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itgmania212121/stepmania/src/ScreenSelect.cpp
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#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenSelect
Desc: See Header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenSelect.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
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#include "RageSounds.h"
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#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
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#include "SongManager.h"
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#include "GameManager.h"
#include "RageLog.h"
#include "AnnouncerManager.h"
#include "GameState.h"
#include "GameConstantsAndTypes.h"
#include "ThemeManager.h"
#include "ModeChoice.h"
#include "RageDisplay.h"
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#include "UnlockSystem.h"
#include "arch/ArchHooks/ArchHooks.h"
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#define CHOICE_NAMES THEME->GetMetric (m_sName,"ChoiceNames")
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#define CHOICE( sChoiceName ) THEME->GetMetric (m_sName,ssprintf("Choice%s",sChoiceName.c_str()))
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#define NUM_CODES THEME->GetMetricI(m_sName,"NumCodes")
#define CODE( c ) THEME->GetMetric (m_sName,ssprintf("Code%d",c+1))
#define CODE_ACTION( c ) THEME->GetMetric (m_sName,ssprintf("Code%dAction",c+1))
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#define HELP_TEXT THEME->GetMetric (m_sName,"HelpText")
#define NEXT_SCREEN( c ) THEME->GetMetric (m_sName,ssprintf("NextScreen%d",c+1))
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ScreenSelect::ScreenSelect( CString sClassName ) : Screen(sClassName)
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{
LOG->Trace( "ScreenSelect::ScreenSelect()" );
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m_sName = sClassName;
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//
// Load choices
//
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{
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// Instead of using NUM_CHOICES, use a comma-separated list of choices. Each
// element in the list is a choice name. This level of indirection
// makes it easier to add or remove items without having to change a bunch
// of indices.
CStringArray asChoiceNames;
split( CHOICE_NAMES, ",", asChoiceNames, true );
for( unsigned c=0; c<asChoiceNames.size(); c++ )
{
CString sChoiceName = asChoiceNames[c];
CString sChoice = CHOICE(sChoiceName);
ModeChoice mc;
mc.m_sName = sChoiceName;
mc.Load( c, sChoice );
m_aModeChoices.push_back( mc );
CString sBGAnimationDir = THEME->GetPath(BGAnimations, m_sName, mc.m_sName, true); // true="optional"
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if( sBGAnimationDir == "" )
sBGAnimationDir = THEME->GetPathToB(m_sName+" background");
BGAnimation *pBGA = new BGAnimation;
m_vpBGAnimations.push_back( pBGA );
}
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}
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m_Menu.Load( sClassName );
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this->AddChild( &m_Menu );
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//
// Load codes
//
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{
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for( int c=0; c<NUM_CODES; c++ )
{
CodeItem code;
if( !code.Load( CODE(c) ) )
continue;
m_aCodes.push_back( code );
m_aCodeActions.push_back( CODE_ACTION(c) );
ModeChoice mc;
mc.Load( c, CODE_ACTION(c) );
m_aCodeChoices.push_back( mc );
}
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}
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}
ScreenSelect::~ScreenSelect()
{
LOG->Trace( "ScreenSelect::~ScreenSelect()" );
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for( unsigned i=0; i<m_vpBGAnimations.size(); i++ )
SAFE_DELETE( m_vpBGAnimations[i] );
m_vpBGAnimations.clear();
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}
void ScreenSelect::Update( float fDelta )
{
if(m_bFirstUpdate)
{
/* Don't play sounds during the ctor, since derived classes havn't loaded yet. */
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(m_sName+" intro") );
SOUND->PlayMusic( THEME->GetPathToS(m_sName+" music") );
}
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Screen::Update( fDelta );
// GAMESTATE->m_MasterPlayerNumber is set to PLAYER_INVALID when going Back to
// the title screen and this screen is updated after. TODO: find out why
if( GAMESTATE->m_MasterPlayerNumber != PLAYER_INVALID )
{
int iSelection = this->GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber);
m_vpBGAnimations[iSelection]->Update( fDelta );
}
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}
void ScreenSelect::DrawPrimitives()
{
// GAMESTATE->m_MasterPlayerNumber is set to PLAYER_INVALID when going Back to
// the title screen and this screen is updated after. TODO: find out why
if( GAMESTATE->m_MasterPlayerNumber != PLAYER_INVALID )
{
int iSelection = this->GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber);
m_vpBGAnimations[iSelection]->Draw();
}
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m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
void ScreenSelect::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
// LOG->Trace( "ScreenSelect::Input()" );
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if( Screen::JoinInput(DeviceI, type, GameI, MenuI, StyleI) )
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{
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this->UpdateSelectableChoices();
return; // don't let the screen handle the MENU_START press
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}
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if( m_Menu.IsTransitioning() )
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return;
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for( unsigned i = 0; i < m_aCodes.size(); ++i )
{
if( !m_aCodes[i].EnteredCode( GameI.controller ) )
continue;
const CString &action = m_aCodeActions[i];
LOG->Trace("entered code for '%s'", action.c_str());
vector<CString> parts;
split( action, ";", parts, true );
for( unsigned j = 0; j < parts.size(); ++j )
{
vector<CString> asBits;
split( parts[j], ",", asBits, true );
if( !asBits[0].CompareNoCase("unlock") )
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UNLOCKMAN->UnlockCode( atoi(asBits[1]) );
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if( !asBits[0].CompareNoCase("sound") )
SOUND->PlayOnce( THEME->GetPathToS( asBits[1] ) );
}
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m_aCodeChoices[i].Apply( MenuI.player );
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}
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
}
void ScreenSelect::FinalizeChoices()
{
/* At this point, we're tweening out; we can't change the selection.
* We don't want to allow players to join if the style will be set,
* since that can change the available selection and is likely to
* invalidate the choice we've already made. Hack: apply the style.
* (Applying the style may have other side-effects, so it'll be re-applied
* in SM_GoToNextScreen.) */
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) )
{
const int sel = GetSelectionIndex( (PlayerNumber)p );
if( m_aModeChoices[sel].m_style != STYLE_INVALID )
GAMESTATE->m_CurStyle = m_aModeChoices[sel].m_style;
}
SCREENMAN->RefreshCreditsMessages();
}
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void ScreenSelect::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
/* Screen is starting to tween out. */
case SM_BeginFadingOut:
FinalizeChoices();
break;
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/* It's our turn to tween out. */
case SM_AllDoneChoosing:
FinalizeChoices();
if( !m_Menu.IsTransitioning() )
m_Menu.StartTransitioning( SM_GoToNextScreen );
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break;
case SM_MenuTimer:
{
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) )
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MenuStart( (PlayerNumber)p );
}
break;
case SM_GoToPrevScreen:
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SOUND->StopMusic();
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
case SM_GoToNextScreen:
{
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/* Apply here, not in SM_AllDoneChoosing, because applying can take a very
* long time (200+ms), and at SM_AllDoneChoosing, we're still tweening stuff
* off-screen. */
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) )
m_aModeChoices[this->GetSelectionIndex((PlayerNumber)p)].Apply( (PlayerNumber)p );
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const int iSelectionIndex = GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber);
if( m_aModeChoices[iSelectionIndex].m_sScreen != "" )
SCREENMAN->SetNewScreen( m_aModeChoices[iSelectionIndex ].m_sScreen );
else
SCREENMAN->SetNewScreen( NEXT_SCREEN(iSelectionIndex) );
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}
break;
}
}
void ScreenSelect::MenuBack( PlayerNumber pn )
{
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SOUND->StopMusic();
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m_Menu.Back( SM_GoToPrevScreen );
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}