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itgmania212121/stepmania/src/ScreenStyleSplash.cpp
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#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenCaution
Desc: Screen that displays while resources are being loaded.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenStyleSplash.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
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#include "RageSounds.h"
#include "ScreenManager.h"
#include "ThemeManager.h"
#include "GameState.h"
#include "GameManager.h"
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#include "RageLog.h"
#define NEXT_SCREEN THEME->GetMetric("ScreenStyleSplash","NextScreen")
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#define NONSTOP_SCREEN THEME->GetMetric("ScreenStyleSplash","NonstopScreen")
#define ONI_SCREEN THEME->GetMetric("ScreenStyleSplash","OniScreen")
const ScreenMessage SM_DoneOpening = ScreenMessage(SM_User-7);
const ScreenMessage SM_StartClosing = ScreenMessage(SM_User-8);
ScreenStyleSplash::ScreenStyleSplash( CString sName ) : ScreenWithMenuElements( sName )
{
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SOUND->StopMusic();
CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
CString sStyleName = GAMESTATE->GetCurrentStyleDef()->m_szName;
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LOG->Trace( ssprintf("ScreenStyleSplash: Displaying Splash for style: %s", sStyleName.c_str()));
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int iDifficulty = GAMESTATE->m_PreferredDifficulty[0];
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if( GAMESTATE->m_bSideIsJoined[PLAYER_1] )
{
iDifficulty = GAMESTATE->m_PreferredDifficulty[PLAYER_1];
}
else
{
iDifficulty = GAMESTATE->m_PreferredDifficulty[PLAYER_2];
}
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m_Background.LoadFromAniDir( THEME->GetPathToB(ssprintf("ScreenStyleSplash-%s-%s-%d",sGameName.c_str(),sStyleName.c_str(),iDifficulty) ) );
this->AddChild( &m_Background );
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this->PostScreenMessage( SM_StartClosing, 2 );
}
void ScreenStyleSplash::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( IsTransitioning() )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenStyleSplash::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_StartClosing:
if( !IsTransitioning() )
StartTransitioning( SM_GoToNextScreen );
break;
case SM_DoneOpening:
break;
case SM_GoToPrevScreen:
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
case SM_GoToNextScreen:
SCREENMAN->SetNewScreen( NEXT_SCREEN );
break;
}
}
void ScreenStyleSplash::MenuStart( PlayerNumber pn )
{
StartTransitioning( SM_GoToNextScreen );
}
void ScreenStyleSplash::MenuBack( PlayerNumber pn )
{
if(IsTransitioning())
return;
this->ClearMessageQueue();
Back( SM_GoToPrevScreen );
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SOUND->PlayOnce( THEME->GetPathToS("menu back") );
}
void ScreenStyleSplash::DrawPrimitives()
{
Screen::DrawPrimitives();
}