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itgmania212121/src/ScreenTitleMenu.cpp
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#include "global.h"
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#include "ScreenTitleMenu.h"
#include "ScreenManager.h"
#include "RageUtil.h"
#include "GamePreferences.h"
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#include "RageLog.h"
#include "AnnouncerManager.h"
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#include "GameState.h"
#include "ThemeManager.h"
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#include "GameSoundManager.h"
#include "CodeDetector.h"
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#include "Game.h"
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#include "InputMapper.h"
#include "InputEventPlus.h"
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#include "LocalizedString.h"
#include "GameLoop.h"
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#define COIN_MODE_CHANGE_SCREEN THEME->GetMetric (m_sName,"CoinModeChangeScreen")
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REGISTER_SCREEN_CLASS( ScreenTitleMenu );
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ScreenTitleMenu::ScreenTitleMenu()
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{
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/* XXX We really need two common calls: 1, something run when exiting from gameplay
* (to do this reset), and 2, something run when entering gameplay, to apply default
* options. Having special cases in attract screens and the title menu to reset
* things stinks ... */
GAMESTATE->Reset();
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this->SubscribeToMessage( GamePreferences::m_CoinMode.GetName()+"Changed" );
}
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void ScreenTitleMenu::Init()
{
ScreenSelectMaster::Init();
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SOUND->PlayOnceFromAnnouncer( "title menu game name" );
}
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static LocalizedString THEME_ ("ScreenTitleMenu","Theme");
static LocalizedString ANNOUNCER_ ("ScreenTitleMenu","Announcer");
void ScreenTitleMenu::Input( const InputEventPlus &input )
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{
LOG->Trace( "ScreenTitleMenu::Input( %d-%d )", input.DeviceI.device, input.DeviceI.button ); // debugging gameport joystick problem
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if( m_In.IsTransitioning() || m_Cancel.IsTransitioning() ) /* not m_Out */
return;
if( input.type == IET_FIRST_PRESS )
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{
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//
// detect codes
//
if( CodeDetector::EnteredCode(input.GameI.controller,CODE_NEXT_THEME) ||
CodeDetector::EnteredCode(input.GameI.controller,CODE_NEXT_THEME2) )
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{
GameLoop::ChangeTheme( THEME->GetNextTheme(), m_sName );
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}
if( CodeDetector::EnteredCode(input.GameI.controller,CODE_NEXT_ANNOUNCER) ||
CodeDetector::EnteredCode(input.GameI.controller,CODE_NEXT_ANNOUNCER2) )
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{
ANNOUNCER->NextAnnouncer();
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RString sName = ANNOUNCER->GetCurAnnouncerName();
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if( sName=="" ) sName = "(none)";
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SCREENMAN->SystemMessage( ANNOUNCER_.GetValue()+": "+sName );
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SCREENMAN->SetNewScreen( m_sName );
}
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}
ScreenSelectMaster::Input( input );
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}
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void ScreenTitleMenu::HandleMessage( const Message &msg )
{
if( msg == GamePreferences::m_CoinMode.GetName()+"Changed" )
{
/* If the CoinMode was changed, we need to reload this screen
* so that the right m_aGameCommands will show */
SCREENMAN->SetNewScreen( COIN_MODE_CHANGE_SCREEN );
}
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ScreenSelectMaster::HandleMessage( msg );
}
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/*
* (c) 2001-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/