Esempio n. 1
0
ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
{
	LOG->Trace( "ScreenNameEntry::ScreenNameEntry()" );


	// update cache
	g_fCharsZoomSmall = CHARS_ZOOM_SMALL;
	g_fCharsZoomLarge = CHARS_ZOOM_LARGE;
	g_fCharsSpacingY = CHARS_SPACING_Y;
	g_ScrollingCharsColor = SCROLLING_CHARS_COLOR;
	g_SelectedCharsColor = SELECTED_CHARS_COLOR;
	g_fReceptorArrowsY = GRAY_ARROWS_Y;
	g_iNumCharsToDrawBehind = NUM_CHARS_TO_DRAW_BEHIND;
	g_iNumCharsToDrawTotal = NUM_CHARS_TO_DRAW_TOTAL;
	g_fFakeBeatsPerSec = FAKE_BEATS_PER_SEC;




		// DEBUGGING STUFF
//	GAMESTATE->m_CurGame = GAME_DANCE;
//	GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE;
//	GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR;
//	GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
//	GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
//	GAMESTATE->m_RankingCategory[PLAYER_1] = RANKING_A;
//	GAMESTATE->m_iRankingIndex[PLAYER_1] = 0;


	/* Save options.  We'll reset them to display letters, and we must put them
	 * back when we're done. */
	GAMESTATE->StoreSelectedOptions();

	// reset Player and Song Options
	{
		FOREACH_PlayerNumber( p )
			GAMESTATE->m_pPlayerState[p]->m_PlayerOptions = PlayerOptions();
		GAMESTATE->m_SongOptions = SongOptions();
	}

	vector<GameState::RankingFeat> aFeats[NUM_PLAYERS];

	// Find out if players deserve to enter their name
	FOREACH_PlayerNumber( p )
	{
		GAMESTATE->GetRankingFeats( p, aFeats[p] );
		m_bStillEnteringName[p] = aFeats[p].size()>0;
	}

	if( !AnyStillEntering() )
	{
		/* Nobody made a high score. */
		HandleScreenMessage( SM_GoToNextScreen );
		return;
	}

	bool IsOnRanking = ( (GAMESTATE->m_PlayMode == PLAY_MODE_NONSTOP || GAMESTATE->m_PlayMode == PLAY_MODE_ONI)
		&& !(GAMESTATE->m_pCurCourse->IsRanking()) );

	if( PREFSMAN->m_GetRankingName == PrefsManager::RANKING_OFF || 
		(PREFSMAN->m_GetRankingName == PrefsManager::RANKING_LIST && !IsOnRanking) )
	{
		// don't collect score due to ranking setting
		HandleScreenMessage( SM_GoToNextScreen );
		return;
	}


	GAMESTATE->m_bPastHereWeGo = true;	// enable the gray arrows

	FOREACH_PlayerNumber( p )
	{
		// load last used ranking name if any
		Profile* pProfile = PROFILEMAN->GetProfile(p);
		if( pProfile && !pProfile->m_sLastUsedHighScoreName.empty() )
			 m_sSelectedName[p] = pProfile->m_sLastUsedHighScoreName;

		// resize string to MAX_RANKING_NAME_LENGTH
		m_sSelectedName[p] = ssprintf( "%*.*s", MAX_RANKING_NAME_LENGTH, MAX_RANKING_NAME_LENGTH, m_sSelectedName[p].c_str() );
		ASSERT( (int) m_sSelectedName[p].length() == MAX_RANKING_NAME_LENGTH );

		// don't load player if they aren't going to enter their name
		if( !m_bStillEnteringName[p] )
			continue;	// skip

		// remove modifiers that may have been on the last song
		GAMESTATE->m_pPlayerState[p]->m_PlayerOptions = PlayerOptions();

		ASSERT( GAMESTATE->IsHumanPlayer(p) );	// they better be enabled if they made a high score!

		float fPlayerX = PLAYER_X(p,GAMESTATE->GetCurrentStyle()->m_StyleType);

		{
			LockNoteSkin l( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.m_sNoteSkin );

			m_ReceptorArrowRow[p].Load( GAMESTATE->m_pPlayerState[p], 0 );
			m_ReceptorArrowRow[p].SetX( fPlayerX );
			m_ReceptorArrowRow[p].SetY( SCREEN_TOP + 100 );
			this->AddChild( &m_ReceptorArrowRow[p] );
		}


		const Style* pStyle = GAMESTATE->GetCurrentStyle();

		m_ColToStringIndex[p].insert(m_ColToStringIndex[p].begin(), pStyle->m_iColsPerPlayer, -1);
		int CurrentStringIndex = 0;

		for( int t=0; t<pStyle->m_iColsPerPlayer; t++ )
		{
			if(CurrentStringIndex == MAX_RANKING_NAME_LENGTH)
				continue; /* We have enough columns. */

			/* Find out if this column is associated with the START menu button. */
			StyleInput si(p, t);
			GameInput gi=GAMESTATE->GetCurrentStyle()->StyleInputToGameInput(si);
			MenuInput m=GAMESTATE->GetCurrentGame()->GameInputToMenuInput(gi);
			if(m.button == MENU_BUTTON_START)
				continue;
			m_ColToStringIndex[p][t] = CurrentStringIndex++;

			float ColX = fPlayerX + pStyle->m_ColumnInfo[p][t].fXOffset;

			m_textSelectedChars[p][t].LoadFromFont( THEME->GetPathF("ScreenNameEntry","letters") );
			m_textSelectedChars[p][t].SetX( ColX );
			m_textSelectedChars[p][t].SetY( GRAY_ARROWS_Y );
			m_textSelectedChars[p][t].SetDiffuse( g_SelectedCharsColor );
			m_textSelectedChars[p][t].SetZoom( CHARS_ZOOM_LARGE );
			if( t < (int)m_sSelectedName[p].length() )
				m_textSelectedChars[p][t].SetText( m_sSelectedName[p].substr(t,1) );
			this->AddChild( &m_textSelectedChars[p][t] );		// draw these manually
			
			m_textScrollingChars[p][t].LoadFromFont( THEME->GetPathF("ScreenNameEntry","letters") );
			m_textScrollingChars[p][t].SetX( ColX );
			m_textScrollingChars[p][t].SetY( GRAY_ARROWS_Y );
			m_textScrollingChars[p][t].SetDiffuse( g_ScrollingCharsColor );
			//this->AddChild( &m_textScrollingChars[p][t] );	// draw these manually
		}

		m_textCategory[p].LoadFromFont( THEME->GetPathF("ScreenNameEntry","category") );
		m_textCategory[p].SetX( fPlayerX );
		m_textCategory[p].SetY( CATEGORY_Y );
		m_textCategory[p].SetZoom( CATEGORY_ZOOM );
		CString joined;
		for( unsigned j = 0; j < aFeats[p].size(); ++j )
		{
			if( j )
				joined += "\n";
			joined += aFeats[p][j].Feat;
		}

		m_textCategory[p].SetText( joined );
		this->AddChild( &m_textCategory[p] );
	}


	if( !PREFSMAN->m_bMenuTimer )
		m_Timer.Disable();
	else
		m_Timer.SetSeconds(TIMER_SECONDS);
	m_Timer.SetXY( TIMER_X, TIMER_Y );
	this->AddChild( &m_Timer );

	m_In.Load( THEME->GetPathB("ScreenNameEntry","in") );
	m_In.StartTransitioning();
//	this->AddChild( &m_In );	// draw and update this manually too

	m_Out.Load( THEME->GetPathB("ScreenNameEntry","out") );
//	this->AddChild( &m_Out );	// draw and update this manually too

	m_soundStep.Load( THEME->GetPathS("ScreenNameEntry","step") );

	SOUND->PlayMusic( THEME->GetPathS("ScreenNameEntry","music") );

	m_fFakeBeat = 0;
}
Esempio n. 2
0
void EditCoursesMenu::Start()
{
	if( m_bInSongMenu )
	{
		m_SongMenu.SaveToCourseEntry( GetSelectedEntry() );
		m_bInSongMenu = false;
		OnRowValueChanged( ROW_ENTRY );
		return;
	}

	Course* pCourse = GetSelectedCourse();
	CourseEntry* pEntry = GetSelectedEntry();

	switch( m_SelectedRow )
	{
	case ROW_COURSE_OPTIONS:
		g_CourseOptionsMenu.rows[repeat].defaultChoice = pCourse->m_bRepeat ? 1 : 0;
		g_CourseOptionsMenu.rows[randomize].defaultChoice = pCourse->m_bRandomize ? 1 : 0;
		g_CourseOptionsMenu.rows[lives].defaultChoice = pCourse->m_iLives;
		if( g_CourseOptionsMenu.rows[lives].defaultChoice == -1 )
			g_CourseOptionsMenu.rows[lives].defaultChoice = 0;
		SCREENMAN->MiniMenu( &g_CourseOptionsMenu, SM_BackFromCourseOptionsMenu );
		break;
	case ROW_ACTION:
		switch( GetSelectedAction() )
		{
		case save:
			m_soundSave.Play();
			pCourse->Save();
			SCREENMAN->SystemMessage( "Course saved." );
			break;
		case add_entry:
			SCREENMAN->PlayStartSound();
			pCourse->m_entries.insert( pCourse->m_entries.begin()+m_iSelection[ROW_ENTRY], pCourse->m_entries[m_iSelection[ROW_ENTRY]] );
			OnRowValueChanged( ROW_ENTRY );
			break;
		case delete_selected_entry:
			if( pCourse->m_entries.size() == 1 )
			{
				SCREENMAN->PlayInvalidSound();
				SCREENMAN->SystemMessage( "Cannot delete the last entry from a course" );
				break;
			}

			SCREENMAN->PlayStartSound();
			pCourse->m_entries.erase( pCourse->m_entries.begin()+m_iSelection[ROW_ENTRY] );
			CLAMP( m_iSelection[ROW_ENTRY], 0, (int) pCourse->m_entries.size()-1 );
			OnRowValueChanged( ROW_ENTRY );
			break;
		default:
			ASSERT(0);
		}

		OnRowValueChanged( ROW_ENTRY );		
		break;
	case ROW_ENTRY_OPTIONS:	
		m_SongMenu.LoadFromCourseEntry( GetSelectedEntry() );
		m_bInSongMenu = true;
		break;
	case ROW_ENTRY_PLAYER_OPTIONS:
		SCREENMAN->PlayStartSound();
			
		GAMESTATE->m_PlayerOptions[PLAYER_1] = PlayerOptions();
		GAMESTATE->m_PlayerOptions[PLAYER_1].FromString( pEntry->modifiers );

		SCREENMAN->AddNewScreenToTop( "ScreenPlayerOptions", SM_BackFromPlayerOptions );
		break;
	case ROW_ENTRY_SONG_OPTIONS:	
		SCREENMAN->PlayStartSound();

		GAMESTATE->m_SongOptions = SongOptions();
		GAMESTATE->m_SongOptions.FromString( pEntry->modifiers );

		SCREENMAN->AddNewScreenToTop( "ScreenSongOptions", SM_BackFromSongOptions );
		break;
	default:
		SCREENMAN->PlayInvalidSound();
		return;
	}
}