Files
itgmania212121/stepmania/src/ScreenSelectDifficulty.cpp
T

405 lines
12 KiB
C++
Raw Normal View History

2002-05-20 08:59:37 +00:00
#include "stdafx.h"
/*
-----------------------------------------------------------------------------
File: ScreenSelectDifficulty.cpp
Desc: Testing the Screen class.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
-----------------------------------------------------------------------------
*/
#include "ScreenSelectDifficulty.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "ThemeManager.h"
#include "ScreenSelectGroup.h"
#include "ScreenTitleMenu.h"
#include "GameManager.h"
#include "RageLog.h"
#include "GameConstantsAndTypes.h"
#include "AnnouncerManager.h"
const float EXPLANATION_X = CENTER_X - 150;
const float EXPLANATION_Y = CENTER_Y - 170;
const float DIFFICULTY_CLASS_X[NUM_DIFFICULTY_CLASSES] = {
CENTER_X-200,
CENTER_X,
CENTER_X+200
};
// these sprites are bottom aligned!
const float DIFFICULTY_CLASS_Y[NUM_DIFFICULTY_CLASSES] = {
CENTER_Y-40,
CENTER_Y-60,
CENTER_Y-40
};
const float DIFFICULTY_ARROW_Y[NUM_DIFFICULTY_CLASSES] = {
DIFFICULTY_CLASS_Y[0]+205,
DIFFICULTY_CLASS_Y[1]+205,
DIFFICULTY_CLASS_Y[2]+205
};
const float DIFFICULTY_ARROW_X[NUM_DIFFICULTY_CLASSES][NUM_PLAYERS] = {
{ DIFFICULTY_CLASS_X[0]-40, DIFFICULTY_CLASS_X[0]+40 },
{ DIFFICULTY_CLASS_X[1]-40, DIFFICULTY_CLASS_X[1]+40 },
{ DIFFICULTY_CLASS_X[2]-40, DIFFICULTY_CLASS_X[2]+40 },
};
const float ARROW_SHADOW_OFFSET = 10;
const ScreenMessage SM_GoToPrevState = ScreenMessage(SM_User + 1);
const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 2);
const ScreenMessage SM_StartTweeningOffScreen = ScreenMessage(SM_User + 3);
const ScreenMessage SM_StartFadingOut = ScreenMessage(SM_User + 4);
ScreenSelectDifficulty::ScreenSelectDifficulty()
{
LOG->WriteLine( "ScreenSelectDifficulty::ScreenSelectDifficulty()" );
m_Menu.Load(
THEME->GetPathTo(GRAPHIC_SELECT_DIFFICULTY_BACKGROUND) ,
THEME->GetPathTo(GRAPHIC_SELECT_DIFFICULTY_TOP_EDGE),
ssprintf("Use %c %c to select, then press NEXT", char(1), char(2))
);
this->AddActor( &m_Menu );
m_sprExplanation.Load( THEME->GetPathTo(GRAPHIC_SELECT_DIFFICULTY_EXPLANATION) );
m_sprExplanation.SetXY( EXPLANATION_X, EXPLANATION_Y );
this->AddActor( &m_sprExplanation );
for( int d=0; d<NUM_DIFFICULTY_CLASSES; d++ )
{
ThemeElement te_header;
ThemeElement te_picture;
switch( d )
{
case 0: te_header = GRAPHIC_SELECT_DIFFICULTY_EASY_HEADER; te_picture = GRAPHIC_SELECT_DIFFICULTY_EASY_PICTURE; break;
case 1: te_header = GRAPHIC_SELECT_DIFFICULTY_MEDIUM_HEADER; te_picture = GRAPHIC_SELECT_DIFFICULTY_MEDIUM_PICTURE; break;
case 2: te_header = GRAPHIC_SELECT_DIFFICULTY_HARD_HEADER; te_picture = GRAPHIC_SELECT_DIFFICULTY_HARD_PICTURE; break;
}
m_sprDifficultyPicture[d].Load( THEME->GetPathTo(te_picture) );
m_sprDifficultyPicture[d].SetXY( DIFFICULTY_CLASS_X[d], DIFFICULTY_CLASS_Y[d] );
m_sprDifficultyPicture[d].SetVertAlign( align_bottom );
m_sprDifficultyPicture[d].TurnShadowOff();
this->AddActor( &m_sprDifficultyPicture[d] );
m_sprDifficultyHeader[d].Load( THEME->GetPathTo(te_header) );
m_sprDifficultyHeader[d].SetXY( DIFFICULTY_CLASS_X[d], DIFFICULTY_CLASS_Y[d] );
m_sprDifficultyHeader[d].SetVertAlign( align_top );
m_sprDifficultyHeader[d].TurnShadowOff();
this->AddActor( &m_sprDifficultyHeader[d] );
}
for( int p=0; p<NUM_PLAYERS; p++ )
{
2002-05-27 08:23:27 +00:00
if( !GAMEMAN->IsPlayerEnabled((PlayerNumber)p) )
2002-05-20 08:59:37 +00:00
continue;
ThemeElement te;
switch( p )
{
case PLAYER_1: te = GRAPHIC_SELECT_DIFFICULTY_ARROW_P1; break;
case PLAYER_2: te = GRAPHIC_SELECT_DIFFICULTY_ARROW_P2; break;
default: ASSERT( false );
}
m_sprArrowShadow[p].Load( THEME->GetPathTo(te) );
m_sprArrowShadow[p].TurnShadowOff();
m_sprArrowShadow[p].SetDiffuseColor( D3DXCOLOR(0,0,0,0.6f) );
this->AddActor( &m_sprArrowShadow[p] );
m_sprArrow[p].Load( THEME->GetPathTo(te) );
m_sprArrow[p].TurnShadowOff();
m_sprArrow[p].SetDiffuseColor( PlayerToColor((PlayerNumber)p) );
m_sprArrow[p].SetEffectGlowing();
this->AddActor( &m_sprArrow[p] );
m_sprOK[p].Load( THEME->GetPathTo(GRAPHIC_SELECT_DIFFICULTY_OK) );
this->AddActor( &m_sprOK[p] );
m_iSelection[p] = 0;
m_bChosen[p] = false;
}
m_Fade.SetZ( -2 );
this->AddActor( &m_Fade );
m_soundChange.Load( THEME->GetPathTo(SOUND_SELECT_DIFFICULTY_CHANGE) );
m_soundSelect.Load( THEME->GetPathTo(SOUND_SELECT) );
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_DIFFICULTY_INTRO) );
if( !MUSIC->IsPlaying() )
{
MUSIC->Load( THEME->GetPathTo(SOUND_MENU_MUSIC) );
MUSIC->Play( true );
}
m_Fade.OpenWipingRight();
TweenOnScreen();
}
ScreenSelectDifficulty::~ScreenSelectDifficulty()
{
LOG->WriteLine( "ScreenSelectDifficulty::~ScreenSelectDifficulty()" );
}
void ScreenSelectDifficulty::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
LOG->WriteLine( "ScreenSelectDifficulty::Input()" );
if( m_Fade.IsClosing() )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
}
void ScreenSelectDifficulty::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
void ScreenSelectDifficulty::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
2002-05-27 08:23:27 +00:00
case SM_MenuTimer:
{
for( int p=0; p<NUM_PLAYERS; p++ )
MenuStart( (PlayerNumber)p );
}
break;
2002-05-20 08:59:37 +00:00
case SM_GoToPrevState:
SCREENMAN->SetNewScreen( new ScreenTitleMenu );
break;
case SM_GoToNextState:
SCREENMAN->SetNewScreen( new ScreenSelectGroup );
break;
case SM_StartTweeningOffScreen:
TweenOffScreen();
this->SendScreenMessage( SM_StartFadingOut, 0.8f );
break;
case SM_StartFadingOut:
m_Fade.CloseWipingRight( SM_GoToNextState );
break;
}
}
void ScreenSelectDifficulty::MenuLeft( PlayerNumber p )
{
if( m_iSelection[p] == 0 ) // can't go left any more
return;
if( m_bChosen[p] )
return;
m_iSelection[p]--;
m_sprArrow[p].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprArrow[p].SetTweenX( DIFFICULTY_ARROW_X[m_iSelection[p]][p] - ARROW_SHADOW_OFFSET );
m_sprArrow[p].SetTweenY( DIFFICULTY_ARROW_Y[m_iSelection[p]] - ARROW_SHADOW_OFFSET );
m_sprArrowShadow[p].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprArrowShadow[p].SetTweenX( DIFFICULTY_ARROW_X[m_iSelection[p]][p] );
m_sprArrowShadow[p].SetTweenY( DIFFICULTY_ARROW_Y[m_iSelection[p]] );
m_soundChange.PlayRandom();
}
void ScreenSelectDifficulty::MenuRight( PlayerNumber p )
{
if( m_iSelection[p] == 2 ) // can't go right any more
return;
if( m_bChosen[p] )
return;
m_iSelection[p]++;
m_sprArrow[p].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprArrow[p].SetTweenX( DIFFICULTY_ARROW_X[m_iSelection[p]][p] - ARROW_SHADOW_OFFSET );
m_sprArrow[p].SetTweenY( DIFFICULTY_ARROW_Y[m_iSelection[p]] - ARROW_SHADOW_OFFSET );
m_sprArrowShadow[p].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprArrowShadow[p].SetTweenX( DIFFICULTY_ARROW_X[m_iSelection[p]][p] );
m_sprArrowShadow[p].SetTweenY( DIFFICULTY_ARROW_Y[m_iSelection[p]] );
m_soundChange.PlayRandom();
}
void ScreenSelectDifficulty::MenuStart( PlayerNumber pn )
{
if( m_bChosen[pn] == true )
return;
m_bChosen[pn] = true;
m_soundSelect.PlayRandom();
int iSelection = m_iSelection[pn];
switch( iSelection )
{
case 0: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_DIFFICULTY_COMMENT_EASY) ); break;
case 1: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_DIFFICULTY_COMMENT_MEDIUM) ); break;
case 2: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_DIFFICULTY_COMMENT_HARD) ); break;
}
m_sprArrow[pn].BeginTweeningQueued( 0.2f );
m_sprArrow[pn].BeginTweeningQueued( 0.2f );
m_sprArrow[pn].SetTweenX( DIFFICULTY_ARROW_X[iSelection][pn] );
m_sprArrow[pn].SetTweenY( DIFFICULTY_ARROW_Y[iSelection] );
m_sprOK[pn].SetX( DIFFICULTY_ARROW_X[iSelection][pn] );
m_sprOK[pn].SetY( DIFFICULTY_ARROW_Y[iSelection] );
m_sprOK[pn].SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_sprOK[pn].SetZoom( 2 );
m_sprOK[pn].BeginTweening( 0.2f );
m_sprOK[pn].SetTweenZoom( 1 );
m_sprOK[pn].SetTweenDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_sprArrowShadow[pn].BeginTweeningQueued( 0.2f );
m_sprArrowShadow[pn].BeginTweeningQueued( 0.2f );
m_sprArrowShadow[pn].SetDiffuseColor( D3DXCOLOR(0,0,0,0) );
// check to see if everyone has chosen
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( m_bChosen[p] == false )
return;
}
this->SendScreenMessage( SM_StartTweeningOffScreen, 0.7f );
}
void ScreenSelectDifficulty::MenuBack( PlayerNumber p )
{
m_Fade.CloseWipingLeft( SM_GoToPrevState );
TweenOffScreen();
}
void ScreenSelectDifficulty::TweenOffScreen()
{
m_Menu.TweenTopEdgeOffScreen();
m_sprExplanation.SetXY( EXPLANATION_X, EXPLANATION_Y );
m_sprExplanation.BeginTweening( 0.5, Actor::TWEEN_BOUNCE_BEGIN );
m_sprExplanation.SetTweenXY( EXPLANATION_X-400, EXPLANATION_Y );
for( int p=0; p<NUM_PLAYERS; p++ )
{
2002-05-27 08:23:27 +00:00
if( !GAMEMAN->IsPlayerEnabled((PlayerNumber)p) )
2002-05-20 08:59:37 +00:00
continue;
m_sprArrow[p].BeginTweening( 0.3f );
m_sprArrow[p].SetTweenZoom( 0 );
m_sprOK[p].BeginTweening( 0.3f );
m_sprOK[p].SetTweenZoom( 0 );
m_sprArrowShadow[p].BeginTweeningQueued( 0.3f );
m_sprArrowShadow[p].SetTweenDiffuseColor( D3DXCOLOR(0,0,0,0) );
}
for( int d=0; d<NUM_DIFFICULTY_CLASSES; d++ )
{
const float fPauseTime = d*0.2f;
// pause
m_sprDifficultyHeader[d].BeginTweeningQueued( fPauseTime );
m_sprDifficultyPicture[d].BeginTweeningQueued( fPauseTime );
// roll up
m_sprDifficultyHeader[d].BeginTweeningQueued( 0.3f, TWEEN_BOUNCE_BEGIN );
m_sprDifficultyPicture[d].BeginTweeningQueued( 0.3f, TWEEN_BOUNCE_BEGIN );
m_sprDifficultyPicture[d].SetTweenZoomY( 0 );
// fly off
m_sprDifficultyHeader[d].BeginTweeningQueued( 0.4f, TWEEN_BIAS_END );
m_sprDifficultyHeader[d].SetTweenXY( DIFFICULTY_CLASS_X[d]-700, DIFFICULTY_CLASS_Y[d] );
m_sprDifficultyPicture[d].BeginTweeningQueued( 0.4f, TWEEN_BIAS_END );
m_sprDifficultyPicture[d].SetTweenXY( DIFFICULTY_CLASS_X[d]-700, DIFFICULTY_CLASS_Y[d] );
}
}
void ScreenSelectDifficulty::TweenOnScreen()
{
m_Menu.TweenTopEdgeOnScreen();
m_sprExplanation.SetXY( EXPLANATION_X-400, EXPLANATION_Y );
m_sprExplanation.BeginTweening( 0.3f, Actor::TWEEN_BOUNCE_END );
m_sprExplanation.SetTweenXY( EXPLANATION_X, EXPLANATION_Y );
for( int p=0; p<NUM_PLAYERS; p++ )
{
2002-05-27 08:23:27 +00:00
if( !GAMEMAN->IsPlayerEnabled((PlayerNumber)p) )
2002-05-20 08:59:37 +00:00
continue;
int iSelection = m_iSelection[p];
m_sprArrow[p].SetX( DIFFICULTY_ARROW_X[iSelection][p] );
m_sprArrow[p].SetY( DIFFICULTY_ARROW_Y[iSelection] );
m_sprArrow[p].SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_sprArrow[p].SetRotation( D3DX_PI );
m_sprArrow[p].SetZoom( 2 );
m_sprArrow[p].BeginTweening( 0.3f );
m_sprArrow[p].SetTweenDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_sprArrow[p].SetTweenRotationZ( 0 );
m_sprArrow[p].SetTweenZoom( 1 );
m_sprArrowShadow[p].SetX( DIFFICULTY_ARROW_X[iSelection][p] );
m_sprArrowShadow[p].SetY( DIFFICULTY_ARROW_Y[iSelection] );
D3DXCOLOR colorOriginal = m_sprArrowShadow[p].GetDiffuseColor();
m_sprArrowShadow[p].SetDiffuseColor( D3DXCOLOR(0,0,0,0) );
m_sprArrowShadow[p].BeginTweening( 0.3f );
m_sprArrowShadow[p].SetTweenDiffuseColor( colorOriginal );
}
for( int d=0; d<NUM_DIFFICULTY_CLASSES; d++ )
{
const float fPauseTime = d*0.2f;
// set off screen
m_sprDifficultyHeader[d].SetXY( DIFFICULTY_CLASS_X[d]-700, DIFFICULTY_CLASS_Y[d] );
m_sprDifficultyPicture[d].SetXY( DIFFICULTY_CLASS_X[d]-700, DIFFICULTY_CLASS_Y[d] );
m_sprDifficultyPicture[d].SetZoomY( 0 );
// pause
m_sprDifficultyHeader[d].BeginTweeningQueued( fPauseTime );
m_sprDifficultyPicture[d].BeginTweeningQueued( fPauseTime );
// fly on
m_sprDifficultyHeader[d].BeginTweeningQueued( 0.5f, TWEEN_BIAS_BEGIN );
m_sprDifficultyHeader[d].SetTweenXY( DIFFICULTY_CLASS_X[d], DIFFICULTY_CLASS_Y[d] );
m_sprDifficultyPicture[d].BeginTweeningQueued( 0.5f, TWEEN_BIAS_BEGIN );
m_sprDifficultyPicture[d].SetTweenXY( DIFFICULTY_CLASS_X[d], DIFFICULTY_CLASS_Y[d] );
// roll down
m_sprDifficultyHeader[d].BeginTweeningQueued( 0.3f, TWEEN_BOUNCE_END );
m_sprDifficultyPicture[d].BeginTweeningQueued( 0.3f, TWEEN_BOUNCE_END );
m_sprDifficultyPicture[d].SetTweenZoomY( 1 );
}
}