2003-03-03 10:03:02 +00:00
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#include "global.h"
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#include "ScreenSelect.h"
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#include "ScreenManager.h"
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#include "PrefsManager.h"
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2004-07-08 00:10:34 +00:00
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#include "GameSoundManager.h"
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2003-03-03 10:03:02 +00:00
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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2004-01-25 16:49:05 +00:00
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#include "SongManager.h"
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2003-03-03 10:03:02 +00:00
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#include "GameManager.h"
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#include "RageLog.h"
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#include "AnnouncerManager.h"
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#include "GameState.h"
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#include "GameConstantsAndTypes.h"
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#include "ThemeManager.h"
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2004-12-02 06:29:20 +00:00
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#include "GameCommand.h"
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2003-07-08 19:56:56 +00:00
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#include "RageDisplay.h"
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2003-07-11 03:15:28 +00:00
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#include "arch/ArchHooks/ArchHooks.h"
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2004-03-30 07:44:29 +00:00
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#include "LightsManager.h"
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2003-03-03 10:03:02 +00:00
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2004-02-13 05:10:18 +00:00
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#define CHOICE_NAMES THEME->GetMetric (m_sName,"ChoiceNames")
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2004-12-04 22:33:18 +00:00
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#define CHOICE( sChoiceName ) THEME->GetMetricA(m_sName,ssprintf("Choice%s",sChoiceName.c_str()))
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2005-01-05 04:34:35 +00:00
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#define CODE_NAMES THEME->GetMetric (m_sName,"CodeNames")
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2004-02-13 05:10:18 +00:00
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#define CODE( c ) THEME->GetMetric (m_sName,ssprintf("Code%d",c+1))
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2004-12-05 11:49:29 +00:00
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#define CODE_ACTION( c ) THEME->GetMetricA(m_sName,ssprintf("Code%dAction",c+1))
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2004-02-13 05:10:18 +00:00
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#define NEXT_SCREEN( c ) THEME->GetMetric (m_sName,ssprintf("NextScreen%d",c+1))
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2005-01-04 11:06:12 +00:00
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#define IDLE_TIMEOUT_SCREEN THEME->GetMetric (m_sName,"IdleTimeoutScreen")
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#define ALLOW_DISABLED_PLAYER_INPUT THEME->GetMetricB(m_sName,"AllowDisabledPlayerInput")
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2003-03-03 10:03:02 +00:00
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2005-01-04 11:06:12 +00:00
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ScreenSelect::ScreenSelect( CString sClassName ) :
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ScreenWithMenuElements(sClassName),
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IDLE_COMMENT_SECONDS(m_sName,"IdleCommentSeconds"),
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IDLE_TIMEOUT_SECONDS(m_sName,"IdleTimeoutSeconds")
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2003-03-03 10:03:02 +00:00
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{
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LOG->Trace( "ScreenSelect::ScreenSelect()" );
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2004-02-13 08:15:05 +00:00
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//
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// Load choices
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//
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2003-03-09 00:55:49 +00:00
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{
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2004-02-13 08:15:05 +00:00
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// Instead of using NUM_CHOICES, use a comma-separated list of choices. Each
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// element in the list is a choice name. This level of indirection
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// makes it easier to add or remove items without having to change a bunch
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// of indices.
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CStringArray asChoiceNames;
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split( CHOICE_NAMES, ",", asChoiceNames, true );
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for( unsigned c=0; c<asChoiceNames.size(); c++ )
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{
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CString sChoiceName = asChoiceNames[c];
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2004-12-02 06:29:20 +00:00
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GameCommand mc;
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2004-02-13 08:15:05 +00:00
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mc.m_sName = sChoiceName;
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2004-12-04 22:33:18 +00:00
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mc.Load( c, CHOICE(sChoiceName) );
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2004-12-02 06:29:20 +00:00
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m_aGameCommands.push_back( mc );
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2004-02-13 08:15:05 +00:00
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2004-02-14 01:16:04 +00:00
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CString sBGAnimationDir = THEME->GetPath(BGAnimations, m_sName, mc.m_sName, true); // true="optional"
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2004-02-13 08:15:05 +00:00
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if( sBGAnimationDir == "" )
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sBGAnimationDir = THEME->GetPathToB(m_sName+" background");
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BGAnimation *pBGA = new BGAnimation;
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m_vpBGAnimations.push_back( pBGA );
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}
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2003-03-03 10:03:02 +00:00
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}
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2004-02-13 08:15:05 +00:00
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//
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// Load codes
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//
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2004-01-25 16:31:38 +00:00
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{
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2005-01-05 04:34:35 +00:00
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CStringArray vsCodeNames;
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split( CODE_NAMES, ",", vsCodeNames, true );
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for( unsigned c=0; c<vsCodeNames.size(); c++ )
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{
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CString sCodeName = vsCodeNames[c];
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2004-02-13 08:15:05 +00:00
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2005-01-05 04:34:35 +00:00
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CodeItem code;
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if( !code.Load( CODE(c) ) )
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continue;
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m_aCodes.push_back( code );
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GameCommand mc;
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mc.Load( c, CODE_ACTION(c) );
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m_aCodeChoices.push_back( mc );
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}
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2004-01-25 16:31:38 +00:00
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}
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2004-03-30 07:44:29 +00:00
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2004-12-02 06:29:20 +00:00
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if( !m_aGameCommands.size() )
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2004-04-25 04:31:18 +00:00
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RageException::Throw( "Screen \"%s\" does not set any choices", m_sName.c_str() );
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2004-03-30 07:44:29 +00:00
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2004-04-25 04:31:18 +00:00
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// derived classes can override if they want
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2004-03-30 07:44:29 +00:00
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU );
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2003-03-03 10:03:02 +00:00
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}
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ScreenSelect::~ScreenSelect()
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{
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LOG->Trace( "ScreenSelect::~ScreenSelect()" );
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2004-02-13 08:15:05 +00:00
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for( unsigned i=0; i<m_vpBGAnimations.size(); i++ )
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2004-02-13 05:10:18 +00:00
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SAFE_DELETE( m_vpBGAnimations[i] );
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m_vpBGAnimations.clear();
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2003-03-03 10:03:02 +00:00
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}
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void ScreenSelect::Update( float fDelta )
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{
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2003-05-17 20:45:45 +00:00
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if(m_bFirstUpdate)
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{
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/* Don't play sounds during the ctor, since derived classes havn't loaded yet. */
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2003-07-26 23:05:16 +00:00
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(m_sName+" intro") );
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SOUND->PlayMusic( THEME->GetPathToS(m_sName+" music") );
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2003-05-17 20:45:45 +00:00
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}
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2005-01-04 11:06:12 +00:00
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if( !IsTransitioning() )
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{
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if( IDLE_COMMENT_SECONDS > 0 && m_timerIdleComment.PeekDeltaTime() >= IDLE_COMMENT_SECONDS )
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{
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SOUND->PlayOnceFromAnnouncer( m_sName+" IdleComment" );
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m_timerIdleComment.GetDeltaTime();
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}
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// don't time out on this screen is coin mode is pay.
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// If we're here, then there's a credit in the machine.
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if( PREFSMAN->GetCoinMode() != COIN_PAY )
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{
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if( IDLE_TIMEOUT_SECONDS > 0 && m_timerIdleTimeout.PeekDeltaTime() >= IDLE_TIMEOUT_SECONDS )
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{
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SCREENMAN->SetNewScreen( IDLE_TIMEOUT_SCREEN );
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m_timerIdleTimeout.GetDeltaTime();
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return;
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}
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}
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}
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2003-03-03 10:03:02 +00:00
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Screen::Update( fDelta );
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2004-01-18 04:46:36 +00:00
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// GAMESTATE->m_MasterPlayerNumber is set to PLAYER_INVALID when going Back to
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// the title screen and this screen is updated after. TODO: find out why
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if( GAMESTATE->m_MasterPlayerNumber != PLAYER_INVALID )
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{
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int iSelection = this->GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber);
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2004-02-13 05:10:18 +00:00
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m_vpBGAnimations[iSelection]->Update( fDelta );
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2004-01-18 04:46:36 +00:00
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}
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2003-03-03 10:03:02 +00:00
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}
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void ScreenSelect::DrawPrimitives()
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{
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2004-01-18 04:46:36 +00:00
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// GAMESTATE->m_MasterPlayerNumber is set to PLAYER_INVALID when going Back to
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// the title screen and this screen is updated after. TODO: find out why
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if( GAMESTATE->m_MasterPlayerNumber != PLAYER_INVALID )
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{
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int iSelection = this->GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber);
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2004-02-13 05:10:18 +00:00
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m_vpBGAnimations[iSelection]->Draw();
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2004-01-18 04:46:36 +00:00
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}
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2003-03-03 10:03:02 +00:00
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Screen::DrawPrimitives();
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}
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void ScreenSelect::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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2003-04-11 01:49:57 +00:00
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// LOG->Trace( "ScreenSelect::Input()" );
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2003-03-03 10:03:02 +00:00
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2005-01-04 11:06:12 +00:00
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/* Reset the demonstration timer when a key is pressed. */
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m_timerIdleComment.GetDeltaTime();
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m_timerIdleTimeout.GetDeltaTime();
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2004-05-07 08:08:11 +00:00
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if( MenuI.button == MENU_BUTTON_COIN ||
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Screen::JoinInput(DeviceI, type, GameI, MenuI, StyleI) )
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2003-03-03 10:03:02 +00:00
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{
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2004-06-04 21:56:36 +00:00
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if( type == IET_FIRST_PRESS )
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this->UpdateSelectableChoices();
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2005-01-04 11:06:12 +00:00
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if( ALLOW_DISABLED_PLAYER_INPUT )
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;
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else
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return; // don't let the screen handle the MENU_START press
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2003-03-03 10:03:02 +00:00
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}
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2005-01-04 11:51:53 +00:00
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// block input of disabled players
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if( !ALLOW_DISABLED_PLAYER_INPUT && !GAMESTATE->IsPlayerEnabled(MenuI.player) )
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return;
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2004-05-01 23:19:33 +00:00
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if( IsTransitioning() )
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2003-03-03 10:03:02 +00:00
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return;
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2004-01-25 16:31:38 +00:00
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for( unsigned i = 0; i < m_aCodes.size(); ++i )
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{
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if( !m_aCodes[i].EnteredCode( GameI.controller ) )
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continue;
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2004-12-05 11:49:29 +00:00
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LOG->Trace("entered code for index %d", i);
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2004-01-25 16:49:05 +00:00
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m_aCodeChoices[i].Apply( MenuI.player );
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2004-01-25 16:31:38 +00:00
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}
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2003-03-03 10:03:02 +00:00
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
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}
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2003-11-10 16:48:22 +00:00
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void ScreenSelect::FinalizeChoices()
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{
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/* At this point, we're tweening out; we can't change the selection.
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* We don't want to allow players to join if the style will be set,
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* since that can change the available selection and is likely to
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* invalidate the choice we've already made. Hack: apply the style.
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* (Applying the style may have other side-effects, so it'll be re-applied
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* in SM_GoToNextScreen.) */
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2004-10-13 02:56:29 +00:00
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FOREACH_HumanPlayer( p )
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{
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const int sel = GetSelectionIndex( p );
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2004-12-02 06:29:20 +00:00
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if( m_aGameCommands[sel].m_pStyle )
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GAMESTATE->m_pCurStyle = m_aGameCommands[sel].m_pStyle;
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2004-10-13 02:56:29 +00:00
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}
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2003-11-10 16:48:22 +00:00
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SCREENMAN->RefreshCreditsMessages();
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}
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2003-03-03 10:03:02 +00:00
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void ScreenSelect::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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2003-11-10 16:48:22 +00:00
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/* Screen is starting to tween out. */
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case SM_BeginFadingOut:
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FinalizeChoices();
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break;
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2003-03-03 10:03:02 +00:00
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2003-11-10 16:48:22 +00:00
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/* It's our turn to tween out. */
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case SM_AllDoneChoosing:
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FinalizeChoices();
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2004-05-01 23:19:33 +00:00
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if( !IsTransitioning() )
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StartTransitioning( SM_GoToNextScreen );
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2003-03-03 10:03:02 +00:00
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break;
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case SM_GoToNextScreen:
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{
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2003-09-16 05:57:23 +00:00
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/* Apply here, not in SM_AllDoneChoosing, because applying can take a very
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* long time (200+ms), and at SM_AllDoneChoosing, we're still tweening stuff
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* off-screen. */
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2004-10-13 02:56:29 +00:00
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FOREACH_HumanPlayer( p )
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2004-12-02 06:29:20 +00:00
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m_aGameCommands[this->GetSelectionIndex(p)].Apply( p );
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2004-10-13 02:56:29 +00:00
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//
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// Finalize players if we set a style on this screen.
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//
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FOREACH_HumanPlayer( p )
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{
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const int sel = GetSelectionIndex( p );
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2004-12-02 06:29:20 +00:00
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if( m_aGameCommands[sel].m_pStyle )
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2004-10-13 02:56:29 +00:00
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{
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GAMESTATE->PlayersFinalized();
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break;
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}
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}
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2003-09-16 05:57:23 +00:00
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2003-11-05 19:55:28 +00:00
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const int iSelectionIndex = GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber);
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2004-12-02 06:29:20 +00:00
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if( m_aGameCommands[iSelectionIndex].m_sScreen != "" )
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2005-01-08 02:06:22 +00:00
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SCREENMAN->SetNewScreen( m_aGameCommands[iSelectionIndex].m_sScreen );
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2003-11-05 18:49:57 +00:00
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else
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SCREENMAN->SetNewScreen( NEXT_SCREEN(iSelectionIndex) );
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2003-03-03 10:03:02 +00:00
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}
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2004-05-08 06:26:24 +00:00
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return;
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2003-03-03 10:03:02 +00:00
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}
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2004-05-08 06:26:24 +00:00
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Screen::HandleScreenMessage( SM );
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2003-03-03 10:03:02 +00:00
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}
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void ScreenSelect::MenuBack( PlayerNumber pn )
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{
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2003-07-26 23:05:16 +00:00
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SOUND->StopMusic();
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2003-03-03 10:03:02 +00:00
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2004-05-01 23:19:33 +00:00
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Back( SM_GoToPrevScreen );
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2003-03-03 10:03:02 +00:00
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}
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2004-06-08 05:22:33 +00:00
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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