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itgmania212121/stepmania/src/Screen.cpp
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#include "global.h"
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#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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#include "GameSoundManager.h"
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#include "ProfileManager.h"
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
#define PREV_SCREEN THEME->GetMetric (m_sName,"PrevScreen")
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Screen::Screen( CString sName )
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{
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SetName( sName );
m_bIsTransparent = false;
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}
Screen::~Screen()
{
}
bool Screen::SortMessagesByDelayRemaining(const Screen::QueuedScreenMessage &m1,
const Screen::QueuedScreenMessage &m2)
{
return m1.fDelayRemaining < m2.fDelayRemaining;
}
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void Screen::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
/* We need to ensure two things:
* 1. Messages must be sent in the order of delay. If two messages are sent
* simultaneously, one with a .001 delay and another with a .002 delay, the
* .001 delay message must be sent first.
* 2. Messages to be delivered simultaneously must be sent in the order queued.
*
* Stable sort by time to ensure #2. */
stable_sort(m_QueuedMessages.begin(), m_QueuedMessages.end(), SortMessagesByDelayRemaining);
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// 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!
/* Also, it might call ClearMessageQueue() to clear a single message type.
* This might clear previous messages on the queue. So, first apply time to
* everything. */
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for( unsigned i=0; i<m_QueuedMessages.size(); i++ )
{
/* Hack:
*
* If we simply subtract time and then send messages, we have a problem.
* Messages are queued to arrive at specific times, and those times line
* up with things like tweens finishing. If we send the message at the
* exact time given, then it'll be on the same cycle that would be rendering
* the last frame of a tween (such as an object going off the screen). However,
* when we send the message, we're likely to set up a new screen, which
* causes everything to stop in place; this results in actors occasionally
* not quite finishing their tweens.
*
* Let's delay all messages that have a non-zero time an extra frame.
*/
if(m_QueuedMessages[i].fDelayRemaining > 0.0001f)
{
m_QueuedMessages[i].fDelayRemaining -= fDeltaTime;
m_QueuedMessages[i].fDelayRemaining = max(m_QueuedMessages[i].fDelayRemaining, 0.0001f);
} else {
m_QueuedMessages[i].fDelayRemaining -= fDeltaTime;
}
}
/* Now dispatch messages. If the number of messages on the queue changes
* within HandleScreenMessage, someone cleared messages on the queue. This
* means we have no idea where 'i' is, so start over. Since we applied time
* already, this won't cause messages to be mistimed. */
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for( unsigned i=0; i<m_QueuedMessages.size(); i++ )
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{
if( m_QueuedMessages[i].fDelayRemaining > 0.0f )
continue; /* not yet */
/* Remove the message from the list. */
const ScreenMessage SM = m_QueuedMessages[i].SM;
m_QueuedMessages.erase(m_QueuedMessages.begin()+i);
i--;
unsigned size = m_QueuedMessages.size();
// send this sucker!
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CHECKPOINT_M( ssprintf("ScreenMessage(%i)", SM) );
this->HandleScreenMessage( SM );
/* If the size changed, start over. */
if(size != m_QueuedMessages.size())
i = 0;
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}
}
void Screen::MenuBack( PlayerNumber pn, const InputEventType type )
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{
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if(!PREFSMAN->m_bDelayedBack || type==IET_SLOW_REPEAT || type==IET_FAST_REPEAT)
MenuBack(pn);
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}
/* ScreenManager sends input here first. Overlay screens can use it to get a first
* pass at input. Return true if the input was handled and should not be passed
* to lower screens, or false if not handled. If true is returned, Input() will
* not be called, either. Normal screens should not overload this function. */
bool Screen::OverlayInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
return false;
}
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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. */
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switch( type )
{
case IET_FIRST_PRESS:
case IET_SLOW_REPEAT:
case IET_FAST_REPEAT:
break; /* OK */
default:
return; // don't care
}
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/* Don't make the user hold the back button if they're pressing escape and escape is the back button. */
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if( MenuI.button == MENU_BUTTON_BACK && DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == KEY_ESC )
{
this->MenuBack( MenuI.player );
return;
}
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// default input handler used by most menus
if( !MenuI.IsValid() )
return;
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_SELECT:this->MenuSelect( MenuI.player, type ); return;
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case MENU_BUTTON_COIN: this->MenuCoin( MenuI.player, type ); return;
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}
}
void Screen::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_MenuTimer:
FOREACH_HumanPlayer(p)
MenuStart( p );
break;
case SM_GoToNextScreen:
if( SCREENMAN->IsStackedScreen(this) )
SCREENMAN->PopTopScreen( SM_None );
else
SCREENMAN->SetNewScreen( NEXT_SCREEN );
break;
case SM_GoToPrevScreen:
SCREENMAN->DeletePreparedScreens();
if( SCREENMAN->IsStackedScreen(this) )
SCREENMAN->PopTopScreen( SM_None );
else
SCREENMAN->SetNewScreen( PREV_SCREEN );
break;
}
}
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bool Screen::ChangeCoinModeInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( type != IET_FIRST_PRESS )
return false;
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if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == KEY_F3 )
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{
((int&)PREFSMAN->m_CoinMode)++;
wrap( (int&)PREFSMAN->m_CoinMode, NUM_COIN_MODES );
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/* Show the real coin mode, not GetCoinMode(), or F3 will go "home, free, free"
* in event mode. XXX: move GetCoinMode to GameState to keep PrefsManager dumb? */
CString sMessage = CoinModeToString( PREFSMAN->m_CoinMode );
sMessage.MakeUpper();
sMessage = "Coin Mode: " + sMessage;
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SCREENMAN->RefreshCreditsMessages();
SCREENMAN->SystemMessage( sMessage );
return true;
}
return false;
}
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bool Screen::JoinInput( const MenuInput &MenuI )
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{
if( !GAMESTATE->PlayersCanJoin() )
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return false;
if( MenuI.IsValid() && MenuI.button==MENU_BUTTON_START )
{
/* If this side is already in, don't re-join (and re-pay!). */
if(GAMESTATE->m_bSideIsJoined[MenuI.player])
return false;
/* subtract coins */
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int iCoinsToCharge = 0;
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if( GAMESTATE->GetCoinMode() == COIN_PAY )
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iCoinsToCharge = PREFSMAN->m_iCoinsPerCredit;
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// If joint premium don't take away a credit for the 2nd join.
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if( GAMESTATE->GetPremium() == PREMIUM_JOINT &&
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GAMESTATE->GetNumSidesJoined() == 1 )
iCoinsToCharge = 0;
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if( GAMESTATE->m_iCoins < iCoinsToCharge )
return false; // not enough coins
else
GAMESTATE->m_iCoins -= iCoinsToCharge;
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// HACK: Only play start sound for the 2nd player who joins. The
// start sound for the 1st player will be played by ScreenTitleMenu
// when the player makes a selection on the screen.
if( GAMESTATE->GetNumSidesJoined() > 0 )
SCREENMAN->PlayStartSound();
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GAMESTATE->JoinPlayer( MenuI.player );
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// don't load memory card profiles here. It's slow and can cause a big skip.
/* Don't load the local profile, either. It causes a 150+ms skip on my A64 3000+,
* so it probably causes a skip for everyone. We probably shouldn't load this here,
* anyway: leave it unloaded and display "INSERT CARD" until the normal time, and
* load the local profile at the time we would have loaded the memory card if none
* was inserted (via LoadFirstAvailableProfile). */
// PROFILEMAN->LoadLocalProfileFromMachine( MenuI.player );
SCREENMAN->RefreshCreditsMessages();
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return true;
}
return false;
}
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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::PostScreenMessage( 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-- )
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if( m_QueuedMessages[i].SM == SM )
m_QueuedMessages.erase( m_QueuedMessages.begin()+i );
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}
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/*
* (c) 2001-2004 Chris Danford, Glenn Maynard
* 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.
*/