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itgmania212121/stepmania/src/ScreenSystemLayer.cpp
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#include "global.h"
#include "ScreenSystemLayer.h"
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#include "ScreenManager.h"
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#include "PrefsManager.h"
#include "ThemeManager.h"
#include "ActorUtil.h"
#include "GameState.h"
#include "MemoryCardManager.h"
#include "Profile.h"
#include "ProfileManager.h"
#include "RageDisplay.h"
#include "RageLog.h"
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#include "ScreenDimensions.h"
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REGISTER_SCREEN_CLASS( ScreenSystemLayer );
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void ScreenSystemLayer::Init()
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{
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SubscribeToMessage( "RefreshCreditText" );
SubscribeToMessage( "SystemMessage" );
SubscribeToMessage( "SystemMessageNoAnimate" );
SubscribeToMessage( "HideSystemMessage" );
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CREDITS_PRESS_START .Load(m_sName,"CreditsPressStart");
CREDITS_INSERT_CARD .Load(m_sName,"CreditsInsertCard");
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CREDITS_CARD_TOO_LATE .Load(m_sName,"CreditsCardTooLate");
CREDITS_CARD_NO_NAME .Load(m_sName,"CreditsCardNoName");
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CREDITS_CARD_READY .Load(m_sName,"CreditsCardReady");
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CREDITS_CARD_CHECKING .Load(m_sName,"CreditsCardChecking");
CREDITS_CARD_REMOVED .Load(m_sName,"CreditsCardRemoved");
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CREDITS_FREE_PLAY .Load(m_sName,"CreditsFreePlay");
CREDITS_CREDITS .Load(m_sName,"CreditsCredits");
CREDITS_NOT_PRESENT .Load(m_sName,"CreditsNotPresent");
CREDITS_LOAD_FAILED .Load(m_sName,"CreditsLoadFailed");
CREDITS_LOADED_FROM_LAST_GOOD_APPEND.Load(m_sName,"CreditsLoadedFromLastGoodAppend");
CREDITS_JOIN_ONLY .Load( m_sName, "CreditsJoinOnly" );
Screen::Init();
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this->AddChild(&m_textMessage);
FOREACH_PlayerNumber( p )
this->AddChild(&m_textCredits[p]);
ReloadCreditsText();
/* This will be done when we set up the first screen, after GAMESTATE->Reset has
* been called. */
// RefreshCreditsMessages();
m_sprOverlay.Load( THEME->GetPathB("ScreenSystemLayer", "overlay") );
this->AddChild( m_sprOverlay );
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}
void ScreenSystemLayer::ReloadCreditsText()
{
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if( m_sprMessageFrame.IsLoaded() )
this->RemoveChild( m_sprMessageFrame );
m_sprMessageFrame.Load( THEME->GetPathG(m_sName,"MessageFrame") );
this->AddChild( m_sprMessageFrame );
m_sprMessageFrame->SetName( "MessageFrame" );
SET_XY_AND_ON_COMMAND( m_sprMessageFrame );
m_sprMessageFrame->SetHidden( true );
m_textMessage.LoadFromFont( THEME->GetPathF(m_sName,"message") );
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m_textMessage.SetName( "Message" );
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SET_XY_AND_ON_COMMAND( m_textMessage );
m_textMessage.SetHidden( true );
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FOREACH_PlayerNumber( p )
{
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m_textCredits[p].LoadFromFont( THEME->GetPathF("ScreenManager","credits") );
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m_textCredits[p].SetName( ssprintf("CreditsP%d",p+1) );
SET_XY_AND_ON_COMMAND( &m_textCredits[p] );
}
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this->SortByDrawOrder();
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}
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RString ScreenSystemLayer::GetCreditsMessage( PlayerNumber pn ) const
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{
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if( (bool)CREDITS_JOIN_ONLY && !GAMESTATE->PlayersCanJoin() )
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return RString();
bool bShowCreditsMessage;
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if( SCREENMAN && SCREENMAN->GetTopScreen() && SCREENMAN->GetTopScreen()->GetScreenType() == system_menu )
bShowCreditsMessage = true;
else if( MEMCARDMAN->GetCardsLocked() )
bShowCreditsMessage = !GAMESTATE->IsPlayerEnabled( pn );
else
bShowCreditsMessage = !GAMESTATE->m_bSideIsJoined[pn];
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if( !bShowCreditsMessage )
{
MemoryCardState mcs = MEMCARDMAN->GetCardState( pn );
const Profile* pProfile = PROFILEMAN->GetProfile( pn );
switch( mcs )
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{
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case MemoryCardState_NoCard:
// this is a local machine profile
if( PROFILEMAN->LastLoadWasFromLastGood(pn) )
return pProfile->GetDisplayNameOrHighScoreName() + CREDITS_LOADED_FROM_LAST_GOOD_APPEND.GetValue();
else if( PROFILEMAN->LastLoadWasTamperedOrCorrupt(pn) )
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return CREDITS_LOAD_FAILED.GetValue();
// Prefer the name of the profile over the name of the card.
else if( PROFILEMAN->IsPersistentProfile(pn) )
return pProfile->GetDisplayNameOrHighScoreName();
else if( GAMESTATE->PlayersCanJoin() )
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return CREDITS_INSERT_CARD.GetValue();
else
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return RString();
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case MemoryCardState_Error: return THEME->GetMetric( m_sName, "CreditsCard" + MEMCARDMAN->GetCardError(pn) );
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case MemoryCardState_TooLate: return CREDITS_CARD_TOO_LATE.GetValue();
case MemoryCardState_Checking: return CREDITS_CARD_CHECKING.GetValue();
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case MemoryCardState_Removed: return CREDITS_CARD_REMOVED.GetValue();
case MemoryCardState_Ready:
{
// If the profile failed to load and there was no usable backup...
if( PROFILEMAN->LastLoadWasTamperedOrCorrupt(pn) && !PROFILEMAN->LastLoadWasFromLastGood(pn) )
return CREDITS_LOAD_FAILED.GetValue();
// If there is a local profile loaded, prefer it over the name of the memory card.
if( PROFILEMAN->IsPersistentProfile(pn) )
{
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RString s = pProfile->GetDisplayNameOrHighScoreName();
if( s.empty() )
s = CREDITS_CARD_NO_NAME.GetValue();
if( PROFILEMAN->LastLoadWasFromLastGood(pn) )
s += CREDITS_LOADED_FROM_LAST_GOOD_APPEND.GetValue();
return s;
}
else if( !MEMCARDMAN->IsNameAvailable(pn) )
return CREDITS_CARD_READY.GetValue();
else if( !MEMCARDMAN->GetName(pn).empty() )
return MEMCARDMAN->GetName(pn);
else
return CREDITS_CARD_NO_NAME.GetValue();
}
default:
FAIL_M( ssprintf("%i",mcs) );
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}
}
else // bShowCreditsMessage
{
switch( GAMESTATE->GetCoinMode() )
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{
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case COIN_MODE_HOME:
if( GAMESTATE->PlayersCanJoin() )
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return CREDITS_PRESS_START.GetValue();
else
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return CREDITS_NOT_PRESENT.GetValue();
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case COIN_MODE_PAY:
{
int Credits = GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit;
int Coins = GAMESTATE->m_iCoins % PREFSMAN->m_iCoinsPerCredit;
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RString sCredits = CREDITS_CREDITS;
if( Credits > 0 || PREFSMAN->m_iCoinsPerCredit == 1 )
sCredits += ssprintf(" %d", Credits);
if( PREFSMAN->m_iCoinsPerCredit > 1 )
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sCredits += ssprintf(" %d/%d", Coins, PREFSMAN->m_iCoinsPerCredit.Get() );
return sCredits;
}
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case COIN_MODE_FREE:
if( GAMESTATE->PlayersCanJoin() )
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return CREDITS_FREE_PLAY.GetValue();
else
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return CREDITS_NOT_PRESENT.GetValue();
default:
ASSERT(0);
}
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}
}
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void ScreenSystemLayer::HandleMessage( const RString &sMessage )
{
if( sMessage == "RefreshCreditText" )
{
// update joined
FOREACH_PlayerNumber( pn )
m_textCredits[pn].SetText( GetCreditsMessage(pn) );
}
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else if( sMessage == "SystemMessage" )
{
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m_sprMessageFrame->SetHidden( false );
m_sprMessageFrame->PlayCommand( "On" );
m_sprMessageFrame->PlayCommand( "Off" );
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m_textMessage.SetHidden( false );
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m_textMessage.SetText( SCREENMAN->GetCurrentSystemMessage() );
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m_textMessage.PlayCommand( "On" );
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m_textMessage.PlayCommand( "Off" );
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}
else if( sMessage == "SystemMessageNoAnimate" )
{
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m_sprMessageFrame->SetHidden( false );
m_sprMessageFrame->PlayCommand( "On" );
m_sprMessageFrame->FinishTweening();
m_sprMessageFrame->PlayCommand( "Off" );
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m_textMessage.SetHidden( false );
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m_textMessage.SetText( SCREENMAN->GetCurrentSystemMessage() );
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m_textMessage.PlayCommand( "On" );
m_textMessage.FinishTweening();
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m_textMessage.PlayCommand( "Off" );
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}
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else if( sMessage == "HideSystemMessage" )
{
m_sprMessageFrame->SetHidden( true );
m_textMessage.SetHidden( true );
}
Screen::HandleMessage( sMessage );
}
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void ScreenSystemLayer::Update( float fDeltaTime )
{
Screen::Update(fDeltaTime);
}
/*
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* (c) 2001-2005 Chris Danford, Glenn Maynard
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* 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.
*/