2002-05-20 08:59:37 +00:00
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#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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2002-08-13 23:26:46 +00:00
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Class: ScreenEditMenu
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2002-05-20 08:59:37 +00:00
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Desc: The main title screen and menu.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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2002-08-13 23:26:46 +00:00
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Chris Danford
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2002-05-20 08:59:37 +00:00
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-----------------------------------------------------------------------------
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*/
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#include "ScreenEditMenu.h"
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#include "SongManager.h"
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#include "ScreenManager.h"
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#include "ScreenTitleMenu.h"
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#include "ScreenEdit.h"
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#include "GameConstantsAndTypes.h"
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#include "RageUtil.h"
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2002-07-23 01:41:40 +00:00
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#include "PrefsManager.h"
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2002-05-20 08:59:37 +00:00
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#include "GameManager.h"
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#include "ScreenPrompt.h"
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#include "RageLog.h"
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2002-07-23 01:41:40 +00:00
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#include "GameState.h"
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2002-05-20 08:59:37 +00:00
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//
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// Defines specific to ScreenEditMenu
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//
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2002-08-22 05:57:15 +00:00
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2002-06-29 11:59:09 +00:00
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const float EXPLANATION_X = CENTER_X;
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const float EXPLANATION_Y = SCREEN_BOTTOM - 70;
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const CString EXPLANATION_TEXT =
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"In this mode, you can edit existing notes patterns,\n"
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"create note patterns, or synchronize notes with the music.";
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2002-05-20 08:59:37 +00:00
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const ScreenMessage SM_GoToPrevState = ScreenMessage(SM_User+1);
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const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User+2);
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ScreenEditMenu::ScreenEditMenu()
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{
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2002-07-31 19:40:40 +00:00
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LOG->Trace( "ScreenEditMenu::ScreenEditMenu()" );
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2002-05-20 08:59:37 +00:00
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2002-08-22 05:57:15 +00:00
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Selector.SetXY( 0, 0 );
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2002-08-23 08:42:38 +00:00
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// Selector.AllowNewNotes();
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2002-08-22 05:57:15 +00:00
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this->AddSubActor( &Selector );
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2002-05-20 08:59:37 +00:00
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2002-08-13 23:26:46 +00:00
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m_textExplanation.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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2002-05-20 08:59:37 +00:00
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m_textExplanation.SetXY( EXPLANATION_X, EXPLANATION_Y );
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2002-06-29 11:59:09 +00:00
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m_textExplanation.SetText( EXPLANATION_TEXT );
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2002-05-20 08:59:37 +00:00
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m_textExplanation.SetZoom( 0.7f );
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2002-07-23 01:41:40 +00:00
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this->AddSubActor( &m_textExplanation );
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2002-05-20 08:59:37 +00:00
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m_Fade.SetOpened();
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2002-07-23 01:41:40 +00:00
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this->AddSubActor( &m_Fade);
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2002-05-20 08:59:37 +00:00
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2002-08-13 23:26:46 +00:00
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MUSIC->Load( THEME->GetPathTo("Sounds","edit menu music") );
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2002-05-20 08:59:37 +00:00
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MUSIC->Play( true );
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2002-08-22 05:57:15 +00:00
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m_soundSelect.Load( THEME->GetPathTo("Sounds","menu start") );
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2002-05-20 08:59:37 +00:00
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}
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ScreenEditMenu::~ScreenEditMenu()
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{
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2002-07-31 19:40:40 +00:00
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LOG->Trace( "ScreenEditMenu::~ScreenEditMenu()" );
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2002-05-20 08:59:37 +00:00
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}
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void ScreenEditMenu::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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2002-07-31 19:40:40 +00:00
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LOG->Trace( "ScreenEditMenu::Input()" );
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2002-05-20 08:59:37 +00:00
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
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}
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void ScreenEditMenu::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_GoToPrevState:
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SCREENMAN->SetNewScreen( new ScreenTitleMenu );
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break;
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case SM_GoToNextState:
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2002-06-14 22:25:22 +00:00
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// set the current style based on the notes type
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2002-07-16 18:38:12 +00:00
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// Dro Kulix:
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// A centralized solution for this switching mess...
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// (See GameConstantsAndTypes.h)
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2002-07-23 01:41:40 +00:00
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//
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// Chris:
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// Find the first Style that will play the selected notes type.
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// Set the current Style, then let ScreenEdit infer the desired
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// NotesType from that Style.
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2002-08-22 05:57:15 +00:00
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NotesType nt = Selector.GetSelectedNotesType();
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2002-08-17 06:44:04 +00:00
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Style style = GAMEMAN->GetEditStyleThatPlaysNotesType( nt );
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2002-07-27 19:29:51 +00:00
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GAMESTATE->m_CurStyle = style;
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2002-08-13 23:26:46 +00:00
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GAMESTATE->m_CurGame = GAMEMAN->GetStyleDefForStyle(style)->m_Game;
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2002-06-14 22:25:22 +00:00
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2002-05-20 08:59:37 +00:00
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SCREENMAN->SetNewScreen( new ScreenEdit );
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break;
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}
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}
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2002-05-27 18:36:01 +00:00
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void ScreenEditMenu::MenuUp( const PlayerNumber p )
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2002-05-20 08:59:37 +00:00
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{
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2002-08-22 05:57:15 +00:00
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Selector.Up();
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2002-05-20 08:59:37 +00:00
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}
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2002-05-27 18:36:01 +00:00
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void ScreenEditMenu::MenuDown( const PlayerNumber p )
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2002-05-20 08:59:37 +00:00
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{
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2002-08-22 05:57:15 +00:00
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Selector.Down();
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2002-05-20 08:59:37 +00:00
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}
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2002-08-23 20:18:29 +00:00
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void ScreenEditMenu::MenuLeft( const PlayerNumber p, const InputEventType type )
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2002-05-20 08:59:37 +00:00
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{
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2002-08-22 05:57:15 +00:00
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Selector.Left();
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2002-05-20 08:59:37 +00:00
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}
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2002-08-23 20:18:29 +00:00
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void ScreenEditMenu::MenuRight( const PlayerNumber p, const InputEventType type )
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2002-05-20 08:59:37 +00:00
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{
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2002-08-22 05:57:15 +00:00
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Selector.Right();
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2002-05-20 08:59:37 +00:00
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}
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2002-05-27 18:36:01 +00:00
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void ScreenEditMenu::MenuStart( const PlayerNumber p )
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2002-05-20 08:59:37 +00:00
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{
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2002-08-22 05:57:15 +00:00
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Selector.TweenOffScreenToBlack( SM_None, false );
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2002-05-20 08:59:37 +00:00
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MUSIC->Stop();
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2002-08-22 05:57:15 +00:00
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GAMESTATE->m_pCurSong = Selector.GetSelectedSong();
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2002-07-23 01:41:40 +00:00
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// find the first style that matches this notes type
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GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
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2002-08-22 05:57:15 +00:00
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GAMESTATE->m_CurStyle = GAMEMAN->GetEditStyleThatPlaysNotesType( Selector.GetSelectedNotesType() );
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GAMESTATE->m_pCurNotes[PLAYER_1] = Selector.GetSelectedNotes();
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2002-05-20 08:59:37 +00:00
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m_soundSelect.PlayRandom();
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m_Fade.CloseWipingRight( SM_GoToNextState );
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}
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2002-05-27 18:36:01 +00:00
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void ScreenEditMenu::MenuBack( const PlayerNumber p )
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2002-05-20 08:59:37 +00:00
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{
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2002-08-22 05:57:15 +00:00
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Selector.TweenOffScreenToBlack( SM_None, true );
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2002-05-20 08:59:37 +00:00
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MUSIC->Stop();
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m_Fade.CloseWipingLeft( SM_GoToPrevState );
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}
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