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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"
#include "RageSoundManager.h"
#include "ScreenManager.h"
#include "ThemeManager.h"
#include "GameState.h"
#include "GameManager.h"
#define NEXT_SCREEN THEME->GetMetric("ScreenStyleSplash","NextScreen")
const ScreenMessage SM_DoneOpening = ScreenMessage(SM_User-7);
const ScreenMessage SM_StartClosing = ScreenMessage(SM_User-8);
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ScreenStyleSplash::ScreenStyleSplash() : Screen("ScreenStyleSplash")
{
SOUNDMAN->StopMusic();
if(!PREFSMAN->m_bShowDontDie)
{
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this->PostScreenMessage( SM_GoToNextScreen, 0.f );
return;
}
CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
CString sStyleName = GAMESTATE->GetCurrentStyleDef()->m_szName;
int iDifficulty = GAMESTATE->m_PreferredDifficulty[0];
m_Background.LoadFromAniDir( THEME->GetPathToB(ssprintf("ScreenStyleSplash-%s-%s-%d",sGameName.GetString(),sStyleName.GetString(),iDifficulty) ) );
this->AddChild( &m_Background );
m_Menu.Load( "ScreenStyleSplash" );
this->AddChild( &m_Menu );
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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( m_Menu.IsTransitioning() )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenStyleSplash::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_StartClosing:
if( !m_Menu.IsTransitioning() )
m_Menu.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 )
{
m_Menu.StartTransitioning( SM_GoToNextScreen );
}
void ScreenStyleSplash::MenuBack( PlayerNumber pn )
{
if(m_Menu.IsTransitioning())
return;
this->ClearMessageQueue();
m_Menu.Back( SM_GoToPrevScreen );
SOUNDMAN->PlayOnce( THEME->GetPathToS("menu back") );
}
void ScreenStyleSplash::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}