Files
Vocaluxe/Vocaluxe/SongQueue/CSongQueue.cs
T
2014-08-08 17:50:41 +02:00

202 lines
5.8 KiB
C#

#region license
// This file is part of Vocaluxe.
//
// Vocaluxe is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// Vocaluxe is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Vocaluxe. If not, see <http://www.gnu.org/licenses/>.
#endregion
using System.Collections.Generic;
using Vocaluxe.Base;
using Vocaluxe.GameModes;
using VocaluxeLib;
using VocaluxeLib.Game;
using VocaluxeLib.Songs;
namespace Vocaluxe.SongQueue
{
struct SSongQueueEntry
{
public readonly int SongID;
public readonly EGameMode GameMode;
public SSongQueueEntry(int songID, EGameMode gameMode)
{
SongID = songID;
GameMode = gameMode;
}
}
class CSongQueue : ISongQueue
{
private List<SSongQueueEntry> _SongQueue;
private int _CurrentRound;
private CPoints _Points;
private CSong _CurrentSong;
#region Implementation
public void Init()
{
_SongQueue = new List<SSongQueueEntry>();
Reset();
CGameModes.Init();
}
public EGameMode GetCurrentGameMode()
{
return GetGameMode(_CurrentRound);
}
public bool AddVisibleSong(int visibleIndex, EGameMode gameMode)
{
return CSongs.VisibleSongs.Count > visibleIndex && _AddSong(CSongs.VisibleSongs[visibleIndex].ID, gameMode);
}
public bool AddSong(int absoluteIndex, EGameMode gameMode)
{
return CSongs.AllSongs.Count > absoluteIndex && _AddSong(CSongs.AllSongs[absoluteIndex].ID, gameMode);
}
private bool _AddSong(int songID, EGameMode gameMode)
{
if (!CSongs.GetSong(songID).IsGameModeAvailable(gameMode))
return false;
_SongQueue.Add(new SSongQueueEntry(songID, gameMode));
return true;
}
public bool RemoveVisibleSong(int visibleIndex)
{
return CSongs.VisibleSongs.Count > visibleIndex && _RemoveSong(CSongs.VisibleSongs[visibleIndex].ID);
}
public bool RemoveSong(int absoluteIndex)
{
return CSongs.AllSongs.Count > absoluteIndex && _RemoveSong(CSongs.AllSongs[absoluteIndex].ID);
}
private bool _RemoveSong(int songID)
{
for (int i = 0; i < _SongQueue.Count; i++)
{
if (_SongQueue[i].SongID != songID)
continue;
_SongQueue.RemoveAt(i);
return true;
}
return false;
}
public void ClearSongs()
{
_SongQueue.Clear();
}
public void Reset()
{
_CurrentRound = -1;
}
public void Start(SPlayer[] players)
{
_Points = new CPoints(_SongQueue.Count, players);
}
public void StartNextRound(SPlayer[] players)
{
if (IsFinished())
return;
if (_CurrentRound > -1)
{
_Points.SetPoints(
_CurrentRound,
_SongQueue[_CurrentRound].SongID,
players,
_SongQueue[_CurrentRound].GameMode);
}
_CurrentRound++;
_CurrentSong = IsFinished() ? null : CGameModes.Get(GetCurrentGameMode()).GetSong(_SongQueue[_CurrentRound].SongID);
}
public bool IsFinished()
{
return _CurrentRound >= _SongQueue.Count || _SongQueue.Count == 0;
}
/// <summary>
/// Get current round nr (1 ~ n)
/// </summary>
/// <returns>current round nr (1 ~ n)</returns>
public int GetCurrentRoundNr()
{
return _CurrentRound + 1;
}
/// <summary>
/// Returns current round
/// </summary>
/// <returns>Current round (0 based)</returns>
public int GetCurrentRound()
{
return _CurrentRound;
}
/// <summary>
/// Get current song
/// </summary>
/// <returns>Song of current round or null if there is none/game finished</returns>
public CSong GetSong()
{
return _CurrentSong;
}
public int GetNumSongs()
{
return _SongQueue.Count;
}
/// <summary>
/// Get song of specified round
/// </summary>
/// <param name="round">Round (0 based)</param>
/// <returns>Current song or null if out of bounds</returns>
public CSong GetSong(int round)
{
if (round == _CurrentRound)
return _CurrentSong;
if (round < _SongQueue.Count && round >= 0)
return CSongs.GetSong(_SongQueue[round].SongID);
return null;
}
/// <summary>
/// Get gameMode of specified round
/// </summary>
/// <param name="round">Round (0 based)</param>
/// <returns>Current song or null if out of bounds</returns>
public EGameMode GetGameMode(int round)
{
if (round < _SongQueue.Count && round >= 0)
return _SongQueue[round].GameMode;
return EGameMode.TR_GAMEMODE_NORMAL;
}
public CPoints GetPoints()
{
return _Points;
}
#endregion Implementation
}
}