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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2002-08-13 23:26:46 +00:00
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Class: ScreenManager
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2002-05-20 08:59:37 +00:00
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2002-08-13 23:26:46 +00:00
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Desc: See header.
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2002-05-20 08:59:37 +00:00
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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2002-08-13 23:26:46 +00:00
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Chris Danford
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2003-02-19 23:53:19 +00:00
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Tim Hentenaar
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2002-05-20 08:59:37 +00:00
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-----------------------------------------------------------------------------
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*/
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#include "ScreenManager.h"
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#include "IniFile.h"
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#include "GameConstantsAndTypes.h"
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2002-07-23 01:41:40 +00:00
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#include "PrefsManager.h"
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2002-05-20 08:59:37 +00:00
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#include "RageLog.h"
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2002-08-13 23:26:46 +00:00
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#include "GameState.h"
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2002-08-27 03:59:22 +00:00
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#include "RageException.h"
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2002-10-24 07:11:21 +00:00
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#include "RageTimer.h"
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2002-11-11 04:53:31 +00:00
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#include "ThemeManager.h"
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2002-12-30 00:13:47 +00:00
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#include "RageDisplay.h"
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2003-02-22 01:58:56 +00:00
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#include "Screen.h"
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2003-03-03 10:03:02 +00:00
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#include "SongManager.h"
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2002-05-20 08:59:37 +00:00
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ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our program
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2002-09-23 07:35:47 +00:00
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#define STATS_X THEME->GetMetricF("ScreenManager","StatsX")
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#define STATS_Y THEME->GetMetricF("ScreenManager","StatsY")
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#define CREDITS_X( p ) THEME->GetMetricF("ScreenManager",ssprintf("CreditsP%dX",p+1))
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#define CREDITS_Y( p ) THEME->GetMetricF("ScreenManager",ssprintf("CreditsP%dY",p+1))
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#define CREDITS_COLOR THEME->GetMetricC("ScreenManager","CreditsColor")
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#define CREDITS_SHADOW_LENGTH THEME->GetMetricF("ScreenManager","CreditsShadowLength")
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#define CREDITS_ZOOM THEME->GetMetricF("ScreenManager","CreditsZoom")
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2002-08-13 23:26:46 +00:00
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2002-05-20 08:59:37 +00:00
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ScreenManager::ScreenManager()
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{
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2002-09-04 00:25:30 +00:00
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m_ScreenBuffered = NULL;
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2002-08-18 17:48:50 +00:00
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m_textStats.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_textStats.SetXY( STATS_X, STATS_Y );
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m_textStats.SetHorizAlign( Actor::align_right );
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m_textStats.SetVertAlign( Actor::align_top );
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m_textStats.SetZoom( 0.5f );
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m_textStats.SetShadowLength( 2 );
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2002-05-20 08:59:37 +00:00
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2002-09-23 07:35:47 +00:00
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// set credits properties on RefreshCreditsMessage
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2002-08-13 23:26:46 +00:00
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m_textSystemMessage.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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2002-05-20 08:59:37 +00:00
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m_textSystemMessage.SetHorizAlign( Actor::align_left );
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2002-08-23 20:18:29 +00:00
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m_textSystemMessage.SetVertAlign( Actor::align_top );
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m_textSystemMessage.SetXY( 4.0f, 4.0f );
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2003-01-30 07:18:33 +00:00
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m_textSystemMessage.SetZoom( 0.7f );
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2003-01-19 04:44:22 +00:00
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// m_textSystemMessage.SetShadowLength( 2 );
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2002-10-28 05:30:45 +00:00
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m_textSystemMessage.SetDiffuse( RageColor(1,1,1,0) );
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2002-05-20 08:59:37 +00:00
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}
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ScreenManager::~ScreenManager()
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{
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2002-07-31 19:40:40 +00:00
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LOG->Trace( "ScreenManager::~ScreenManager()" );
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2002-05-20 08:59:37 +00:00
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2002-08-23 06:50:48 +00:00
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EmptyDeleteQueue();
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2002-05-20 08:59:37 +00:00
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// delete current states
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2002-10-31 02:20:11 +00:00
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for( unsigned i=0; i<m_ScreenStack.size(); i++ )
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2002-05-20 08:59:37 +00:00
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SAFE_DELETE( m_ScreenStack[i] );
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2002-09-04 00:25:30 +00:00
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SAFE_DELETE( m_ScreenBuffered );
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2002-05-20 08:59:37 +00:00
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}
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2002-08-23 06:50:48 +00:00
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void ScreenManager::EmptyDeleteQueue()
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{
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// delete all ScreensToDelete
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2002-10-31 02:20:11 +00:00
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for( unsigned i=0; i<m_ScreensToDelete.size(); i++ )
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2002-08-23 06:50:48 +00:00
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SAFE_DELETE( m_ScreensToDelete[i] );
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2002-05-20 08:59:37 +00:00
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2002-10-24 20:15:24 +00:00
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m_ScreensToDelete.clear();
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2002-08-23 06:50:48 +00:00
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}
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2002-05-20 08:59:37 +00:00
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void ScreenManager::Update( float fDeltaTime )
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{
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m_textSystemMessage.Update( fDeltaTime );
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2002-08-18 17:48:50 +00:00
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m_textStats.Update( fDeltaTime );
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2002-08-13 23:26:46 +00:00
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for( int p=0; p<NUM_PLAYERS; p++ )
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m_textCreditInfo[p].Update( fDeltaTime );
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2002-05-20 08:59:37 +00:00
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2002-08-23 06:50:48 +00:00
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EmptyDeleteQueue();
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2002-05-20 08:59:37 +00:00
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2003-01-19 21:51:46 +00:00
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// Only update the topmost screen on the stack.
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/* Screens take some time to load. If we don't do this, then screens
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* receive an initial update that includes all of the time they spent
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* loading, which will chop off their tweens.
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*
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* We don't want to simply cap update times; for example, the stage
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* screen sets a 4 second timer, preps the gameplay screen, and then
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* displays the prepped screen after the timer runs out; this lets the
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* load time be masked (as long as the load takes less than 4 seconds).
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* If we cap that large update delta from the screen load, the update
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* to load the new screen will come after 4 seconds plus the load time.
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*
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* So, let's just drop the first update for every screen.
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*/
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Screen* pScreen = m_ScreenStack[m_ScreenStack.size()-1];
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if( pScreen->IsFirstUpdate() )
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pScreen->Update( 0 );
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else
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pScreen->Update( fDeltaTime );
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2002-05-20 08:59:37 +00:00
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}
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void ScreenManager::Restore()
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{
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2003-02-20 21:22:18 +00:00
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// Restore all CurrentScreens (back to front)
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2002-10-31 02:20:11 +00:00
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for( unsigned i=0; i<m_ScreenStack.size(); i++ )
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2002-05-20 08:59:37 +00:00
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m_ScreenStack[i]->Restore();
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}
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void ScreenManager::Invalidate()
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{
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2002-10-31 02:20:11 +00:00
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for( unsigned i=0; i<m_ScreenStack.size(); i++ )
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2002-05-20 08:59:37 +00:00
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m_ScreenStack[i]->Invalidate();
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}
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void ScreenManager::Draw()
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{
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2003-02-20 21:22:18 +00:00
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if( !m_ScreenStack.empty() && !m_ScreenStack.back()->IsTransparent() ) // top screen isn't transparent
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m_ScreenStack.back()->Draw();
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else
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for( unsigned i=0; i<m_ScreenStack.size(); i++ ) // Draw all screens bottom to top
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m_ScreenStack[i]->Draw();
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2002-05-20 08:59:37 +00:00
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2002-09-02 21:59:58 +00:00
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if( m_textSystemMessage.GetDiffuse().a != 0 )
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2002-05-20 08:59:37 +00:00
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m_textSystemMessage.Draw();
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2002-08-18 17:48:50 +00:00
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if( PREFSMAN && PREFSMAN->m_bShowStats )
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2002-05-20 08:59:37 +00:00
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{
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2002-12-21 07:54:24 +00:00
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/* If FPS == 0, we don't have stats yet. */
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m_textStats.SetText( ssprintf(DISPLAY->GetFPS()?
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2003-01-14 21:58:01 +00:00
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"%i FPS\n%i av FPS\n%i VPF":
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"-- FPS\n-- av FPS\n-- VPF",
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DISPLAY->GetFPS(), DISPLAY->GetCumFPS(),
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DISPLAY->GetVPF()) );
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2002-12-21 07:54:24 +00:00
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2002-08-18 17:48:50 +00:00
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m_textStats.Draw();
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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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for( int p=0; p<NUM_PLAYERS; p++ )
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m_textCreditInfo[p].Draw();
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2002-05-20 08:59:37 +00:00
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}
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void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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2002-09-06 00:31:25 +00:00
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// LOG->Trace( "ScreenManager::Input( %d-%d, %d-%d, %d-%d, %d-%d )",
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// DeviceI.device, DeviceI.button, GameI.controller, GameI.button, MenuI.player, MenuI.button, StyleI.player, StyleI.col );
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2002-05-20 08:59:37 +00:00
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// pass input only to topmost state
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2002-10-31 02:20:11 +00:00
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if( !m_ScreenStack.empty() )
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m_ScreenStack.back()->Input( DeviceI, type, GameI, MenuI, StyleI );
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2002-05-20 08:59:37 +00:00
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}
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2002-08-27 03:59:22 +00:00
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2002-09-03 05:43:58 +00:00
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Screen* ScreenManager::MakeNewScreen( CString sClassName )
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{
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2003-03-03 10:03:02 +00:00
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Screen *ret = Screen::Create( sClassName );
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2002-12-21 07:54:24 +00:00
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2002-12-29 23:37:41 +00:00
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/* Loading probably took a little while. Let's reset stats. This prevents us
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2002-12-21 07:54:24 +00:00
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* from displaying an unnaturally low FPS value, and the next FPS value we
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* display will be accurate, which makes skips in the initial tween-ins more
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* apparent. */
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DISPLAY->ResetStats();
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2002-12-21 18:23:37 +00:00
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/* This is a convenient time to clean up our song cache. */
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2003-01-27 23:10:44 +00:00
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SONGMAN->CleanData();
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2002-12-21 18:23:37 +00:00
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2002-12-21 07:54:24 +00:00
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return ret;
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2002-09-03 05:43:58 +00:00
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}
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2002-09-04 00:25:30 +00:00
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void ScreenManager::PrepNewScreen( CString sClassName )
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{
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2002-09-04 23:40:01 +00:00
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ASSERT(m_ScreenBuffered == NULL);
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m_ScreenBuffered = MakeNewScreen(sClassName);
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}
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void ScreenManager::LoadPreppedScreen()
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{
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ASSERT( m_ScreenBuffered != NULL);
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SetNewScreen( m_ScreenBuffered );
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m_ScreenBuffered = NULL;
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2002-09-04 00:25:30 +00:00
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}
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void ScreenManager::SetNewScreen( Screen *pNewScreen )
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{
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RefreshCreditsMessages();
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2002-09-23 07:35:47 +00:00
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2002-10-24 19:55:09 +00:00
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// move current screen(s) to ScreenToDelete
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m_ScreensToDelete.insert(m_ScreensToDelete.end(), m_ScreenStack.begin(), m_ScreenStack.end());
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2002-09-04 00:25:30 +00:00
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2002-10-24 20:15:24 +00:00
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m_ScreenStack.clear();
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2002-10-31 04:23:39 +00:00
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m_ScreenStack.push_back( pNewScreen );
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2002-09-04 00:25:30 +00:00
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}
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2002-08-27 03:59:22 +00:00
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void ScreenManager::SetNewScreen( CString sClassName )
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2002-05-20 08:59:37 +00:00
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{
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2002-09-04 00:25:30 +00:00
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/* If we prepped a screen but didn't use it, nuke it. */
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SAFE_DELETE( m_ScreenBuffered );
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2002-09-03 05:43:58 +00:00
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2002-10-24 07:11:21 +00:00
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RageTimer t;
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2002-08-27 03:59:22 +00:00
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// It makes sense that ScreenManager should allocate memory for a new screen since it
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// deletes it later on. This also convention will reduce includes because screens won't
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// have to include each other's headers of other screens.
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2002-09-03 05:43:58 +00:00
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Screen* pNewScreen = MakeNewScreen(sClassName);
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2002-10-29 07:58:44 +00:00
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LOG->Trace( "Loaded %s in %f", sClassName.GetString(), t.GetDeltaTime());
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2002-10-24 07:11:21 +00:00
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2002-09-04 00:25:30 +00:00
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SetNewScreen( pNewScreen );
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2003-02-12 06:25:51 +00:00
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2003-02-12 11:43:08 +00:00
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/* If this is a system menu, don't let the operator key touch it!
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However, if you add an options screen, please include it here -- Miryokuteki */
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2003-02-12 06:25:51 +00:00
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if( sClassName == "ScreenOptionsMenu" || sClassName == "ScreenMachineOptions" ||
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sClassName == "ScreenOptions" || sClassName == "ScreenInputOptions" ||
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sClassName == "ScreenGraphicOptions" || sClassName == "ScreenGameplayOptions" ||
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sClassName == "ScreenMapControllers" || sClassName == "ScreenPlayerOptions" ||
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sClassName == "ScreenAppearanceOptions" || sClassName == "ScreenEdit" ||
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2003-02-21 10:05:13 +00:00
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sClassName == "ScreenEditMenu" || sClassName == "ScreenSoundOptions") GAMESTATE->m_bIsOnSystemMenu = true;
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2003-02-12 06:25:51 +00:00
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else GAMESTATE->m_bIsOnSystemMenu = false;
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2002-05-20 08:59:37 +00:00
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}
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2003-02-19 05:46:09 +00:00
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void ScreenManager::AddNewScreenToTop( CString sClassName )
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{
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Screen* pNewScreen = MakeNewScreen(sClassName);
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m_ScreenStack.push_back( pNewScreen );
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}
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2003-03-03 10:03:02 +00:00
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#include "ScreenPrompt.h"
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#include "ScreenTextEntry.h"
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#include "ScreenMiniMenu.h"
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2002-08-27 03:59:22 +00:00
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void ScreenManager::Prompt( ScreenMessage SM_SendWhenDone, CString sText, bool bYesNo, bool bDefaultAnswer, void(*OnYes)(), void(*OnNo)() )
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2002-05-20 08:59:37 +00:00
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{
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2002-08-27 03:59:22 +00:00
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// add the new state onto the back of the array
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2002-10-31 04:23:39 +00:00
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m_ScreenStack.push_back( new ScreenPrompt(SM_SendWhenDone, sText, bYesNo, bDefaultAnswer, OnYes, OnNo) );
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2002-08-27 03:59:22 +00:00
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}
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2002-05-20 08:59:37 +00:00
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2002-08-27 03:59:22 +00:00
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void ScreenManager::TextEntry( ScreenMessage SM_SendWhenDone, CString sQuestion, CString sInitialAnswer, void(*OnOK)(CString sAnswer), void(*OnCanel)() )
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{
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2002-05-20 08:59:37 +00:00
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// add the new state onto the back of the array
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2002-10-31 04:23:39 +00:00
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m_ScreenStack.push_back( new ScreenTextEntry(SM_SendWhenDone, sQuestion, sInitialAnswer, OnOK, OnCanel) );
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2002-05-20 08:59:37 +00:00
|
|
|
}
|
|
|
|
|
|
2003-02-18 23:15:38 +00:00
|
|
|
void ScreenManager::MiniMenu( MiniMenuDefinition* pDef, ScreenMessage SM_SendOnOK, ScreenMessage SM_SendOnCancel )
|
|
|
|
|
{
|
|
|
|
|
// add the new state onto the back of the array
|
|
|
|
|
m_ScreenStack.push_back( new ScreenMiniMenu(pDef, SM_SendOnOK, SM_SendOnCancel) );
|
|
|
|
|
}
|
|
|
|
|
|
2002-07-27 19:29:51 +00:00
|
|
|
void ScreenManager::PopTopScreen( ScreenMessage SM )
|
2002-05-20 08:59:37 +00:00
|
|
|
{
|
2002-10-31 02:20:11 +00:00
|
|
|
Screen* pScreenToPop = m_ScreenStack.back(); // top menu
|
2002-05-20 08:59:37 +00:00
|
|
|
//pScreenToPop->HandleScreenMessage( SM_LosingInputFocus );
|
2002-10-31 04:11:08 +00:00
|
|
|
m_ScreenStack.erase(m_ScreenStack.end()-1, m_ScreenStack.end());
|
2002-10-31 04:23:39 +00:00
|
|
|
m_ScreensToDelete.push_back( pScreenToPop );
|
2002-05-20 08:59:37 +00:00
|
|
|
|
2002-10-31 02:20:11 +00:00
|
|
|
Screen* pNewTopScreen = m_ScreenStack[m_ScreenStack.size()-1];
|
2002-07-27 19:29:51 +00:00
|
|
|
pNewTopScreen->HandleScreenMessage( SM );
|
2002-05-20 08:59:37 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ScreenManager::SendMessageToTopScreen( ScreenMessage SM, float fDelay )
|
|
|
|
|
{
|
2002-10-31 02:20:11 +00:00
|
|
|
Screen* pTopScreen = m_ScreenStack.back();
|
2002-05-20 08:59:37 +00:00
|
|
|
pTopScreen->SendScreenMessage( SM, fDelay );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void ScreenManager::SystemMessage( CString sMessage )
|
|
|
|
|
{
|
|
|
|
|
// Look for an open spot
|
|
|
|
|
m_textSystemMessage.StopTweening();
|
|
|
|
|
m_textSystemMessage.SetText( sMessage );
|
2002-10-28 05:30:45 +00:00
|
|
|
m_textSystemMessage.SetDiffuse( RageColor(1,1,1,1) );
|
2002-09-02 21:59:58 +00:00
|
|
|
m_textSystemMessage.BeginTweening( 5 );
|
|
|
|
|
m_textSystemMessage.BeginTweening( 1 );
|
2002-10-28 05:30:45 +00:00
|
|
|
m_textSystemMessage.SetTweenDiffuse( RageColor(1,1,1,0) );
|
2002-05-20 08:59:37 +00:00
|
|
|
|
2002-07-31 19:40:40 +00:00
|
|
|
LOG->Trace( "WARNING: Didn't find an empty system messages slot." );
|
2002-05-20 08:59:37 +00:00
|
|
|
}
|
|
|
|
|
|
2002-08-13 23:26:46 +00:00
|
|
|
void ScreenManager::RefreshCreditsMessages()
|
|
|
|
|
{
|
|
|
|
|
// update joined
|
|
|
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
|
|
|
{
|
2002-09-23 07:35:47 +00:00
|
|
|
m_textCreditInfo[p].LoadFromFont( THEME->GetPathTo("Fonts","credits") );
|
|
|
|
|
m_textCreditInfo[p].SetXY( CREDITS_X(p), CREDITS_Y(p) );
|
|
|
|
|
m_textCreditInfo[p].SetZoom( CREDITS_ZOOM );
|
|
|
|
|
m_textCreditInfo[p].SetDiffuse( CREDITS_COLOR );
|
2003-02-02 09:09:29 +00:00
|
|
|
m_textCreditInfo[p].SetShadowLength( CREDITS_SHADOW_LENGTH );
|
2003-02-12 06:25:51 +00:00
|
|
|
|
2003-01-19 04:44:22 +00:00
|
|
|
switch( PREFSMAN->m_CoinMode )
|
|
|
|
|
{
|
|
|
|
|
case PrefsManager::COIN_HOME:
|
|
|
|
|
if( GAMESTATE->m_bSideIsJoined[p] )
|
|
|
|
|
m_textCreditInfo[p].SetText( "" );
|
2003-03-03 10:03:02 +00:00
|
|
|
else if( GAMESTATE->m_bPlayersCanJoin ) // would (GAMESTATE->m_CurStyle!=STYLE_INVALID) do the same thing?
|
2003-01-19 04:44:22 +00:00
|
|
|
m_textCreditInfo[p].SetText( "PRESS START" );
|
|
|
|
|
else
|
|
|
|
|
m_textCreditInfo[p].SetText( "NOT PRESENT" );
|
|
|
|
|
break;
|
|
|
|
|
case PrefsManager::COIN_PAY:
|
2003-02-12 07:52:20 +00:00
|
|
|
{
|
|
|
|
|
int Coins = GAMESTATE->m_iCoins % PREFSMAN->m_iCoinsPerCredit;
|
|
|
|
|
CString txt = ssprintf("CREDIT(S) %d ", GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit);
|
|
|
|
|
if (Coins)
|
|
|
|
|
txt += ssprintf(" (%d / %d)", Coins, PREFSMAN->m_iCoinsPerCredit );
|
|
|
|
|
m_textCreditInfo[p].SetText(txt);
|
|
|
|
|
}
|
2003-01-19 04:44:22 +00:00
|
|
|
break;
|
|
|
|
|
case PrefsManager::COIN_FREE:
|
|
|
|
|
m_textCreditInfo[p].SetText( "FREE PLAY" );
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
ASSERT(0);
|
|
|
|
|
}
|
2002-08-13 23:26:46 +00:00
|
|
|
}
|
2003-02-12 07:52:20 +00:00
|
|
|
}
|
|
|
|
|
|