| 1 | #include "Layout/MenuSelectParts.h" |
| 2 | |
| 3 | #include "Library/Base/StringUtil.h" |
| 4 | #include "Library/Controller/KeyRepeatCtrl.h" |
| 5 | #include "Library/Controller/PadRumbleDirector.h" |
| 6 | #include "Library/Controller/PadRumbleFunction.h" |
| 7 | #include "Library/Layout/LayoutActionFunction.h" |
| 8 | #include "Library/Layout/LayoutActor.h" |
| 9 | #include "Library/Layout/LayoutActorUtil.h" |
| 10 | #include "Library/Layout/LayoutInitInfo.h" |
| 11 | #include "Library/LiveActor/ActorActionFunction.h" |
| 12 | #include "Library/LiveActor/LiveActorFunction.h" |
| 13 | #include "Library/Math/MathUtil.h" |
| 14 | #include "Library/Nerve/NerveSetupUtil.h" |
| 15 | #include "Library/Nerve/NerveUtil.h" |
| 16 | #include "Library/Se/SeFunction.h" |
| 17 | |
| 18 | #include "Sequence/GameSequenceInfo.h" |
| 19 | #include "System/GameDataHolderAccessor.h" |
| 20 | #include "Util/StageInputFunction.h" |
| 21 | |
| 22 | namespace { |
| 23 | NERVE_IMPL(MenuSelectParts, Hide); |
| 24 | NERVE_IMPL(MenuSelectParts, Appear); |
| 25 | NERVE_IMPL(MenuSelectParts, Select); |
| 26 | NERVE_IMPL(MenuSelectParts, DecideEnd); |
| 27 | NERVE_IMPL(MenuSelectParts, DecideParts); |
| 28 | NERVE_IMPL_(MenuSelectParts, SelectSecond, Select); |
| 29 | NERVE_IMPL(MenuSelectParts, DecideInterval); |
| 30 | |
| 31 | NERVES_MAKE_NOSTRUCT(MenuSelectParts, Hide, Appear, DecideEnd); |
| 32 | NERVES_MAKE_STRUCT(MenuSelectParts, Select, DecideParts, SelectSecond, DecideInterval); |
| 33 | } // namespace |
| 34 | |
| 35 | const MenuSelectParts::Selection sMainMenuParts[5] = { |
| 36 | MenuSelectParts::Selection::Continue, MenuSelectParts::Selection::SeparatePlay, |
| 37 | MenuSelectParts::Selection::NewGame, MenuSelectParts::Selection::Help, |
| 38 | MenuSelectParts::Selection::Setting}; |
| 39 | |
| 40 | const MenuSelectParts::Selection [5] = { |
| 41 | MenuSelectParts::Selection::Continue, MenuSelectParts::Selection::SeparatePlay, |
| 42 | MenuSelectParts::Selection::Help, MenuSelectParts::Selection::Save, |
| 43 | MenuSelectParts::Selection::Setting}; |
| 44 | |
| 45 | inline const MenuSelectParts::Selection* getPartsArray(bool ) { |
| 46 | return isPauseMenu ? sPauseMenuParts : sMainMenuParts; |
| 47 | } |
| 48 | |
| 49 | inline void setCursorPaneTrans(al::LayoutActor* cursorActor, al::LayoutActor* actor) { |
| 50 | sead::Vector2f cursorTrans = {0.0f, 0.0f}; |
| 51 | al::calcPaneTrans(&cursorTrans, actor, "Cursor" ); |
| 52 | al::setLocalTrans(cursorActor, cursorTrans); |
| 53 | } |
| 54 | |
| 55 | MenuSelectParts::(const char* name, al::LayoutActor* layoutActor, |
| 56 | al::LiveActor* marioActor, const al::LayoutInitInfo& info, |
| 57 | s32 ) |
| 58 | : al::NerveExecutor(name), mLayoutActor(layoutActor), mMax(menuItemCount), |
| 59 | mMarioActor(marioActor) { |
| 60 | mCapActor = al::getSubActor(actor: al::getSubActor(actor: marioActor, subActorName: "頭" ), subActorName: "メニュー用キャップ目" ); |
| 61 | |
| 62 | mKeyRepeatCtrl = new al::KeyRepeatCtrl(); |
| 63 | mKeyRepeatCtrl->init(initialMaxWait: 30, maxWait: 5); |
| 64 | |
| 65 | mLayoutArray = new al::LayoutActor*[mMax]; |
| 66 | for (s32 i = 0; i < mMax; i++) { |
| 67 | mLayoutArray[i] = new al::LayoutActor("選択肢パーツ" ); |
| 68 | |
| 69 | al::StringTmp<32> name("%s%02d" , "ParList" , i); |
| 70 | |
| 71 | al::initLayoutPartsActor(mLayoutArray[i], layoutActor, info, name.cstr(), nullptr); |
| 72 | al::startAction(layout: mLayoutArray[i], actionName: "Active" , paneName: "State" ); |
| 73 | } |
| 74 | |
| 75 | mCursorActor = new al::LayoutActor("カーソルパーツ" ); |
| 76 | al::initLayoutPartsActor(mCursorActor, layoutActor, info, "ParCursor" , nullptr); |
| 77 | |
| 78 | al::startAction(layout: mCursorActor, actionName: "Hide" , paneName: nullptr); |
| 79 | initNerve(nerve: &Hide, stateCount: 0); |
| 80 | } |
| 81 | |
| 82 | void MenuSelectParts::() { |
| 83 | updateNerve(); |
| 84 | } |
| 85 | |
| 86 | void MenuSelectParts::(s32 ) { |
| 87 | mIsMainMenu = false; |
| 88 | mCursorItemIndex = 0; |
| 89 | mDefaultIndex = 0; |
| 90 | mMenuItemAmount = menuItemAmount; |
| 91 | |
| 92 | for (s32 i = 0; i < mMenuItemAmount; i++) { |
| 93 | if (i == mCursorItemIndex) |
| 94 | al::startFreezeActionEnd(layout: mLayoutArray[calcPartsIndex(selection: i)], actionName: "Select" , paneName: nullptr); |
| 95 | else |
| 96 | al::startFreezeActionEnd(layout: mLayoutArray[calcPartsIndex(selection: i)], actionName: "Wait" , paneName: nullptr); |
| 97 | al::startAction(layout: mLayoutArray[calcPartsIndex(selection: i)], actionName: "Active" , paneName: "State" ); |
| 98 | } |
| 99 | |
| 100 | if (rs::isSceneStatusInvalidSave(accessor: mLayoutActor)) { |
| 101 | al::startAction(layout: mLayoutArray[calcPartsIndex(selection: 3)], actionName: "Deactive" , paneName: "State" ); |
| 102 | al::startAction(layout: mLayoutArray[calcPartsIndex(selection: 4)], actionName: "Deactive" , paneName: "State" ); |
| 103 | |
| 104 | al::setSeKeeperPlayNamePrefix(mLayoutArray[calcPartsIndex(selection: 3)], "Deactive" ); |
| 105 | al::setSeKeeperPlayNamePrefix(mLayoutArray[calcPartsIndex(selection: 4)], "Deactive" ); |
| 106 | } |
| 107 | |
| 108 | al::setNerve(user: this, nerve: &Appear); |
| 109 | } |
| 110 | |
| 111 | void MenuSelectParts::() {} |
| 112 | |
| 113 | void MenuSelectParts::() { |
| 114 | al::startFreezeActionEnd(layout: mLayoutArray[calcPartsIndex(selection: mCursorItemIndex)], actionName: "Select" , paneName: nullptr); |
| 115 | al::setNerve(user: this, nerve: &NrvMenuSelectParts.Select); |
| 116 | } |
| 117 | |
| 118 | void MenuSelectParts::(s32 index, const char16* message) { |
| 119 | al::setPaneString(mLayoutArray[calcPartsIndex(selection: index)], "TxtContent" , message, 0); |
| 120 | } |
| 121 | |
| 122 | bool MenuSelectParts::() const { |
| 123 | if (!isDecideEnd()) |
| 124 | return false; |
| 125 | return isSelectContinue(); |
| 126 | } |
| 127 | |
| 128 | bool MenuSelectParts::() const { |
| 129 | return al::isNerve(user: this, nerve: &DecideEnd); |
| 130 | } |
| 131 | |
| 132 | bool MenuSelectParts::() const { |
| 133 | return calcPartsIndex(selection: mCursorItemIndex) == Selection::Continue; |
| 134 | } |
| 135 | |
| 136 | bool MenuSelectParts::() const { |
| 137 | if (!isDecideEnd()) |
| 138 | return false; |
| 139 | return isSelectSetting(); |
| 140 | } |
| 141 | |
| 142 | bool MenuSelectParts::() const { |
| 143 | return calcPartsIndex(selection: mCursorItemIndex) == Selection::Setting; |
| 144 | } |
| 145 | |
| 146 | bool MenuSelectParts::() const { |
| 147 | if (!isDecideEnd()) |
| 148 | return false; |
| 149 | return isSelectSave(); |
| 150 | } |
| 151 | |
| 152 | bool MenuSelectParts::() const { |
| 153 | return calcPartsIndex(selection: mCursorItemIndex) == Selection::Save; |
| 154 | } |
| 155 | |
| 156 | bool MenuSelectParts::() const { |
| 157 | if (!isDecideEnd()) |
| 158 | return false; |
| 159 | return isSelectSeparatePlay(); |
| 160 | } |
| 161 | |
| 162 | bool MenuSelectParts::() const { |
| 163 | return calcPartsIndex(selection: mCursorItemIndex) == Selection::SeparatePlay; |
| 164 | } |
| 165 | |
| 166 | bool MenuSelectParts::() const { |
| 167 | if (!isDecideEnd()) |
| 168 | return false; |
| 169 | return isSelectHelp(); |
| 170 | } |
| 171 | |
| 172 | bool MenuSelectParts::() const { |
| 173 | return calcPartsIndex(selection: mCursorItemIndex) == Selection::Help; |
| 174 | } |
| 175 | |
| 176 | bool MenuSelectParts::() const { |
| 177 | if (!isDecideEnd()) |
| 178 | return false; |
| 179 | return isSelectNewGame(); |
| 180 | } |
| 181 | |
| 182 | bool MenuSelectParts::() const { |
| 183 | return calcPartsIndex(selection: mCursorItemIndex) == Selection::NewGame; |
| 184 | } |
| 185 | |
| 186 | s32 MenuSelectParts::(s32 selection) const { |
| 187 | bool = !mIsMainMenu; |
| 188 | return getPartsArray(isPauseMenu)[selection]; |
| 189 | } |
| 190 | |
| 191 | void MenuSelectParts::() {} |
| 192 | |
| 193 | void MenuSelectParts::() { |
| 194 | if (al::isFirstStep(user: this)) { |
| 195 | setCursorPaneTrans(cursorActor: mCursorActor, actor: mLayoutArray[calcPartsIndex(selection: mCursorItemIndex)]); |
| 196 | al::startAction(layout: mCursorActor, actionName: "Appear" , paneName: nullptr); |
| 197 | startActionMarioSelectIndex(); |
| 198 | for (s32 i = 0; i < mMenuItemAmount; i++) { |
| 199 | if (i == mCursorItemIndex) |
| 200 | continue; |
| 201 | al::startAction(layout: mLayoutArray[calcPartsIndex(selection: i)], actionName: "Wait" , paneName: nullptr); |
| 202 | } |
| 203 | } |
| 204 | setCursorPaneTrans(cursorActor: mCursorActor, actor: mLayoutArray[calcPartsIndex(selection: mCursorItemIndex)]); |
| 205 | |
| 206 | if (al::isActionEnd(layout: mCursorActor, paneName: nullptr)) |
| 207 | al::setNerve(user: this, nerve: &NrvMenuSelectParts.Select); |
| 208 | } |
| 209 | |
| 210 | void MenuSelectParts::() { |
| 211 | switch (calcPartsIndex(selection: mCursorItemIndex)) { |
| 212 | case Selection::Continue: |
| 213 | startActionMario(marioActor: mMarioActor, actionName: "PauseMenuContinue" ); |
| 214 | break; |
| 215 | case Selection::SeparatePlay: |
| 216 | startActionMario(marioActor: mMarioActor, actionName: "PauseMenu2Player" ); |
| 217 | break; |
| 218 | case Selection::NewGame: |
| 219 | startActionMario(marioActor: mMarioActor, actionName: "PauseMenuNewGame" ); |
| 220 | break; |
| 221 | case Selection::Help: |
| 222 | startActionMario(marioActor: mMarioActor, actionName: "PauseMenuHelp" ); |
| 223 | break; |
| 224 | case Selection::Save: |
| 225 | startActionMario(marioActor: mMarioActor, actionName: "PauseMenuSave" ); |
| 226 | break; |
| 227 | case Selection::Setting: |
| 228 | startActionMario(marioActor: mMarioActor, actionName: "PauseMenuData" ); |
| 229 | break; |
| 230 | } |
| 231 | } |
| 232 | |
| 233 | void MenuSelectParts::() { |
| 234 | if (al::isFirstStep(user: this)) { |
| 235 | if (al::isNerve(user: this, nerve: &NrvMenuSelectParts.Select)) |
| 236 | al::startAction(layout: mCursorActor, actionName: "Wait" , paneName: nullptr); |
| 237 | mKeyRepeatCtrl->reset(); |
| 238 | } |
| 239 | |
| 240 | mKeyRepeatCtrl->update(up: rs::isHoldUiUp(mLayoutActor), down: rs::isHoldUiDown(mLayoutActor)); |
| 241 | |
| 242 | if (mKeyRepeatCtrl->isUp() || mKeyRepeatCtrl->isDown()) { |
| 243 | s32 direction = mKeyRepeatCtrl->isUp() ? -1 : 1; |
| 244 | |
| 245 | al::startAction(layout: mLayoutArray[calcPartsIndex(selection: mCursorItemIndex)], actionName: "Wait" , paneName: nullptr); |
| 246 | mCursorItemIndex = |
| 247 | al::modi(a: mCursorItemIndex + direction + mMenuItemAmount, b: mMenuItemAmount); |
| 248 | |
| 249 | f32 pitch = ((1.0f - (f32)mCursorItemIndex / (mMenuItemAmount - 1)) * 0.375f) + 1.0f; |
| 250 | al::PadRumbleParam param; |
| 251 | alPadRumbleFunction::makePadRumbleParamNearFarVolumePitch(rumbleParam: ¶m, near: 0.0f, far: 500.0f, |
| 252 | volume: pitch * 0.05f, pitch); |
| 253 | |
| 254 | param.isUseController = 1; |
| 255 | alPadRumbleFunction::startPadRumbleNo3DWithParam( |
| 256 | director: alPadRumbleFunction::getPadRumbleDirector(layoutActor: mLayoutActor), name: "240Hz単発" , rumbleParam: param, port: -1); |
| 257 | |
| 258 | al::startAction(layout: mLayoutArray[calcPartsIndex(selection: mCursorItemIndex)], actionName: "Select" , paneName: nullptr); |
| 259 | startActionMarioSelectIndex(); |
| 260 | } |
| 261 | |
| 262 | if (rs::isTriggerUiCancel(mLayoutActor) || rs::isTriggerUiPause(mLayoutActor)) { |
| 263 | if (mIsMainMenu) |
| 264 | return; |
| 265 | al::startAction(layout: mLayoutArray[sPauseMenuParts[mCursorItemIndex]], actionName: "Wait" , paneName: nullptr); |
| 266 | startActionMario(marioActor: mMarioActor, actionName: "PauseMenuContinue" ); |
| 267 | if (mCursorItemIndex != mDefaultIndex) |
| 268 | mCursorItemIndex = mDefaultIndex; |
| 269 | al::startAction(layout: mLayoutArray[calcPartsIndex(selection: mCursorItemIndex)], actionName: "Select" , paneName: nullptr); |
| 270 | setCursorPaneTrans(cursorActor: mCursorActor, actor: mLayoutArray[calcPartsIndex(selection: mCursorItemIndex)]); |
| 271 | al::startHitReaction(mLayoutActor, "キャンセル" , nullptr); |
| 272 | al::setNerve(user: this, nerve: &NrvMenuSelectParts.DecideParts); |
| 273 | } else { |
| 274 | setCursorPaneTrans(cursorActor: mCursorActor, actor: mLayoutArray[calcPartsIndex(selection: mCursorItemIndex)]); |
| 275 | if (rs::isTriggerUiDecide(mLayoutActor)) { |
| 276 | al::startHitReaction(mLayoutActor, "決定" , nullptr); |
| 277 | al::setNerve(user: this, nerve: &NrvMenuSelectParts.DecideParts); |
| 278 | } |
| 279 | } |
| 280 | } |
| 281 | |
| 282 | void MenuSelectParts::(al::LiveActor* marioActor, const char* actionName) { |
| 283 | al::tryStartActionIfNotPlaying(actor: marioActor, actionName); |
| 284 | al::tryStartActionIfNotPlaying(actor: al::getSubActor(actor: marioActor, subActorName: "目" ), actionName); |
| 285 | al::tryStartActionIfNotPlaying(actor: al::getSubActor(actor: marioActor, subActorName: "頭" ), actionName); |
| 286 | al::tryStartActionIfNotPlaying(actor: al::getSubActor(actor: marioActor, subActorName: "顔" ), actionName); |
| 287 | al::tryStartActionIfNotPlaying(actor: al::getSubActor(actor: marioActor, subActorName: "右手" ), actionName); |
| 288 | al::tryStartActionIfNotPlaying(actor: al::getSubActor(actor: marioActor, subActorName: "左手" ), actionName); |
| 289 | al::tryStartActionIfNotPlaying(actor: mCapActor, actionName); |
| 290 | } |
| 291 | |
| 292 | void MenuSelectParts::() { |
| 293 | if (al::isFirstStep(user: this)) { |
| 294 | al::startAction(layout: mLayoutArray[calcPartsIndex(selection: mCursorItemIndex)], actionName: "Decide" , paneName: nullptr); |
| 295 | |
| 296 | if (calcPartsIndex(selection: mCursorItemIndex) == Selection::Continue) |
| 297 | startActionMario(marioActor: mMarioActor, actionName: "PauseMenuContinueEnd" ); |
| 298 | if (isInvalidSelect()) { |
| 299 | al::setNerve(user: this, nerve: &NrvMenuSelectParts.SelectSecond); |
| 300 | return; |
| 301 | } |
| 302 | al::startAction(layout: mCursorActor, actionName: "End" , paneName: nullptr); |
| 303 | } |
| 304 | |
| 305 | if (al::isActionEnd(layout: mLayoutArray[calcPartsIndex(selection: mCursorItemIndex)], paneName: nullptr) && |
| 306 | al::isActionEnd(layout: mCursorActor, paneName: nullptr)) { |
| 307 | al::startAction(layout: mCursorActor, actionName: "Hide" , paneName: nullptr); |
| 308 | al::setNerve(user: this, nerve: &NrvMenuSelectParts.DecideInterval); |
| 309 | } |
| 310 | } |
| 311 | |
| 312 | bool MenuSelectParts::() const { |
| 313 | if (rs::isSceneStatusInvalidSave(accessor: mLayoutActor) && |
| 314 | (calcPartsIndex(selection: mCursorItemIndex) == Selection::Save || |
| 315 | calcPartsIndex(selection: mCursorItemIndex) == Selection::Setting)) |
| 316 | return true; |
| 317 | return false; |
| 318 | } |
| 319 | |
| 320 | void MenuSelectParts::() { |
| 321 | al::setNerveAtGreaterEqualStep(user: this, nerve: &DecideEnd, step: 0); |
| 322 | } |
| 323 | |
| 324 | void MenuSelectParts::() {} |
| 325 | |