2011-03-17 01:47:30 -04:00
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#include "global.h"
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#include "ScreenWithMenuElements.h"
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#include "MenuTimer.h"
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#include "RageLog.h"
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#include "ThemeManager.h"
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#include "GameState.h"
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#include "PrefsManager.h"
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#include "ScreenManager.h"
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#include "GameSoundManager.h"
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#include "MemoryCardDisplay.h"
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#include "InputEventPlus.h"
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#include "arch/Dialog/Dialog.h" // wow I import this for JUST ONE THING. -aj
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#define TIMER_STEALTH THEME->GetMetricB(m_sName,"TimerStealth")
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#define SHOW_STAGE_DISPLAY THEME->GetMetricB(m_sName,"ShowStageDisplay")
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#define MEMORY_CARD_ICONS THEME->GetMetricB(m_sName,"MemoryCardIcons")
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#define FORCE_TIMER THEME->GetMetricB(m_sName,"ForceTimer")
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#define STOP_MUSIC_ON_BACK THEME->GetMetricB(m_sName,"StopMusicOnBack")
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#define WAIT_FOR_CHILDREN_BEFORE_TWEENING_OUT THEME->GetMetricB(m_sName,"WaitForChildrenBeforeTweeningOut")
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REGISTER_SCREEN_CLASS( ScreenWithMenuElements );
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ScreenWithMenuElements::ScreenWithMenuElements()
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{
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m_MenuTimer = NULL;
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FOREACH_PlayerNumber( p )
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m_MemoryCardDisplay[p] = NULL;
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m_MenuTimer = NULL;
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}
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void ScreenWithMenuElements::Init()
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{
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PLAY_MUSIC.Load( m_sName, "PlayMusic" );
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MUSIC_ALIGN_BEAT.Load( m_sName, "MusicAlignBeat" );
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CANCEL_TRANSITIONS_OUT.Load( m_sName, "CancelTransitionsOut" );
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TIMER_SECONDS.Load( m_sName, "TimerSeconds" );
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TIMER_METRICS_GROUP.Load( m_sName, "TimerMetricsGroup" );
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Screen::Init();
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ASSERT( this->m_SubActors.empty() ); // don't call Init twice!
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if( MEMORY_CARD_ICONS )
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{
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FOREACH_PlayerNumber( p )
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{
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ASSERT( m_MemoryCardDisplay[p] == NULL );
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m_MemoryCardDisplay[p] = new MemoryCardDisplay;
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m_MemoryCardDisplay[p]->Load( p );
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m_MemoryCardDisplay[p]->SetName( ssprintf("MemoryCardDisplayP%d",p+1) );
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LOAD_ALL_COMMANDS_AND_SET_XY( m_MemoryCardDisplay[p] );
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this->AddChild( m_MemoryCardDisplay[p] );
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}
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}
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if( TIMER_SECONDS != -1 )
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{
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ASSERT( m_MenuTimer == NULL ); // don't load twice
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m_MenuTimer = new MenuTimer;
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m_MenuTimer->Load( TIMER_METRICS_GROUP.GetValue() );
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m_MenuTimer->SetName( "Timer" );
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if( TIMER_STEALTH )
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m_MenuTimer->EnableStealth( true );
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LOAD_ALL_COMMANDS_AND_SET_XY( m_MenuTimer );
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ResetTimer();
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this->AddChild( m_MenuTimer );
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}
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/* TODO: Remove overlay and underlay in favor of more flexible decorations */
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// Decorations don't let you use UpdateCommand, so don't ever
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// remove underlay and overlay, otherwise good themes break. -aj
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m_sprUnderlay.Load( THEME->GetPathB(m_sName,"underlay") );
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m_sprUnderlay->SetName("Underlay");
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m_sprUnderlay->SetDrawOrder( DRAW_ORDER_UNDERLAY );
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this->AddChild( m_sprUnderlay );
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LOAD_ALL_COMMANDS( m_sprUnderlay );
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m_sprOverlay.Load( THEME->GetPathB(m_sName,"overlay") );
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m_sprOverlay->SetName("Overlay");
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m_sprOverlay->SetDrawOrder( DRAW_ORDER_OVERLAY );
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this->AddChild( m_sprOverlay );
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LOAD_ALL_COMMANDS( m_sprOverlay );
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// decorations
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{
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AutoActor decorations;
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decorations.LoadB( m_sName, "decorations" );
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decorations->SetName("Decorations");
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decorations->SetDrawOrder( DRAW_ORDER_DECORATIONS );
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ActorFrame *pFrame = dynamic_cast<ActorFrame*>(static_cast<Actor*>(decorations));
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if( pFrame )
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{
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m_vDecorations = pFrame->GetChildren();
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FOREACH( Actor*, m_vDecorations, child )
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this->AddChild( *child );
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pFrame->RemoveAllChildren();
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}
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}
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m_In.SetName( "In" );
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m_In.Load( THEME->GetPathB(m_sName,"in") );
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m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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this->AddChild( &m_In );
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LOAD_ALL_COMMANDS( m_In );
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m_Out.SetName( "Out" );
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m_Out.Load( THEME->GetPathB(m_sName,"out") );
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m_Out.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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this->AddChild( &m_Out );
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LOAD_ALL_COMMANDS( m_Out );
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m_Cancel.SetName( "Cancel" );
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m_Cancel.Load( THEME->GetPathB(m_sName,"cancel") );
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m_Cancel.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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this->AddChild( &m_Cancel );
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LOAD_ALL_COMMANDS( m_Cancel );
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// Grab the music path here; don't GetPath during BeginScreen.
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if( PLAY_MUSIC )
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m_sPathToMusic = THEME->GetPathS( m_sName, "music" );
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}
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void ScreenWithMenuElements::BeginScreen()
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{
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Screen::BeginScreen();
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m_In.Reset();
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m_Out.Reset();
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m_Cancel.Reset();
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TweenOnScreen();
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this->SortByDrawOrder();
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m_In.StartTransitioning( SM_DoneFadingIn );
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SOUND->PlayOnceFromAnnouncer( m_sName+" intro" );
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StartPlayingMusic();
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/* Evaluate FirstUpdateCommand. */
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this->PlayCommand( "FirstUpdate" );
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/* If AutoJoin and a player is already joined, then try to join a player. (If no players
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* are joined, they'll join on the first JoinInput.) */
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if( GAMESTATE->GetCoinMode() == CoinMode_Pay && GAMESTATE->m_bAutoJoin.Get() )
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{
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if( GAMESTATE->GetNumSidesJoined() > 0 && GAMESTATE->JoinPlayers() )
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SCREENMAN->PlayStartSound();
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}
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}
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void ScreenWithMenuElements::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_MenuTimer )
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{
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FOREACH_HumanPlayer(p)
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{
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InputEventPlus iep;
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iep.pn = p;
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MenuStart( iep );
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}
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}
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Screen::HandleScreenMessage( SM );
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}
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ScreenWithMenuElements::~ScreenWithMenuElements()
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{
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SAFE_DELETE( m_MenuTimer );
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FOREACH_PlayerNumber( p )
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{
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if( m_MemoryCardDisplay[p] != NULL )
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SAFE_DELETE( m_MemoryCardDisplay[p] );
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}
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FOREACH( Actor*, m_vDecorations, actor )
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delete *actor;
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}
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void ScreenWithMenuElements::SetHelpText( RString s )
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{
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Message msg("SetHelpText");
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msg.SetParam( "Text", s );
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this->HandleMessage( msg );
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}
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void ScreenWithMenuElements::StartPlayingMusic()
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{
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/* Some screens should leave the music alone (eg. ScreenPlayerOptions music
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* sample left over from ScreenSelectMusic). */
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if( PLAY_MUSIC )
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{
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GameSoundManager::PlayMusicParams pmp;
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FileType ft = ActorUtil::GetFileType( m_sPathToMusic );
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/* If m_sPathToMusic points to a Lua file, parse it and make sure it
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* returns a string pointing to a sound. Otherwise, if it points to
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* a normal music file, use the normal playback code. -aj
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* TODO: Make Lua music files accept playback params.
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*/
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if( ft == FT_Lua )
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{
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RString sScript;
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RString sError;
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if( GetFileContents(m_sPathToMusic, sScript) )
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{
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Lua *L = LUA->Get();
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if( !LuaHelpers::RunScript(L, sScript, "@"+m_sPathToMusic, sError, 0, 1) )
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{
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LUA->Release( L );
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sError = ssprintf( "Lua runtime error: %s", sError.c_str() );
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Dialog::OK( sError, "LUA_ERROR" );
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return;
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}
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else
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{
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// there are two possible ways to load a music file via Lua.
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// 1) return the path to the sound
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// (themer has to use THEME:GetPathS())
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RString sMusicPathFromLua;
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LuaHelpers::Pop(L, sMusicPathFromLua);
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if( !sMusicPathFromLua.empty() )
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{
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pmp.sFile = sMusicPathFromLua;
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pmp.bAlignBeat = MUSIC_ALIGN_BEAT;
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// TODO: load other params into pmp here -aj
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SOUND->PlayMusic( pmp );
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}
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else
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{
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// 2) perhaps it's a table with some params? unsure if I want to support
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// this just yet. -aj
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LOG->Trace("Lua music script did not return a path to a sound.");
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}
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LUA->Release( L );
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}
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}
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else
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{
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LOG->Trace("run script failed hardcore, lol");
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}
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}
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else
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{
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pmp.sFile = m_sPathToMusic;
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pmp.bAlignBeat = MUSIC_ALIGN_BEAT;
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SOUND->PlayMusic( pmp );
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}
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}
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}
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void ScreenWithMenuElements::Update( float fDeltaTime )
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{
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Screen::Update( fDeltaTime );
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}
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void ScreenWithMenuElements::ResetTimer()
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{
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if( m_MenuTimer == NULL )
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return;
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if( TIMER_SECONDS > 0.0f && (PREFSMAN->m_bMenuTimer || FORCE_TIMER) )
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{
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m_MenuTimer->SetSeconds( TIMER_SECONDS );
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m_MenuTimer->Start();
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}
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else
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{
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m_MenuTimer->Disable();
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}
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}
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void ScreenWithMenuElements::StartTransitioningScreen( ScreenMessage smSendWhenDone )
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{
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TweenOffScreen();
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m_Out.StartTransitioning( smSendWhenDone );
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if( WAIT_FOR_CHILDREN_BEFORE_TWEENING_OUT )
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{
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// Time the transition so that it finishes exactly when all actors have
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// finished tweening.
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float fSecondsUntilFinished = GetTweenTimeLeft();
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float fSecondsUntilBeginOff = max( fSecondsUntilFinished - m_Out.GetTweenTimeLeft(), 0 );
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m_Out.SetHibernate( fSecondsUntilBeginOff );
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}
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}
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void ScreenWithMenuElements::TweenOnScreen()
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{
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this->PlayCommand( "On" );
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}
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void ScreenWithMenuElements::TweenOffScreen()
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{
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if( m_MenuTimer )
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{
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m_MenuTimer->SetSeconds( 0 );
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m_MenuTimer->Stop();
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}
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this->PlayCommand( "Off" );
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// If we're a stacked screen, then there's someone else between us and the
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// background, so don't tween it off.
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if( !SCREENMAN->IsStackedScreen(this) )
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SCREENMAN->PlaySharedBackgroundOffCommand();
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}
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void ScreenWithMenuElements::Cancel( ScreenMessage smSendWhenDone )
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{
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m_sNextScreen = GetPrevScreen();
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if( CANCEL_TRANSITIONS_OUT )
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{
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StartTransitioningScreen( smSendWhenDone );
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COMMAND( m_Out, "Cancel" );
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return;
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}
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this->PlayCommand( "Cancel" );
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if( m_Cancel.IsTransitioning() )
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return; // ignore
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if( STOP_MUSIC_ON_BACK )
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SOUND->StopMusic();
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if( m_MenuTimer )
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m_MenuTimer->Stop();
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|
|
|
|
m_Cancel.StartTransitioning( smSendWhenDone );
|
|
|
|
|
COMMAND( m_Cancel, "Cancel" );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool ScreenWithMenuElements::IsTransitioning()
|
|
|
|
|
{
|
|
|
|
|
return m_In.IsTransitioning() || m_Out.IsTransitioning() || m_Cancel.IsTransitioning();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ScreenWithMenuElements::StopTimer()
|
|
|
|
|
{
|
|
|
|
|
if( m_MenuTimer )
|
|
|
|
|
m_MenuTimer->Stop();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
REGISTER_SCREEN_CLASS( ScreenWithMenuElementsSimple );
|
|
|
|
|
|
|
|
|
|
void ScreenWithMenuElementsSimple::MenuStart( const InputEventPlus &input )
|
|
|
|
|
{
|
|
|
|
|
if( IsTransitioning() )
|
|
|
|
|
return;
|
|
|
|
|
if( m_fLockInputSecs > 0 )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
StartTransitioningScreen( SM_GoToNextScreen );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ScreenWithMenuElementsSimple::MenuBack( const InputEventPlus &input )
|
|
|
|
|
{
|
|
|
|
|
if( IsTransitioning() )
|
|
|
|
|
return;
|
|
|
|
|
if( m_fLockInputSecs > 0 )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
Cancel( SM_GoToPrevScreen );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// lua start
|
|
|
|
|
#include "LuaBinding.h"
|
|
|
|
|
/** @brief Allow Lua to have access to the ScreenWithMenuElements. */
|
|
|
|
|
class LunaScreenWithMenuElements: public Luna<ScreenWithMenuElements>
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
static int Cancel( T* p, lua_State *L ) { p->Cancel( SM_GoToPrevScreen ); return 0; }
|
|
|
|
|
|
|
|
|
|
LunaScreenWithMenuElements()
|
|
|
|
|
{
|
|
|
|
|
ADD_METHOD( Cancel );
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
LUA_REGISTER_DERIVED_CLASS( ScreenWithMenuElements, Screen )
|
|
|
|
|
|
|
|
|
|
/** @brief Allow Lua to have access to the ScreenWithMenuElementsSimple. */
|
|
|
|
|
class LunaScreenWithMenuElementsSimple: public Luna<ScreenWithMenuElementsSimple>
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
LunaScreenWithMenuElementsSimple()
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
LUA_REGISTER_DERIVED_CLASS( ScreenWithMenuElementsSimple, ScreenWithMenuElements )
|
|
|
|
|
|
|
|
|
|
// lua end
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* (c) 2004 Chris Danford
|
|
|
|
|
* All rights reserved.
|
|
|
|
|
*
|
|
|
|
|
* Permission is hereby granted, free of charge, to any person obtaining a
|
|
|
|
|
* copy of this software and associated documentation files (the
|
|
|
|
|
* "Software"), to deal in the Software without restriction, including
|
|
|
|
|
* without limitation the rights to use, copy, modify, merge, publish,
|
|
|
|
|
* distribute, and/or sell copies of the Software, and to permit persons to
|
|
|
|
|
* whom the Software is furnished to do so, provided that the above
|
|
|
|
|
* copyright notice(s) and this permission notice appear in all copies of
|
|
|
|
|
* the Software and that both the above copyright notice(s) and this
|
|
|
|
|
* permission notice appear in supporting documentation.
|
|
|
|
|
*
|
|
|
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
|
|
|
|
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
|
|
|
|
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
|
|
|
|
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
|
|
|
|
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
|
|
|
|
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
|
|
|
|
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
|
|
|
|
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
|
|
|
|
* PERFORMANCE OF THIS SOFTWARE.
|
|
|
|
|
*/
|