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itgmania212121/stepmania/src/ScreenStage.cpp
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#include "global.h"
#include "ActorUtil.h"
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/*
-----------------------------------------------------------------------------
Class: ScreenStage
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenStage.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "GameConstantsAndTypes.h"
#include "BitmapText.h"
#include "SongManager.h"
#include "Sprite.h"
#include "AnnouncerManager.h"
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#include "GameState.h"
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#include "RageSounds.h"
#include "ThemeManager.h"
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#include "LightsManager.h"
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#include "song.h"
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
#define MINIMUM_DELAY THEME->GetMetricF(m_sName,"MinimumDelay")
const ScreenMessage SM_PrepScreen = (ScreenMessage)(SM_User+0);
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ScreenStage::ScreenStage( CString sClassName ) : Screen( sClassName )
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{
m_bZeroDeltaOnNextUpdate = false;
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SOUND->StopMusic();
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_STAGE );
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m_Background.LoadFromAniDir( THEME->GetPathToB(m_sName + " "+GAMESTATE->GetStageText()) );
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m_Background.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING );
this->AddChild( &m_Background );
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m_Overlay.SetName( "Overlay" );
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m_Overlay.LoadFromAniDir( THEME->GetPathToB(m_sName + " overlay"));
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ON_COMMAND( m_Overlay );
this->AddChild( &m_Overlay );
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m_In.Load( THEME->GetPathToB(m_sName + " in") );
m_In.StartTransitioning();
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m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
this->AddChild( &m_In );
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m_Out.Load( THEME->GetPathToB(m_sName + " out") );
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m_Out.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
this->AddChild( &m_Out );
m_Back.Load( THEME->GetPathToB("Common back") );
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m_Back.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
this->AddChild( &m_Back );
/* Prep the new screen once m_In is complete. */
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this->PostScreenMessage( SM_PrepScreen, m_Background.GetLengthSeconds() );
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FOREACH_PlayerNumber(p)
{
Character* pChar = GAMESTATE->m_pCurCharacters[p];
m_sprCharacterIcon[p].SetName( ssprintf("CharacterIconP%d",p+1) );
m_sprCharacterIcon[p].Load( pChar->GetStageIconPath() );
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SET_XY_AND_ON_COMMAND( m_sprCharacterIcon[p] );
this->AddChild( &m_sprCharacterIcon[p] );
}
m_SongTitle.SetName( "SongTitle");
m_Artist.SetName( "Artist" );
m_SongTitle.LoadFromFont( THEME->GetPathToF("ScreenStage Title") );
m_Artist.LoadFromFont( THEME->GetPathToF("ScreenStage Artist") );
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this->AddChild( &m_SongTitle );
this->AddChild( &m_Artist );
if(GAMESTATE->m_pCurSong != NULL)
{
m_SongTitle.SetText( GAMESTATE->m_pCurSong->m_sMainTitle );
m_Artist.SetText( GAMESTATE->m_pCurSong->m_sArtist );
}
else
{
m_SongTitle.SetText( "" );
m_Artist.SetText( "" );
}
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SET_XY_AND_ON_COMMAND( m_Artist );
SET_XY_AND_ON_COMMAND( m_SongTitle );
if ( PREFSMAN->m_bShowBanners )
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if( GAMESTATE->m_pCurSong && GAMESTATE->m_pCurSong->HasBanner() )
{
m_Banner.LoadFromSong( GAMESTATE->m_pCurSong );
this->AddChild( &m_Banner );
}
m_Banner.SetName("Banner");
SET_XY( m_Banner );
ON_COMMAND(m_Banner);
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("stage "+GAMESTATE->GetStageText()) );
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this->SortByDrawOrder();
}
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void ScreenStage::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_PrepScreen:
/* Start fading out in after MINIMUM_DELAY seconds. Loading the screen
* might take longer than that, in which case we'll fade out as early as
* we can. */
this->PostScreenMessage( SM_BeginFadingOut, MINIMUM_DELAY );
SCREENMAN->PrepNewScreen( NEXT_SCREEN );
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break;
case SM_BeginFadingOut:
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m_Out.StartTransitioning();
FOREACH_PlayerNumber( p )
OFF_COMMAND( m_sprCharacterIcon[p] );
OFF_COMMAND( m_SongTitle );
OFF_COMMAND( m_Artist );
OFF_COMMAND( m_Banner );
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OFF_COMMAND( m_Background );
this->PostScreenMessage( SM_GoToNextScreen, this->GetTweenTimeLeft() );
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break;
case SM_GoToNextScreen:
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SCREENMAN->LoadPreppedScreen(); /* use prepped */
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break;
case SM_GoToPrevScreen:
SCREENMAN->DeletePreppedScreen();
SCREENMAN->SetNewScreen( "ScreenSelectMusic" );
break;
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}
}
void ScreenStage::Update( float fDeltaTime )
{
if( m_bZeroDeltaOnNextUpdate )
{
m_bZeroDeltaOnNextUpdate = false;
fDeltaTime = 0;
}
Screen::Update( fDeltaTime );
}
void ScreenStage::MenuBack( PlayerNumber pn )
{
if( m_In.IsTransitioning() || m_Out.IsTransitioning() || m_Back.IsTransitioning() )
return;
this->ClearMessageQueue();
m_Back.StartTransitioning( SM_GoToPrevScreen );
SOUND->PlayOnce( THEME->GetPathToS("Common back") );
/* If a Back is buffered while we're prepping the screen (very common), we'll
* get it right after the prep finishes. However, the next update will contain
* the time spent prepping the screen. Zero the next delta, so the update is
* seen. */
m_bZeroDeltaOnNextUpdate = true;
}