Move ScreenManager actors into a separate screen, to unclutter

ScreenManager, and so it can use AddChild
This commit is contained in:
Glenn Maynard
2003-03-15 00:02:54 +00:00
parent 35e1580fa3
commit 23817566b8
2 changed files with 131 additions and 92 deletions
+127 -86
View File
@@ -5,9 +5,10 @@
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
Chris Danford
Tim Hentenaar
Glenn Maynard
-----------------------------------------------------------------------------
*/
@@ -36,20 +37,24 @@ ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our p
#define CREDITS_SHADOW_LENGTH THEME->GetMetricF("ScreenManager","CreditsShadowLength")
#define CREDITS_ZOOM THEME->GetMetricF("ScreenManager","CreditsZoom")
ScreenManager::ScreenManager()
/* This screen is drawn on top of everything else, and receives updates,
* but not input. */
class ScreenSystemLayer: public Screen
{
m_ScreenBuffered = NULL;
BitmapText m_textStats;
BitmapText m_textSystemMessage;
BitmapText m_textCreditInfo[NUM_PLAYERS];
BitmapText m_textSysTime;
m_textStats.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textStats.SetXY( STATS_X, STATS_Y );
m_textStats.SetHorizAlign( Actor::align_right );
m_textStats.SetVertAlign( Actor::align_top );
m_textStats.SetZoom( 0.5f );
m_textStats.SetShadowLength( 2 );
// set credits properties on RefreshCreditsMessage
public:
ScreenSystemLayer();
void SystemMessage( CString sMessage );
void RefreshCreditsMessages();
void Update( float fDeltaTime );
};
ScreenSystemLayer::ScreenSystemLayer()
{
m_textSystemMessage.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textSystemMessage.SetHorizAlign( Actor::align_left );
m_textSystemMessage.SetVertAlign( Actor::align_top );
@@ -57,6 +62,15 @@ ScreenManager::ScreenManager()
m_textSystemMessage.SetZoom( 0.8f );
m_textSystemMessage.SetShadowLength( 2 );
m_textSystemMessage.SetDiffuse( RageColor(1,1,1,0) );
this->AddChild(&m_textSystemMessage);
m_textStats.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textStats.SetXY( STATS_X, STATS_Y );
m_textStats.SetHorizAlign( Actor::align_right );
m_textStats.SetVertAlign( Actor::align_top );
m_textStats.SetZoom( 0.5f );
m_textStats.SetShadowLength( 2 );
this->AddChild(&m_textStats);
m_textSysTime.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textSysTime.SetXY( 4.0f, 40.0f );
@@ -65,6 +79,97 @@ ScreenManager::ScreenManager()
m_textSysTime.SetZoom( 0.5f );
m_textSysTime.SetDiffuse( RageColor(1,0,1,1) );
m_textSysTime.EnableShadow(false);
this->AddChild(&m_textSysTime);
for( int p=0; p<NUM_PLAYERS; p++ )
{
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 );
m_textCreditInfo[p].SetShadowLength( CREDITS_SHADOW_LENGTH );
this->AddChild(&m_textCreditInfo[p]);
}
}
void ScreenSystemLayer::SystemMessage( CString sMessage )
{
m_textSystemMessage.StopTweening();
m_textSystemMessage.SetText( sMessage );
m_textSystemMessage.SetDiffuse( RageColor(1,1,1,1) );
m_textSystemMessage.SetX( -640 );
m_textSystemMessage.BeginTweening( 0.3f );
m_textSystemMessage.SetX( 4 );
m_textSystemMessage.BeginTweening( 5 );
m_textSystemMessage.BeginTweening( 0.3f );
m_textSystemMessage.SetDiffuse( RageColor(1,1,1,0) );
}
void ScreenSystemLayer::RefreshCreditsMessages()
{
// update joined
for( int p=0; p<NUM_PLAYERS; p++ )
{
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_HOME:
if( GAMESTATE->m_bSideIsJoined[p] )
m_textCreditInfo[p].SetText( "" );
else if( GAMESTATE->m_bPlayersCanJoin ) // would (GAMESTATE->m_CurStyle!=STYLE_INVALID) do the same thing?
m_textCreditInfo[p].SetText( "PRESS START" );
else
m_textCreditInfo[p].SetText( "NOT PRESENT" );
break;
case PrefsManager::COIN_PAY:
{
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);
}
break;
case PrefsManager::COIN_FREE:
m_textCreditInfo[p].SetText( "FREE PLAY" );
break;
default:
ASSERT(0);
}
}
}
void ScreenSystemLayer::Update( float fDeltaTime )
{
Screen::Update(fDeltaTime);
if( PREFSMAN && PREFSMAN->m_bShowStats )
{
m_textStats.SetDiffuse( RageColor(1,1,1,1) );
/* If FPS == 0, we don't have stats yet. */
if(DISPLAY->GetFPS())
m_textStats.SetText( ssprintf(
"%i FPS\n%i av FPS\n%i VPF",
DISPLAY->GetFPS(), DISPLAY->GetCumFPS(),
DISPLAY->GetVPF()) );
else
m_textStats.SetText( "-- FPS\n-- av FPS\n-- VPF" );
} else
m_textStats.SetDiffuse( RageColor(1,1,1,0) ); /* hide */
if(PREFSMAN->m_bTimestamping)
{
m_textSysTime.SetText( SecondsToTime(RageTimer::GetTimeSinceStart()) );
m_textSysTime.SetDiffuse( RageColor(1,1,1,1) );
} else
m_textSysTime.SetDiffuse( RageColor(1,1,1,0) ); /* hide */
}
ScreenManager::ScreenManager()
{
m_SystemLayer = new ScreenSystemLayer;
m_ScreenBuffered = NULL;
}
@@ -76,8 +181,9 @@ ScreenManager::~ScreenManager()
// delete current Screens
for( unsigned i=0; i<m_ScreenStack.size(); i++ )
SAFE_DELETE( m_ScreenStack[i] );
SAFE_DELETE( m_ScreenBuffered );
delete m_ScreenStack[i];
delete m_ScreenBuffered;
delete m_SystemLayer;
}
void ScreenManager::EmptyDeleteQueue()
@@ -91,12 +197,6 @@ void ScreenManager::EmptyDeleteQueue()
void ScreenManager::Update( float fDeltaTime )
{
m_textSystemMessage.Update( fDeltaTime );
m_textStats.Update( fDeltaTime );
for( int p=0; p<NUM_PLAYERS; p++ )
m_textCreditInfo[p].Update( fDeltaTime );
m_textSysTime.Update( fDeltaTime );
EmptyDeleteQueue();
// Only update the topmost screen on the stack.
@@ -120,6 +220,8 @@ void ScreenManager::Update( float fDeltaTime )
pScreen->Update( 0 );
else
pScreen->Update( fDeltaTime );
m_SystemLayer->Update( fDeltaTime );
}
@@ -128,12 +230,14 @@ void ScreenManager::Restore()
// Restore all CurrentScreens (back to front)
for( unsigned i=0; i<m_ScreenStack.size(); i++ )
m_ScreenStack[i]->Restore();
m_SystemLayer->Restore();
}
void ScreenManager::Invalidate()
{
for( unsigned i=0; i<m_ScreenStack.size(); i++ )
m_ScreenStack[i]->Invalidate();
m_SystemLayer->Invalidate();
}
void ScreenManager::Draw()
@@ -143,28 +247,7 @@ void ScreenManager::Draw()
else
for( unsigned i=0; i<m_ScreenStack.size(); i++ ) // Draw all screens bottom to top
m_ScreenStack[i]->Draw();
m_textSystemMessage.Draw();
if( PREFSMAN && PREFSMAN->m_bShowStats )
{
/* If FPS == 0, we don't have stats yet. */
m_textStats.SetText( ssprintf(DISPLAY->GetFPS()?
"%i FPS\n%i av FPS\n%i VPF":
"-- FPS\n-- av FPS\n-- VPF",
DISPLAY->GetFPS(), DISPLAY->GetCumFPS(),
DISPLAY->GetVPF()) );
m_textStats.Draw();
}
for( int p=0; p<NUM_PLAYERS; p++ )
m_textCreditInfo[p].Draw();
if(PREFSMAN->m_bTimestamping)
{
m_textSysTime.SetText( SecondsToTime(RageTimer::GetTimeSinceStart()) );
m_textSysTime.Draw();
}
m_SystemLayer->Draw();
}
@@ -316,53 +399,11 @@ void ScreenManager::SendMessageToTopScreen( ScreenMessage SM, float fDelay )
void ScreenManager::SystemMessage( CString sMessage )
{
m_textSystemMessage.StopTweening();
m_textSystemMessage.SetText( sMessage );
m_textSystemMessage.SetDiffuse( RageColor(1,1,1,1) );
m_textSystemMessage.SetX( -640 );
m_textSystemMessage.BeginTweening( 0.3f );
m_textSystemMessage.SetX( 4 );
m_textSystemMessage.BeginTweening( 5 );
m_textSystemMessage.BeginTweening( 0.3f );
m_textSystemMessage.SetTweenDiffuse( RageColor(1,1,1,0) );
m_SystemLayer->SystemMessage( sMessage );
}
void ScreenManager::RefreshCreditsMessages()
{
// update joined
for( int p=0; p<NUM_PLAYERS; p++ )
{
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 );
m_textCreditInfo[p].SetShadowLength( CREDITS_SHADOW_LENGTH );
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_HOME:
if( GAMESTATE->m_bSideIsJoined[p] )
m_textCreditInfo[p].SetText( "" );
else if( GAMESTATE->m_bPlayersCanJoin ) // would (GAMESTATE->m_CurStyle!=STYLE_INVALID) do the same thing?
m_textCreditInfo[p].SetText( "PRESS START" );
else
m_textCreditInfo[p].SetText( "NOT PRESENT" );
break;
case PrefsManager::COIN_PAY:
{
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);
}
break;
case PrefsManager::COIN_FREE:
m_textCreditInfo[p].SetText( "FREE PLAY" );
break;
default:
ASSERT(0);
}
}
m_SystemLayer->RefreshCreditsMessages();
}