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Player.py
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#####################################################################
# -*- coding: iso-8859-1 -*- #
# #
# Frets on Fire #
# Copyright (C) 2006 Sami Kyöstilä #
# 2008 Alarian #
# 2008 myfingershurt #
# 2008 Glorandwarf #
# 2008 QQStarS #
# #
# This program 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 2 #
# of the License, or (at your option) any later version. #
# #
# This program 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 this program; if not, write to the Free Software #
# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, #
# MA 02110-1301, USA. #
#####################################################################
from builtins import str
from builtins import range
from builtins import object
import pygame
import Config
import Resource
import Song
import Scorekeeper
import os
import sys
import shutil
from Language import _
#import Dialogs
import Microphone #stump
class ConfigOption(object):
def __init__(self, id, text):
self.id = id
self.text = text
def __str__(self):
return self.text
def __repr__(self):
return self.text
def __cmp__(self, other):
try:
if self.id > other.id:
return 1
elif self.id == other.id:
return 0
else:
return -1
except:
return -1
def sortOptionsByKey(dict):
a = {}
for k in list(dict.keys()):
a[k] = ConfigOption(k, dict[k])
return a
#stump: turns out the sqlite3 module didn't appear until Python 2.5...
try:
import sqlite3
except ImportError:
import pysqlite2.dbapi2 as sqlite3 # close enough
import Log
#akedrou - Redoing this, sir. Redoing this...
CONTROL1 = [1<<n for n in range(20)]
CONTROL2 = [1<<n for n in range(20, 40)]
CONTROL3 = [1<<n for n in range(40, 60)]
CONTROL4 = [1<<n for n in range(60, 80)]
CONTROLS = [CONTROL1, CONTROL2, CONTROL3, CONTROL4]
LEFT = 0
RIGHT = 1
UP = 2
DOWN = 3
START = 4
CANCEL = 5
KEY1 = 6
KEY1A = 7
KEY2 = 8
KEY2A = 9
KEY3 = 10
KEY3A = 11
KEY4 = 12
KEY4A = 13
KEY5 = 14
KEY5A = 15
ACTION1 = 16
ACTION2 = 17
STAR = 18
KILL = 19
#akedrou: note that the drum controls map to guitar controls. Controller type is important!
DRUM1 = 8
DRUM1A = 9
DRUM2 = 10
DRUM2A = 11
DRUM3 = 12
DRUM3A = 13
DRUM4 = 14
DRUM4A = 15
DRUM5 = 6
DRUM5A = 7
DRUMBASS = 16
DRUMBASSA = 17
GUITARTYPES = [-1, 0, 1, 4]
DRUMTYPES = [-1, 2, 3]
MICTYPES = [5]
lefts = [CONTROL1[LEFT], CONTROL2[LEFT], CONTROL3[LEFT], CONTROL4[LEFT]]
rights = [CONTROL1[RIGHT], CONTROL2[RIGHT], CONTROL3[RIGHT], CONTROL4[RIGHT]]
ups = [CONTROL1[UP], CONTROL2[UP], CONTROL3[UP], CONTROL4[UP]]
downs = [CONTROL1[DOWN], CONTROL2[DOWN], CONTROL3[DOWN], CONTROL4[DOWN]]
starts = [CONTROL1[START], CONTROL2[START], CONTROL3[START], CONTROL4[START]]
cancels = [CONTROL1[CANCEL], CONTROL2[CANCEL], CONTROL3[CANCEL], CONTROL4[CANCEL]]
stars = [CONTROL1[STAR], CONTROL2[STAR], CONTROL3[STAR], CONTROL4[STAR]] # glorandwarf: don't know if this is needed but...
key1s = []
key2s = []
key3s = []
key4s = []
key5s = []
keysolos = []
action1s = []
action2s = []
kills = [] # glorandwarf: don't know if this is needed but...
drum1s = []
drum2s = []
drum3s = []
drum4s = []
drum5s = []
bassdrums = []
guitarkeynames = ["Left", "Right", "Up", "Down", "Cancel", "Select", "Fret 1", "Solo Fret 1", "Fret 2", "Solo Fret 2", "Fret 3", \
"Solo Fret 3", "Fret 4", "Solo Fret 4", "Fret 5", "Solo Fret 5", "Action 1", "Action 2", "Star Key", "Effects Key"]
drumkey4names = ["Left", "Right", "Up", "Down", "Cancel", "Select", "Drum 4", "Drum 4 B", "Drum 1", "Drum 1 B", "Drum 2", "Drum 2 B", \
"Drum 3", "Drum 3 B", "None", "None", "Bass Drum", "Bass Drum B", "Star Key", "None"]
drumkey5names = ["Left", "Right", "Up", "Down", "Cancel", "Select", "Drum 5", "Drum 5 B", "Drum 1", "Drum 1 B", "Cymbal 2", "Cymbal 2 B", \
"Drum 3", "Drum 3 B", "Cymbal 4", "Cymbal 4 B", "Bass Drum", "Bass Drum B", "Star Key", "None"]
menuUp = []
menuDown = []
menuPrev = []
menuNext = []
menuYes = []
menuNo = []
CONTROLLER1KEYS = [CONTROL1[KEY1], CONTROL1[KEY2], CONTROL1[KEY3], CONTROL1[KEY4], CONTROL1[KEY5], CONTROL1[KEY1A], CONTROL1[KEY2A], CONTROL1[KEY3A], CONTROL1[KEY4A], CONTROL1[KEY5A]]
CONTROLLER2KEYS = [CONTROL2[KEY1], CONTROL2[KEY2], CONTROL2[KEY3], CONTROL2[KEY4], CONTROL2[KEY5], CONTROL2[KEY1A], CONTROL2[KEY2A], CONTROL2[KEY3A], CONTROL2[KEY4A], CONTROL2[KEY5A]]
CONTROLLER3KEYS = [CONTROL3[KEY1], CONTROL3[KEY2], CONTROL3[KEY3], CONTROL3[KEY4], CONTROL3[KEY5], CONTROL3[KEY1A], CONTROL3[KEY2A], CONTROL3[KEY3A], CONTROL3[KEY4A], CONTROL3[KEY5A]]
CONTROLLER4KEYS = [CONTROL4[KEY1], CONTROL4[KEY2], CONTROL4[KEY3], CONTROL4[KEY4], CONTROL4[KEY5], CONTROL4[KEY1A], CONTROL4[KEY2A], CONTROL4[KEY3A], CONTROL4[KEY4A], CONTROL4[KEY5A]]
CONTROLLER1ACTIONS = [CONTROL1[ACTION1], CONTROL1[ACTION2]]
CONTROLLER2ACTIONS = [CONTROL2[ACTION1], CONTROL2[ACTION2]]
CONTROLLER3ACTIONS = [CONTROL3[ACTION1], CONTROL3[ACTION2]]
CONTROLLER4ACTIONS = [CONTROL4[ACTION1], CONTROL4[ACTION2]]
CONTROLLER1DRUMS = [CONTROL1[DRUM1], CONTROL1[DRUM1A], CONTROL1[DRUM2], CONTROL1[DRUM2A], CONTROL1[DRUM3], CONTROL1[DRUM3A], CONTROL1[DRUM4], CONTROL1[DRUM4A], CONTROL1[DRUM5], CONTROL1[DRUM5A], CONTROL1[DRUMBASS], CONTROL1[DRUMBASSA]]
CONTROLLER2DRUMS = [CONTROL2[DRUM1], CONTROL2[DRUM1A], CONTROL2[DRUM2], CONTROL2[DRUM2A], CONTROL2[DRUM3], CONTROL2[DRUM3A], CONTROL2[DRUM4], CONTROL2[DRUM4A], CONTROL2[DRUM5], CONTROL2[DRUM5A], CONTROL2[DRUMBASS], CONTROL2[DRUMBASSA]]
CONTROLLER3DRUMS = [CONTROL3[DRUM1], CONTROL3[DRUM1A], CONTROL3[DRUM2], CONTROL3[DRUM2A], CONTROL3[DRUM3], CONTROL3[DRUM3A], CONTROL3[DRUM4], CONTROL3[DRUM4A], CONTROL3[DRUM5], CONTROL3[DRUM5A], CONTROL3[DRUMBASS], CONTROL3[DRUMBASSA]]
CONTROLLER4DRUMS = [CONTROL4[DRUM1], CONTROL4[DRUM1A], CONTROL4[DRUM2], CONTROL4[DRUM2A], CONTROL4[DRUM3], CONTROL4[DRUM3A], CONTROL4[DRUM4], CONTROL4[DRUM4A], CONTROL4[DRUM5], CONTROL4[DRUM5A], CONTROL4[DRUMBASS], CONTROL4[DRUMBASSA]]
SCORE_MULTIPLIER = [0, 10, 20, 30]
BASS_GROOVE_SCORE_MULTIPLIER = [0, 10, 20, 30, 40, 50]
player0 = []
player1 = []
player2 = []
player3 = []
playerkeys = []
# define configuration keys
Config.define("controller", "name", str, tipText = _("Name your controller."))
Config.define("controller", "key_left", str, "K_LEFT", text = _("Move left"))
Config.define("controller", "key_right", str, "K_RIGHT", text = _("Move right"))
Config.define("controller", "key_up", str, "K_UP", text = _("Move up"))
Config.define("controller", "key_down", str, "K_DOWN", text = _("Move down"))
Config.define("controller", "key_action1", str, "K_RETURN", text = (_("Pick"), _("Bass Drum")))
Config.define("controller", "key_action2", str, "K_RSHIFT", text = (_("Secondary Pick"), _("Bass Drum 2")))
Config.define("controller", "key_1", str, "K_F1", text = (_("Fret #1"), _("Drum #4"), _("Drum #5")))
Config.define("controller", "key_2", str, "K_F2", text = (_("Fret #2"), _("Drum #1")))
Config.define("controller", "key_3", str, "K_F3", text = (_("Fret #3"), _("Drum #2"), _("Cymbal #2")))
Config.define("controller", "key_4", str, "K_F4", text = (_("Fret #4"), _("Drum #3")))
Config.define("controller", "key_5", str, "K_F5", text = (_("Fret #5"), None, _("Cymbal #4")))
Config.define("controller", "key_1a", str, "K_F6", text = (_("Solo Fret #1"), _("Solo Key"), _("Drum #4"), _("Drum #5"), _("Analog Slider")))
Config.define("controller", "key_2a", str, "K_F7", text = (_("Solo Fret #2"), _("Drum #1")))
Config.define("controller", "key_3a", str, "K_F8", text = (_("Solo Fret #3"), _("Drum #2"), _("Cymbal #2")))
Config.define("controller", "key_4a", str, "K_F9", text = (_("Solo Fret #4"), _("Drum #3")))
Config.define("controller", "key_5a", str, "K_F10", text = (_("Solo Fret #5"), None, _("Cymbal #4")))
Config.define("controller", "key_cancel", str, "K_ESCAPE", text = _("Cancel"))
Config.define("controller", "key_star", str, "K_PAGEDOWN", text = _("StarPower"))
Config.define("controller", "key_kill", str, "K_PAGEUP", text = _("Whammy"))
Config.define("controller", "key_start", str, "K_LCTRL", text = _("Start"))
Config.define("controller", "two_chord_max", int, 0, text = _("Two-Chord Max"), options = {0: _("Off"), 1: _("On")}, tipText = _("When enabled, the highest notes in large note chords are auto-played."))
Config.define("controller", "type", int, 0, text = _("Controller Type"), options = sortOptionsByKey({0: _("Standard Guitar"), 1: _("Solo Shift Guitar"), 2: _("Drum Set (4-Drum)"), 4: _("Analog Slide Guitar"), 5: _("Microphone")}), tipText = _("'Standard Guitar' is for keyboards and pre-WT GH-series guitars. 'Solo Shift Guitar' is for RB-series guitars and keyboards who want to use a shift key for solo frets. 'Analog Slide Guitar' is for guitars with an analog slider bar.")) #, 3: _("Drum Set (3-Drum 2-Cymbal)")
Config.define("controller", "analog_sp", int, 0, text = _("Analog SP"), options = {0: _("Disabled"), 1: _("Enabled")}, tipText = _("Enables analog SP (as in the XBOX Xplorer controller.)"))
Config.define("controller", "analog_sp_threshold", int, 60, text = _("Analog SP Threshold"), options = dict([(n, n) for n in range(10, 101, 10)]), tipText = _("Sets a threshold level for activating SP in analog mode."))
Config.define("controller", "analog_sp_sensitivity", int, 4, text = _("Analog SP Sensitivity"), options = dict([(n, n+1) for n in range(10)]), tipText = _("Sets the sensitivity for activating SP in analog mode."))
Config.define("controller", "analog_drum", int, 0, text = _("Analog Drums"), options = {0: _("Disabled"), 1: _("PS2/PS3/Wii"), 2: _("XBOX"), 3: _("XBOX Inv.")}, tipText = _("Enables analog drums as in RB2 and GH drumsets."))
Config.define("controller", "analog_slide", int, 0, text = _("Analog Slider"), options = {0: _("Default"), 1: _("Inverted")}, tipText = _("Experimental testing for the analog slide mode."))
Config.define("controller", "analog_kill", int, 0, text = _("Analog Effects"), options = {0: _("Disabled"), 1: _("PS2/PS3/Wii"), 2: _("XBOX"), 3: _("XBOX Inv.")}, tipText = _("Enables analog whammy bar. Set to the system your controller was designed for."))
Config.define("controller", "analog_fx", int, 0, text = _("Sound FX Switch"), options = {0: _("Switch"), 1: _("Cycle")}) #akedrou - aren't I bold!
Config.define("controller", "mic_device", int, -1, text = _("Microphone Device"), options = Microphone.getAvailableMics()) #stump
Config.define("controller", "mic_tap_sensitivity", int, 5, text = _("Tap Sensitivity"), options=dict((n, n) for n in range(1, 21)), tipText = _("Sets how sensitive the microphone is to being tapped.")) #stump
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)
controlpath = os.path.join("data","users","controllers")
playerpath = os.path.join("data","users","players")
if not hasattr(sys,"frozen"):
controlpath = os.path.join("..",controlpath)
playerpath = os.path.join("..",playerpath)
#stump: permission fix for read-only system-wide installation
if not os.path.isfile(os.path.join(playerpath, 'FoFiX-players.cache')):
baseuserpath = os.path.join(Resource.getWritableResourcePath(), 'users')
newcontrolpath = os.path.join(baseuserpath, 'controllers')
newplayerpath = os.path.join(baseuserpath, 'players')
for old, new in [(controlpath, newcontrolpath), (playerpath, newplayerpath)]:
if not os.path.isdir(new):
os.makedirs(new)
for f in os.listdir(old):
shutil.copy(os.path.join(old, f), os.path.join(new, f))
controlpath = newcontrolpath
playerpath = newplayerpath
control0 = None
control1 = None
control2 = None
control3 = None
controlDict = {}
controllerDict = {}
playername = []
playerpref = []
playerstat = []
class PlayerCacheManager(object): #akedrou - basically stump's cache for the players. Todo? Group the caching. .fofix/appdata?
SCHEMA_VERSION = 3
def __init__(self):
self.caches = {}
def getCache(self):
'''Returns the Player Information Cache'''
cachePath = playerpath
if cachePath in self.caches:
try:
self.caches[cachePath].commit()
return self.caches[cachePath]
except:
pass
oldcwd = os.getcwd()
try:
os.chdir(cachePath) #stump: work around bug in SQLite unicode path name handling
conn = sqlite3.Connection('FoFiX-players.cache')
finally:
os.chdir(oldcwd)
# Check that the cache is completely initialized.
updateTables = 0
try:
v = conn.execute("SELECT `value` FROM `config` WHERE `key` = 'version'").fetchone()[0]
if int(v) != self.SCHEMA_VERSION:
updateTables = 2 #an old version. We don't want to just burn old tables.
except:
updateTables = 1 #no good table
if updateTables > 0: #needs to handle old versions eventually.
for tbl in conn.execute("SELECT `name` FROM `sqlite_master` WHERE `type` = 'table'").fetchall():
conn.execute('DROP TABLE `%s`' % tbl)
conn.commit()
conn.execute('VACUUM')
conn.execute('CREATE TABLE `config` (`key` STRING UNIQUE, `value` STRING)')
conn.execute('CREATE TABLE `players` (`name` STRING UNIQUE, `lefty` INT, `drumflip` INT, `autokick` INT, `assist` INT, `twochord` INT, `necktype` INT, `neck` STRING, \
`part` INT, `difficulty` INT, `upname` STRING, `control` INT, `changed` INT, `loaded` INT)')
conn.execute('CREATE TABLE `stats` (`song` STRING, `hash` STRING, `player` STRING)')
conn.execute("INSERT INTO `config` (`key`, `value`) VALUES (?, ?)", ('version', self.SCHEMA_VERSION))
conn.commit()
self.caches[cachePath] = conn
return conn
playerCacheManager = PlayerCacheManager() #here's the singleton
del PlayerCacheManager
def resetStats(player = None):
cache = playerCacheManager.getCache()
if player == None:
cache.execute('UPDATE `stats` SET `hit` = 0, `notes` = 0, `sc1` = 0, `sc2` = 0, `sc3` = 0, `sc4` = 0, `sc5` = 0, `ha1` = 0, `ha2` = 0, `ha3` = 0, `ha4` = 0, `ha5` = 0')
else:
cache.execute('UPDATE `stats` SET `hit` = 0, `notes` = 0, `sc1` = 0, `sc2` = 0, `sc3` = 0, `sc4` = 0, `sc5` = 0, `ha1` = 0, `ha2` = 0, `ha3` = 0, `ha4` = 0, `ha5` = 0 WHERE `name` = ?', [player])
cache.commit()
def loadPlayers():
global playername, playerpref, playerstat
playername = []
playerpref = []
playerstat = []
allplayers = os.listdir(playerpath)
cache = playerCacheManager.getCache()
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])
if cache:
pref = cache.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(os.path.join(playerpath, name), 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
cache.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:
cache.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))
cache.execute('UPDATE `players` SET `loaded` = 1 WHERE `name` = ?', [playername[-1]])
cache.commit()
else:
try:
c = Config.load(os.path.join(playerpath, name), type = 2)
lefty = c.get("player","leftymode")
drumf = c.get("player","drumflip")
autok = c.get("player","autokick")
assist = c.get("player","assist_mode")
neck = c.get("player","neck")
neckt = c.get("player","necktype")
twoch = c.get("player","two_chord_max")
part = c.get("player","part")
diff = c.get("player","difficulty")
upname = c.get("player","name")
del c
playerpref.append((lefty, drumf, autok, assist, twoch, neckt, neck, part, diff, upname))
except IOError as e:
playerpref.append((0, 0, 0, 0, 0, 0, "", 0, 2, ""))
return 1
def savePlayers():
cache = playerCacheManager.getCache()
if cache:
for pref in cache.execute('SELECT * FROM `players` WHERE `changed` = 1').fetchall():
try:
c = Config.load(os.path.join(playerpath, str(pref[0] + ".ini")), type = 2)
c.set("player","leftymode",int(pref[1]))
c.set("player","drumflip",int(pref[2]))
c.set("player","auto_kick",int(pref[3]))
c.set("player","assist_mode",int(pref[4]))
c.set("player","two_chord_max",int(pref[5]))
c.set("player","necktype",int(pref[6]))
c.set("player","neck",str(pref[7]))
c.set("player","part",int(pref[8]))
c.set("player","difficulty",int(pref[9]))
c.set("player","name",str(pref[10]))
c.set("player","controller",int(pref[11]))
del c
cache.execute('UPDATE `players` SET `changed` = 0 WHERE `name` = ?', [pref[0]])
except:
c = open(os.path.join(playerpath, str(pref[0]) + ".ini"), "w")
c.close()
c = Config.load(os.path.join(playerpath, str(pref[0]) + ".ini"), type = 2)
c.set("player","leftymode",int(pref[1]))
c.set("player","drumflip",int(pref[2]))
c.set("player","auto_kick",int(pref[3]))
c.set("player","assist_mode",int(pref[4]))
c.set("player","two_chord_max",int(pref[5]))
c.set("player","necktype",int(pref[6]))
c.set("player","neck",str(pref[7]))
c.set("player","part",int(pref[8]))
c.set("player","difficulty",int(pref[9]))
c.set("player","name",str(pref[10]))
c.set("player","controller",int(pref[11]))
del c
cache.execute('UPDATE `players` SET `changed` = 0 WHERE `name` = ?', [pref[0]])
#cache.execute('DELETE FROM `players` WHERE `loaded` = 0')
cache.execute('UPDATE `players` SET `loaded` = 0')
cache.commit()
def updatePlayer(player, pref):
cache = playerCacheManager.getCache()
if cache:
a = cache.execute('SELECT * FROM `players` WHERE `name` = ?', [player]).fetchone()
try:
a = a[0]
except:
a = None
if a is not None:
cache.execute('UPDATE `players` SET `name` = ?, `lefty` = ?, `drumflip` = ?, `autokick` = ?, `assist` = ?, `twochord` = ?, `necktype` = ?, `neck` = ?, \
`part` = 0, `difficulty` = 2, `upname` = ?, `control` = 0, `changed` = 1, `loaded` = 1 WHERE `name` = ?', pref + [player])
if player != pref[0]:
os.rename(os.path.join(playerpath,player+".ini"),os.path.join(playerpath,pref[0]+".ini"))
else:
cache.execute('INSERT INTO `players` VALUES (?, ?, ?, ?, ?, ?, ?, ?, 0, 2, ?, 0, 1, 1)', pref)
cache.commit()
savePlayers()
loadPlayers()
def deletePlayer(player):
cache = playerCacheManager.getCache()
if cache:
cache.execute('DELETE FROM `players` WHERE `name` = ?', [player])
os.remove(os.path.join(playerpath, player + ".ini"))
if os.path.exists(os.path.join(playerpath, player + ".png")):
os.remove(os.path.join(playerpath, player + ".png"))
savePlayers()
loadPlayers()
def loadControls():
global controllerDict
controllers = []
allcontrollers = os.listdir(controlpath)
default = ["defaultd.ini", "defaultg.ini", "defaultm.ini"]
for name in allcontrollers:
if name.lower().endswith(".ini") and len(name) > 4:
if name in default:
continue
controllers.append(name[0:len(name)-4])
i = len(controllers)
controllerDict = dict([(str(controllers[n]),controllers[n]) for n in range(0, i)])
controllerDict["defaultg"] = _("Default Guitar")
controllerDict["defaultd"] = _("Default Drum")
defMic = None
if Microphone.supported:
controllerDict["defaultm"] = _("Default Microphone")
defMic = "defaultm"
tsControl = _("Controller %d")
tsControlTip = _("Select the controller for slot %d")
i = 1
Config.define("game", "control0", str, "defaultg", text = tsControl % 1, options = controllerDict, tipText = tsControlTip % 1)
controllerDict[_("None")] = None
Config.define("game", "control1", str, "defaultd", text = tsControl % 2, options = controllerDict, tipText = tsControlTip % 2)
Config.define("game", "control2", str, defMic, text = tsControl % 3, options = controllerDict, tipText = tsControlTip % 3)
Config.define("game", "control3", str, None, text = tsControl % 4, options = controllerDict, tipText = tsControlTip % 4)
def deleteControl(control):
os.remove(os.path.join(controlpath, control + ".ini"))
defaultUsed = -1
for i in range(4):
get = Config.get("game", "control%d" % i)
if get == control:
if i == 0:
Config.set("game", "control%d" % i, "defaultg")
defaultUsed = 0
else:
Config.set("game", "control%d" % i, None)
if get == "defaultg" and defaultUsed > -1:
Config.set("game", "control%d" % i, None)
loadControls()
def renameControl(control, newname):
os.rename(os.path.join(controlpath, control + ".ini"), os.path.join(controlpath, newname + ".ini"))
for i in range(4):
if Config.get("game", "control%d" % i) == control:
Config.set("game", "control%d" % i, newname)
loadControls()
def pluginControls(activeControls):
global playerkeys, player0, player1, player2, player3
playerkeys = [None] * 4
for player, control in enumerate(activeControls):
if control == 0:
playerkeys[player] = CONTROL1
elif control == 1:
playerkeys[player] = CONTROL2
elif control == 2:
playerkeys[player] = CONTROL3
elif control == 3:
playerkeys[player] = CONTROL4
player0 = playerkeys[0]
player1 = playerkeys[1]
player2 = playerkeys[2]
player3 = playerkeys[3]
class Controls(object):
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 os.path.exists(os.path.join(controlpath,self.controls[0] + ".ini")):
self.config.append(Config.load(os.path.join(controlpath,self.controls[0] + ".ini"), type = 1))
if os.path.exists(os.path.join(controlpath,self.controls[1] + ".ini")) and self.controls[1] != "None":
self.config.append(Config.load(os.path.join(controlpath,self.controls[1] + ".ini"), type = 1))
else:
self.config.append(None)
Config.set("game", "control1", None)
self.controls[1] = "None"
if os.path.exists(os.path.join(controlpath,self.controls[2] + ".ini")) and self.controls[2] != "None":
self.config.append(Config.load(os.path.join(controlpath,self.controls[2] + ".ini"), type = 1))
else:
self.config.append(None)
Config.set("game", "control2", None)
self.controls[2] = "None"
if os.path.exists(os.path.join(controlpath,self.controls[3] + ".ini")) and self.controls[3] != "None":
self.config.append(Config.load(os.path.join(controlpath,self.controls[3] + ".ini"), 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(os.path.join(controlpath,"defaultm.ini"), type = 1)
self.config.append(Config.load(os.path.join(controlpath,"defaultg.ini"), type = 1))
self.config.append(Config.load(os.path.join(controlpath,"defaultd.ini"), 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 = []
self.analogSlide = []
self.analogFX = []
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"))
self.analogSlide.append(i.get("controller", "analog_slide"))
self.analogFX.append(i.get("controller", "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)
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] > 1 and self.type[i] < 4: #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] == 5: #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] > -1:
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.items() )
# Multiple key support
self.heldKeys = {}
def checkMapping(self, newDict, i):
def keyName(value):
if value in CONTROL1:
name = "Controller 1"
control = CONTROL1
n = 0
elif value in CONTROL2:
name = "Controller 2"
control = CONTROL2
n = 1
elif value in CONTROL3:
name = "Controller 3"
control = CONTROL3
n = 2
else:
name = "Controller 4"
control = CONTROL4
n = 3
for j in range(20):
if value == control[j]:
if self.type[n] == 2:
return name + " " + drumkey4names[j]
elif self.type[n] == 3:
return name + " " + drumkey5names[j]
else:
return name + " " + guitarkeynames[j]
else:
Log.notice("Key value not found.")
return "Error"
if self.keyCheckerMode == 0:
return newDict
okconflict = lefts + rights + ups + downs + starts + cancels
a = []
b = len(self.overlap)
for key, value in newDict.items():
if key == "None":
continue
if key in list(self.controlMapping.keys()):
if value in okconflict:
if self.getMapping(key) in okconflict:
continue
a.append(_("%s conflicts with %s") % (keyName(value), keyName(self.getMapping(key))))
if len(a) == 0:
return newDict
self.overlap.extend(a)
return newDict
def getMapping(self, key):
return self.controlMapping.get(key)
def getReverseMapping(self, control):
return self.reverseControlMapping.get(control)
def keyPressed(self, key):
c = self.getMapping(key)
if c:
self.toggle(c, True)
if c in self.heldKeys and not key in self.heldKeys[c]:
self.heldKeys[c].append(key)
return c
return None
def keyReleased(self, key):
c = self.getMapping(key)
if c:
if c in self.heldKeys:
if key in self.heldKeys[c]:
self.heldKeys[c].remove(key)
if not self.heldKeys[c]:
self.toggle(c, False)
return c
return None
self.toggle(c, False)
return c
return None
def toggle(self, control, state):
prevState = self.flags
if state:
self.flags |= control
return not prevState & control
else:
self.flags &= ~control
return prevState & control
def getState(self, control):
return self.flags & control
#----------------------------------------------------------
# glorandwarf: returns False if there are any key mapping conflicts
def isKeyMappingOK(config, start):
def keycode(name, config):
k = config.get("controller", name)
if k is None or k == "None":
return None
try:
return int(k)
except:
return getattr(pygame, k)
# list of keys to look for
keyNames = ["key_action1","key_action2","key_1","key_2","key_3","key_4","key_5","key_1a","key_2a","key_3a","key_4a","key_5a","key_start","key_star","key_kill","key_cancel"]
overlap = []
keyVal = []
for i in keyNames:
if config.get("controller", i) in keyVal and i != start:
overlap.append(config.prototype["controller"][i].text)
else:
keyVal.append(keycode(i, config))
if len(overlap) > 0:
return overlap
# everything tests OK
return 0
#----------------------------------------------------------
# glorandwarf: sets the key mapping and checks for a conflict
# restores the old mapping if a conflict occurred
def setNewKeyMapping(engine, config, section, option, key):
oldKey = config.get(section, option)
config.set(section, option, key)
keyCheckerMode = Config.get("game", "key_checker_mode")
if key == "None" or key is None:
return True
b = isKeyMappingOK(config, option)
if b != 0:
if keyCheckerMode > 0:
Dialogs.showMessage(engine, _("This key conflicts with the following keys: %s") % str(b))
if keyCheckerMode == 2: #enforce no conflicts!
config.set(section, option, oldKey)
return False
return True
#----------------------------------------------------------
class Player(object):
def __init__(self, owner, name, number):
self.logClassInits = Config.get("game", "log_class_inits")
if self.logClassInits == 1:
Log.debug("Player class init (Player.py)...")
self.owner = owner
self.name = name
self.reset()
self.keyList = None
self.progressKeys = []
self.drums = []
self.keys = []
self.soloKeys = []
self.soloShift = None
self.soloSlide = False
self.actions = []
self.controller = -1
self.controlType = -1
self.guitarNum = None
self.number = number
self._cache = None
self.bassGrooveEnabled = False
self.currentTheme = 1
self.lefty = self.cache.execute('SELECT `lefty` FROM `players` WHERE `name` = ?', [self.name]).fetchone()[0]
self.twoChordMax = self.cache.execute('SELECT `twochord` FROM `players` WHERE `name` = ?', [self.name]).fetchone()[0]
self.drumflip = self.cache.execute('SELECT `drumflip` FROM `players` WHERE `name` = ?', [self.name]).fetchone()[0]
self.assistMode = self.cache.execute('SELECT `assist` FROM `players` WHERE `name` = ?', [self.name]).fetchone()[0]
self.autoKick = self.cache.execute('SELECT `autokick` FROM `players` WHERE `name` = ?', [self.name]).fetchone()[0]
self.neck = self.cache.execute('SELECT `neck` FROM `players` WHERE `name` = ?', [self.name]).fetchone()[0]
self.neckType = self.cache.execute('SELECT `necktype` FROM `players` WHERE `name` = ?', [self.name]).fetchone()[0]
self.whichPart = self.cache.execute('SELECT `part` FROM `players` WHERE `name` = ?', [self.name]).fetchone()[0]
self._upname = self.cache.execute('SELECT `upname` FROM `players` WHERE `name` = ?', [self.name]).fetchone()[0]
self._difficulty = self.cache.execute('SELECT `difficulty` FROM `players` WHERE `name` = ?', [self.name]).fetchone()[0]
#MFH - need to store selected practice mode and start position here
self.practiceMode = False
self.practiceSpeed = 1.0
self.practiceSection = None
self.startPos = 0.0
self.hopoFreq = None
def reset(self):
self.twoChord = 0
def configController(self):
if self.keyList:
if self.controlType == 1:
self.keys = [self.keyList[KEY1], self.keyList[KEY2], self.keyList[KEY3], self.keyList[KEY4], self.keyList[KEY5], \
self.keyList[KEY1], self.keyList[KEY2], self.keyList[KEY3], self.keyList[KEY4], self.keyList[KEY5]]
self.soloKeys = [self.keyList[KEY1], self.keyList[KEY2], self.keyList[KEY3], self.keyList[KEY4], self.keyList[KEY5]]
else:
self.keys = [self.keyList[KEY1], self.keyList[KEY2], self.keyList[KEY3], self.keyList[KEY4], self.keyList[KEY5], \
self.keyList[KEY1A], self.keyList[KEY2A], self.keyList[KEY3A], self.keyList[KEY4A], self.keyList[KEY5A]]
self.soloKeys = [self.keyList[KEY1A], self.keyList[KEY2A], self.keyList[KEY3A], self.keyList[KEY4A], self.keyList[KEY5A]]
self.soloShift = self.keyList[KEY1A]
self.drumSolo = []
self.actions = [self.keyList[ACTION1], self.keyList[ACTION2]]
self.drums = [self.keyList[DRUMBASS], self.keyList[DRUM1], self.keyList[DRUM2], self.keyList[DRUM3], self.keyList[DRUM5], \
self.keyList[DRUMBASSA], self.keyList[DRUM1A], self.keyList[DRUM2A], self.keyList[DRUM3A], self.keyList[DRUM5A]]
if self.controlType == 1:
self.progressKeys = [self.keyList[KEY1], self.keyList[CANCEL], self.keyList[START], self.keyList[KEY2]]
else:
self.progressKeys = [self.keyList[KEY1], self.keyList[KEY1A], self.keyList[CANCEL], self.keyList[START], self.keyList[KEY2], \
self.keyList[KEY2A]]
if self.controlType == 4:
self.soloSlide = True
else:
self.soloSlide = False
#akedrou - add drum4 to the drums when ready
return True
else:
return False
def getCache(self):