Cleanup of theme element names

Renamed ScreenSelectMax* back to their old names
Replaced all hard-coded transitions with TransitionBGAnimations
This commit is contained in:
Chris Danford
2003-03-09 00:55:49 +00:00
parent 86b0b1e7d7
commit 31aa613295
207 changed files with 1529 additions and 2246 deletions
+120 -126
View File
@@ -27,40 +27,53 @@
#include "RageSoundManager.h"
#define HELP_X THEME->GetMetricF("ScreenTitleMenu","HelpX")
#define HELP_Y THEME->GetMetricF("ScreenTitleMenu","HelpY")
#define CHOICES_X THEME->GetMetricF("ScreenTitleMenu","ChoicesX")
#define CHOICES_START_Y THEME->GetMetricF("ScreenTitleMenu","ChoicesStartY")
#define CHOICES_SPACING_Y THEME->GetMetricF("ScreenTitleMenu","ChoicesSpacingY")
#define CHOICES_SHADOW_LENGTH THEME->GetMetricF("ScreenTitleMenu","ChoicesShadowLength")
#define COLOR_NOT_SELECTED THEME->GetMetricC("ScreenTitleMenu","ColorNotSelected")
#define COLOR_SELECTED THEME->GetMetricC("ScreenTitleMenu","ColorSelected")
#define ZOOM_NOT_SELECTED THEME->GetMetricF("ScreenTitleMenu","ZoomNotSelected")
#define ZOOM_SELECTED THEME->GetMetricF("ScreenTitleMenu","ZoomSelected")
#define SECONDS_BETWEEN_COMMENTS THEME->GetMetricF("ScreenTitleMenu","SecondsBetweenComments")
#define SECONDS_BETWEEN_JOINT_PREMIUM_SCROLL THEME->GetMetricF("ScreenTitleMenu","SecondsBetweenJointPremiumScroll")
#define SECONDS_BEFORE_ATTRACT THEME->GetMetricF("ScreenTitleMenu","SecondsBeforeAttract")
#define HELP_TEXT_HOME THEME->GetMetric("ScreenTitleMenu","HelpTextHome")
#define HELP_TEXT_PAY THEME->GetMetric("ScreenTitleMenu","HelpTextPay")
#define HELP_TEXT_FREE THEME->GetMetric("ScreenTitleMenu","HelpTextFree")
#define NEXT_SCREEN THEME->GetMetric("ScreenTitleMenu","NextScreen")
#define HELP_X THEME->GetMetricF("ScreenTitleMenu","HelpX")
#define HELP_Y THEME->GetMetricF("ScreenTitleMenu","HelpY")
#define CHOICES_X THEME->GetMetricF("ScreenTitleMenu","ChoicesX")
#define CHOICES_START_Y THEME->GetMetricF("ScreenTitleMenu","ChoicesStartY")
#define CHOICES_SPACING_Y THEME->GetMetricF("ScreenTitleMenu","ChoicesSpacingY")
#define CHOICES_SHADOW_LENGTH THEME->GetMetricF("ScreenTitleMenu","ChoicesShadowLength")
#define COLOR_NOT_SELECTED THEME->GetMetricC("ScreenTitleMenu","ColorNotSelected")
#define COLOR_SELECTED THEME->GetMetricC("ScreenTitleMenu","ColorSelected")
#define ZOOM_NOT_SELECTED THEME->GetMetricF("ScreenTitleMenu","ZoomNotSelected")
#define ZOOM_SELECTED THEME->GetMetricF("ScreenTitleMenu","ZoomSelected")
#define SECONDS_BETWEEN_COMMENTS THEME->GetMetricF("ScreenTitleMenu","SecondsBetweenComments")
#define SECONDS_BEFORE_ATTRACT THEME->GetMetricF("ScreenTitleMenu","SecondsBeforeAttract")
#define HELP_TEXT_HOME THEME->GetMetric("ScreenTitleMenu","HelpTextHome")
#define HELP_TEXT_PAY THEME->GetMetric("ScreenTitleMenu","HelpTextPay")
#define HELP_TEXT_FREE THEME->GetMetric("ScreenTitleMenu","HelpTextFree")
#define NEXT_SCREEN THEME->GetMetric("ScreenTitleMenu","NextScreen")
const ScreenMessage SM_PlayComment = ScreenMessage(SM_User+1);
const ScreenMessage SM_GoToAttractLoop = ScreenMessage(SM_User+13);
const ScreenMessage SM_ScrollJointPremium = ScreenMessage(SM_User+14);
ScreenTitleMenu::ScreenTitleMenu()
{
LOG->Trace( "ScreenTitleMenu::ScreenTitleMenu()" );
if( PREFSMAN->m_bJointPremium )
{
m_sprJointPremiumMsg.Load( THEME->GetPathTo("Graphics","title menu joint premium") );
this->AddChild( &m_sprJointPremiumMsg );
m_sprJointPremiumMsg.SetX( SCREEN_RIGHT+m_sprJointPremiumMsg.GetUnzoomedWidth()/2 );
m_sprJointPremiumMsg.SetY( SCREEN_BOTTOM/2 );
if( PREFSMAN->m_CoinMode!=PrefsManager::COIN_HOME && PREFSMAN->m_bJointPremium )
{
m_JointPremium.LoadFromAniDir( THEME->GetPathTo("BGAnimations","ScreenTitleMenu joint premium") );
this->AddChild( &m_JointPremium );
}
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_HOME:
// do nothing
break;
case PrefsManager::COIN_PAY:
m_CoinMode.LoadFromAniDir( THEME->GetPathTo("BGAnimations","ScreenTitleMenu pay") );
this->AddChild( &m_CoinMode );
break;
case PrefsManager::COIN_FREE:
m_CoinMode.LoadFromAniDir( THEME->GetPathTo("BGAnimations","ScreenTitleMenu free") );
this->AddChild( &m_CoinMode );
break;
default:
ASSERT(0);
}
m_textHelp.LoadFromFont( THEME->GetPathTo("Fonts","help") );
CString sHelpText;
switch( PREFSMAN->m_CoinMode )
@@ -105,9 +118,9 @@ ScreenTitleMenu::ScreenTitleMenu()
m_soundAttract.Load( ANNOUNCER->GetPathTo("title menu attract") );
m_soundChange.Load( THEME->GetPathTo("Sounds","title menu change") );
m_soundSelect.Load( THEME->GetPathTo("Sounds","menu start") );
m_soundInvalid.Load( THEME->GetPathTo("Sounds","menu invalid") );
m_soundChange.Load( THEME->GetPathTo("Sounds","ScreenTitleMenu change") );
m_soundSelect.Load( THEME->GetPathTo("Sounds","Common start") );
m_soundInvalid.Load( THEME->GetPathTo("Sounds","Common invalid") );
m_Choice = CHOICE_GAME_START;
@@ -115,12 +128,12 @@ ScreenTitleMenu::ScreenTitleMenu()
LoseFocus( i );
GainFocus( m_Choice );
SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","title menu music") );
SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","ScreenTitleMenu music") );
this->SendScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS);
this->MoveToTail( &(ScreenAttract::m_Fade) ); // put it in the back so it covers up the stuff we just added
this->SendScreenMessage( SM_ScrollJointPremium, 1);
this->MoveToTail( &m_In ); // put it in the back so it covers up the stuff we just added
this->MoveToTail( &m_Out ); // put it in the back so it covers up the stuff we just added
}
ScreenTitleMenu::~ScreenTitleMenu()
@@ -135,133 +148,132 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
if( type != IET_FIRST_PRESS )
return;
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F3 )
/* If the CoinMode was changed, we need to reload this screen
* so that the right choices will show */
if( ScreenAttract::ChangeCoinModeInput( DeviceI, type, GameI, MenuI, StyleI ) )
{
/* Coin mode changed.. since this effects how this screen appears, JUST the
screen is just reloaded, not a reset as was before -- Miryokuteki */
(int&)PREFSMAN->m_CoinMode = (PREFSMAN->m_CoinMode+1) % PrefsManager::NUM_COIN_MODES;
CString sMessage = "Coin Mode: ";
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_HOME: sMessage += "HOME"; break;
case PrefsManager::COIN_PAY: sMessage += "PAY"; break;
case PrefsManager::COIN_FREE: sMessage += "FREE"; break;
}
SCREENMAN->SystemMessage( sMessage );
SCREENMAN->RefreshCreditsMessages();
SCREENMAN->SetNewScreen("ScreenTitleMenu");
return;
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
}
if( !MenuI.IsValid() )
return;
if( PREFSMAN->m_CoinMode==PrefsManager::COIN_HOME && m_Fade.IsClosing() )
return;
switch( MenuI.button )
switch( PREFSMAN->m_CoinMode )
{
case MENU_BUTTON_UP:
switch( PREFSMAN->m_CoinMode )
case PrefsManager::COIN_HOME:
switch( MenuI.button )
{
case PrefsManager::COIN_HOME:
case MENU_BUTTON_UP:
if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
break;
TimeToDemonstration.GetDeltaTime(); /* Reset the demonstration timer when a key is pressed. */
LoseFocus( m_Choice );
if( m_Choice == 0 ) // wrap around
m_Choice = (Choice)((int)NUM_CHOICES);
m_Choice = Choice( m_Choice-1 );
m_soundChange.PlayRandom();
m_soundChange.Play();
GainFocus( m_Choice );
break;
case PrefsManager::COIN_PAY:
case PrefsManager::COIN_FREE:
return; // ignore
default:
ASSERT(0);
}
break;
case MENU_BUTTON_DOWN:
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_HOME:
case MENU_BUTTON_DOWN:
if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
break;
TimeToDemonstration.GetDeltaTime(); /* Reset the demonstration timer when a key is pressed. */
LoseFocus( m_Choice );
if( m_Choice == (int)ScreenTitleMenu::NUM_CHOICES-1 )
m_Choice = (Choice)-1; // wrap around
m_Choice = Choice( m_Choice+1 );
m_soundChange.PlayRandom();
m_soundChange.Play();
GainFocus( m_Choice );
break;
case PrefsManager::COIN_PAY:
case PrefsManager::COIN_FREE:
return; // ignore
}
break;
case MENU_BUTTON_BACK:
m_Fade.CloseWipingRight( SM_GoToAttractLoop );
break;
case MENU_BUTTON_START:
/* If this side is already in, don't re-join (and re-pay!). */
if(GAMESTATE->m_bSideIsJoined[MenuI.player])
case MENU_BUTTON_BACK:
if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
break;
m_Out.StartTransitioning( SM_GoToAttractLoop );
break;
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_PAY:
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
break; // not enough coins
else
GAMESTATE->m_iCoins -= PREFSMAN->m_iCoinsPerCredit;
SCREENMAN->RefreshCreditsMessages();
// fall through
case PrefsManager::COIN_HOME:
case PrefsManager::COIN_FREE:
GAMESTATE->m_bSideIsJoined[MenuI.player] = true;
GAMESTATE->m_MasterPlayerNumber = MenuI.player;
GAMESTATE->m_bPlayersCanJoin = false;
case MENU_BUTTON_START:
if( m_In.IsTransitioning() )
break;
/* break if the choice is invalid */
switch( m_Choice )
{
case CHOICE_GAME_START:
case CHOICE_SELECT_GAME:
/* At request, moved this into the options/operator menu -- Miryokuteki */
//case CHOICE_MAP_KEY_JOY:
case CHOICE_OPTIONS:
#ifdef DEBUG
case CHOICE_SANDBOX:
#endif
m_soundSelect.PlayRandom();
m_Fade.CloseWipingRight( SM_GoToNextScreen );
break;
case CHOICE_JUKEBOX:
case CHOICE_EDIT:
if( SONGMAN->GetNumSongs() == 0 )
{
m_soundInvalid.PlayRandom();
m_soundInvalid.Play();
SCREENMAN->SystemMessage( "No songs are installed" );
}
else
{
m_soundSelect.PlayRandom();
m_Fade.CloseWipingRight( SM_GoToNextScreen );
break;
}
break;
case CHOICE_EXIT:
m_soundSelect.PlayRandom();
ExitGame();
LOG->Trace("CHOICE_EXIT: shutting down");
return;
default:
ASSERT(0);
}
break;
default:
ASSERT(0);
/* If this side is already in, don't re-join (and re-pay!). */
if(GAMESTATE->m_bSideIsJoined[MenuI.player])
break;
GAMESTATE->m_bSideIsJoined[MenuI.player] = true;
if( GAMESTATE->m_MasterPlayerNumber == PLAYER_INVALID )
GAMESTATE->m_MasterPlayerNumber = MenuI.player;
SCREENMAN->RefreshCreditsMessages();
m_soundSelect.Play();
if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
break;
m_Out.StartTransitioning( SM_GoToNextScreen );
}
break;
case PrefsManager::COIN_PAY:
case PrefsManager::COIN_FREE:
switch( MenuI.button )
{
case MENU_BUTTON_BACK:
m_Out.StartTransitioning( SM_GoToAttractLoop );
break;
case MENU_BUTTON_START:
/* If this side is already in, don't re-join (and re-pay!). */
if(GAMESTATE->m_bSideIsJoined[MenuI.player])
break;
/* subtract coins */
if( PREFSMAN->m_CoinMode == PrefsManager::COIN_PAY )
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
break; // not enough coins
else
GAMESTATE->m_iCoins -= PREFSMAN->m_iCoinsPerCredit;
GAMESTATE->m_bSideIsJoined[MenuI.player] = true;
if( GAMESTATE->m_MasterPlayerNumber == PLAYER_INVALID )
GAMESTATE->m_MasterPlayerNumber = MenuI.player;
SCREENMAN->RefreshCreditsMessages();
m_soundSelect.Play();
if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
break;
m_Out.StartTransitioning( SM_GoToNextScreen );
break;
}
break;
}
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
// Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenTitleMenu::Update( float fDelta )
@@ -271,11 +283,6 @@ void ScreenTitleMenu::Update( float fDelta )
this->SendScreenMessage( SM_GoToAttractLoop, 0 );
TimeToDemonstration.GetDeltaTime();
}
if( PREFSMAN->m_bJointPremium && TimeToJPScroll.PeekDeltaTime() >= SECONDS_BETWEEN_JOINT_PREMIUM_SCROLL )
{
this->SendScreenMessage( SM_ScrollJointPremium, 0 );
TimeToJPScroll.GetDeltaTime();
}
Screen::Update(fDelta);
}
@@ -284,19 +291,6 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_ScrollJointPremium:
if( PREFSMAN->m_bJointPremium )
{
m_sprJointPremiumMsg.StopTweening();
m_sprJointPremiumMsg.SetDiffuse( RageColor(1,1,1,1) );
m_sprJointPremiumMsg.SetX( SCREEN_RIGHT+m_sprJointPremiumMsg.GetUnzoomedWidth()/2 );
m_sprJointPremiumMsg.SetY( SCREEN_BOTTOM/2 );
m_sprJointPremiumMsg.BeginTweening( 13.0f, Actor::TWEEN_ACCELERATE ); // slide on
m_sprJointPremiumMsg.SetTweenX( SCREEN_LEFT-m_sprJointPremiumMsg.GetUnzoomedWidth()*2 );
}
break;
case SM_PlayComment:
m_soundAttract.PlayRandom();
this->SendScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS );