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itgmania212121/stepmania/src/ScreenTestInput.cpp
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#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenTestInput
Desc: Where the player maps device input to pad input.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenTestInput.h"
#include "PrefsManager.h"
#include "ScreenManager.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "InputMapper.h"
#include "GameManager.h"
#include "GameState.h"
#include "RageSounds.h"
#include "ThemeManager.h"
#include "RageDisplay.h"
ScreenTestInput::ScreenTestInput( CString sClassName ) : Screen( sClassName )
{
LOG->Trace( "ScreenTestInput::ScreenTestInput()" );
m_textInputs.LoadFromFont( THEME->GetPathToF("Common normal") );
m_textInputs.SetText( "" );
m_textInputs.SetXY( CENTER_X, CENTER_Y );
m_textInputs.SetDiffuse( RageColor(1,1,1,1) );
m_textInputs.SetZoom( 0.8f );
this->AddChild( &m_textInputs );
m_Menu.Load( "ScreenTestInput" );
this->AddChild( &m_Menu );
SOUND->PlayMusic( THEME->GetPathToS("ScreenTestInput music") );
}
ScreenTestInput::~ScreenTestInput()
{
LOG->Trace( "ScreenTestInput::~ScreenTestInput()" );
}
void ScreenTestInput::Update( float fDeltaTime )
{
Screen::Update( fDeltaTime );
CStringArray asInputs;
DeviceInput di;
for( int d=0; d<NUM_INPUT_DEVICES; d++ )
{
for( int b=0; b<NUM_DEVICE_BUTTONS[d]; b++ )
{
di.device = (InputDevice)d;
di.button = b;
if( INPUTFILTER->IsBeingPressed(di) )
{
CString sTemp;
sTemp += di.GetDescription();
GameInput gi;
if( INPUTMAPPER->DeviceToGame(di,gi) )
{
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CString sName = GAMESTATE->GetCurrentGameDef()->m_szButtonNames[gi.button];
CString sSecondary = GAMESTATE->GetCurrentGameDef()->m_szSecondaryFunction[gi.button];
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sTemp += ssprintf(" (Controller %d %s) %s", gi.controller+1, sName.c_str(), sSecondary.c_str() );
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}
else
{
sTemp += " (not mapped)";
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}
asInputs.push_back( sTemp );
}
}
}
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m_textInputs.SetText( join( "\n ", asInputs ) );
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}
void ScreenTestInput::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
void ScreenTestInput::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( type != IET_FIRST_PRESS && type != IET_SLOW_REPEAT )
return; // ignore
Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default handler
}
void ScreenTestInput::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_GoToNextScreen:
case SM_GoToPrevScreen:
SCREENMAN->SetNewScreen( "ScreenOptionsMenu" );
break;
}
}
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void ScreenTestInput::MenuStart( PlayerNumber pn )
{
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MenuBack(pn);
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}
void ScreenTestInput::MenuBack( PlayerNumber pn )
{
if(!m_Menu.IsTransitioning())
{
SOUND->PlayOnce( THEME->GetPathToS("Common start") );
m_Menu.StartTransitioning( SM_GoToPrevScreen );
}
}