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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/*
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-----------------------------------------------------------------------------
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Class: Screen
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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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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2003-07-26 22:53:22 +00:00
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#include "RageSounds.h"
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2002-05-20 08:59:37 +00:00
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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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2002-09-02 21:59:58 +00:00
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void Screen::AddChild( Actor* pActor )
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{
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// add only if the actor is on screen
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2002-09-07 10:15:27 +00:00
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// float fX = pActor->GetX();
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// float fY = pActor->GetY();
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2002-09-02 21:59:58 +00:00
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// if( SCREEN_LEFT>=fX && fX<=SCREEN_RIGHT && SCREEN_TOP>=fY && fY<=SCREEN_BOTTOM )
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ActorFrame::AddChild( pActor );
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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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unsigned i;
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for( 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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for( 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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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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if(!PREFSMAN->m_bDelayedEscape || 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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if(type == IET_RELEASE) return; // don't care
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2002-08-22 03:35:33 +00:00
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/* Don't make the user hold the back button if they're pressing escape. */
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2002-11-29 20:37:12 +00:00
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if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_ESCAPE )
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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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2003-04-10 05:46:31 +00:00
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if( !GAMESTATE->IsHumanPlayer(MenuI.player) )
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2002-06-14 22:25:22 +00:00
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return;
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2002-05-20 08:59:37 +00:00
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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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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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if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F3 )
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{
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2003-04-13 04:50:08 +00:00
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(int&)PREFSMAN->m_iCoinMode = (PREFSMAN->m_iCoinMode+1) % NUM_COIN_MODES;
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2003-03-09 03:28:34 +00:00
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/* ResetGame();
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This causes problems on ScreenIntroMovie, which results in the
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movie being restarted and/or becoming out-of-synch -- Miryokuteki */
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2003-04-13 04:50:08 +00:00
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CString sMessage = CoinModeToString( (CoinMode)PREFSMAN->m_iCoinMode );
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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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bool Screen::JoinInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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if( !GAMESTATE->m_bPlayersCanJoin )
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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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2003-04-13 04:50:08 +00:00
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if( PREFSMAN->m_iCoinMode == 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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if( PREFSMAN->m_bJointPremium )
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if( GAMESTATE->m_MasterPlayerNumber!=PLAYER_INVALID ) // one side already joined
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iCoinsToCharge = 0;
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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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GAMESTATE->m_bSideIsJoined[MenuI.player] = true;
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if( GAMESTATE->m_MasterPlayerNumber == PLAYER_INVALID )
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GAMESTATE->m_MasterPlayerNumber = MenuI.player;
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SCREENMAN->RefreshCreditsMessages();
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2003-07-26 22:53:22 +00:00
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SOUND->PlayOnce( THEME->GetPathToS("Common start") );
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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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// Screen classes
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#include "ScreenCaution.h"
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#include "ScreenEdit.h"
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#include "ScreenEditMenu.h"
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#include "ScreenEvaluation.h"
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#include "ScreenEz2SelectPlayer.h"
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#include "ScreenGameOver.h"
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#include "ScreenGameplay.h"
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#include "ScreenHowToPlay.h"
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#include "ScreenMapControllers.h"
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#include "ScreenMusicScroll.h"
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#include "ScreenPlayerOptions.h"
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2003-03-30 20:17:59 +00:00
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#include "ScreenSandbox.h"
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2003-03-03 10:03:02 +00:00
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#include "ScreenSelectCourse.h"
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2003-03-09 00:55:49 +00:00
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#include "ScreenSelectDifficulty.h"
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#include "ScreenSelectDifficultyEX.h"
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2003-03-03 10:03:02 +00:00
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#include "ScreenSelectGroup.h"
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#include "ScreenSelectMusic.h"
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2003-03-09 00:55:49 +00:00
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#include "ScreenSelectStyle.h"
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2003-03-03 10:03:02 +00:00
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#include "ScreenSongOptions.h"
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#include "ScreenStage.h"
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#include "ScreenTest.h"
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#include "ScreenTestFonts.h"
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#include "ScreenTestSound.h"
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#include "ScreenTitleMenu.h"
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#include "ScreenEz2SelectMusic.h"
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#include "ScreenRanking.h"
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#include "ScreenMemoryCard.h"
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#include "ScreenLogo.h"
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#include "ScreenUnlock.h"
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#include "ScreenDemonstration.h"
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#include "ScreenInstructions.h"
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#include "ScreenNameEntry.h"
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#include "ScreenJukebox.h"
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#include "ScreenJukeboxMenu.h"
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#include "ScreenStyleSplash.h"
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2003-04-03 22:10:40 +00:00
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#include "ScreenCredits.h"
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2003-04-07 03:25:44 +00:00
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#include "ScreenSelectCharacter.h"
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2003-04-21 02:41:10 +00:00
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#include "ScreenRaveOptions.h"
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2003-05-01 23:40:12 +00:00
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#include "ScreenSelectMode.h"
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2003-06-20 23:04:11 +00:00
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#include "ScreenSelectMaster.h"
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2003-08-10 23:48:10 +00:00
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#include "ScreenEditCoursesMenu.h"
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2003-09-08 03:26:58 +00:00
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#include "ScreenProfileOptions.h"
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2003-09-27 00:14:38 +00:00
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#include "ScreenExit.h"
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2003-09-27 22:41:05 +00:00
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#include "ScreenAttract.h"
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2003-09-28 02:57:09 +00:00
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#include "ScreenReloadSongs.h"
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2003-09-28 02:59:02 +00:00
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#include "ScreenOptionsMaster.h"
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2003-10-11 01:51:36 +00:00
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#include "ScreenCenterImage.h"
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2003-10-11 07:47:34 +00:00
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#include "ScreenTestInput.h"
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2003-03-03 10:03:02 +00:00
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Screen* Screen::Create( CString sClassName )
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{
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2003-09-27 22:54:34 +00:00
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/* These are just compatibility aliases. */
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if( !sClassName.CompareNoCase("ScreenCompany") )
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2003-09-28 04:09:05 +00:00
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sClassName = "ScreenCompany@ScreenAttract";
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2003-09-27 22:54:34 +00:00
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if( !sClassName.CompareNoCase("ScreenIntroMovie") )
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2003-09-28 04:09:05 +00:00
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sClassName = "ScreenIntroMovie@ScreenAttract";
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2003-09-27 22:54:34 +00:00
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if( !sClassName.CompareNoCase("ScreenAlbums") )
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2003-09-28 04:09:05 +00:00
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sClassName = "ScreenAlbums@ScreenAttract";
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2003-09-27 22:54:34 +00:00
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if( !sClassName.CompareNoCase("ScreenWarning") )
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2003-09-28 04:09:05 +00:00
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sClassName = "ScreenWarning@ScreenAttract";
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2003-09-27 22:54:34 +00:00
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2003-09-27 23:31:42 +00:00
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if( !sClassName.CompareNoCase("ScreenEvaluationStage") )
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2003-09-28 04:09:05 +00:00
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sClassName = "ScreenEvaluationStage@ScreenEvaluation";
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2003-09-27 23:31:42 +00:00
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if( !sClassName.CompareNoCase("ScreenEvaluationSummary") )
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2003-09-28 04:09:05 +00:00
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sClassName = "ScreenEvaluationSummary@ScreenEvaluation";
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2003-09-27 23:31:42 +00:00
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if( !sClassName.CompareNoCase("ScreenEvaluationNonstop") )
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2003-09-28 04:09:05 +00:00
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sClassName = "ScreenEvaluationNonstop@ScreenEvaluation";
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2003-09-27 23:31:42 +00:00
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if( !sClassName.CompareNoCase("ScreenEvaluationOni") )
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2003-09-28 04:09:05 +00:00
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sClassName = "ScreenEvaluationOni@ScreenEvaluation";
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2003-09-27 23:31:42 +00:00
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if( !sClassName.CompareNoCase("ScreenEvaluationEndless") )
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2003-09-28 04:09:05 +00:00
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sClassName = "ScreenEvaluationEndless@ScreenEvaluation";
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2003-09-27 23:31:42 +00:00
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if( !sClassName.CompareNoCase("ScreenEvaluationEndless") )
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2003-09-28 04:09:05 +00:00
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sClassName = "ScreenEvaluationEndless@ScreenEvaluation";
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2003-09-27 23:31:42 +00:00
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if( !sClassName.CompareNoCase("ScreenEvaluationBattle") )
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2003-09-28 04:09:05 +00:00
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sClassName = "ScreenEvaluationBattle@ScreenEvaluation";
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2003-09-27 23:31:42 +00:00
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if( !sClassName.CompareNoCase("ScreenEvaluationRave") )
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2003-09-28 04:09:05 +00:00
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sClassName = "ScreenEvaluationRave@ScreenEvaluation";
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2003-09-27 23:31:42 +00:00
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2003-09-28 04:34:15 +00:00
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/* This one will go away when all options menus are converted. */
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if( !sClassName.CompareNoCase("ScreenOptionsMenu") )
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sClassName = "ScreenOptionsMenu@ScreenOptionsMaster";
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2003-09-28 04:09:05 +00:00
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/* "ScreenCompany@ScreenAttract" loads ScreenAttract with the asset name
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* "ScreenCompany", so (if it supports it) it'll use metric, graphic, etc.
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* names starting with "ScreenCompany". */
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2003-09-27 22:30:51 +00:00
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CStringArray parts;
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split( sClassName, "@", parts );
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if( parts.size() != 1 && parts.size() != 2 )
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RageException::Throw("Bad Screen name \"%s\"", sClassName.c_str() );
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CString sName = sClassName;
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if( parts.size() == 2 )
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{
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2003-09-28 04:09:05 +00:00
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sClassName = parts[1];
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sName = parts[0];
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2003-09-27 22:30:51 +00:00
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}
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#define IF_RETURN(X) if(sClassName.CompareNoCase(#X)==0) return new X(sName);
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2003-04-21 02:41:10 +00:00
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2003-09-27 22:41:05 +00:00
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IF_RETURN( ScreenAttract );
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2003-04-21 02:41:10 +00:00
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IF_RETURN( ScreenCaution );
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IF_RETURN( ScreenEdit );
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IF_RETURN( ScreenEditMenu );
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2003-09-27 23:31:42 +00:00
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IF_RETURN( ScreenEvaluation );
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2003-04-21 02:41:10 +00:00
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IF_RETURN( ScreenEz2SelectPlayer );
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IF_RETURN( ScreenGameOver );
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IF_RETURN( ScreenGameplay );
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IF_RETURN( ScreenHowToPlay );
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IF_RETURN( ScreenMapControllers );
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IF_RETURN( ScreenMusicScroll );
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IF_RETURN( ScreenPlayerOptions );
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IF_RETURN( ScreenSandbox );
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IF_RETURN( ScreenSelectCourse );
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IF_RETURN( ScreenSelectDifficulty );
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IF_RETURN( ScreenSelectDifficultyEX );
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IF_RETURN( ScreenSelectGroup );
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IF_RETURN( ScreenSelectMusic );
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IF_RETURN( ScreenSelectStyle5th );
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IF_RETURN( ScreenSelectStyle );
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2003-05-01 23:40:12 +00:00
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IF_RETURN( ScreenSelectMode );
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2003-04-21 02:41:10 +00:00
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IF_RETURN( ScreenSongOptions );
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IF_RETURN( ScreenStage );
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IF_RETURN( ScreenTest );
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IF_RETURN( ScreenTestFonts );
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IF_RETURN( ScreenTestSound );
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IF_RETURN( ScreenTitleMenu );
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IF_RETURN( ScreenEz2SelectMusic );
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IF_RETURN( ScreenRanking );
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IF_RETURN( ScreenLogo );
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IF_RETURN( ScreenUnlock );
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IF_RETURN( ScreenDemonstration );
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IF_RETURN( ScreenInstructions );
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IF_RETURN( ScreenNameEntry );
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IF_RETURN( ScreenJukebox );
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IF_RETURN( ScreenJukeboxMenu );
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IF_RETURN( ScreenStyleSplash );
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IF_RETURN( ScreenCredits );
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IF_RETURN( ScreenSelectCharacter );
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IF_RETURN( ScreenRaveOptions );
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2003-06-20 23:04:11 +00:00
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IF_RETURN( ScreenSelectMaster );
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2003-08-10 23:48:10 +00:00
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IF_RETURN( ScreenEditCoursesMenu );
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2003-09-08 03:26:58 +00:00
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IF_RETURN( ScreenProfileOptions );
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2003-09-27 00:14:38 +00:00
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IF_RETURN( ScreenExit );
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2003-09-28 02:57:09 +00:00
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IF_RETURN( ScreenReloadSongs );
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2003-09-28 02:59:02 +00:00
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IF_RETURN( ScreenOptionsMaster );
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2003-10-11 01:51:36 +00:00
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IF_RETURN( ScreenCenterImage );
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2003-10-11 07:47:34 +00:00
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IF_RETURN( ScreenTestInput );
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2003-04-21 02:41:10 +00:00
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2003-04-25 00:27:30 +00:00
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RageException::Throw( "Invalid Screen class name '%s'", sClassName.c_str() );
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2003-04-25 05:39:53 +00:00
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}
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