text: #include "global.h"
  #include "ScreenGameplayLesson.h"
  #include "RageLog.h"
  #include "GameState.h"
  #include "GamePreferences.h"
  #include "StatsManager.h"
  #include "Song.h"
  
  REGISTER_SCREEN_CLASS( ScreenGameplayLesson );
  ScreenGameplayLesson::ScreenGameplayLesson()
  {
  	m_iCurrentPageIndex = 0;
  	m_Try = Try_1;
  }
  
  void ScreenGameplayLesson::Init()
  {
  	ASSERT( GAMESTATE->GetCurrentStyle(GAMESTATE->GetMasterPlayerNumber()) != NULL );
  	ASSERT( GAMESTATE->m_pCurSong != NULL );
  
  	/* Now that we've set up, init the base class. */
  	ScreenGameplayNormal::Init();
  
  	ClearMessageQueue();	// remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
  
  	GAMESTATE->m_bGameplayLeadIn.Set( false );
  
  	m_DancingState = STATE_DANCING;
  
  	// Load pages
  	Song *pSong = GAMESTATE->m_pCurSong;
  	RString sDir = pSong->GetSongDir();
  	vector<RString> vs;
  	GetDirListing( sDir+"Page*", vs, true, true );
  	m_vPages.resize( vs.size() );
  	FOREACH( RString, vs, s )
  	{
  		int i = s - vs.begin();
  		AutoActor &aa = m_vPages[i];
  
  		LuaThreadVariable iIndex( "PageIndex", LuaReference::Create(i) );
  		LuaThreadVariable iPages( "NumPages", LuaReference::Create( (int)vs.size() ) );
  		aa.Load( *s );
  
  		aa->SetDrawOrder( DRAW_ORDER_OVERLAY+1 );
  		this->AddChild( aa );
  	}
  
  	FOREACH( AutoActor, m_vPages, aa )
  	{
  		bool bIsFirst = aa == m_vPages.begin();
  		(*aa)->PlayCommand( bIsFirst ? "Show" : "Hide" );
  		(*aa)->PlayCommand( "On" );
  	}
  
  	// Reset stage number (not relevant in lessons)
  	GAMESTATE->m_iCurrentStageIndex = 0;
  	FOREACH_ENUM( PlayerNumber, p )
  		GAMESTATE->m_iPlayerStageTokens[p] = 1;
  
  	// Autoplay during demonstration
  	FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
  		pi->GetPlayerState()->m_PlayerController = PC_AUTOPLAY;
  }
  
  bool ScreenGameplayLesson::Input( const InputEventPlus &input )
  {
  	//LOG->Trace( "ScreenGameplayLesson::Input()" );
  
  	if( m_iCurrentPageIndex != -1 )
  	{
  		// show a lesson page
  		return Screen::Input( input );
  	}
  	else
  	{
  		// in the "your turn" section"
  		return ScreenGameplay::Input( input );
  	}
  }
  
  void ScreenGameplayLesson::HandleScreenMessage( const ScreenMessage SM )
  {
  	if( SM == SM_NotesEnded )
  	{
  		bool bShowingAPage = m_iCurrentPageIndex != -1;
  
  		// While showing a page, loop the music.
  		if( bShowingAPage )
  		{
  			ResetAndRestartCurrentSong();
  		}
  		else
  		{
  			PlayerStageStats &pss = STATSMAN->m_CurStageStats.m_player[PLAYER_1];
  			int iActual = pss.GetLessonScoreActual();
  			int iNeeded = pss.GetLessonScoreNeeded();
  			bool bCleared = iActual >= iNeeded;
  			bool bAnyTriesLeft = m_Try + 1 < NUM_Try;
  
  			if( bCleared )
  			{
  				MESSAGEMAN->Broadcast( Message_LessonCleared );
  				this->HandleScreenMessage( SM_LeaveGameplay );
  
  				// Commit scores here since we don't go through an eval screen.
  				// Only commit if we've cleared.  Don't commit if we've failed all 3 tries.
  				STATSMAN->m_CurStageStats.FinalizeScores( false );
  			}
  			else if( bAnyTriesLeft )
  			{
  				ResetAndRestartCurrentSong();
  
  				m_Try = (Try)(m_Try+1);
  				MESSAGEMAN->Broadcast( (MessageID)(Message_LessonTry1+m_Try) );
  			}
  			else
  			{
  				this->HandleScreenMessage( SM_BeginFailed );
  				MESSAGEMAN->Broadcast( Message_LessonFailed );
  			}
  		}
  		return;	// handled
  	}
  
  	ScreenGameplay::HandleScreenMessage( SM );
  }
  
  bool ScreenGameplayLesson::MenuStart( const InputEventPlus &input )
  {
  	// XXX: Allow repeats?
  	if( m_iCurrentPageIndex == -1 )
  		return false;
  	ChangeLessonPage( +1 );
  	return true;
  }
  
  bool ScreenGameplayLesson::MenuBack( const InputEventPlus &input )
  {
  	// XXX: Allow repeats?
  	if( m_iCurrentPageIndex == 0 )
  	{
  		BeginBackingOutFromGameplay();
  		return true;
  	}
  	if( m_iCurrentPageIndex == -1 )
  		return false;
  	ChangeLessonPage( -1 );
  	return true;
  }
  
  void ScreenGameplayLesson::ChangeLessonPage( int iDir )
  {
  	if( m_iCurrentPageIndex + iDir < 0 )
  	{
  		// don't change
  		return;
  	}
  	else if( m_iCurrentPageIndex + iDir >= (int)m_vPages.size() )
  	{
  		m_vPages[m_iCurrentPageIndex]->PlayCommand( "Hide" );
  		m_iCurrentPageIndex = -1;
  
  		ResetAndRestartCurrentSong();
  
  		MESSAGEMAN->Broadcast( (MessageID)(Message_LessonTry1+m_Try) );
  
  		// Change back to the current autoplay setting (in most cases, human controlled).
  		FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
  		{
  			/* Mike: I'm not sure if you can actually have the player options enabled in this mode,
  			 * but I'm putting the check here anyways to play it safe. If it's unnecessary, then it
  			 * should be removed. */
  			if( pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_fPlayerAutoPlay != 0 )
  				pi->GetPlayerState()->m_PlayerController = PC_AUTOPLAY;
  			else
  				pi->GetPlayerState()->m_PlayerController = GamePreferences::m_AutoPlay;
  		}
  	}
  	else
  	{
  		m_vPages[m_iCurrentPageIndex]->PlayCommand( "Hide" );
  		m_iCurrentPageIndex += iDir;
  		m_vPages[m_iCurrentPageIndex]->PlayCommand( "Show" );
  	}
  }
  
  void ScreenGameplayLesson::ResetAndRestartCurrentSong()
  {
  	STATSMAN->m_CurStageStats.m_player[PLAYER_1].ResetScoreForLesson();
  	m_pSoundMusic->Stop();
  	ReloadCurrentSong();
  	StartPlayingSong( 2, 0 );
  }
  
  /*
   * (c) 2003-2004 Chris Danford
   * All rights reserved.
   * 
   * Permission is hereby granted, free of charge, to any person obtaining a
   * copy of this software and associated documentation files (the
   * "Software"), to deal in the Software without restriction, including
   * without limitation the rights to use, copy, modify, merge, publish,
   * distribute, and/or sell copies of the Software, and to permit persons to
   * whom the Software is furnished to do so, provided that the above
   * copyright notice(s) and this permission notice appear in all copies of
   * the Software and that both the above copyright notice(s) and this
   * permission notice appear in supporting documentation.
   * 
   * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
   * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
   * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
   * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
   * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
   * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
   * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
   * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
   * PERFORMANCE OF THIS SOFTWARE.
   */
  