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itgmania212121/stepmania/src/ScreenEndlessBreak.cpp
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#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenEndlessBreak
Desc: See header
Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
Kevin Slaughter
-----------------------------------------------------------------------------
*/
//TODO:: Add scripting support
#include "RageLog.h"
#include "ScreenManager.h"
#include "ScreenEndlessBreak.h"
ScreenEndlessBreak::ScreenEndlessBreak( CString sName ) : Screen( sName )
{
LOG->Trace("ScreenEndlessBreak()");
ASSERT(GAMESTATE->GetNumPlayersEnabled() > 0); // This should never happen.. but just in case
PostScreenMessage( SM_BreakInitiated, 0 );
bool m_bPicLoaded = false; // I don't know of a better way to see if we failed to load a break picture. If someone does, please do it.
if( (int)PREFSMAN->m_ShowDancingCharacters != 0 )
{
if( GAMESTATE->GetNumPlayersEnabled() == 1 )
if( GAMESTATE->m_pCurCharacters[0] != NULL )
m_sprBreakPicture.LoadTABreakFromCharacter( GAMESTATE->m_pCurCharacters[0] );
else
m_sprBreakPicture.Load( THEME->GetPathToG("Common fallback takingabreak") );
else if( GAMESTATE->GetNumPlayersEnabled() > 1 ) // More than 1 player is present.
{
int PlayerToUse = 999; /* If this was 0 by default, the first player would
always be selected. Make it an insane number so
we always generate a random player. */
while (!GAMESTATE->IsPlayerEnabled(PlayerToUse))
{
PlayerToUse = (int)(rand()*NUM_PLAYERS); // Is there a danger of this becoming an endless loop??
if( (GAMESTATE->IsPlayerEnabled(PlayerToUse)) && (GAMESTATE->m_pCurCharacters[PlayerToUse] != NULL) )
{
m_sprBreakPicture.LoadTABreakFromCharacter( GAMESTATE->m_pCurCharacters[PlayerToUse] );
break;
}
}
}
}
else // Characters not enabled.
m_sprBreakPicture.Load( THEME->GetPathToG("Common fallback takingabreak") );
m_sprBreakPicture.SetX( CENTER_X );
m_sprBreakPicture.SetY( CENTER_Y );
this->AddChild(&m_sprBreakPicture);
// Set up our countdown clock.
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m_fCountdownSecs = (float)(PREFSMAN->m_iEndlessBreakLength*60); // Stored in minutes.
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//BitmapText stuff
m_textTimeRemaining.LoadFromFont( THEME->GetPathToF("Common Normal") );
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m_textTimeRemaining.SetText( SecondsToMMSSMsMs(m_fCountdownSecs) );
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m_textTimeRemaining.SetX( CENTER_X );
m_textTimeRemaining.SetY( CENTER_Y );
//Transition stuff
m_In.Load( THEME->GetPathToB("ScreenEndlessBreak In") );
this->AddChild(&m_In);
m_In.StartTransitioning();
m_Out.Load( THEME->GetPathToB("ScreenEndlessBreak Out") );
this->AddChild(&m_Out);
m_bExiting = false;
}
void ScreenEndlessBreak::Update(float fDeltaTime)
{
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m_textTimeRemaining.SetText( SecondsToMMSSMsMs(m_fCountdownSecs) );
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if( !m_bExiting )
if(m_fCountdownSecs <= 0)
{
m_bExiting = true;
SCREENMAN->PopTopScreen(SM_BreakCompleted); // Destroy this screen and let ScreenGameplay get the message.
m_Out.StartTransitioning();
}
else
//m_fCountdownSecs--;
m_fCountdownSecs = (m_fCountdownSecs - fDeltaTime);
Screen::Update( fDeltaTime );
}
void ScreenEndlessBreak::DrawPrimitives()
{
Screen::DrawPrimitives(); // Draw all other elements below our TakingABreak pic.
m_sprBreakPicture.Draw();
m_textTimeRemaining.Draw(); // Draw the time remaining on top of everything.
}
void ScreenEndlessBreak::Input(const DeviceInput &DeviceI, const InputEventType type, const GameInput *GameI, const MenuInput &MenuI, const StyleInput &StyleI)
{
//Why is this not working..?
switch( MenuI.button )
{
case MENU_BUTTON_START: m_fCountdownSecs = 0; break;
}
//Compiler bitching over this..
//Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
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}