("NextGroup");
- AfterMusicChange();
- }
- }
- }
- }
- // two part confirms only means we can actually change songs here,
- // so we need some hackery. -aj
- if( TWO_PART_CONFIRMS_ONLY )
- {
- if( m_SelectionState == SelectionState_SelectingSteps )
- {
- if( input.MenuI == m_GameButtonPreviousSong )
- {
- if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
- m_soundLocked.Play();
- else
- {
- m_SelectionState = SelectionState_SelectingSong;
- MESSAGEMAN->Broadcast("TwoPartConfirmCanceled");
- MESSAGEMAN->Broadcast("PreviousSong");
- m_MusicWheel.ChangeMusicUnlessLocked( -1 );
- }
- }
- else if( input.MenuI == m_GameButtonNextSong )
- {
- if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
- m_soundLocked.Play();
- else
- {
- m_SelectionState = SelectionState_SelectingSong;
- MESSAGEMAN->Broadcast("TwoPartConfirmCanceled");
- MESSAGEMAN->Broadcast("NextSong");
- m_MusicWheel.ChangeMusicUnlessLocked( +1 );
- }
- }
- // added an entry for difficulty change with gamebuttons -DaisuMaster
- else if( input.MenuI == m_GameButtonPreviousDifficulty )
- {
- if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
- m_soundLocked.Play();
- else
- {
- m_SelectionState = SelectionState_SelectingSong;
- MESSAGEMAN->Broadcast("TwoPartConfirmCanceled");
- ChangeSteps( input.pn, -1);
- }
- }
- else if( input.MenuI == m_GameButtonNextDifficulty )
- {
- if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
- m_soundLocked.Play();
- else
- {
- m_SelectionState = SelectionState_SelectingSong;
- MESSAGEMAN->Broadcast("TwoPartConfirmCanceled");
- ChangeSteps( input.pn, +1);
- }
- }
- // added also for groupchanges
- else if(input.MenuI == m_GameButtonPreviousGroup )
- {
- if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
- m_soundLocked.Play();
- else
- {
- RString sNewGroup = m_MusicWheel.JumpToPrevGroup();
- m_MusicWheel.SelectSection(sNewGroup);
- m_MusicWheel.SetOpenSection(sNewGroup);
- MESSAGEMAN->Broadcast("TwoPartConfirmCanceled");
- MESSAGEMAN->Broadcast("PreviousGroup");
- AfterMusicChange();
- }
- }
- else if(input.MenuI == m_GameButtonNextGroup )
- {
- if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
- m_soundLocked.Play();
- else
- {
- RString sNewGroup = m_MusicWheel.JumpToNextGroup();
- m_MusicWheel.SelectSection(sNewGroup);
- m_MusicWheel.SetOpenSection(sNewGroup);
- MESSAGEMAN->Broadcast("TwoPartConfirmCanceled");
- MESSAGEMAN->Broadcast("NextGroup");
- AfterMusicChange();
- }
- }
- }
- }
- else
- {
- if( m_SelectionState == SelectionState_SelectingSteps && input.type == IET_FIRST_PRESS && !m_bStepsChosen[input.pn] )
- {
- if( input.MenuI == m_GameButtonNextSong || input.MenuI == m_GameButtonPreviousSong )
- {
- if( input.MenuI == m_GameButtonPreviousSong )
- {
- if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
- m_soundLocked.Play();
- else
- ChangeSteps( input.pn, -1 );
- }
- else if( input.MenuI == m_GameButtonNextSong )
- {
- if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
- m_soundLocked.Play();
- else
- ChangeSteps( input.pn, +1 );
- }
- }
- else if( input.MenuI == GAME_BUTTON_MENUUP || input.MenuI == GAME_BUTTON_MENUDOWN ) // && TWO_PART_DESELECTS_WITH_MENUUPDOWN
- {
- if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
- m_soundLocked.Play();
- else
- {
- // XXX: should this be called "TwoPartCancelled"?
- float fSeconds = m_MenuTimer->GetSeconds();
- if( fSeconds > 10 ) {
- Message msg("SongUnchosen");
- msg.SetParam( "Player", input.pn );
- MESSAGEMAN->Broadcast( msg );
- // unset all steps
- FOREACH_ENUM( PlayerNumber , p )
- m_bStepsChosen[p] = false;
- m_SelectionState = SelectionState_SelectingSong;
- }
- }
- }
- }
- }
- if( input.type == IET_FIRST_PRESS && DetectCodes(input) )
- return true;
- return ScreenWithMenuElements::Input( input );
- }
- bool ScreenSelectMusic::DetectCodes( const InputEventPlus &input )
- {
- if( CodeDetector::EnteredPrevSteps(input.GameI.controller) && !CHANGE_STEPS_WITH_GAME_BUTTONS )
- {
- if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
- m_soundLocked.Play();
- else
- ChangeSteps( input.pn, -1 );
- }
- else if( CodeDetector::EnteredNextSteps(input.GameI.controller) && !CHANGE_STEPS_WITH_GAME_BUTTONS )
- {
- if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
- m_soundLocked.Play();
- else
- ChangeSteps( input.pn, +1 );
- }
- else if( CodeDetector::EnteredModeMenu(input.GameI.controller) )
- {
- if( MODE_MENU_AVAILABLE )
- m_MusicWheel.ChangeSort( SORT_MODE_MENU );
- else
- m_soundLocked.Play();
- }
- else if( CodeDetector::EnteredNextSort(input.GameI.controller) )
- {
- if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
- m_soundLocked.Play();
- else
- m_MusicWheel.NextSort();
- }
- else if( !GAMESTATE->IsAnExtraStageAndSelectionLocked() && CodeDetector::DetectAndAdjustMusicOptions(input.GameI.controller) )
- {
- m_soundOptionsChange.Play();
- Message msg( "PlayerOptionsChanged" );
- msg.SetParam( "PlayerNumber", input.pn );
- MESSAGEMAN->Broadcast( msg );
- MESSAGEMAN->Broadcast( "SongOptionsChanged" );
- }
- else if( CodeDetector::EnteredNextGroup(input.GameI.controller) && !CHANGE_GROUPS_WITH_GAME_BUTTONS )
- {
- if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
- m_soundLocked.Play();
- else
- {
- RString sNewGroup = m_MusicWheel.JumpToNextGroup();
- m_MusicWheel.SelectSection(sNewGroup);
- m_MusicWheel.SetOpenSection(sNewGroup);
- MESSAGEMAN->Broadcast("NextGroup");
- AfterMusicChange();
- }
- }
- else if( CodeDetector::EnteredPrevGroup(input.GameI.controller) && !CHANGE_GROUPS_WITH_GAME_BUTTONS )
- {
- if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
- m_soundLocked.Play();
- else
- {
- RString sNewGroup = m_MusicWheel.JumpToPrevGroup();
- m_MusicWheel.SelectSection(sNewGroup);
- m_MusicWheel.SetOpenSection(sNewGroup);
- MESSAGEMAN->Broadcast("PreviousGroup");
- AfterMusicChange();
- }
- }
- else if( CodeDetector::EnteredCloseFolder(input.GameI.controller) )
- {
- if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
- m_soundLocked.Play();
- else
- {
- RString sCurSection = m_MusicWheel.GetSelectedSection();
- m_MusicWheel.SelectSection(sCurSection);
- m_MusicWheel.SetOpenSection("");
- AfterMusicChange();
- }
- }
- else
- {
- return false;
- }
- return true;
- }
- void ScreenSelectMusic::UpdateSelectButton( PlayerNumber pn, bool bSelectIsDown )
- {
- if( !SELECT_MENU_AVAILABLE || !CanChangeSong() )
- bSelectIsDown = false;
- if( m_bSelectIsDown[pn] != bSelectIsDown )
- {
- m_bSelectIsDown[pn] = bSelectIsDown;
- Message msg( bSelectIsDown ? "SelectMenuOpened" : "SelectMenuClosed" );
- msg.SetParam( "Player", pn );
- MESSAGEMAN->Broadcast( msg );
- }
- }
- void ScreenSelectMusic::ChangeSteps( PlayerNumber pn, int dir )
- {
- LOG->Trace( "ScreenSelectMusic::ChangeSteps( %d, %d )", pn, dir );
- ASSERT( GAMESTATE->IsHumanPlayer(pn) );
- if( GAMESTATE->m_pCurSong )
- {
- m_iSelection[pn] += dir;
- if( WRAP_CHANGE_STEPS )
- {
- wrap( m_iSelection[pn], m_vpSteps.size() );
- }
- else
- {
- if( CLAMP(m_iSelection[pn],0,m_vpSteps.size()-1) )
- return;
- }
- // the user explicity switched difficulties. Update the preferred Difficulty and StepsType
- Steps *pSteps = m_vpSteps[ m_iSelection[pn] ];
- GAMESTATE->ChangePreferredDifficultyAndStepsType( pn, pSteps->GetDifficulty(), pSteps->m_StepsType );
- }
- else if( GAMESTATE->m_pCurCourse )
- {
- m_iSelection[pn] += dir;
- if( WRAP_CHANGE_STEPS )
- {
- wrap( m_iSelection[pn], m_vpTrails.size() );
- }
- else
- {
- if( CLAMP(m_iSelection[pn],0,m_vpTrails.size()-1) )
- return;
- }
- // the user explicity switched difficulties. Update the preferred Difficulty and StepsType
- Trail *pTrail = m_vpTrails[ m_iSelection[pn] ];
- GAMESTATE->ChangePreferredCourseDifficultyAndStepsType( pn, pTrail->m_CourseDifficulty, pTrail->m_StepsType );
- }
- else
- {
- // If we're showing multiple StepsTypes in the list, don't allow
- // changing the difficulty/StepsType when a non-Song, non-Course is
- // selected. Changing the preferred Difficulty and StepsType by
- // direction is complicated when multiple StepsTypes are being shown,
- // so we don't support it.
- if( CommonMetrics::AUTO_SET_STYLE )
- return;
- if( !GAMESTATE->ChangePreferredDifficulty( pn, dir ) )
- return;
- }
- vector<PlayerNumber> vpns;
- FOREACH_HumanPlayer( p )
- {
- if( pn == p || GAMESTATE->DifficultiesLocked() )
- {
- m_iSelection[p] = m_iSelection[pn];
- vpns.push_back( p );
- }
- }
- AfterStepsOrTrailChange( vpns );
- float fBalance = GameSoundManager::GetPlayerBalance( pn );
- if( dir < 0 )
- {
- m_soundDifficultyEasier.SetProperty( "Pan", fBalance );
- m_soundDifficultyEasier.PlayCopy();
- }
- else
- {
- m_soundDifficultyHarder.SetProperty( "Pan", fBalance );
- m_soundDifficultyHarder.PlayCopy();
- }
- Message msg( "ChangeSteps" );
- msg.SetParam( "Player", pn );
- msg.SetParam( "Direction", dir );
- MESSAGEMAN->Broadcast( msg );
- }
- void ScreenSelectMusic::HandleMessage( const Message &msg )
- {
- if( m_bRunning && msg == Message_PlayerJoined )
- {
- PlayerNumber master_pn = GAMESTATE->GetMasterPlayerNumber();
- // The current steps may no longer be playable. If one player has double
- // steps selected, they are no longer playable now that P2 has joined.
- // TODO: Invalidate the CurSteps only if they are no longer playable.
- // That way, after music change will clamp to the nearest in the StepsDisplayList.
- GAMESTATE->m_pCurSteps[master_pn].SetWithoutBroadcast( NULL );
- FOREACH_ENUM( PlayerNumber, p )
- GAMESTATE->m_pCurSteps[p].SetWithoutBroadcast( NULL );
- /* If a course is selected, it may no longer be playable.
- * Let MusicWheel know about the late join. */
- m_MusicWheel.PlayerJoined();
- AfterMusicChange();
- int iSel = 0;
- PlayerNumber pn;
- bool b = msg.GetParam( "Player", pn );
- ASSERT( b );
- // load player profiles
- if( GAMESTATE->HaveProfileToLoad() )
- {
- GAMESTATE->LoadProfiles( true ); // I guess you could always load edits here...
- SCREENMAN->ZeroNextUpdate(); // be kind, don't skip frames if you can avoid it
- }
- m_iSelection[pn] = iSel;
- if( GAMESTATE->IsCourseMode() )
- {
- Trail* pTrail = m_vpTrails.empty()? NULL: m_vpTrails[m_iSelection[pn]];
- GAMESTATE->m_pCurTrail[pn].Set( pTrail );
- }
- else
- {
- Steps* pSteps = m_vpSteps.empty()? NULL: m_vpSteps[m_iSelection[pn]];
- // handle changing rave difficulty on join
- if(GAMESTATE->m_PlayMode == PLAY_MODE_RAVE)
- pSteps = m_vpSteps[m_iSelection[master_pn]];
- GAMESTATE->m_pCurSteps[pn].Set( pSteps );
- }
- }
- ScreenWithMenuElements::HandleMessage( msg );
- }
- void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
- {
- if( SM == SM_AllowOptionsMenuRepeat )
- {
- m_bAllowOptionsMenuRepeat = true;
- }
- else if( SM == SM_MenuTimer )
- {
- if( m_MusicWheel.IsRouletting() )
- {
- MenuStart( InputEventPlus() );
- m_MenuTimer->SetSeconds( ROULETTE_TIMER_SECONDS );
- m_MenuTimer->Start();
- }
- else if( DO_ROULETTE_ON_MENU_TIMER && m_MusicWheel.GetSelectedSong() == NULL && m_MusicWheel.GetSelectedCourse() == NULL )
- {
- m_MusicWheel.StartRoulette();
- m_MenuTimer->SetSeconds( ROULETTE_TIMER_SECONDS );
- m_MenuTimer->Start();
- }
- else
- {
- // Finish sort changing so that the wheel can respond immediately to
- // our request to choose random.
- m_MusicWheel.FinishChangingSorts();
- if( m_MusicWheel.GetSelectedSong() == NULL && m_MusicWheel.GetSelectedCourse() == NULL )
- m_MusicWheel.StartRandom();
- MenuStart( InputEventPlus() );
- }
- return;
- }
- else if( SM == SM_GoToPrevScreen )
- {
- /* We may have stray SM_SongChanged messages from the music wheel.
- * We can't handle them anymore, since the title menu (and attract
- * screens) reset the game state, so just discard them. */
- ClearMessageQueue();
- }
- else if( SM == SM_BeginFadingOut )
- {
- m_bAllowOptionsMenu = false;
- if( OPTIONS_MENU_AVAILABLE && !m_bGoToOptions )
- this->PlayCommand( "HidePressStartForOptions" );
- this->PostScreenMessage( SM_GoToNextScreen, this->GetTweenTimeLeft() );
- }
- else if( SM == SM_GoToNextScreen )
- {
- if( !m_bGoToOptions )
- SOUND->StopMusic();
- }
- else if( SM == SM_SongChanged )
- {
- AfterMusicChange();
- }
- else if( SM == SM_SortOrderChanging ) // happens immediately
- {
- this->PlayCommand( "SortChange" );
- }
- else if( SM == SM_GainFocus )
- {
- CodeDetector::RefreshCacheItems( CODES );
- }
- else if( SM == SM_LoseFocus )
- {
- CodeDetector::RefreshCacheItems(); // reset for other screens
- }
- ScreenWithMenuElements::HandleScreenMessage( SM );
- }
- bool ScreenSelectMusic::MenuStart( const InputEventPlus &input )
- {
- if( input.type != IET_FIRST_PRESS )
- return false;
- /* If select is being pressed at the same time, this is probably an attempt
- * to change the sort, not to pick a song or difficulty. If it gets here,
- * the actual select press was probably hit during a tween and ignored.
- * Ignore it. */
- if( input.pn != PLAYER_INVALID && INPUTMAPPER->IsBeingPressed(GAME_BUTTON_SELECT, input.pn) )
- return false;
- // Honor locked input for start presses.
- if( m_fLockInputSecs > 0 )
- return false;
- switch( m_SelectionState )
- {
- DEFAULT_FAIL( m_SelectionState );
- case SelectionState_SelectingSong:
- // If false, we don't have a selection just yet.
- if( !m_MusicWheel.Select() )
- return false;
- // a song was selected
- if( m_MusicWheel.GetSelectedSong() != NULL )
- {
- if(TWO_PART_CONFIRMS_ONLY && SAMPLE_MUSIC_PREVIEW_MODE == SampleMusicPreviewMode_StartToPreview)
- {
- // start playing the preview music.
- g_bSampleMusicWaiting = true;
- CheckBackgroundRequests( true );
- }
- const bool bIsNew = PROFILEMAN->IsSongNew( m_MusicWheel.GetSelectedSong() );
- bool bIsHard = false;
- FOREACH_HumanPlayer( p )
- {
- if( GAMESTATE->m_pCurSteps[p] && GAMESTATE->m_pCurSteps[p]->GetMeter() >= 10 )
- bIsHard = true;
- }
- // See if this song is a repeat.
- // If we're in event mode, only check the last five songs.
- bool bIsRepeat = false;
- int i = 0;
- if( GAMESTATE->IsEventMode() )
- i = max( 0, int(STATSMAN->m_vPlayedStageStats.size())-5 );
- for( ; i < (int)STATSMAN->m_vPlayedStageStats.size(); ++i )
- if( STATSMAN->m_vPlayedStageStats[i].m_vpPlayedSongs.back() == m_MusicWheel.GetSelectedSong() )
- bIsRepeat = true;
- // Don't complain about repeats if the user didn't get to pick.
- if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
- bIsRepeat = false;
- if( bIsRepeat )
- SOUND->PlayOnceFromAnnouncer( "select music comment repeat" );
- else if( bIsNew )
- SOUND->PlayOnceFromAnnouncer( "select music comment new" );
- else if( bIsHard )
- SOUND->PlayOnceFromAnnouncer( "select music comment hard" );
- else
- SOUND->PlayOnceFromAnnouncer( "select music comment general" );
- /* If we're in event mode, we may have just played a course (putting
- * us in course mode). Make sure we're in a single song mode. */
- if( GAMESTATE->IsCourseMode() )
- GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
- }
- else if( m_MusicWheel.GetSelectedCourse() != NULL )
- {
- SOUND->PlayOnceFromAnnouncer( "select course comment general" );
- Course *pCourse = m_MusicWheel.GetSelectedCourse();
- ASSERT( pCourse != NULL );
- GAMESTATE->m_PlayMode.Set( pCourse->GetPlayMode() );
- // apply #LIVES
- if( pCourse->m_iLives != -1 )
- {
- SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_LifeType, SongOptions::LIFE_BATTERY );
- SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_iBatteryLives, pCourse->m_iLives );
- }
- if( pCourse->GetCourseType() == COURSE_TYPE_SURVIVAL)
- SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_LifeType, SongOptions::LIFE_TIME );
- }
- else
- {
- // We haven't made a selection yet.
- return false;
- }
- // I believe this is for those who like pump pro. -aj
- MESSAGEMAN->Broadcast("SongChosen");
- break;
- case SelectionState_SelectingSteps:
- {
- PlayerNumber pn = input.pn;
- bool bInitiatedByMenuTimer = pn == PLAYER_INVALID;
- bool bAllOtherHumanPlayersDone = true;
- FOREACH_HumanPlayer( p )
- {
- if( p == pn )
- continue;
- bAllOtherHumanPlayersDone &= m_bStepsChosen[p];
- }
- bool bAllPlayersDoneSelectingSteps = bInitiatedByMenuTimer || bAllOtherHumanPlayersDone;
- if(TWO_PART_CONFIRMS_ONLY)
- bAllPlayersDoneSelectingSteps = true;
- /* TRICKY: if we have a Routine chart selected, we need to ensure
- * the following:
- * 1. Both players must select the same Routine steps.
- * 2. If the other player picks non-Routine steps, this player
- * cannot pick Routine.
- * 3. If the other player picked Routine steps, and we pick
- * non-Routine steps, the other player's steps must be unselected.
- * 4. If time runs out, and both players don't have the same Routine
- * chart selected, we need to bump the player with a Routine
- * chart selection to a playable chart.
- * (Right now, we bump them to Beginner... Can we come up with
- * something better?)
- */
- if( !GAMESTATE->IsCourseMode() && GAMESTATE->GetNumSidesJoined() == 2 )
- {
- bool bSelectedRoutineSteps[NUM_PLAYERS], bAnySelectedRoutine = false;
- bool bSelectedSameSteps = GAMESTATE->m_pCurSteps[PLAYER_1] == GAMESTATE->m_pCurSteps[PLAYER_2];
- FOREACH_HumanPlayer( p )
- {
- const Steps *pSteps = GAMESTATE->m_pCurSteps[p];
- const StepsTypeInfo &sti = GAMEMAN->GetStepsTypeInfo( pSteps->m_StepsType );
- bSelectedRoutineSteps[p] = sti.m_StepsTypeCategory == StepsTypeCategory_Routine;
- bAnySelectedRoutine |= bSelectedRoutineSteps[p];
- }
- if( bAnySelectedRoutine )
- {
- /* Timer ran out. If we haven't agreed on steps, move players with
- * Routine steps down to Beginner. I'll admit that's annoying,
- * but at least they won't lose more stages. */
- if( bInitiatedByMenuTimer && !bSelectedSameSteps )
- {
- /* Since m_vpSteps is sorted by Difficulty, the first
- * entry should be the easiest. */
- ASSERT( m_vpSteps.size() != 0 );
- Steps *pSteps = m_vpSteps[0];
- FOREACH_PlayerNumber( p )
- {
- if( bSelectedRoutineSteps[p] )
- GAMESTATE->m_pCurSteps[p].Set( pSteps );
- }
- break;
- }
- // If the steps don't match up, we need to check some more conditions...
- if( !bSelectedSameSteps )
- {
- const PlayerNumber other = OPPOSITE_PLAYER[pn];
- if( m_bStepsChosen[other] )
- {
- /* Unready the other player if they selected Routine
- * steps, but we didn't. */
- if( bSelectedRoutineSteps[other] )
- {
- m_bStepsChosen[other] = false;
- bAllPlayersDoneSelectingSteps = false; // if the timer ran out, we handled it earlier
- // HACK: send an event to Input to tell it to unready.
- InputEventPlus event;
- event.MenuI = GAME_BUTTON_SELECT;
- event.pn = other;
- this->Input( event );
- }
- else if( bSelectedRoutineSteps[pn] )
- {
- /* They selected non-Routine steps, so we can't
- * select Routine steps. */
- return false;
- }
- }
- }
- }
- }
- if( !bAllPlayersDoneSelectingSteps )
- {
- m_bStepsChosen[pn] = true;
- m_soundStart.Play();
- // impldiff: Pump it Up Pro uses "StepsSelected". -aj
- Message msg("StepsChosen");
- msg.SetParam( "Player", pn );
- MESSAGEMAN->Broadcast( msg );
- return true;
- }
- }
- break;
- }
- FOREACH_ENUM( PlayerNumber, p )
- {
- if( !TWO_PART_SELECTION || m_SelectionState == SelectionState_SelectingSteps )
- {
- if( m_OptionsList[p].IsOpened() )
- m_OptionsList[p].Close();
- }
- UpdateSelectButton( p, false );
- }
- m_SelectionState = GetNextSelectionState();
- Message msg( "Start" + SelectionStateToString(m_SelectionState) );
- MESSAGEMAN->Broadcast( msg );
- m_soundStart.Play();
- // If the MenuTimer has forced us to move on && TWO_PART_CONFIRMS_ONLY,
- // set Selection State to finalized and move on.
- if(TWO_PART_CONFIRMS_ONLY)
- {
- if(m_MenuTimer->GetSeconds() < 1)
- {
- m_SelectionState = SelectionState_Finalized;
- }
- }
- if( m_SelectionState == SelectionState_Finalized )
- {
- m_MenuTimer->Stop();
- FOREACH_HumanPlayer( p )
- {
- if( !m_bStepsChosen[p] )
- {
- m_bStepsChosen[p] = true;
- // Don't play start sound. We play it again below on finalized
- //m_soundStart.Play();
- Message lMsg("StepsChosen");
- lMsg.SetParam( "Player", p );
- MESSAGEMAN->Broadcast( lMsg );
- }
- }
- if( CommonMetrics::AUTO_SET_STYLE )
- {
- // Now that Steps have been chosen, set a Style that can play them.
- const Style *pStyle = NULL;
- if( GAMESTATE->IsCourseMode() )
- pStyle = GAMESTATE->m_pCurCourse->GetCourseStyle( GAMESTATE->m_pCurGame, GAMESTATE->GetNumSidesJoined() );
- if( pStyle == NULL )
- {
- StepsType stCurrent;
- PlayerNumber pn = GAMESTATE->GetMasterPlayerNumber();
- if( GAMESTATE->IsCourseMode() )
- {
- ASSERT( GAMESTATE->m_pCurTrail[pn] != NULL );
- stCurrent = GAMESTATE->m_pCurTrail[pn]->m_StepsType;
- }
- else
- {
- ASSERT( GAMESTATE->m_pCurSteps[pn] != NULL );
- stCurrent = GAMESTATE->m_pCurSteps[pn]->m_StepsType;
- }
- vector<StepsType> vst;
- pStyle = GAMEMAN->GetFirstCompatibleStyle( GAMESTATE->m_pCurGame, GAMESTATE->GetNumSidesJoined(), stCurrent );
- }
- GAMESTATE->SetCurrentStyle( pStyle );
- }
- /* If we're currently waiting on song assets, abort all except the music
- * and start the music, so if we make a choice quickly before background
- * requests come through, the music will still start. */
- g_bCDTitleWaiting = g_bBannerWaiting = false;
- m_BackgroundLoader.Abort();
- CheckBackgroundRequests( true );
- if( OPTIONS_MENU_AVAILABLE )
- {
- // show "hold START for options"
- this->PlayCommand( "ShowPressStartForOptions" );
- m_bAllowOptionsMenu = true;
- /* Don't accept a held START for a little while, so it's not
- * hit accidentally. Accept an initial START right away, though,
- * so we don't ignore deliberate fast presses (which would be
- * annoying). */
- this->PostScreenMessage( SM_AllowOptionsMenuRepeat, 0.5f );
- StartTransitioningScreen( SM_None );
- float fTime = max( SHOW_OPTIONS_MESSAGE_SECONDS, this->GetTweenTimeLeft() );
- this->PostScreenMessage( SM_BeginFadingOut, fTime );
- }
- else
- {
- StartTransitioningScreen( SM_BeginFadingOut );
- }
- }
- else // !finalized. Set the timer for selecting difficulty and mods.
- {
- float fSeconds = m_MenuTimer->GetSeconds();
- if( fSeconds < 10 )
- {
- m_MenuTimer->SetSeconds( TWO_PART_TIMER_SECONDS ); // was 13 -aj
- m_MenuTimer->Start();
- }
- }
- return true;
- }
- bool ScreenSelectMusic::MenuBack( const InputEventPlus & /* input */ )
- {
- // Handle unselect song (ffff)
- // todo: this isn't right at all. -aj
- /*
- if( m_SelectionState == SelectionState_SelectingSteps &&
- !m_bStepsChosen[input.pn] && input.MenuI == GAME_BUTTON_BACK &&
- input.type == IET_FIRST_PRESS )
- {
- // if a player has chosen their steps already, don't unchoose song.
- FOREACH_HumanPlayer( p )
- if( m_bStepsChosen[p] ) return;
- // and if we get here...
- Message msg("SongUnchosen");
- msg.SetParam( "Player", input.pn );
- MESSAGEMAN->Broadcast( msg );
- m_SelectionState = SelectionState_SelectingSong;
- return true;
- }
- */
- m_BackgroundLoader.Abort();
- Cancel( SM_GoToPrevScreen );
- return true;
- }
- void ScreenSelectMusic::AfterStepsOrTrailChange( const vector<PlayerNumber> &vpns )
- {
- if(TWO_PART_CONFIRMS_ONLY && m_SelectionState == SelectionState_SelectingSteps)
- {
- // if TWO_PART_CONFIRMS_ONLY, changing difficulties unsets the song. -aj
- m_SelectionState = SelectionState_SelectingSong;
- MESSAGEMAN->Broadcast("TwoPartConfirmCanceled");
- }
- FOREACH_CONST( PlayerNumber, vpns, p )
- {
- PlayerNumber pn = *p;
- ASSERT( GAMESTATE->IsHumanPlayer(pn) );
- if( GAMESTATE->m_pCurSong )
- {
- CLAMP( m_iSelection[pn], 0, m_vpSteps.size()-1 );
- Song* pSong = GAMESTATE->m_pCurSong;
- Steps* pSteps = m_vpSteps.empty()? NULL: m_vpSteps[m_iSelection[pn]];
- GAMESTATE->m_pCurSteps[pn].Set( pSteps );
- GAMESTATE->m_pCurTrail[pn].Set( NULL );
- int iScore = 0;
- if( pSteps )
- {
- const Profile *pProfile = PROFILEMAN->IsPersistentProfile(pn) ? PROFILEMAN->GetProfile(pn) : PROFILEMAN->GetMachineProfile();
- iScore = pProfile->GetStepsHighScoreList(pSong,pSteps).GetTopScore().GetScore();
- }
- m_textHighScore[pn].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, iScore) );
- }
- else if( GAMESTATE->m_pCurCourse )
- {
- CLAMP( m_iSelection[pn], 0, m_vpTrails.size()-1 );
- Course* pCourse = GAMESTATE->m_pCurCourse;
- Trail* pTrail = m_vpTrails.empty()? NULL: m_vpTrails[m_iSelection[pn]];
- GAMESTATE->m_pCurSteps[pn].Set( NULL );
- GAMESTATE->m_pCurTrail[pn].Set( pTrail );
- int iScore = 0;
- if( pTrail )
- {
- const Profile *pProfile = PROFILEMAN->IsPersistentProfile(pn) ? PROFILEMAN->GetProfile(pn) : PROFILEMAN->GetMachineProfile();
- iScore = pProfile->GetCourseHighScoreList(pCourse,pTrail).GetTopScore().GetScore();
- }
- m_textHighScore[pn].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, iScore) );
- }
- else
- {
- // The numbers shouldn't stay if the current selection is NULL.
- m_textHighScore[pn].SetText( NULL_SCORE_STRING );
- }
- }
- }
- void ScreenSelectMusic::SwitchToPreferredDifficulty()
- {
- if( !GAMESTATE->m_pCurCourse )
- {
- FOREACH_HumanPlayer( pn )
- {
- // Find the closest match to the user's preferred difficulty and StepsType.
- int iCurDifference = -1;
- int &iSelection = m_iSelection[pn];
- FOREACH_CONST( Steps*, m_vpSteps, s )
- {
- int i = s - m_vpSteps.begin();
- // If the current steps are listed, use them.
- if( GAMESTATE->m_pCurSteps[pn] == *s )
- {
- iSelection = i;
- break;
- }
- if( GAMESTATE->m_PreferredDifficulty[pn] != Difficulty_Invalid )
- {
- int iDifficultyDifference = abs( (*s)->GetDifficulty() - GAMESTATE->m_PreferredDifficulty[pn] );
- int iStepsTypeDifference = 0;
- if( GAMESTATE->m_PreferredStepsType != StepsType_Invalid )
- iStepsTypeDifference = abs( (*s)->m_StepsType - GAMESTATE->m_PreferredStepsType );
- int iTotalDifference = iStepsTypeDifference * NUM_Difficulty + iDifficultyDifference;
- if( iCurDifference == -1 || iTotalDifference < iCurDifference )
- {
- iSelection = i;
- iCurDifference = iTotalDifference;
- }
- }
- }
- CLAMP( iSelection, 0, m_vpSteps.size()-1 );
- }
- }
- else
- {
- FOREACH_HumanPlayer( pn )
- {
- // Find the closest match to the user's preferred difficulty.
- int iCurDifference = -1;
- int &iSelection = m_iSelection[pn];
- FOREACH_CONST( Trail*, m_vpTrails, t )
- {
- int i = t - m_vpTrails.begin();
- // If the current trail is listed, use it.
- if( GAMESTATE->m_pCurTrail[pn] == m_vpTrails[i] )
- {
- iSelection = i;
- break;
- }
- if( GAMESTATE->m_PreferredCourseDifficulty[pn] != Difficulty_Invalid && GAMESTATE->m_PreferredStepsType != StepsType_Invalid )
- {
- int iDifficultyDifference = abs( (*t)->m_CourseDifficulty - GAMESTATE->m_PreferredCourseDifficulty[pn] );
- int iStepsTypeDifference = abs( (*t)->m_StepsType - GAMESTATE->m_PreferredStepsType );
- int iTotalDifference = iStepsTypeDifference * NUM_CourseDifficulty + iDifficultyDifference;
- if( iCurDifference == -1 || iTotalDifference < iCurDifference )
- {
- iSelection = i;
- iCurDifference = iTotalDifference;
- }
- }
- }
- CLAMP( iSelection, 0, m_vpTrails.size()-1 );
- }
- }
- if( GAMESTATE->DifficultiesLocked() )
- {
- FOREACH_HumanPlayer( p )
- m_iSelection[p] = m_iSelection[GAMESTATE->GetMasterPlayerNumber()];
- }
- }
- void ScreenSelectMusic::AfterMusicChange()
- {
- if( !m_MusicWheel.IsRouletting() )
- m_MenuTimer->Stall();
- Song* pSong = m_MusicWheel.GetSelectedSong();
- GAMESTATE->m_pCurSong.Set( pSong );
- if( pSong )
- GAMESTATE->m_pPreferredSong = pSong;
- Course* pCourse = m_MusicWheel.GetSelectedCourse();
- GAMESTATE->m_pCurCourse.Set( pCourse );
- if( pCourse )
- GAMESTATE->m_pPreferredCourse = pCourse;
- m_vpSteps.clear();
- m_vpTrails.clear();
- m_Banner.SetMovingFast( !!m_MusicWheel.IsMoving() );
- vector<RString> m_Artists, m_AltArtists;
- if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
- {
- m_sSampleMusicToPlay = "";
- }
- m_pSampleMusicTimingData = NULL;
- g_sCDTitlePath = "";
- g_sBannerPath = "";
- g_bWantFallbackCdTitle = false;
- bool bWantBanner = true;
- static SortOrder s_lastSortOrder = SortOrder_Invalid;
- if( GAMESTATE->m_SortOrder != s_lastSortOrder )
- {
- // Reload to let Lua metrics have a chance to change the help text.
- s_lastSortOrder = GAMESTATE->m_SortOrder;
- }
- WheelItemDataType wtype = m_MusicWheel.GetSelectedType();
- SampleMusicPreviewMode pmode;
- switch( wtype )
- {
- case WheelItemDataType_Section:
- case WheelItemDataType_Sort:
- case WheelItemDataType_Roulette:
- case WheelItemDataType_Random:
- case WheelItemDataType_Custom:
- FOREACH_PlayerNumber( p )
- m_iSelection[p] = -1;
- g_sCDTitlePath = ""; // none
- if( SAMPLE_MUSIC_PREVIEW_MODE == SampleMusicPreviewMode_LastSong )
- {
- // HACK: Make random music work in LastSong mode. -aj
- if( m_sSampleMusicToPlay == m_sRandomMusicPath )
- {
- m_fSampleStartSeconds = 0;
- m_fSampleLengthSeconds = -1;
- }
- }
- else
- {
- m_fSampleStartSeconds = 0;
- m_fSampleLengthSeconds = -1;
- }
- switch( wtype )
- {
- case WheelItemDataType_Section:
- // reduce scope
- {
- SortOrder curSort = GAMESTATE->m_SortOrder;
- if( curSort == SORT_GROUP)
- {
- g_sBannerPath = SONGMAN->GetSongGroupBannerPath( m_MusicWheel.GetSelectedSection() );
- }
- else
- {
- bWantBanner = false; // we load it ourself
- m_Banner.LoadFromSortOrder(curSort);
- }
- if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
- m_sSampleMusicToPlay = m_sSectionMusicPath;
- }
- break;
- case WheelItemDataType_Sort:
- bWantBanner = false; // we load it ourself
- m_Banner.LoadMode();
- if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
- m_sSampleMusicToPlay = m_sSortMusicPath;
- break;
- case WheelItemDataType_Roulette:
- bWantBanner = false; // we load it ourself
- m_Banner.LoadRoulette();
- if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
- m_sSampleMusicToPlay = m_sRouletteMusicPath;
- break;
- case WheelItemDataType_Random:
- bWantBanner = false; // we load it ourself
- m_Banner.LoadRandom();
- //if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
- m_sSampleMusicToPlay = m_sRandomMusicPath;
- break;
- case WheelItemDataType_Custom:
- {
- bWantBanner = false; // we load it ourself
- RString sBannerName = GetMusicWheel()->GetCurWheelItemData( GetMusicWheel()->GetCurrentIndex() )->m_pAction->m_sName.c_str();
- m_Banner.LoadCustom(sBannerName);
- if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
- m_sSampleMusicToPlay = m_sSectionMusicPath;
- }
- break;
- default:
- FAIL_M(ssprintf("Invalid WheelItemDataType: %i", wtype));
- }
- // override this if the sample music mode wants to.
- /*
- if(SAMPLE_MUSIC_PREVIEW_MODE == SampleMusicPreviewMode_LastSong)
- {
- m_sSampleMusicToPlay = pSong->GetMusicPath();
- m_pSampleMusicTimingData = &pSong->m_SongTiming;
- m_fSampleStartSeconds = pSong->m_fMusicSampleStartSeconds;
- m_fSampleLengthSeconds = pSong->m_fMusicSampleLengthSeconds;
- }
- */
- break;
- case WheelItemDataType_Song:
- case WheelItemDataType_Portal:
- // check SampleMusicPreviewMode here.
- pmode = SAMPLE_MUSIC_PREVIEW_MODE;
- switch( pmode )
- {
- case SampleMusicPreviewMode_ScreenMusic:
- // play the screen music
- m_sSampleMusicToPlay = m_sLoopMusicPath;
- m_fSampleStartSeconds = 0;
- m_fSampleLengthSeconds = -1;
- break;
- case SampleMusicPreviewMode_StartToPreview:
- // we want to load the sample music, but we don't want to
- // actually play it. fall through. -aj
- case SampleMusicPreviewMode_Normal:
- case SampleMusicPreviewMode_LastSong: // fall through
- // play the sample music
- m_sSampleMusicToPlay = pSong->GetMusicPath();
- m_pSampleMusicTimingData = &pSong->m_SongTiming;
- m_fSampleStartSeconds = pSong->m_fMusicSampleStartSeconds;
- m_fSampleLengthSeconds = pSong->m_fMusicSampleLengthSeconds;
- break;
- default:
- FAIL_M(ssprintf("Invalid preview mode: %i", pmode));
- }
- SongUtil::GetPlayableSteps( pSong, m_vpSteps );
- if ( PREFSMAN->m_bShowBanners )
- g_sBannerPath = pSong->GetBannerPath();
- g_sCDTitlePath = pSong->GetCDTitlePath();
- g_bWantFallbackCdTitle = true;
- SwitchToPreferredDifficulty();
- break;
- case WheelItemDataType_Course:
- {
- const Course *lCourse = m_MusicWheel.GetSelectedCourse();
- const Style *pStyle = NULL;
- if( CommonMetrics::AUTO_SET_STYLE )
- pStyle = pCourse->GetCourseStyle( GAMESTATE->m_pCurGame, GAMESTATE->GetNumSidesJoined() );
- if( pStyle == NULL )
- pStyle = GAMESTATE->GetCurrentStyle();
- lCourse->GetTrails( m_vpTrails, pStyle->m_StepsType );
- m_sSampleMusicToPlay = m_sCourseMusicPath;
- m_fSampleStartSeconds = 0;
- m_fSampleLengthSeconds = -1;
- g_sBannerPath = lCourse->GetBannerPath();
- if( g_sBannerPath.empty() )
- m_Banner.LoadFallback();
- SwitchToPreferredDifficulty();
- break;
- }
- default:
- FAIL_M(ssprintf("Invalid WheelItemDataType: %i", wtype));
- }
- m_sprCDTitleFront.UnloadTexture();
- m_sprCDTitleBack.UnloadTexture();
- // Cancel any previous, incomplete requests for song assets,
- // since we need new ones.
- m_BackgroundLoader.Abort();
- g_bCDTitleWaiting = false;
- if( !g_sCDTitlePath.empty() || g_bWantFallbackCdTitle )
- {
- LOG->Trace( "cache \"%s\"", g_sCDTitlePath.c_str());
- m_BackgroundLoader.CacheFile( g_sCDTitlePath ); // empty OK
- g_bCDTitleWaiting = true;
- }
- g_bBannerWaiting = false;
- if( bWantBanner )
- {
- LOG->Trace("LoadFromCachedBanner(%s)",g_sBannerPath .c_str());
- if( m_Banner.LoadFromCachedBanner( g_sBannerPath ) )
- {
- /* If the high-res banner is already loaded, just delay before
- * loading it, so the low-res one has time to fade in. */
- if( !TEXTUREMAN->IsTextureRegistered( Sprite::SongBannerTexture(g_sBannerPath) ) )
- m_BackgroundLoader.CacheFile( g_sBannerPath );
- g_bBannerWaiting = true;
- }
- }
- // Don't stop music if it's already playing the right file.
- g_bSampleMusicWaiting = false;
- if( !m_MusicWheel.IsRouletting() && SOUND->GetMusicPath() != m_sSampleMusicToPlay )
- {
- SOUND->StopMusic();
- // some SampleMusicPreviewModes don't want the sample music immediately.
- if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_StartToPreview )
- {
- if( !m_sSampleMusicToPlay.empty() )
- g_bSampleMusicWaiting = true;
- }
- }
- g_StartedLoadingAt.Touch();
- vector<PlayerNumber> vpns;
- FOREACH_HumanPlayer( p )
- vpns.push_back( p );
- AfterStepsOrTrailChange( vpns );
- }
- void ScreenSelectMusic::OpenOptionsList(PlayerNumber pn)
- {
- if( pn != PLAYER_INVALID )
- {
- m_MusicWheel.Move( 0 );
- m_OptionsList[pn].Open();
- }
- }
- // lua start
- #include "LuaBinding.h"
- /** @brief Allow Lua to have access to the ScreenSelectMusic. */
- class LunaScreenSelectMusic: public Luna<ScreenSelectMusic>
- {
- public:
- static int GetGoToOptions( T* p, lua_State *L ) { lua_pushboolean( L, p->GetGoToOptions() ); return 1; }
- static int GetMusicWheel( T* p, lua_State *L ) {
- p->GetMusicWheel()->PushSelf(L);
- return 1;
- }
- static int OpenOptionsList( T* p, lua_State *L ) { PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1); p->OpenOptionsList(pn); return 0; }
- LunaScreenSelectMusic()
- {
- ADD_METHOD( GetGoToOptions );
- ADD_METHOD( GetMusicWheel );
- ADD_METHOD( OpenOptionsList );
- }
- };
- LUA_REGISTER_DERIVED_CLASS( ScreenSelectMusic, ScreenWithMenuElements )
- // lua end
- /*
- * (c) 2001-2004 Chris Danford
- * All rights reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the
- * "Software"), to deal in the Software without restriction, including
- * without limitation the rights to use, copy, modify, merge, publish,
- * distribute, and/or sell copies of the Software, and to permit persons to
- * whom the Software is furnished to do so, provided that the above
- * copyright notice(s) and this permission notice appear in all copies of
- * the Software and that both the above copyright notice(s) and this
- * permission notice appear in supporting documentation.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
- * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
- * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
- * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
- * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
- * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
- * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
- * PERFORMANCE OF THIS SOFTWARE.
- */
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