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itgmania212121/stepmania/src/MenuElements.cpp
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#include "global.h"
/*
-----------------------------------------------------------------------------
File: MenuElements.h
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Desc: Base class for menu Screens.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "MenuElements.h"
#include "RageUtil.h"
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#include "RageSoundManager.h"
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#include "ScreenManager.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
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#include "RageLog.h"
#include "GameManager.h"
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#include "GameState.h"
#include "ThemeManager.h"
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#define HEADER_ON_COMMAND THEME->GetMetric("MenuElements","HeaderOnCommand")
#define HEADER_OFF_COMMAND THEME->GetMetric("MenuElements","HeaderOffCommand")
#define FOOTER_ON_COMMAND THEME->GetMetric("MenuElements","FooterOnCommand")
#define FOOTER_OFF_COMMAND THEME->GetMetric("MenuElements","FooterOffCommand")
#define STYLE_ICON_ON_COMMAND THEME->GetMetric("MenuElements","StyleIconOnCommand")
#define STYLE_ICON_OFF_COMMAND THEME->GetMetric("MenuElements","StyleIconOffCommand")
#define TIMER_ON_COMMAND THEME->GetMetric("MenuElements","TimerOnCommand")
#define TIMER_OFF_COMMAND THEME->GetMetric("MenuElements","TimerOffCommand")
#define HELP_ON_COMMAND THEME->GetMetric("MenuElements","HelpOnCommand")
#define HELP_OFF_COMMAND THEME->GetMetric("MenuElements","HelpOffCommand")
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MenuElements::MenuElements()
{
}
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void MenuElements::Load( CString sClassName, bool bEnableTimer, bool bLoadStyleIcon )
{
LOG->Trace( "MenuElements::MenuElements()" );
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ASSERT( this->m_SubActors.empty() ); // don't call Load twice!
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m_sName = sClassName;
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m_Background.LoadFromAniDir( THEME->GetPathToB(m_sName+" background") );
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this->AddChild( &m_Background );
m_sprHeader.Load( THEME->GetPathToG(m_sName+" header") );
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m_sprHeader.Command( HEADER_ON_COMMAND );
this->AddChild( &m_sprHeader );
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if( bLoadStyleIcon && GAMESTATE->m_CurStyle != STYLE_INVALID )
{
CString sIconFileName = ssprintf("MenuElements icon %s", GAMESTATE->GetCurrentStyleDef()->m_szName );
m_sprStyleIcon.Load( THEME->GetPathToG(sIconFileName) );
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m_sprStyleIcon.StopAnimating();
m_sprStyleIcon.Command( STYLE_ICON_ON_COMMAND );
this->AddChild( &m_sprStyleIcon );
}
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m_MenuTimer.Command( TIMER_ON_COMMAND );
if( bEnableTimer && PREFSMAN->m_bMenuTimer && !GAMESTATE->m_bEditing )
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m_MenuTimer.SetSeconds( THEME->GetMetricI(m_sName,"TimerSeconds") );
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else
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m_MenuTimer.Disable();
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this->AddChild( &m_MenuTimer );
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m_sprFooter.Load( THEME->GetPathToG(m_sName+" footer") );
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m_sprFooter.Command( FOOTER_ON_COMMAND );
this->AddChild( &m_sprFooter );
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m_textHelp.Command( HELP_ON_COMMAND );
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CStringArray asHelpTips;
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split( THEME->GetMetric(m_sName,"HelpText"), "\n", asHelpTips );
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m_textHelp.SetTips( asHelpTips );
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this->AddChild( &m_textHelp );
m_In.Load( THEME->GetPathToB(m_sName+" in") );
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this->AddChild( &m_In );
m_Out.Load( THEME->GetPathToB(m_sName+" out") );
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this->AddChild( &m_Out );
m_Back.Load( THEME->GetPathToB("Common back") );
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this->AddChild( &m_Back );
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m_soundBack.Load( THEME->GetPathToS("Common back") );
m_In.StartTransitioning();
}
void MenuElements::Update( float fDeltaTime )
{
ActorFrame::Update(fDeltaTime);
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}
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void MenuElements::StartTransitioning( ScreenMessage smSendWhenDone )
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{
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m_MenuTimer.SetSeconds( 0 );
m_MenuTimer.Stop();
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m_sprHeader.Command( HEADER_OFF_COMMAND );
m_sprStyleIcon.Command( STYLE_ICON_OFF_COMMAND );
m_MenuTimer.Command( TIMER_OFF_COMMAND );
m_sprFooter.Command( FOOTER_OFF_COMMAND );
m_textHelp.Command( HELP_OFF_COMMAND );
m_Out.StartTransitioning(smSendWhenDone);
/* Ack. If the transition finishes transparent (eg. _options to options),
* then we don't want to send the message until all of the *actors* are
* done tweening. However, if it finishes with something onscreen (most
* of the rest), we have to send the message immediately after it finishes,
* or we'll draw a frame without the transition.
*
* For now, I'll make the SMMAX2 option tweening faster. */
/* This includes all of the actors: */
// float TimeUntilFinished = GetTweenTimeLeft();
// TimeUntilFinished = max(TimeUntilFinished, m_Out.GetLengthSeconds());
// SCREENMAN->PostMessageToTopScreen( smSendWhenDone, TimeUntilFinished );
}
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void MenuElements::Back( ScreenMessage smSendWhenDone )
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{
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if( m_Back.IsTransitioning() )
return; // ignore
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m_MenuTimer.Stop();
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m_Back.StartTransitioning( smSendWhenDone );
m_soundBack.Play();
}
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void MenuElements::DrawPrimitives()
{
// do nothing. Call DrawBottomLayer() and DrawTopLayer() instead.
}
void MenuElements::DrawTopLayer()
{
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BeginDraw();
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m_sprHeader.Draw();
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m_sprStyleIcon.Draw();
m_MenuTimer.Draw();
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m_sprFooter.Draw();
m_textHelp.Draw();
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m_In.Draw();
m_Out.Draw();
m_Back.Draw();
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EndDraw();
}
void MenuElements::DrawBottomLayer()
{
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BeginDraw();
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m_Background.Draw();
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EndDraw();
}
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bool MenuElements::IsTransitioning()
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{
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return m_In.IsTransitioning() || m_Out.IsTransitioning() || m_Back.IsTransitioning();
}