def loadPlayers(): global playername, playerpref, playerstat playername = [] playerpref = [] playerstat = [] allplayers = VFS.listdir(playerpath) for name in allplayers: if name == "default.ini": continue if name.lower().endswith(".ini") and len(name) > 4: playername.append(name[0:len(name)-4]) pref = _playerDB.execute('SELECT * FROM `players` WHERE `name` = ?', [playername[-1]]).fetchone() try: if len(pref) == 14: playerpref.append((pref[1], pref[2], pref[3], pref[4], pref[5], pref[6], pref[7], pref[8], pref[9], pref[10])) except TypeError: try: c = Config.load(VFS.resolveRead(_makePlayerIniName(name[:-4])), type = 2) lefty = c.get("player","leftymode") drumf = c.get("player","drumflip") autok = c.get("player","auto_kick") assist = c.get("player","assist_mode") twoch = c.get("player","two_chord_max") neck = c.get("player","neck") neckt = c.get("player","necktype") part = c.get("player","part") diff = c.get("player","difficulty") upname = c.get("player","name") control= c.get("player","controller") del c _playerDB.execute('INSERT INTO `players` VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, 0, 1)', [playername[-1], lefty, drumf, autok, assist, twoch, neckt, neck, part, diff, upname, control]) playerpref.append((lefty, drumf, autok, assist, twoch, neckt, neck, part, diff, upname)) except IOError: _playerDB.execute('INSERT INTO `players` VALUES (?, 0, 0, 0, 0, 0, 0, ``, 0, 2, ``, 0, 0, 1)', [playername[-1]]) playerpref.append((0, 0, 0, 0, 0, 0, '', 0, 2, '', 0)) _playerDB.execute('UPDATE `players` SET `loaded` = 1 WHERE `name` = ?', [playername[-1]]) _playerDB.commit() return 1
def __init__(self): self.logClassInits = Config.get("game", "log_class_inits") if self.logClassInits == 1: Log.debug("Controls class init (Player.py)...") self.controls = [] self.controls.append(Config.get("game", "control0")) self.controls.append(Config.get("game", "control1")) self.controls.append(Config.get("game", "control2")) self.controls.append(Config.get("game", "control3")) self.config = [] self.controlList = [] self.maxplayers = 0 self.guitars = 0 self.drums = 0 self.mics = 0 self.overlap = [] self.p2Nav = Config.get("game", "p2_menu_nav") self.drumNav = Config.get("game", "drum_navigation") self.keyCheckerMode = Config.get("game","key_checker_mode") if VFS.isfile(_makeControllerIniName(self.controls[0])): self.config.append(Config.load(VFS.resolveRead(_makeControllerIniName(self.controls[0])), type = 1)) if VFS.isfile(_makeControllerIniName(self.controls[1])) and self.controls[1] != "None": self.config.append(Config.load(VFS.resolveRead(_makeControllerIniName(self.controls[1])), type = 1)) else: self.config.append(None) Config.set("game", "control1", None) self.controls[1] = "None" if VFS.isfile(_makeControllerIniName(self.controls[2])) and self.controls[2] != "None": self.config.append(Config.load(VFS.resolveRead(_makeControllerIniName(self.controls[2])), type = 1)) else: self.config.append(None) Config.set("game", "control2", None) self.controls[2] = "None" if VFS.isfile(_makeControllerIniName(self.controls[3])) and self.controls[3] != "None": self.config.append(Config.load(VFS.resolveRead(_makeControllerIniName(self.controls[3])), type = 1)) else: self.config.append(None) Config.set("game", "control3", None) self.controls[3] = "None" else: confM = None if Microphone.supported: confM = Config.load(VFS.resolveRead(_makeControllerIniName("defaultm")), type = 1) self.config.append(Config.load(VFS.resolveRead(_makeControllerIniName("defaultg")), type = 1)) self.config.append(Config.load(VFS.resolveRead(_makeControllerIniName("defaultd")), type = 1)) self.config.append(confM) self.config.append(None) Config.set("game", "control0", "defaultg") Config.set("game", "control1", "defaultd") self.controls = ["defaultg", "defaultd"] if confM is not None: Config.set("game", "control2", "defaultm") self.controls.append("defaultm") else: Config.set("game", "control2", None) self.controls.append("None") Config.set("game", "control3", None) self.controls.append("None") self.type = [] self.analogKill = [] self.analogSP = [] self.analogSPThresh = [] self.analogSPSense = [] self.analogDrum = [] #FIXME: Analog Drum self.analogSlide = [] self.analogFX = [] #FIXME: Analog FX self.twoChord = [] self.micDevice = [] #stump self.micTapSensitivity = [] self.micPassthroughVolume = [] self.flags = 0 for i in self.config: if i: type = i.get("controller", "type") if type == 5: self.mics += 1 elif type > 1: self.guitars += 1 else: self.drums += 1 self.type.append(type) self.analogKill.append(i.get("controller", "analog_kill")) self.analogSP.append(i.get("controller", "analog_sp")) self.analogSPThresh.append(i.get("controller", "analog_sp_threshold")) self.analogSPSense.append(i.get("controller", "analog_sp_sensitivity")) self.analogDrum.append(i.get("controller", "analog_drum")) #FIXME: Analog Drum self.analogSlide.append(i.get("controller", "analog_slide")) self.analogFX.append(i.get("controller", "analog_fx")) #FIXME: Analog FX self.micDevice.append(i.get("controller", "mic_device")) #stump self.micTapSensitivity.append(i.get("controller", "mic_tap_sensitivity")) self.micPassthroughVolume.append(i.get("controller", "mic_passthrough_volume")) self.twoChord.append(i.get("controller", "two_chord_max")) self.controlList.append(i.get("controller", "name")) else: self.type.append(None) self.analogKill.append(None) self.analogSP.append(None) self.analogFX.append(None) #FIXME: Analog FX self.twoChord.append(None) def keycode(name, config): if not config: return "None" k = config.get("controller", name) if k == "None": return "None" try: return int(k) except: return getattr(pygame, k) self.controlMapping = {} global menuUp, menuDown, menuNext, menuPrev, menuYes, menuNo global drum1s, drum2s, drum3s, drum4s, drum5s, bassdrums global key1s, key2s, key3s, key4s, key5s, keysolos, action1s, action2s, kills menuUp = [] menuDown = [] menuNext = [] menuPrev = [] menuYes = [] menuNo = [] drum1s = [] drum2s = [] drum3s = [] drum4s = [] drum5s = [] bassdrums = [] key1s = [] key2s = [] key3s = [] key4s = [] key5s = [] keysolos = [] action1s = [] action2s = [] kills = [] for i, config in enumerate(self.config): if self.type[i] in DRUMTYPES: #drum set drum1s.extend([CONTROLS[i][DRUM1], CONTROLS[i][DRUM1A]]) drum2s.extend([CONTROLS[i][DRUM2], CONTROLS[i][DRUM2A]]) drum3s.extend([CONTROLS[i][DRUM3], CONTROLS[i][DRUM3A]]) drum4s.extend([CONTROLS[i][DRUM4], CONTROLS[i][DRUM4A]]) drum5s.extend([CONTROLS[i][DRUM5], CONTROLS[i][DRUM5A]]) bassdrums.extend([CONTROLS[i][DRUMBASS], CONTROLS[i][DRUMBASSA]]) if self.p2Nav == 1 or (self.p2Nav == 0 and i == 0): if self.drumNav: menuUp.extend([CONTROLS[i][DRUM2], CONTROLS[i][DRUM2A]]) if self.type[i] == 3: menuDown.extend([CONTROLS[i][DRUM4], CONTROLS[i][DRUM4A]]) else: menuDown.extend([CONTROLS[i][DRUM3], CONTROLS[i][DRUM3A]]) menuYes.extend([CONTROLS[i][DRUM5], CONTROLS[i][DRUM5A]]) menuNo.extend([CONTROLS[i][DRUM1], CONTROLS[i][DRUM1A]]) menuYes.append(CONTROLS[i][START]) menuNo.append(CONTROLS[i][CANCEL]) menuUp.append(CONTROLS[i][UP]) menuDown.append(CONTROLS[i][DOWN]) menuNext.append(CONTROLS[i][RIGHT]) menuPrev.append(CONTROLS[i][LEFT]) elif self.type[i] in MICTYPES: #stump: it's a mic if self.p2Nav == 1 or (self.p2Nav == 0 and i == 0): menuUp.append(CONTROLS[i][UP]) menuDown.append(CONTROLS[i][DOWN]) menuNext.append(CONTROLS[i][RIGHT]) menuPrev.append(CONTROLS[i][LEFT]) menuYes.append(CONTROLS[i][START]) menuNo.append(CONTROLS[i][CANCEL]) elif self.type[i] in GUITARTYPES: if self.type[i] == 0: key1s.extend([CONTROLS[i][KEY1], CONTROLS[i][KEY1A]]) else: key1s.extend([CONTROLS[i][KEY1]]) key2s.extend([CONTROLS[i][KEY2], CONTROLS[i][KEY2A]]) key3s.extend([CONTROLS[i][KEY3], CONTROLS[i][KEY3A]]) key4s.extend([CONTROLS[i][KEY4], CONTROLS[i][KEY4A]]) key5s.extend([CONTROLS[i][KEY5], CONTROLS[i][KEY5A]]) keysolos.extend([CONTROLS[i][KEY1A], CONTROLS[i][KEY2A], CONTROLS[i][KEY3A], CONTROLS[i][KEY4A], CONTROLS[i][KEY5A]]) action1s.extend([CONTROLS[i][ACTION1]]) action2s.extend([CONTROLS[i][ACTION2]]) kills.extend([CONTROLS[i][KILL]]) if self.p2Nav == 1 or (self.p2Nav == 0 and i == 0): menuUp.extend([CONTROLS[i][ACTION1], CONTROLS[i][UP]]) menuDown.extend([CONTROLS[i][ACTION2], CONTROLS[i][DOWN]]) menuNext.extend([CONTROLS[i][RIGHT], CONTROLS[i][KEY4], CONTROLS[i][KEY4A]]) menuPrev.extend([CONTROLS[i][LEFT], CONTROLS[i][KEY3], CONTROLS[i][KEY3A]]) menuYes.extend([CONTROLS[i][KEY1], CONTROLS[i][KEY1A], CONTROLS[i][START]]) menuNo.extend([CONTROLS[i][KEY2], CONTROLS[i][KEY2A], CONTROLS[i][CANCEL]]) if self.type[i] == 3: controlMapping = { #akedrou - drums do not need special declarations! keycode("key_left", config): CONTROLS[i][LEFT], keycode("key_right", config): CONTROLS[i][RIGHT], keycode("key_up", config): CONTROLS[i][UP], keycode("key_down", config): CONTROLS[i][DOWN], keycode("key_star", config): CONTROLS[i][STAR], keycode("key_cancel", config): CONTROLS[i][CANCEL], keycode("key_1a", config): CONTROLS[i][DRUM5A], #order is important. This minimizes key conflicts. keycode("key_2a", config): CONTROLS[i][DRUM1A], keycode("key_3a", config): CONTROLS[i][DRUM2A], keycode("key_4a", config): CONTROLS[i][DRUM3A], keycode("key_5a", config): CONTROLS[i][DRUM4A], keycode("key_action2", config): CONTROLS[i][DRUMBASSA], keycode("key_1", config): CONTROLS[i][DRUM5], keycode("key_2", config): CONTROLS[i][DRUM1], keycode("key_3", config): CONTROLS[i][DRUM2], keycode("key_4", config): CONTROLS[i][DRUM3], keycode("key_5", config): CONTROLS[i][DRUM4], keycode("key_action1", config): CONTROLS[i][DRUMBASS], keycode("key_start", config): CONTROLS[i][START], } elif self.type[i] == 2: controlMapping = { #akedrou - drums do not need special declarations! keycode("key_left", config): CONTROLS[i][LEFT], keycode("key_right", config): CONTROLS[i][RIGHT], keycode("key_up", config): CONTROLS[i][UP], keycode("key_down", config): CONTROLS[i][DOWN], keycode("key_star", config): CONTROLS[i][STAR], keycode("key_cancel", config): CONTROLS[i][CANCEL], keycode("key_1a", config): CONTROLS[i][DRUM5A], #order is important. This minimizes key conflicts. keycode("key_2a", config): CONTROLS[i][DRUM1A], keycode("key_3a", config): CONTROLS[i][DRUM2A], keycode("key_4a", config): CONTROLS[i][DRUM3A], keycode("key_action2", config): CONTROLS[i][DRUMBASSA], keycode("key_1", config): CONTROLS[i][DRUM5], keycode("key_2", config): CONTROLS[i][DRUM1], keycode("key_3", config): CONTROLS[i][DRUM2], keycode("key_4", config): CONTROLS[i][DRUM3], keycode("key_action1", config): CONTROLS[i][DRUMBASS], keycode("key_start", config): CONTROLS[i][START], } elif self.type[i] > -1: controlMapping = { #akedrou - drums do not need special declarations! keycode("key_left", config): CONTROLS[i][LEFT], keycode("key_right", config): CONTROLS[i][RIGHT], keycode("key_up", config): CONTROLS[i][UP], keycode("key_down", config): CONTROLS[i][DOWN], keycode("key_cancel", config): CONTROLS[i][CANCEL], keycode("key_star", config): CONTROLS[i][STAR], keycode("key_kill", config): CONTROLS[i][KILL], keycode("key_1a", config): CONTROLS[i][KEY1A], #order is important. This minimizes key conflicts. keycode("key_2a", config): CONTROLS[i][KEY2A], keycode("key_3a", config): CONTROLS[i][KEY3A], keycode("key_4a", config): CONTROLS[i][KEY4A], keycode("key_5a", config): CONTROLS[i][KEY5A], keycode("key_1", config): CONTROLS[i][KEY1], keycode("key_2", config): CONTROLS[i][KEY2], keycode("key_3", config): CONTROLS[i][KEY3], keycode("key_4", config): CONTROLS[i][KEY4], keycode("key_5", config): CONTROLS[i][KEY5], keycode("key_action2", config): CONTROLS[i][ACTION2], keycode("key_action1", config): CONTROLS[i][ACTION1], keycode("key_start", config): CONTROLS[i][START], } else: controlMapping = {} controlMapping = self.checkMapping(controlMapping, i) self.controlMapping.update(controlMapping) self.reverseControlMapping = dict((value, key) for key, value in self.controlMapping.iteritems() ) # Multiple key support self.heldKeys = {}
Config.define("controller", "mic_passthrough_volume", float, 0.0, text = _("Passthrough Volume"), options=dict((n / 100.0, n) for n in range(101)), tipText = _("Sets how loud you hear yourself singing.")) #stump Config.define("player", "name", str, "") Config.define("player", "difficulty", int, Song.MED_DIF) Config.define("player", "part", int, Song.GUITAR_PART) Config.define("player", "neck", str, "") Config.define("player", "necktype", str, 2, text = _("Neck Type"), options = {0: _("Default Neck"), 1: _("Theme Neck"), 2: _("Specific Neck")}) Config.define("player", "leftymode", int, 0, text = _("Lefty Mode"), options = {0: _("Off"), 1: _("On")}) Config.define("player", "drumflip", int, 0, text = _("Drum Flip"), options = {0: _("Off"), 1: _("On")}) Config.define("player", "two_chord_max", int, 0, text = _("Two-Chord Max"), options = {0: _("Off"), 1: _("On")}) Config.define("player", "assist_mode", int, 0, text = _("Assist Mode"), options = {0: _("Off"), 1: _("Easy Assist"), 2: _("Medium Assist")}) Config.define("player", "auto_kick", int, 0, text = _("Auto Kick"), options = {0: _("Off"), 1: _("On")}) Config.define("player", "controller", int, 0) # Overlay the users folder in /data with one in the user data folder. VFS.mount(VFS.resolveRead('/data/users'), 'users') VFS.mountWritable(VFS.resolveWrite('/userdata/users'), 'users') controlpath = '/users/controllers' playerpath = '/users/players' def _makeControllerIniName(name): '''Turn a controller name into a virtual path to the appropriate ini.''' return '%s/%s.ini' % (controlpath, name) def _makePlayerIniName(name): '''Turn a player name into a virtual path to the appropriate ini.''' return '%s/%s.ini' % (playerpath, name) control0 = None control1 = None