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itgmania212121/stepmania/src/ScreenTitleMenu.cpp
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#include "global.h"
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/*
-----------------------------------------------------------------------------
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Class: ScreenTitleMenu
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
*/
#include "ScreenTitleMenu.h"
#include "ScreenAttract.h"
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#include "ScreenManager.h"
#include "GameConstantsAndTypes.h"
#include "RageUtil.h"
#include "StepMania.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
#include "SongManager.h"
#include "AnnouncerManager.h"
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#include "GameState.h"
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#include "GameManager.h"
#include "InputMapper.h"
#include "ThemeManager.h"
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#include "SDL_utils.h"
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#include "RageSoundManager.h"
#include "CodeDetector.h"
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#include "RageTextureManager.h"
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#define LOGO_ON_COMMAND THEME->GetMetric("ScreenTitleMenu","LogoOnCommand")
#define LOGO_HOME_ON_COMMAND THEME->GetMetric("ScreenTitleMenu","LogoHomeOnCommand")
#define VERSION_ON_COMMAND THEME->GetMetric("ScreenTitleMenu","VersionOnCommand")
#define SONGS_ON_COMMAND THEME->GetMetric("ScreenTitleMenu","SongsOnCommand")
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#define HELP_X THEME->GetMetricF("ScreenTitleMenu","HelpX")
#define HELP_Y THEME->GetMetricF("ScreenTitleMenu","HelpY")
#define CHOICES_X THEME->GetMetricF("ScreenTitleMenu","ChoicesX")
#define CHOICES_START_Y THEME->GetMetricF("ScreenTitleMenu","ChoicesStartY")
#define CHOICES_SPACING_Y THEME->GetMetricF("ScreenTitleMenu","ChoicesSpacingY")
#define CHOICES_SHADOW_LENGTH THEME->GetMetricF("ScreenTitleMenu","ChoicesShadowLength")
#define COLOR_NOT_SELECTED THEME->GetMetricC("ScreenTitleMenu","ColorNotSelected")
#define COLOR_SELECTED THEME->GetMetricC("ScreenTitleMenu","ColorSelected")
#define ZOOM_NOT_SELECTED THEME->GetMetricF("ScreenTitleMenu","ZoomNotSelected")
#define ZOOM_SELECTED THEME->GetMetricF("ScreenTitleMenu","ZoomSelected")
#define MENU_TEXT_ALIGN THEME->GetMetricI("ScreenTitleMenu","MenuTextAlign")
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#define SECONDS_BETWEEN_COMMENTS THEME->GetMetricF("ScreenTitleMenu","SecondsBetweenComments")
#define SECONDS_BEFORE_ATTRACT THEME->GetMetricF("ScreenTitleMenu","SecondsBeforeAttract")
#define HELP_TEXT( coin_mode ) THEME->GetMetric("ScreenTitleMenu","HelpText"+Capitalize(CoinModeToString(coin_mode)))
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#define NEXT_SCREEN THEME->GetMetric("ScreenTitleMenu","NextScreen")
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const ScreenMessage SM_PlayComment = ScreenMessage(SM_User+1);
const ScreenMessage SM_GoToAttractLoop = ScreenMessage(SM_User+13);
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ScreenTitleMenu::ScreenTitleMenu() : Screen("ScreenTitleMenu")
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{
LOG->Trace( "ScreenTitleMenu::ScreenTitleMenu()" );
GAMESTATE->Reset();
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GAMESTATE->m_bPlayersCanJoin = true;
CodeDetector::RefreshCacheItems();
if( PREFSMAN->m_iCoinMode!=COIN_HOME && PREFSMAN->m_bJointPremium )
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{
m_JointPremium.LoadFromAniDir( THEME->GetPathToB("ScreenTitleMenu joint premium") );
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this->AddChild( &m_JointPremium );
}
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m_Background.LoadFromAniDir( THEME->GetPathToB("ScreenTitleMenu background") );
this->AddChild( &m_Background );
m_sprLogo.Load( THEME->GetPathToG(ssprintf("ScreenLogo %s",GAMESTATE->GetCurrentGameDef()->m_szName)) );
m_sprLogo.Command( PREFSMAN->m_iCoinMode==COIN_HOME ? LOGO_HOME_ON_COMMAND : LOGO_ON_COMMAND );
this->AddChild( &m_sprLogo );
m_textVersion.LoadFromFont( THEME->GetPathToF("Common normal") );
m_textVersion.Command( VERSION_ON_COMMAND );
m_textVersion.SetText( "CVS" );
this->AddChild( &m_textVersion );
m_textSongs.LoadFromFont( THEME->GetPathToF("Common normal") );
m_textSongs.Command( SONGS_ON_COMMAND );
m_textSongs.SetText( ssprintf("%d songs in %d groups, %d courses", SONGMAN->GetNumSongs(), SONGMAN->GetNumGroups(), SONGMAN->GetNumCourses()) );
this->AddChild( &m_textSongs );
CString sCoinMode = CoinModeToString((CoinMode)PREFSMAN->m_iCoinMode);
m_CoinMode.LoadFromAniDir( THEME->GetPathToB("ScreenTitleMenu "+sCoinMode) );
this->AddChild( &m_CoinMode );
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m_textHelp.LoadFromFont( THEME->GetPathToF("ScreenTitleMenu help") );
m_textHelp.SetText( HELP_TEXT((CoinMode)PREFSMAN->m_iCoinMode) );
m_textHelp.SetXY( HELP_X, HELP_Y );
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m_textHelp.SetZoom( 0.5f );
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m_textHelp.SetEffectDiffuseBlink();
m_textHelp.EnableShadow( true );
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m_textHelp.SetShadowLength( 2 );
this->AddChild( &m_textHelp );
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switch( PREFSMAN->m_iCoinMode )
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{
case COIN_HOME:
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int i;
for( i=0; i<NUM_CHOICES; i++ )
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{
m_textChoice[i].LoadFromFont( THEME->GetPathToF("ScreenTitleMenu choices") );
m_textChoice[i].SetHorizAlign( (enum Actor::HorizAlign)MENU_TEXT_ALIGN );
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m_textChoice[i].SetText( ChoiceToString((Choice)i) );
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m_textChoice[i].SetXY( CHOICES_X, CHOICES_START_Y + i*CHOICES_SPACING_Y );
m_textChoice[i].SetShadowLength( CHOICES_SHADOW_LENGTH );
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m_textChoice[i].EnableShadow( true );
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this->AddChild( &m_textChoice[i] );
}
break;
case COIN_PAY:
case COIN_FREE:
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break;
default:
ASSERT(0);
}
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m_In.Load( THEME->GetPathToB("ScreenTitleMenu in") );
m_In.StartTransitioning();
this->AddChild( &m_In );
m_Out.Load( THEME->GetPathToB("ScreenTitleMenu out") );
this->AddChild( &m_Out );
m_BeginOut.Load( THEME->GetPathToB("ScreenTitleMenu begin out") );
this->AddChild( &m_BeginOut );
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("title menu game name") );
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m_soundAttract.Load( ANNOUNCER->GetPathTo("title menu attract") );
m_soundChange.Load( THEME->GetPathToS("ScreenTitleMenu change") );
m_soundSelect.Load( THEME->GetPathToS("Common start") );
m_soundInvalid.Load( THEME->GetPathToS("Common invalid") );
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m_Choice = CHOICE_GAME_START;
for( int i=0; i<NUM_CHOICES; i++ )
LoseFocus( i );
GainFocus( m_Choice );
SOUNDMAN->PlayMusic( THEME->GetPathToS("ScreenTitleMenu music") );
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this->PostScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS);
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this->MoveToTail( &m_In ); // put it in the back so it covers up the stuff we just added
this->MoveToTail( &m_Out ); // put it in the back so it covers up the stuff we just added
this->MoveToTail( &m_BeginOut ); // put it in the back so it covers up the stuff we just added
}
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ScreenTitleMenu::~ScreenTitleMenu()
{
LOG->Trace( "ScreenTitleMenu::~ScreenTitleMenu()" );
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}
void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
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LOG->Trace( "ScreenTitleMenu::Input( %d-%d )", DeviceI.device, DeviceI.button ); // debugging gameport joystick problem
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if( type != IET_FIRST_PRESS )
return;
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/* If the CoinMode was changed, we need to reload this screen
* so that the right choices will show */
if( ScreenAttract::ChangeCoinModeInput( DeviceI, type, GameI, MenuI, StyleI ) )
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{
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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}
if( !MenuI.IsValid() )
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return;
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switch( MenuI.button )
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{
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case MENU_BUTTON_UP:
if( PREFSMAN->m_iCoinMode != COIN_HOME )
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break;
if( m_In.IsTransitioning() || m_Out.IsTransitioning() || m_BeginOut.IsTransitioning() )
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break;
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TimeToDemonstration.GetDeltaTime(); /* Reset the demonstration timer when a key is pressed. */
LoseFocus( m_Choice );
if( m_Choice == 0 ) // wrap around
m_Choice = (Choice)((int)NUM_CHOICES);
m_Choice = Choice( m_Choice-1 );
m_soundChange.Play();
GainFocus( m_Choice );
break;
case MENU_BUTTON_DOWN:
if( PREFSMAN->m_iCoinMode != COIN_HOME )
break;
if( m_In.IsTransitioning() || m_Out.IsTransitioning() || m_BeginOut.IsTransitioning() )
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break;
TimeToDemonstration.GetDeltaTime(); /* Reset the demonstration timer when a key is pressed. */
LoseFocus( m_Choice );
if( m_Choice == (int)ScreenTitleMenu::NUM_CHOICES-1 )
m_Choice = (Choice)-1; // wrap around
m_Choice = Choice( m_Choice+1 );
m_soundChange.Play();
GainFocus( m_Choice );
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break;
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case MENU_BUTTON_BACK:
if( m_In.IsTransitioning() || m_Out.IsTransitioning() || m_BeginOut.IsTransitioning() )
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break;
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m_Out.StartTransitioning( SM_GoToAttractLoop );
break;
case MENU_BUTTON_START:
if( m_In.IsTransitioning() )
break;
/* break if the choice is invalid */
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if( m_Choice == CHOICE_JUKEBOX ||
m_Choice == CHOICE_EDIT )
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{
if( SONGMAN->GetNumSongs() == 0 )
{
m_soundInvalid.Play();
SCREENMAN->SystemMessage( "No songs are installed" );
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return;
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}
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}
if( m_Choice == CHOICE_EXIT )
{
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LOG->Trace("CHOICE_EXIT: shutting down");
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ExitGame();
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return;
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}
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if( Screen::JoinInput( DeviceI, type, GameI, MenuI, StyleI ) )
if( !m_Out.IsTransitioning() && !m_BeginOut.IsTransitioning() )
m_BeginOut.StartTransitioning( SM_GoToNextScreen );
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}
// detect codes
if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_THEME) )
{
THEME->NextTheme();
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ApplyGraphicOptions(); // update window title and icon
SCREENMAN->SystemMessage( "Theme: "+THEME->GetCurThemeName() );
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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TEXTUREMAN->DoDelayedDelete();
}
if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_ANNOUNCER) )
{
ANNOUNCER->NextAnnouncer();
CString sName = ANNOUNCER->GetCurAnnouncerName();
if( sName=="" ) sName = "(none)";
SCREENMAN->SystemMessage( "Announcer: "+sName );
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
}
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// Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
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}
void ScreenTitleMenu::Update( float fDelta )
{
if(TimeToDemonstration.PeekDeltaTime() >= SECONDS_BEFORE_ATTRACT)
{
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this->PostScreenMessage( SM_GoToAttractLoop, 0 );
TimeToDemonstration.GetDeltaTime();
}
Screen::Update(fDelta);
}
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void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_PlayComment:
m_soundAttract.PlayRandom();
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this->PostScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS );
break;
case SM_GoToNextScreen:
switch( m_Choice )
{
case CHOICE_GAME_START:
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{
// apply default options
for( int p=0; p<NUM_PLAYERS; p++ )
GAMESTATE->m_PlayerOptions[p].FromString( PREFSMAN->m_sDefaultModifiers );
GAMESTATE->m_SongOptions.FromString( PREFSMAN->m_sDefaultModifiers );
SCREENMAN->SetNewScreen( NEXT_SCREEN );
}
break;
case CHOICE_SELECT_GAME:
SCREENMAN->SetNewScreen( "ScreenSelectGame" );
break;
case CHOICE_OPTIONS:
SCREENMAN->SetNewScreen( "ScreenOptionsMenu" );
break;
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case CHOICE_JUKEBOX:
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SCREENMAN->SetNewScreen( "ScreenJukeboxMenu" );
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break;
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#ifdef DEBUG
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case CHOICE_SANDBOX:
SCREENMAN->SetNewScreen( "ScreenTest" );
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break;
#endif
case CHOICE_EDIT:
SCREENMAN->SetNewScreen( "ScreenEditMenu" );
break;
case CHOICE_EXIT:
default:
RAGE_ASSERT_M(0, "CHOICE_EXIT reached?"); // should never get here
break;
}
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break;
case SM_GoToAttractLoop:
SCREENMAN->SetNewScreen( "ScreenCompany" );
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break;
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}
}
void ScreenTitleMenu::LoseFocus( int iChoiceIndex )
{
m_textChoice[iChoiceIndex].SetEffectNone();
m_textChoice[iChoiceIndex].StopTweening();
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m_textChoice[iChoiceIndex].BeginTweening( 0.3f );
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m_textChoice[iChoiceIndex].SetZoom( ZOOM_NOT_SELECTED );
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}
void ScreenTitleMenu::GainFocus( int iChoiceIndex )
{
m_textChoice[iChoiceIndex].StopTweening();
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m_textChoice[iChoiceIndex].BeginTweening( 0.3f );
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m_textChoice[iChoiceIndex].SetZoom( ZOOM_SELECTED );
RageColor color1, color2;
color1 = COLOR_SELECTED;
color2 = color1 * 0.5f;
color2.a = 1;
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m_textChoice[iChoiceIndex].SetEffectDiffuseShift( 0.5f, color1, color2 );
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}