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itgmania212121/stepmania/src/Screen.cpp
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#include "global.h"
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/*
-----------------------------------------------------------------------------
Class: Screen
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Screen.h"
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#include "GameManager.h"
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#include "GameState.h"
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#include "PrefsManager.h"
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#include "RageSound.h"
#include "ThemeManager.h"
#include "ScreenManager.h"
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Screen::Screen()
{
m_bIsTransparent = false;
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}
Screen::~Screen()
{
}
void Screen::AddChild( Actor* pActor )
{
// add only if the actor is on screen
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// float fX = pActor->GetX();
// float fY = pActor->GetY();
// if( SCREEN_LEFT>=fX && fX<=SCREEN_RIGHT && SCREEN_TOP>=fY && fY<=SCREEN_BOTTOM )
ActorFrame::AddChild( pActor );
}
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void Screen::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
// update the times of queued ScreenMessages and send if timer has expired
// The order you remove messages in must be very careful! Sending a message can
// potentially clear all m_QueuedMessages, and set a new state!
for( unsigned i=0; i<m_QueuedMessages.size(); i++ )
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{
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/* Er, wait. Shouldn't we subtract first? This will make messages
* get delayed an extra frame. -glenn */
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if( m_QueuedMessages[i].fDelayRemaining <= 0.0f ) // send this sucker!
{
this->HandleScreenMessage( m_QueuedMessages[i].SM );
if(i < m_QueuedMessages.size())
m_QueuedMessages.erase(m_QueuedMessages.begin()+i);
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i--;
}
else
{
m_QueuedMessages[i].fDelayRemaining -= fDeltaTime;
}
}
}
void Screen::MenuBack( PlayerNumber pn, const InputEventType type )
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{
if(!PREFSMAN->m_bDelayedEscape || type==IET_SLOW_REPEAT || type==IET_FAST_REPEAT)
MenuBack(pn);
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}
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void Screen::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
/* Don't send release messages with the default handler. */
if(type == IET_RELEASE) return; // don't care
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/* Don't make the user hold the back button if they're pressing escape. */
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_ESCAPE )
{
this->MenuBack( MenuI.player );
return;
}
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// default input handler used by most menus
if( !MenuI.IsValid() )
return;
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if( !GAMESTATE->IsPlayerEnabled(MenuI.player) )
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return;
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switch( MenuI.button )
{
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case MENU_BUTTON_UP: this->MenuUp( MenuI.player, type ); return;
case MENU_BUTTON_DOWN: this->MenuDown( MenuI.player, type ); return;
case MENU_BUTTON_LEFT: this->MenuLeft( MenuI.player, type ); return;
case MENU_BUTTON_RIGHT: this->MenuRight( MenuI.player, type ); return;
case MENU_BUTTON_BACK: this->MenuBack( MenuI.player, type ); return;
case MENU_BUTTON_START: this->MenuStart( MenuI.player, type ); return;
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case MENU_BUTTON_COIN: this->MenuCoin( MenuI.player, type ); return;
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}
}
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void Screen::MenuCoin( PlayerNumber pn )
{
// This is now handled globally by Stepmania.cpp -- Miryokuteki
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}
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void Screen::SendScreenMessage( const ScreenMessage SM, float fDelay )
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{
ASSERT( fDelay >= 0.0 );
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QueuedScreenMessage QSM;
QSM.SM = SM;
QSM.fDelayRemaining = fDelay;
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m_QueuedMessages.push_back( QSM );
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}
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void Screen::ClearMessageQueue()
{
m_QueuedMessages.clear();
}
void Screen::ClearMessageQueue( const ScreenMessage SM )
{
for( int i=m_QueuedMessages.size()-1; i>=0; i-- )
m_QueuedMessages.erase( m_QueuedMessages.begin()+i );
}
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// Screen classes
#include "ScreenAppearanceOptions.h"
#include "ScreenCaution.h"
#include "ScreenEdit.h"
#include "ScreenEditMenu.h"
#include "ScreenEvaluation.h"
#include "ScreenEz2SelectPlayer.h"
#include "ScreenSelectMode.h"
#include "ScreenGameOver.h"
#include "ScreenGameplay.h"
#include "ScreenGraphicOptions.h"
#include "ScreenHowToPlay.h"
#include "ScreenInputOptions.h"
#include "ScreenMachineOptions.h"
#include "ScreenMapControllers.h"
#include "ScreenMusicScroll.h"
#include "ScreenPlayerOptions.h"
#include "ScreenSelectCourse.h"
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#include "ScreenSelectDifficulty.h"
#include "ScreenSelectDifficultyEX.h"
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#include "ScreenSelectGame.h"
#include "ScreenSelectGroup.h"
#include "ScreenSelectMusic.h"
#include "ScreenSelectStyle5th.h"
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#include "ScreenSelectStyle.h"
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#include "ScreenSongOptions.h"
#include "ScreenSoundOptions.h"
#include "ScreenStage.h"
#include "ScreenTest.h"
#include "ScreenTestFonts.h"
#include "ScreenTestSound.h"
#include "ScreenTitleMenu.h"
#include "ScreenEz2SelectMusic.h"
#include "ScreenWarning.h"
#include "ScreenRanking.h"
#include "ScreenMemoryCard.h"
#include "ScreenCompany.h"
#include "ScreenIntroMovie.h"
#include "ScreenAlbums.h"
#include "ScreenLogo.h"
#include "ScreenUnlock.h"
#include "ScreenDemonstration.h"
#include "ScreenInstructions.h"
#include "ScreenNameEntry.h"
#include "ScreenJukebox.h"
#include "ScreenJukeboxMenu.h"
#include "ScreenOptionsMenu.h"
#include "ScreenGameplayOptions.h"
#include "ScreenStyleSplash.h"
Screen* Screen::Create( CString sClassName )
{
Screen *ret = NULL;
if( 0==stricmp(sClassName, "ScreenAppearanceOptions") ) ret = new ScreenAppearanceOptions;
else if( 0==stricmp(sClassName, "ScreenCaution") ) ret = new ScreenCaution;
else if( 0==stricmp(sClassName, "ScreenEdit") ) ret = new ScreenEdit;
else if( 0==stricmp(sClassName, "ScreenEditMenu") ) ret = new ScreenEditMenu;
else if( 0==stricmp(sClassName, "ScreenEvaluation") ) ret = new ScreenEvaluation;
else if( 0==stricmp(sClassName, "ScreenFinalEvaluation") ) ret = new ScreenFinalEvaluation;
else if( 0==stricmp(sClassName, "ScreenEz2SelectPlayer") ) ret = new ScreenEz2SelectPlayer;
else if( 0==stricmp(sClassName, "ScreenSelectMode") ) ret = new ScreenSelectMode;
else if( 0==stricmp(sClassName, "ScreenGameOver") ) ret = new ScreenGameOver;
else if( 0==stricmp(sClassName, "ScreenGameplay") ) ret = new ScreenGameplay;
else if( 0==stricmp(sClassName, "ScreenGraphicOptions") ) ret = new ScreenGraphicOptions;
else if( 0==stricmp(sClassName, "ScreenHowToPlay") ) ret = new ScreenHowToPlay;
else if( 0==stricmp(sClassName, "ScreenInputOptions") ) ret = new ScreenInputOptions;
else if( 0==stricmp(sClassName, "ScreenMachineOptions") ) ret = new ScreenMachineOptions;
else if( 0==stricmp(sClassName, "ScreenMapControllers") ) ret = new ScreenMapControllers;
else if( 0==stricmp(sClassName, "ScreenInputOptions") ) ret = new ScreenInputOptions;
else if( 0==stricmp(sClassName, "ScreenMusicScroll") ) ret = new ScreenMusicScroll;
else if( 0==stricmp(sClassName, "ScreenPlayerOptions") ) ret = new ScreenPlayerOptions;
else if( 0==stricmp(sClassName, "ScreenSelectCourse") ) ret = new ScreenSelectCourse;
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else if( 0==stricmp(sClassName, "ScreenSelectDifficulty") ) ret = new ScreenSelectDifficulty;
else if( 0==stricmp(sClassName, "ScreenSelectDifficultyEX") ) ret = new ScreenSelectDifficultyEX;
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else if( 0==stricmp(sClassName, "ScreenSelectGame") ) ret = new ScreenSelectGame;
else if( 0==stricmp(sClassName, "ScreenSelectGroup") ) ret = new ScreenSelectGroup;
else if( 0==stricmp(sClassName, "ScreenSelectMusic") ) ret = new ScreenSelectMusic;
else if( 0==stricmp(sClassName, "ScreenSelectStyle5th") ) ret = new ScreenSelectStyle5th;
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else if( 0==stricmp(sClassName, "ScreenSelectStyle") ) ret = new ScreenSelectStyle;
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else if( 0==stricmp(sClassName, "ScreenSongOptions") ) ret = new ScreenSongOptions;
else if( 0==stricmp(sClassName, "ScreenStage") ) ret = new ScreenStage;
else if( 0==stricmp(sClassName, "ScreenTest") ) ret = new ScreenTest;
else if( 0==stricmp(sClassName, "ScreenTestFonts") ) ret = new ScreenTestFonts;
else if( 0==stricmp(sClassName, "ScreenTestSound") ) ret = new ScreenTestSound;
else if( 0==stricmp(sClassName, "ScreenTitleMenu") ) ret = new ScreenTitleMenu;
else if( 0==stricmp(sClassName, "ScreenEz2SelectMusic") ) ret = new ScreenEz2SelectMusic;
else if( 0==stricmp(sClassName, "ScreenWarning") ) ret = new ScreenWarning;
else if( 0==stricmp(sClassName, "ScreenRanking") ) ret = new ScreenRanking;
else if( 0==stricmp(sClassName, "ScreenMemoryCard") ) ret = new ScreenMemoryCard;
else if( 0==stricmp(sClassName, "ScreenCompany") ) ret = new ScreenCompany;
else if( 0==stricmp(sClassName, "ScreenIntroMovie") ) ret = new ScreenIntroMovie;
else if( 0==stricmp(sClassName, "ScreenAlbums") ) ret = new ScreenAlbums;
else if( 0==stricmp(sClassName, "ScreenLogo") ) ret = new ScreenLogo;
else if( 0==stricmp(sClassName, "ScreenUnlock") ) ret = new ScreenUnlock;
else if( 0==stricmp(sClassName, "ScreenDemonstration") ) ret = (ScreenGameplay*)new ScreenDemonstration;
else if( 0==stricmp(sClassName, "ScreenInstructions") ) ret = new ScreenInstructions;
else if( 0==stricmp(sClassName, "ScreenNameEntry") ) ret = new ScreenNameEntry;
else if( 0==stricmp(sClassName, "ScreenJukebox") ) ret = new ScreenJukebox;
else if( 0==stricmp(sClassName, "ScreenJukeboxMenu") ) ret = new ScreenJukeboxMenu;
else if( 0==stricmp(sClassName, "ScreenOptionsMenu") ) ret = new ScreenOptionsMenu;
else if( 0==stricmp(sClassName, "ScreenSoundOptions") ) ret = new ScreenSoundOptions;
else if( 0==stricmp(sClassName, "ScreenGameplayOptions") ) ret = new ScreenGameplayOptions;
else if( 0==stricmp(sClassName, "ScreenStyleSplash") ) ret = new ScreenStyleSplash;
else
RageException::Throw( "Invalid Screen class name '%s'", sClassName.GetString() );
return ret;
}