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itgmania212121/stepmania/src/ScreenWithMenuElements.cpp
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#include "global.h"
#include "ScreenWithMenuElements.h"
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#include "MenuTimer.h"
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#include "HelpDisplay.h"
#include "RageLog.h"
#include "ThemeManager.h"
#include "GameState.h"
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#include "Style.h"
#include "PrefsManager.h"
#include "ScreenManager.h"
#include "GameSoundManager.h"
#include "AnnouncerManager.h"
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#define TIMER_SECONDS THEME->GetMetricF(m_sName,"TimerSeconds")
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#define TIMER_STEALTH THEME->GetMetricB(m_sName,"TimerStealth")
#define STYLE_ICON THEME->GetMetricB(m_sName,"StyleIcon")
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#define SHOW_STAGE THEME->GetMetricB(m_sName,"ShowStage")
#define MEMORY_CARD_ICONS THEME->GetMetricB(m_sName,"MemoryCardIcons")
#define FORCE_TIMER THEME->GetMetricB(m_sName,"ForceTimer")
#define STOP_MUSIC_ON_BACK THEME->GetMetricB(m_sName,"StopMusicOnBack")
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#define WAIT_FOR_CHILDREN_BEFORE_TWEENING_OUT THEME->GetMetricB(m_sName,"WaitForChildrenBeforeTweeningOut")
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//REGISTER_SCREEN_CLASS( ScreenWithMenuElements );
ScreenWithMenuElements::ScreenWithMenuElements( CString sClassName ) : Screen( sClassName )
{
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m_MenuTimer = new MenuTimer;
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m_textHelp = new HelpDisplay;
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// Needs to be in the constructor in case a derivitive decides to skip
// itself and sends SM_GoToNextScreen to ScreenAttract.
PLAY_MUSIC.Load( m_sName, "PlayMusic" );
}
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void ScreenWithMenuElements::Init()
{
LOG->Trace( "ScreenWithMenuElements::Init()" );
Screen::Init();
FIRST_UPDATE_COMMAND.Load( m_sName, "FirstUpdateCommand" );
ASSERT( this->m_SubActors.empty() ); // don't call Init twice!
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m_autoHeader.Load( THEME->GetPathG(m_sName,"header") );
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m_autoHeader->SetName("Header");
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SET_XY( m_autoHeader );
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this->AddChild( m_autoHeader );
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if( STYLE_ICON && GAMESTATE->m_pCurStyle )
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{
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m_sprStyleIcon.SetName( "StyleIcon" );
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m_sprStyleIcon.Load( THEME->GetPathG("MenuElements",CString("icon ")+GAMESTATE->GetCurrentStyle()->m_szName) );
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m_sprStyleIcon.StopAnimating();
m_sprStyleIcon.SetState( GAMESTATE->m_MasterPlayerNumber );
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SET_XY( m_sprStyleIcon );
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this->AddChild( &m_sprStyleIcon );
}
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if( SHOW_STAGE && GAMESTATE->m_pCurStyle )
{
vector<Stage> vStages;
GAMESTATE->GetPossibleStages( vStages );
FOREACH_CONST( Stage, vStages, s )
{
m_sprStage[*s].Load( THEME->GetPathG(m_sName,"stage "+StageToString(*s)) );
m_sprStage[*s]->SetName( "Stage" );
}
// UpdateStage to hide/show the appropriate stage graphic. Do this before
// running the OnCommand so that it won't override the OnCommand if On chooses
// to hide the graphic.
UpdateStage();
FOREACH_CONST( Stage, vStages, s )
{
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SET_XY( m_sprStage[*s] );
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this->AddChild( m_sprStage[*s] );
}
}
if( MEMORY_CARD_ICONS )
{
FOREACH_PlayerNumber( p )
{
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m_MemoryCardDisplay[p].Load( p );
m_MemoryCardDisplay[p].SetName( ssprintf("MemoryCardDisplayP%d",p+1) );
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SET_XY( m_MemoryCardDisplay[p] );
this->AddChild( &m_MemoryCardDisplay[p] );
}
}
m_bTimerEnabled = (TIMER_SECONDS != -1);
if( m_bTimerEnabled )
{
m_MenuTimer->Load();
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m_MenuTimer->SetName( "Timer" );
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if( TIMER_STEALTH )
m_MenuTimer->EnableStealth( true );
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SET_XY( m_MenuTimer );
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ResetTimer();
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this->AddChild( m_MenuTimer );
}
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m_autoFooter.Load( THEME->GetPathG(m_sName,"footer") );
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m_autoFooter->SetName("Footer");
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SET_XY( m_autoFooter );
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this->AddChild( m_autoFooter );
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m_textHelp->SetName( "Help" );
m_textHelp->Load( "HelpDisplay" );
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SET_XY( m_textHelp );
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LoadHelpText();
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this->AddChild( m_textHelp );
m_sprUnderlay.Load( THEME->GetPathB(m_sName,"underlay") );
m_sprUnderlay->SetName("Underlay");
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m_sprUnderlay->SetDrawOrder( DRAW_ORDER_UNDERLAY );
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SET_XY( m_sprUnderlay );
this->AddChild( m_sprUnderlay );
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m_sprOverlay.Load( THEME->GetPathB(m_sName,"overlay") );
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m_sprOverlay->SetName("Overlay");
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m_sprOverlay->SetDrawOrder( DRAW_ORDER_OVERLAY );
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SET_XY( m_sprOverlay );
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this->AddChild( m_sprOverlay );
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m_In.SetName( "In" );
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m_In.Load( THEME->GetPathB(m_sName,"in") );
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m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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this->AddChild( &m_In );
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m_Out.SetName( "Out" );
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m_Out.Load( THEME->GetPathB(m_sName,"out") );
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m_Out.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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this->AddChild( &m_Out );
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m_Cancel.SetName( "Cancel" );
m_Cancel.Load( THEME->GetPathB(m_sName,"cancel") );
m_Cancel.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
this->AddChild( &m_Cancel );
}
void ScreenWithMenuElements::BeginScreen()
{
m_In.Reset();
m_Out.Reset();
m_Cancel.Reset();
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TweenOnScreen();
m_In.StartTransitioning( SM_DoneFadingIn );
Screen::BeginScreen();
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(m_sName+" intro") );
StartPlayingMusic();
/* Evaluate FirstUpdateCommand. */
this->RunCommands( FIRST_UPDATE_COMMAND );
}
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void ScreenWithMenuElements::TweenOnScreen()
{
ON_COMMAND( m_autoHeader );
if( STYLE_ICON && GAMESTATE->m_pCurStyle )
ON_COMMAND( m_sprStyleIcon );
if( SHOW_STAGE && GAMESTATE->m_pCurStyle )
{
// UpdateStage to hide/show the appropriate stage graphic. Do this before
// running the OnCommand so that it won't override the OnCommand if On chooses
// to hide the graphic.
UpdateStage();
vector<Stage> vStages;
GAMESTATE->GetPossibleStages( vStages );
FOREACH_CONST( Stage, vStages, s )
ON_COMMAND( m_sprStage[*s] );
}
if( MEMORY_CARD_ICONS )
{
FOREACH_PlayerNumber( p )
ON_COMMAND( m_MemoryCardDisplay[p] );
}
if( m_bTimerEnabled )
ON_COMMAND( m_MenuTimer );
ON_COMMAND( m_autoFooter );
ON_COMMAND( m_textHelp );
ON_COMMAND( m_sprUnderlay );
ON_COMMAND( m_sprOverlay );
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this->SortByDrawOrder();
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}
ScreenWithMenuElements::~ScreenWithMenuElements()
{
SAFE_DELETE( m_MenuTimer );
SAFE_DELETE( m_textHelp );
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}
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void ScreenWithMenuElements::LoadHelpText()
{
CStringArray asHelpTips;
split( THEME->GetMetric(m_sName,"HelpText"), "\n", asHelpTips );
m_textHelp->SetTips( asHelpTips );
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m_textHelp->PlayCommand( "Changed" );
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}
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void ScreenWithMenuElements::StartPlayingMusic()
{
/* Some screens should leave the music alone (eg. ScreenPlayerOptions music
* sample left over from ScreenSelectMusic). */
if( PLAY_MUSIC )
SOUND->PlayMusic( THEME->GetPathS(m_sName,"music") );
}
void ScreenWithMenuElements::Update( float fDeltaTime )
{
Screen::Update( fDeltaTime );
}
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void ScreenWithMenuElements::ResetTimer()
{
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if( !m_bTimerEnabled )
return;
if( TIMER_SECONDS > 0.0f && (PREFSMAN->m_bMenuTimer || FORCE_TIMER) && !GAMESTATE->IsEditing() )
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{
m_MenuTimer->SetSeconds( TIMER_SECONDS );
m_MenuTimer->Start();
}
else
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{
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m_MenuTimer->Disable();
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}
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}
void ScreenWithMenuElements::StartTransitioning( ScreenMessage smSendWhenDone )
{
TweenOffScreen();
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if( WAIT_FOR_CHILDREN_BEFORE_TWEENING_OUT )
{
// Time the transition so that it finishes exactly when all actors have
// finished tweening.
float fSecondsUntilFinished = GetTweenTimeLeft();
float fSecondsUntilBeginOff = max( fSecondsUntilFinished - m_Out.GetLengthSeconds(), 0 );
m_Out.SetHibernate( fSecondsUntilBeginOff );
}
m_Out.StartTransitioning( smSendWhenDone );
}
void ScreenWithMenuElements::TweenOffScreen()
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{
if( m_bTimerEnabled )
{
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m_MenuTimer->SetSeconds( 0 );
m_MenuTimer->Stop();
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ActorUtil::OffCommand( m_MenuTimer, m_sName );
}
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ActorUtil::OffCommand( m_autoHeader, m_sName );
ActorUtil::OffCommand( m_sprStyleIcon, m_sName );
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OFF_COMMAND( m_sprStage[GAMESTATE->GetCurrentStage()] );
FOREACH_PlayerNumber( p )
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ActorUtil::OffCommand( m_MemoryCardDisplay[p], m_sName );
ActorUtil::OffCommand( m_autoFooter, m_sName );
ActorUtil::OffCommand( m_textHelp, m_sName );
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OFF_COMMAND( m_sprUnderlay );
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OFF_COMMAND( m_sprOverlay );
SCREENMAN->PlaySharedBackgroundOffCommand();
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}
void ScreenWithMenuElements::Cancel( ScreenMessage smSendWhenDone )
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{
if( m_Cancel.IsTransitioning() )
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return; // ignore
if( STOP_MUSIC_ON_BACK )
SOUND->StopMusic();
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if( m_bTimerEnabled )
m_MenuTimer->Stop();
m_Cancel.StartTransitioning( smSendWhenDone );
}
bool ScreenWithMenuElements::IsTransitioning()
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{
return m_In.IsTransitioning() || m_Out.IsTransitioning() || m_Cancel.IsTransitioning();
}
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void ScreenWithMenuElements::StopTimer()
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{
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if( m_bTimerEnabled )
m_MenuTimer->Stop();
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}
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void ScreenWithMenuElements::HandleMessage( const CString& sMessage )
{
if( sMessage == MessageToString(Message_CurrentSongChanged) )
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UpdateStage();
}
void ScreenWithMenuElements::UpdateStage()
{
// Refresh the stage counter display. This is useful when changing
// between long versions/marathons songs on the wheel.
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FOREACH_Stage( s )
m_sprStage[s]->SetHidden( s != GAMESTATE->GetCurrentStage() );
}
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// lua start
#include "LuaBinding.h"
class LunaScreenWithMenuElements: public Luna<ScreenWithMenuElements>
{
public:
LunaScreenWithMenuElements() { LUA->Register( Register ); }
static void Register( Lua *L )
{
Luna<T>::Register( L );
}
};
LUA_REGISTER_DERIVED_CLASS( ScreenWithMenuElements, Screen )
// lua end
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/*
* (c) 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.
*/