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itgmania212121/stepmania/src/ScreenAward.cpp
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2004-03-07 04:34:49 +00:00
#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenAward
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenAward.h"
#include "ScreenManager.h"
#include "AnnouncerManager.h"
#include "RageSounds.h"
#include "ThemeManager.h"
#include "GameState.h"
#include "SongManager.h"
#include "Steps.h"
#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
ScreenAward::ScreenAward( CString sName ) : Screen( sName )
{
bool bEitherPlayerHasAward = false;
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue;
CString sAward;
CString sDescription;
if( !GAMESTATE->m_vLastPerDifficultyAwards[p].empty() )
{
PerDifficultyAward pda = GAMESTATE->m_vLastPerDifficultyAwards[p].front();
GAMESTATE->m_vLastPerDifficultyAwards[p].pop_front();
sAward = PerDifficultyAwardToString( pda );
sDescription =
PerDifficultyAwardToThemedString( pda ) + "\n" +
SONGMAN->GetDifficultyThemeName( GAMESTATE->m_pCurNotes[p]->GetDifficulty() );
}
else if( !GAMESTATE->m_vLastPeakComboAwards[p].empty() )
{
PeakComboAward pca = GAMESTATE->m_vLastPeakComboAwards[p].front();
GAMESTATE->m_vLastPeakComboAwards[p].pop_front();
sAward = PeakComboAwardToString( pca );
sDescription = PeakComboAwardToThemedString( pca );
}
if( sAward.empty() )
continue; // skip this player
bEitherPlayerHasAward = true;
m_Received[p].Load( THEME->GetPathG(m_sName,"received") );
m_Received[p]->SetName( ssprintf("ReceivedP%d",p+1) );
SET_XY_AND_ON_COMMAND( m_Received[p] );
this->AddChild( m_Received[p] );
m_Trophy[p].Load( THEME->GetPathG(m_sName,"trophy "+sAward) );
m_Trophy[p]->SetName( ssprintf("TrophyP%d",p+1) );
SET_XY_AND_ON_COMMAND( m_Trophy[p] );
this->AddChild( m_Trophy[p] );
m_textDescription[p].LoadFromFont( THEME->GetPathF(m_sName,"description") );
m_textDescription[p].SetName( ssprintf("DescriptionP%d",p+1) );
m_textDescription[p].SetText( sDescription );
SET_XY_AND_ON_COMMAND( m_textDescription[p] );
this->AddChild( &m_textDescription[p] );
}
if( !bEitherPlayerHasAward )
{
HandleScreenMessage( SM_GoToNextScreen );
return;
}
m_Menu.Load( m_sName );
this->AddChild( &m_Menu );
SOUND->PlayMusic( THEME->GetPathToS( m_sName + " music") );
}
void ScreenAward::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
void ScreenAward::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
// LOG->Trace( "ScreenAward::Input()" );
if( m_Menu.IsTransitioning() )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenAward::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_MenuTimer:
MenuStart( PLAYER_INVALID );
break;
case SM_GoToNextScreen:
// TRICKY: Keep looping on this screen until all awards are shown
bool bMoreAwardsLeft = false;
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue;
if( !GAMESTATE->m_vLastPerDifficultyAwards[p].empty() ||
!GAMESTATE->m_vLastPeakComboAwards[p].empty() )
{
bMoreAwardsLeft = true;
}
}
if( bMoreAwardsLeft )
SCREENMAN->SetNewScreen( m_sName );
else
SCREENMAN->SetNewScreen( NEXT_SCREEN );
break;
}
}
void ScreenAward::MenuStart( PlayerNumber pn )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue;
OFF_COMMAND( m_Received[p] );
OFF_COMMAND( m_Trophy[p] );
OFF_COMMAND( m_textDescription[p] );
}
m_Menu.StartTransitioning( SM_GoToNextScreen );
}