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itgmania212121/stepmania/src/ScreenManager.cpp
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#include "global.h"
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/*
-----------------------------------------------------------------------------
Class: ScreenManager
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Desc: See header.
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Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
Chris Danford
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Tim Hentenaar
Glenn Maynard
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-----------------------------------------------------------------------------
*/
#include "ScreenManager.h"
#include "IniFile.h"
#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
#include "GameState.h"
#include "RageException.h"
#include "RageTimer.h"
#include "ThemeManager.h"
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#include "RageDisplay.h"
#include "Screen.h"
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#include "SongManager.h"
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ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our program
#define STATS_X THEME->GetMetricF("ScreenManager","StatsX")
#define STATS_Y THEME->GetMetricF("ScreenManager","StatsY")
#define CREDITS_X( p ) THEME->GetMetricF("ScreenManager",ssprintf("CreditsP%dX",p+1))
#define CREDITS_Y( p ) THEME->GetMetricF("ScreenManager",ssprintf("CreditsP%dY",p+1))
#define CREDITS_COLOR THEME->GetMetricC("ScreenManager","CreditsColor")
#define CREDITS_SHADOW_LENGTH THEME->GetMetricF("ScreenManager","CreditsShadowLength")
#define CREDITS_ZOOM THEME->GetMetricF("ScreenManager","CreditsZoom")
/* This screen is drawn on top of everything else, and receives updates,
* but not input. */
class ScreenSystemLayer: public Screen
{
BitmapText m_textStats;
BitmapText m_textSystemMessage;
BitmapText m_textCreditInfo[NUM_PLAYERS];
BitmapText m_textSysTime;
public:
ScreenSystemLayer();
void SystemMessage( CString sMessage );
void RefreshCreditsMessages();
void Update( float fDeltaTime );
};
ScreenSystemLayer::ScreenSystemLayer()
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{
m_textSystemMessage.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_textSystemMessage.SetHorizAlign( Actor::align_left );
m_textSystemMessage.SetVertAlign( Actor::align_top );
m_textSystemMessage.SetXY( 4.0f, 4.0f );
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m_textSystemMessage.SetZoom( 0.8f );
m_textSystemMessage.SetShadowLength( 2 );
m_textSystemMessage.SetDiffuse( RageColor(1,1,1,0) );
this->AddChild(&m_textSystemMessage);
m_textStats.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textStats.SetXY( STATS_X, STATS_Y );
m_textStats.SetHorizAlign( Actor::align_right );
m_textStats.SetVertAlign( Actor::align_top );
m_textStats.SetZoom( 0.5f );
m_textStats.SetShadowLength( 2 );
this->AddChild(&m_textStats);
m_textSysTime.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textSysTime.SetXY( 4.0f, 40.0f );
m_textSysTime.SetHorizAlign( Actor::align_left );
m_textSysTime.SetVertAlign( Actor::align_top );
m_textSysTime.SetZoom( 0.5f );
m_textSysTime.SetDiffuse( RageColor(1,0,1,1) );
m_textSysTime.EnableShadow(false);
this->AddChild(&m_textSysTime);
for( int p=0; p<NUM_PLAYERS; p++ )
{
m_textCreditInfo[p].LoadFromFont( THEME->GetPathTo("Fonts","credits") );
m_textCreditInfo[p].SetXY( CREDITS_X(p), CREDITS_Y(p) );
m_textCreditInfo[p].SetZoom( CREDITS_ZOOM );
m_textCreditInfo[p].SetDiffuse( CREDITS_COLOR );
m_textCreditInfo[p].SetShadowLength( CREDITS_SHADOW_LENGTH );
this->AddChild(&m_textCreditInfo[p]);
}
}
void ScreenSystemLayer::SystemMessage( CString sMessage )
{
m_textSystemMessage.StopTweening();
m_textSystemMessage.SetText( sMessage );
m_textSystemMessage.SetDiffuse( RageColor(1,1,1,1) );
m_textSystemMessage.SetX( -640 );
m_textSystemMessage.BeginTweening( 0.3f );
m_textSystemMessage.SetX( 4 );
m_textSystemMessage.BeginTweening( 5 );
m_textSystemMessage.BeginTweening( 0.3f );
m_textSystemMessage.SetDiffuse( RageColor(1,1,1,0) );
}
void ScreenSystemLayer::RefreshCreditsMessages()
{
// update joined
for( int p=0; p<NUM_PLAYERS; p++ )
{
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_HOME:
if( GAMESTATE->m_bSideIsJoined[p] )
m_textCreditInfo[p].SetText( "" );
else if( GAMESTATE->m_bPlayersCanJoin ) // would (GAMESTATE->m_CurStyle!=STYLE_INVALID) do the same thing?
m_textCreditInfo[p].SetText( "PRESS START" );
else
m_textCreditInfo[p].SetText( "NOT PRESENT" );
break;
case PrefsManager::COIN_PAY:
{
int Coins = GAMESTATE->m_iCoins % PREFSMAN->m_iCoinsPerCredit;
CString txt = ssprintf("CREDIT(S) %d", GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit);
if (Coins)
txt += ssprintf(" %d/%d", Coins, PREFSMAN->m_iCoinsPerCredit );
m_textCreditInfo[p].SetText(txt);
}
break;
case PrefsManager::COIN_FREE:
m_textCreditInfo[p].SetText( "FREE PLAY" );
break;
default:
ASSERT(0);
}
}
}
void ScreenSystemLayer::Update( float fDeltaTime )
{
Screen::Update(fDeltaTime);
if( PREFSMAN && PREFSMAN->m_bShowStats )
{
m_textStats.SetDiffuse( RageColor(1,1,1,1) );
/* If FPS == 0, we don't have stats yet. */
if(DISPLAY->GetFPS())
m_textStats.SetText( ssprintf(
"%i FPS\n%i av FPS\n%i VPF",
DISPLAY->GetFPS(), DISPLAY->GetCumFPS(),
DISPLAY->GetVPF()) );
else
m_textStats.SetText( "-- FPS\n-- av FPS\n-- VPF" );
} else
m_textStats.SetDiffuse( RageColor(1,1,1,0) ); /* hide */
if(PREFSMAN->m_bTimestamping)
{
m_textSysTime.SetText( SecondsToTime(RageTimer::GetTimeSinceStart()) );
m_textSysTime.SetDiffuse( RageColor(1,1,1,1) );
} else
m_textSysTime.SetDiffuse( RageColor(1,1,1,0) ); /* hide */
}
ScreenManager::ScreenManager()
{
m_SystemLayer = new ScreenSystemLayer;
m_ScreenBuffered = NULL;
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}
ScreenManager::~ScreenManager()
{
LOG->Trace( "ScreenManager::~ScreenManager()" );
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EmptyDeleteQueue();
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// delete current Screens
for( unsigned i=0; i<m_ScreenStack.size(); i++ )
delete m_ScreenStack[i];
delete m_ScreenBuffered;
delete m_SystemLayer;
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}
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void ScreenManager::EmptyDeleteQueue()
{
// delete all ScreensToDelete
for( unsigned i=0; i<m_ScreensToDelete.size(); i++ )
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SAFE_DELETE( m_ScreensToDelete[i] );
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m_ScreensToDelete.clear();
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}
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void ScreenManager::Update( float fDeltaTime )
{
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EmptyDeleteQueue();
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// Only update the topmost screen on the stack.
/* Screens take some time to load. If we don't do this, then screens
* receive an initial update that includes all of the time they spent
* loading, which will chop off their tweens.
*
* We don't want to simply cap update times; for example, the stage
* screen sets a 4 second timer, preps the gameplay screen, and then
* displays the prepped screen after the timer runs out; this lets the
* load time be masked (as long as the load takes less than 4 seconds).
* If we cap that large update delta from the screen load, the update
* to load the new screen will come after 4 seconds plus the load time.
*
* So, let's just drop the first update for every screen.
*/
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ASSERT( !m_ScreenStack.empty() ); // Why play the game if there is nothing showing?
Screen* pScreen = m_ScreenStack[m_ScreenStack.size()-1];
if( pScreen->IsFirstUpdate() )
pScreen->Update( 0 );
else
pScreen->Update( fDeltaTime );
m_SystemLayer->Update( fDeltaTime );
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}
void ScreenManager::Restore()
{
// Restore all CurrentScreens (back to front)
for( unsigned i=0; i<m_ScreenStack.size(); i++ )
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m_ScreenStack[i]->Restore();
m_SystemLayer->Restore();
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}
void ScreenManager::Invalidate()
{
for( unsigned i=0; i<m_ScreenStack.size(); i++ )
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m_ScreenStack[i]->Invalidate();
m_SystemLayer->Invalidate();
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}
void ScreenManager::Draw()
{
if( !m_ScreenStack.empty() && !m_ScreenStack.back()->IsTransparent() ) // top screen isn't transparent
m_ScreenStack.back()->Draw();
else
for( unsigned i=0; i<m_ScreenStack.size(); i++ ) // Draw all screens bottom to top
m_ScreenStack[i]->Draw();
m_SystemLayer->Draw();
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}
void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
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// LOG->Trace( "ScreenManager::Input( %d-%d, %d-%d, %d-%d, %d-%d )",
// DeviceI.device, DeviceI.button, GameI.controller, GameI.button, MenuI.player, MenuI.button, StyleI.player, StyleI.col );
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// pass input only to topmost state
if( !m_ScreenStack.empty() )
m_ScreenStack.back()->Input( DeviceI, type, GameI, MenuI, StyleI );
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}
Screen* ScreenManager::MakeNewScreen( CString sClassName )
{
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Screen *ret = Screen::Create( sClassName );
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/* Loading probably took a little while. Let's reset stats. This prevents us
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* from displaying an unnaturally low FPS value, and the next FPS value we
* display will be accurate, which makes skips in the initial tween-ins more
* apparent. */
DISPLAY->ResetStats();
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/* This is a convenient time to clean up our song cache. */
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SONGMAN->CleanData();
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return ret;
}
void ScreenManager::PrepNewScreen( CString sClassName )
{
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ASSERT(m_ScreenBuffered == NULL);
m_ScreenBuffered = MakeNewScreen(sClassName);
}
void ScreenManager::LoadPreppedScreen()
{
ASSERT( m_ScreenBuffered != NULL);
SetNewScreen( m_ScreenBuffered );
// Need to update the new screen once, or else it will be
// drawn before ever being Update()d.
Update( 0 );
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m_ScreenBuffered = NULL;
}
void ScreenManager::DeletePreppedScreen()
{
SAFE_DELETE( m_ScreenBuffered );
}
void ScreenManager::SetNewScreen( Screen *pNewScreen )
{
RefreshCreditsMessages();
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// move current screen(s) to ScreenToDelete
m_ScreensToDelete.insert(m_ScreensToDelete.end(), m_ScreenStack.begin(), m_ScreenStack.end());
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m_ScreenStack.clear();
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m_ScreenStack.push_back( pNewScreen );
}
void ScreenManager::SetNewScreen( CString sClassName )
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{
/* If we prepped a screen but didn't use it, nuke it. */
SAFE_DELETE( m_ScreenBuffered );
RageTimer t;
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Screen* pOldTopScreen = m_ScreenStack.empty() ? NULL : m_ScreenStack.back();
// It makes sense that ScreenManager should allocate memory for a new screen since it
// deletes it later on. This also convention will reduce includes because screens won't
// have to include each other's headers of other screens.
Screen* pNewScreen = MakeNewScreen(sClassName);
LOG->Trace( "Loaded %s in %f", sClassName.GetString(), t.GetDeltaTime());
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if( pOldTopScreen!=NULL && m_ScreenStack.back()!=pOldTopScreen )
{
// While constructing this Screen, it's constructor called
// SetNewScreen again! That SetNewScreen Command should
// override this older one.
SAFE_DELETE( pNewScreen );
return;
}
SetNewScreen( pNewScreen );
/* If this is a system menu, don't let the operator key touch it!
However, if you add an options screen, please include it here -- Miryokuteki */
if( sClassName == "ScreenOptionsMenu" || sClassName == "ScreenMachineOptions" ||
sClassName == "ScreenOptions" || sClassName == "ScreenInputOptions" ||
sClassName == "ScreenGraphicOptions" || sClassName == "ScreenGameplayOptions" ||
sClassName == "ScreenMapControllers" || sClassName == "ScreenPlayerOptions" ||
sClassName == "ScreenAppearanceOptions" || sClassName == "ScreenEdit" ||
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sClassName == "ScreenEditMenu" || sClassName == "ScreenSoundOptions")
GAMESTATE->m_bIsOnSystemMenu = true;
else
GAMESTATE->m_bIsOnSystemMenu = false;
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}
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void ScreenManager::AddNewScreenToTop( CString sClassName )
{
Screen* pNewScreen = MakeNewScreen(sClassName);
m_ScreenStack.push_back( pNewScreen );
}
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#include "ScreenPrompt.h"
#include "ScreenTextEntry.h"
#include "ScreenMiniMenu.h"
void ScreenManager::Prompt( ScreenMessage SM_SendWhenDone, CString sText, bool bYesNo, bool bDefaultAnswer, void(*OnYes)(), void(*OnNo)() )
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{
// add the new state onto the back of the array
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m_ScreenStack.push_back( new ScreenPrompt(SM_SendWhenDone, sText, bYesNo, bDefaultAnswer, OnYes, OnNo) );
}
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void ScreenManager::TextEntry( ScreenMessage SM_SendWhenDone, CString sQuestion, CString sInitialAnswer, void(*OnOK)(CString sAnswer), void(*OnCanel)() )
{
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// add the new state onto the back of the array
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m_ScreenStack.push_back( new ScreenTextEntry(SM_SendWhenDone, sQuestion, sInitialAnswer, OnOK, OnCanel) );
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}
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void ScreenManager::MiniMenu( MiniMenuDefinition* pDef, ScreenMessage SM_SendOnOK, ScreenMessage SM_SendOnCancel )
{
// add the new state onto the back of the array
m_ScreenStack.push_back( new ScreenMiniMenu(pDef, SM_SendOnOK, SM_SendOnCancel) );
}
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void ScreenManager::PopTopScreen( ScreenMessage SM )
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{
Screen* pScreenToPop = m_ScreenStack.back(); // top menu
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//pScreenToPop->HandleScreenMessage( SM_LosingInputFocus );
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m_ScreenStack.erase(m_ScreenStack.end()-1, m_ScreenStack.end());
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m_ScreensToDelete.push_back( pScreenToPop );
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Screen* pNewTopScreen = m_ScreenStack[m_ScreenStack.size()-1];
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pNewTopScreen->HandleScreenMessage( SM );
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}
void ScreenManager::SendMessageToTopScreen( ScreenMessage SM, float fDelay )
{
Screen* pTopScreen = m_ScreenStack.back();
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pTopScreen->SendScreenMessage( SM, fDelay );
}
void ScreenManager::SystemMessage( CString sMessage )
{
m_SystemLayer->SystemMessage( sMessage );
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}
void ScreenManager::RefreshCreditsMessages()
{
m_SystemLayer->RefreshCreditsMessages();
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}