2003-02-16 04:01:45 +00:00
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#include "global.h"
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2002-05-20 08:59:37 +00:00
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#include "Screen.h"
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2002-06-14 22:25:22 +00:00
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#include "GameManager.h"
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2002-07-23 01:41:40 +00:00
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#include "GameState.h"
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2002-12-17 21:08:38 +00:00
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#include "PrefsManager.h"
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2003-01-19 04:44:22 +00:00
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#include "RageSound.h"
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#include "ThemeManager.h"
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#include "ScreenManager.h"
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2004-07-08 00:10:34 +00:00
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#include "GameSoundManager.h"
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2004-01-03 03:42:40 +00:00
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#include "ProfileManager.h"
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2002-05-20 08:59:37 +00:00
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2004-05-08 06:18:06 +00:00
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
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#define PREV_SCREEN THEME->GetMetric (m_sName,"PrevScreen")
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2003-04-12 06:16:12 +00:00
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Screen::Screen( CString sName )
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2002-05-20 08:59:37 +00:00
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{
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2003-04-12 06:16:12 +00:00
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SetName( sName );
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2003-02-20 21:22:18 +00:00
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m_bIsTransparent = false;
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2002-05-20 08:59:37 +00:00
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}
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Screen::~Screen()
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{
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}
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2003-03-17 01:02:04 +00:00
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bool Screen::SortMessagesByDelayRemaining(const Screen::QueuedScreenMessage &m1,
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const Screen::QueuedScreenMessage &m2)
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{
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return m1.fDelayRemaining < m2.fDelayRemaining;
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}
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2002-05-20 08:59:37 +00:00
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void Screen::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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2003-03-17 01:02:04 +00:00
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/* We need to ensure two things:
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* 1. Messages must be sent in the order of delay. If two messages are sent
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* simultaneously, one with a .001 delay and another with a .002 delay, the
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* .001 delay message must be sent first.
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* 2. Messages to be delivered simultaneously must be sent in the order queued.
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*
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* Stable sort by time to ensure #2. */
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stable_sort(m_QueuedMessages.begin(), m_QueuedMessages.end(), SortMessagesByDelayRemaining);
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2002-05-20 08:59:37 +00:00
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// update the times of queued ScreenMessages and send if timer has expired
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// The order you remove messages in must be very careful! Sending a message can
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// potentially clear all m_QueuedMessages, and set a new state!
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2003-03-15 07:21:09 +00:00
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/* Also, it might call ClearMessageQueue() to clear a single message type.
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* This might clear previous messages on the queue. So, first apply time to
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* everything. */
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2004-09-21 07:53:39 +00:00
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for( unsigned i=0; i<m_QueuedMessages.size(); i++ )
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2003-04-19 09:07:40 +00:00
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{
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/* Hack:
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*
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* If we simply subtract time and then send messages, we have a problem.
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* Messages are queued to arrive at specific times, and those times line
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* up with things like tweens finishing. If we send the message at the
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* exact time given, then it'll be on the same cycle that would be rendering
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* the last frame of a tween (such as an object going off the screen). However,
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* when we send the message, we're likely to set up a new screen, which
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* causes everything to stop in place; this results in actors occasionally
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* not quite finishing their tweens.
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*
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* Let's delay all messages that have a non-zero time an extra frame.
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*/
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if(m_QueuedMessages[i].fDelayRemaining > 0.0001f)
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{
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m_QueuedMessages[i].fDelayRemaining -= fDeltaTime;
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m_QueuedMessages[i].fDelayRemaining = max(m_QueuedMessages[i].fDelayRemaining, 0.0001f);
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} else {
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2003-05-17 20:37:18 +00:00
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m_QueuedMessages[i].fDelayRemaining -= fDeltaTime;
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2003-04-19 09:07:40 +00:00
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}
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}
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2003-03-15 07:21:09 +00:00
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/* Now dispatch messages. If the number of messages on the queue changes
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* within HandleScreenMessage, someone cleared messages on the queue. This
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* means we have no idea where 'i' is, so start over. Since we applied time
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* already, this won't cause messages to be mistimed. */
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2004-09-21 07:53:39 +00:00
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for( unsigned i=0; i<m_QueuedMessages.size(); i++ )
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2002-05-20 08:59:37 +00:00
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{
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2003-03-15 07:21:09 +00:00
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if( m_QueuedMessages[i].fDelayRemaining > 0.0f )
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continue; /* not yet */
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/* Remove the message from the list. */
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const ScreenMessage SM = m_QueuedMessages[i].SM;
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m_QueuedMessages.erase(m_QueuedMessages.begin()+i);
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i--;
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unsigned size = m_QueuedMessages.size();
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// send this sucker!
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2004-03-24 03:08:24 +00:00
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CHECKPOINT_M( ssprintf("ScreenMessage(%i)", SM) );
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2003-03-15 07:21:09 +00:00
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this->HandleScreenMessage( SM );
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/* If the size changed, start over. */
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if(size != m_QueuedMessages.size())
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i = 0;
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2002-05-20 08:59:37 +00:00
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}
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}
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2002-09-04 03:49:08 +00:00
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void Screen::MenuBack( PlayerNumber pn, const InputEventType type )
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2002-08-22 03:35:33 +00:00
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{
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2004-12-04 06:09:30 +00:00
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if(!PREFSMAN->m_bDelayedBack || type==IET_SLOW_REPEAT || type==IET_FAST_REPEAT)
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2002-09-04 03:49:08 +00:00
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MenuBack(pn);
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2002-08-22 03:35:33 +00:00
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}
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2002-05-20 08:59:37 +00:00
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void Screen::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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2002-08-21 21:47:06 +00:00
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/* Don't send release messages with the default handler. */
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2004-09-09 22:21:50 +00:00
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switch( type )
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{
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case IET_FIRST_PRESS:
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case IET_SLOW_REPEAT:
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case IET_FAST_REPEAT:
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break; /* OK */
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default:
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return; // don't care
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}
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2002-08-21 21:47:06 +00:00
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2003-10-17 08:03:46 +00:00
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/* Don't make the user hold the back button if they're pressing escape and escape is the back button. */
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2004-09-09 17:48:25 +00:00
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if( MenuI.button == MENU_BUTTON_BACK && DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == KEY_ESC )
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2002-07-31 19:40:40 +00:00
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{
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2003-10-08 07:22:27 +00:00
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this->MenuBack( MenuI.player );
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2002-07-31 19:40:40 +00:00
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return;
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}
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2002-05-20 08:59:37 +00:00
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// default input handler used by most menus
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if( !MenuI.IsValid() )
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return;
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switch( MenuI.button )
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{
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2002-05-27 18:36:01 +00:00
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case MENU_BUTTON_UP: this->MenuUp( MenuI.player, type ); return;
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case MENU_BUTTON_DOWN: this->MenuDown( MenuI.player, type ); return;
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case MENU_BUTTON_LEFT: this->MenuLeft( MenuI.player, type ); return;
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case MENU_BUTTON_RIGHT: this->MenuRight( MenuI.player, type ); return;
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case MENU_BUTTON_BACK: this->MenuBack( MenuI.player, type ); return;
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case MENU_BUTTON_START: this->MenuStart( MenuI.player, type ); return;
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2003-01-19 04:44:22 +00:00
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case MENU_BUTTON_COIN: this->MenuCoin( MenuI.player, type ); return;
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2002-05-20 08:59:37 +00:00
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}
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}
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2004-05-08 06:18:06 +00:00
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void Screen::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_MenuTimer:
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FOREACH_HumanPlayer(p)
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MenuStart( p );
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break;
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case SM_GoToNextScreen:
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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break;
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case SM_GoToPrevScreen:
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2004-12-09 09:41:06 +00:00
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SCREENMAN->DeletePreparedScreens();
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2004-05-08 06:18:06 +00:00
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SCREENMAN->SetNewScreen( PREV_SCREEN );
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break;
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}
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}
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2003-03-09 03:28:34 +00:00
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bool Screen::ChangeCoinModeInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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if( type != IET_FIRST_PRESS )
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return false;
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2004-09-09 17:48:25 +00:00
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if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == KEY_F3 )
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2003-03-09 03:28:34 +00:00
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{
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2005-01-04 10:51:25 +00:00
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((int&)PREFSMAN->m_CoinMode)++;
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wrap( (int&)PREFSMAN->m_CoinMode, NUM_COIN_MODES );
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2003-03-09 03:28:34 +00:00
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2004-06-20 02:14:44 +00:00
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/* Show the real coin mode, not GetCoinMode(), or F3 will go "home, free, free"
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* in event mode. XXX: move GetCoinMode to GameState to keep PrefsManager dumb? */
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2005-01-04 10:51:25 +00:00
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CString sMessage = CoinModeToString( PREFSMAN->m_CoinMode );
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2003-04-13 04:50:08 +00:00
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sMessage.MakeUpper();
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sMessage = "Coin Mode: " + sMessage;
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2003-03-09 03:28:34 +00:00
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SCREENMAN->RefreshCreditsMessages();
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SCREENMAN->SystemMessage( sMessage );
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return true;
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}
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return false;
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}
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2005-01-08 09:50:59 +00:00
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bool Screen::JoinInput( const MenuInput &MenuI )
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2003-03-09 03:28:34 +00:00
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{
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2003-11-10 16:48:22 +00:00
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if( !GAMESTATE->PlayersCanJoin() )
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2003-03-09 03:28:34 +00:00
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return false;
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if( MenuI.IsValid() && MenuI.button==MENU_BUTTON_START )
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{
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/* If this side is already in, don't re-join (and re-pay!). */
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if(GAMESTATE->m_bSideIsJoined[MenuI.player])
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return false;
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/* subtract coins */
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2003-03-09 10:21:08 +00:00
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int iCoinsToCharge = 0;
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2004-06-09 08:14:21 +00:00
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if( PREFSMAN->GetCoinMode() == COIN_PAY )
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2003-03-09 10:21:08 +00:00
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iCoinsToCharge = PREFSMAN->m_iCoinsPerCredit;
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2003-11-07 12:56:32 +00:00
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2003-11-09 01:09:35 +00:00
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// If joint premium don't take away a credit for the 2nd join.
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2005-01-04 10:51:25 +00:00
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if( PREFSMAN->GetPremium() == PREMIUM_JOINT &&
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2003-11-09 01:09:35 +00:00
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GAMESTATE->GetNumSidesJoined() == 1 )
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2003-11-07 12:56:32 +00:00
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iCoinsToCharge = 0;
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2003-03-09 10:21:08 +00:00
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if( GAMESTATE->m_iCoins < iCoinsToCharge )
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return false; // not enough coins
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else
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GAMESTATE->m_iCoins -= iCoinsToCharge;
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2003-03-09 03:28:34 +00:00
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2005-01-08 09:50:59 +00:00
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// HACK: Only play start sound for the 2nd player who joins. The
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// start sound for the 1st player will be played by ScreenTitleMenu
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// when the player makes a selection on the screen.
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if( GAMESTATE->GetNumSidesJoined() > 0 )
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SCREENMAN->PlayStartSound();
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2004-04-30 07:48:02 +00:00
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GAMESTATE->JoinPlayer( MenuI.player );
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2003-12-08 04:02:43 +00:00
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2004-08-09 05:01:24 +00:00
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// don't load memory card profiles here. It's slow and can cause a big skip.
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2005-01-08 16:40:32 +00:00
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/* Don't load the local profile, either. It causes a 150+ms skip on my A64 3000+,
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* so it probably causes a skip for everyone. We probably shouldn't load this here,
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* anyway: leave it unloaded and display "INSERT CARD" until the normal time, and
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* load the local profile at the time we would have loaded the memory card if none
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* was inserted (via LoadFirstAvailableProfile). */
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// PROFILEMAN->LoadLocalProfileFromMachine( MenuI.player );
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2004-04-23 06:35:24 +00:00
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SCREENMAN->RefreshCreditsMessages();
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2003-03-09 03:28:34 +00:00
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return true;
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}
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return false;
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}
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2003-01-19 04:44:22 +00:00
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void Screen::MenuCoin( PlayerNumber pn )
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{
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2003-02-12 06:25:51 +00:00
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// This is now handled globally by Stepmania.cpp -- Miryokuteki
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2003-01-19 04:44:22 +00:00
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}
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2002-05-20 08:59:37 +00:00
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2003-03-25 21:17:29 +00:00
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void Screen::PostScreenMessage( const ScreenMessage SM, float fDelay )
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2002-05-20 08:59:37 +00:00
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{
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2002-08-13 23:26:46 +00:00
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ASSERT( fDelay >= 0.0 );
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2002-05-20 08:59:37 +00:00
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QueuedScreenMessage QSM;
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QSM.SM = SM;
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QSM.fDelayRemaining = fDelay;
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2002-10-31 04:23:39 +00:00
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m_QueuedMessages.push_back( QSM );
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2002-09-04 00:17:51 +00:00
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}
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2003-01-26 20:49:05 +00:00
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void Screen::ClearMessageQueue()
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{
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m_QueuedMessages.clear();
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}
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void Screen::ClearMessageQueue( const ScreenMessage SM )
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{
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for( int i=m_QueuedMessages.size()-1; i>=0; i-- )
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2003-07-17 23:36:29 +00:00
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if( m_QueuedMessages[i].SM == SM )
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m_QueuedMessages.erase( m_QueuedMessages.begin()+i );
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2003-01-26 20:49:05 +00:00
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}
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2003-03-03 10:03:02 +00:00
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2004-06-08 05:22:33 +00:00
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/*
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* (c) 2001-2004 Chris Danford, Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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