cleanup of ScreenSelect

This commit is contained in:
Chris Danford
2003-03-03 10:03:02 +00:00
parent 6071bf6fac
commit 0adf3d8590
29 changed files with 1081 additions and 1283 deletions
-220
View File
@@ -1,220 +0,0 @@
#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenSelectDifficulty
Desc: Testing the Screen class.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenSelectDifficulty.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "GameManager.h"
#include "RageLog.h"
#include "GameConstantsAndTypes.h"
#include "AnnouncerManager.h"
#include "GameState.h"
#include "RageSoundManager.h"
#include "ThemeManager.h"
#include "ModeSelector.h"
#define CHOICES THEME->GetMetric ("ScreenSelectDifficulty","Choices")
#define SELECTOR THEME->GetMetric ("ScreenSelectDifficulty","Selector")
#define HELP_TEXT THEME->GetMetric("ScreenSelectDifficulty","HelpText")
#define TIMER_SECONDS THEME->GetMetricI("ScreenSelectDifficulty","TimerSeconds")
#define NEXT_SCREEN_ARCADE THEME->GetMetric ("ScreenSelectDifficulty","NextScreenArcade")
#define NEXT_SCREEN_ONI THEME->GetMetric ("ScreenSelectDifficulty","NextScreenOni")
#define NEXT_SCREEN_BATTLE THEME->GetMetric ("ScreenSelectDifficulty","NextScreenBattle")
const ScreenMessage SM_StartTweeningOffScreen = ScreenMessage(SM_User + 3);
const ScreenMessage SM_StartFadingOut = ScreenMessage(SM_User + 4);
ScreenSelectDifficulty::ScreenSelectDifficulty()
{
LOG->Trace( "ScreenSelectDifficulty::ScreenSelectDifficulty()" );
// Reset the current PlayMode
GAMESTATE->m_PlayMode = PLAY_MODE_INVALID;
vector<ModeChoice> aModeChoices;
CStringArray asBits;
split( CHOICES, ",", asBits );
unsigned choice;
for( choice=0; choice<asBits.size(); choice++ )
{
Difficulty dc = StringToDifficulty(asBits[choice]);
PlayMode pm = StringToPlayMode(asBits[choice]);
if( dc!=DIFFICULTY_INVALID ) // valid difficulty
{
ModeChoice mc = {
GAMESTATE->m_CurGame,
PLAY_MODE_ARCADE,
GAMESTATE->m_CurStyle,
dc,
"",
GAMESTATE->GetNumSidesJoined() };
strcpy( mc.name, DifficultyToString(dc) );
aModeChoices.push_back( mc );
}
else if( pm!=PLAY_MODE_INVALID ) // valid play mode
{
ModeChoice mc = {
GAMESTATE->m_CurGame,
pm,
GAMESTATE->m_CurStyle,
DIFFICULTY_MEDIUM,
"",
GAMESTATE->GetNumSidesJoined() };
strcpy( mc.name, PlayModeToString(pm) );
aModeChoices.push_back( mc );
}
else
RageException::Throw( "Invalid Choice%d value '%s'.", choice+1, asBits[choice].GetString() );
}
m_pSelector = ModeSelector::Create( SELECTOR );
m_pSelector->Init( aModeChoices, "ScreenSelectDifficulty", "select difficulty" );
this->AddChild( m_pSelector );
m_Menu.Load(
THEME->GetPathTo("BGAnimations","select difficulty"),
THEME->GetPathTo("Graphics","select difficulty top edge"),
HELP_TEXT, true, true, TIMER_SECONDS
);
this->AddChild( &m_Menu );
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select difficulty intro") );
m_Menu.TweenOnScreenFromMenu( SM_None );
m_pSelector->TweenOnScreen();
SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","select difficulty music") );
}
ScreenSelectDifficulty::~ScreenSelectDifficulty()
{
LOG->Trace( "ScreenSelectDifficulty::~ScreenSelectDifficulty()" );
}
void ScreenSelectDifficulty::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
LOG->Trace( "ScreenSelectDifficulty::Input()" );
if( m_Menu.IsClosing() )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
}
void ScreenSelectDifficulty::Update( float fDeltaTime )
{
Screen::Update( fDeltaTime );
}
void ScreenSelectDifficulty::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
void ScreenSelectDifficulty::HandleScreenMessage( const ScreenMessage SM )
{
int p;
switch( SM )
{
case SM_MenuTimer:
for( p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
MenuStart( (PlayerNumber)p );
break;
case SM_BeginFadingOut: // sent by our ModeSelector
{
ModeChoice mc;
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
{
m_pSelector->GetSelectedModeChoice( (PlayerNumber)p, &mc );
GAMESTATE->ApplyModeChoice( &mc, (PlayerNumber)p );
}
m_Menu.StopTimer();
m_pSelector->TweenOffScreen();
m_Menu.TweenOffScreenToMenu( SM_GoToNextScreen );
}
break;
case SM_GoToPrevScreen:
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
case SM_GoToNextScreen:
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE: SCREENMAN->SetNewScreen( NEXT_SCREEN_ARCADE ); break;
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS: SCREENMAN->SetNewScreen( NEXT_SCREEN_ONI ); break;
case PLAY_MODE_BATTLE: SCREENMAN->SetNewScreen( NEXT_SCREEN_BATTLE ); break;
default: ASSERT(0);
}
break;
case SM_StartTweeningOffScreen:
m_pSelector->TweenOffScreen();
this->SendScreenMessage( SM_StartFadingOut, 0.8f );
break;
case SM_StartFadingOut:
m_Menu.TweenOffScreenToMenu( SM_GoToNextScreen );
break;
}
}
void ScreenSelectDifficulty::MenuLeft( PlayerNumber pn )
{
m_pSelector->MenuLeft( pn );
}
void ScreenSelectDifficulty::MenuRight( PlayerNumber pn )
{
m_pSelector->MenuRight( pn );
}
void ScreenSelectDifficulty::MenuUp( PlayerNumber pn )
{
m_pSelector->MenuUp( pn );
}
void ScreenSelectDifficulty::MenuDown( PlayerNumber pn )
{
m_pSelector->MenuDown( pn );
}
void ScreenSelectDifficulty::MenuStart( PlayerNumber pn )
{
m_pSelector->MenuStart( pn );
}
void ScreenSelectDifficulty::MenuBack( PlayerNumber pn )
{
SOUNDMAN->StopMusic();
m_Menu.TweenOffScreenToBlack( SM_GoToPrevScreen, true );
}