ScreenSelectDifficulty completely recoded to use vector of mode/difficulty choices, like the normal SSD does
This commit is contained in:
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#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenSelectDifficultyEX
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Desc: See header.
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Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
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Chris Danford
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Kevin Slaughter
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-----------------------------------------------------------------------------
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*/
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#include "AnnouncerManager.h"
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#include "GameManager.h"
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#include "GameState.h"
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#include "ModeChoice.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
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#include "ScreenManager.h"
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#include "ScreenSelectDifficultyEX.h"
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#include "ThemeManager.h"
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#define CURSOR_OFFSET_X_FROM_PICTURE( p ) THEME->GetMetricF("ScreenSelectDifficultyEX",ssprintf("CursorP%dOffsetXFromPicture",p+1))
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#define CURSOR_OFFSET_Y_FROM_PICTURE( p ) THEME->GetMetricF("ScreenSelectDifficultyEX",ssprintf("CursorP%dOffsetYFromPicture",p+1))
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#define DISABLED_COLOR THEME->GetMetricC("ScreenSelectDifficultyEX","DisabledColor")
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#define INFO_X( p ) THEME->GetMetricF("ScreenSelectDifficultyEX",ssprintf("InfoXP%d",p+1))
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#define INFO_Y( p ) THEME->GetMetricF("ScreenSelectDifficultyEX",ssprintf("InfoYP%d",p+1))
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#define LOCK_INPUT_SECONDS THEME->GetMetricF("ScreenSelectDifficultyEX","LockInputSeconds")
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#define PICTURE_X( p ) THEME->GetMetricF("ScreenSelectDifficultyEX",ssprintf("PictureXP%d",p+1))
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#define PICTURE_Y( p ) THEME->GetMetricF("ScreenSelectDifficultyEX",ssprintf("PictureYP%d",p+1))
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#define SLEEP_AFTER_CHOICE_SECONDS THEME->GetMetricF("ScreenSelectDifficultyEX","SleepAfterChoiceSeconds")
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#define SLEEP_AFTER_TWEEN_OFF_SECONDS THEME->GetMetricF("ScreenSelectDifficultyEX","SleepAfterTweenOffSeconds")
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ScreenSelectDifficultyEX::ScreenSelectDifficultyEX() : ScreenSelect( "ScreenSelectDifficultyEX" )
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{
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m_CurrentPage = PAGE_1;
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_iChoice[p] = 0;
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m_bChosen[p] = false;
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}
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for( unsigned c=0; c<m_aModeChoices.size(); c++ )
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{
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m_ModeChoices.push_back( m_aModeChoices[c] );
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}
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//m_sprMore.Load( THEME->GetPathTo("Graphics", "ScreenSelectDifficultyEX more page1") );
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//m_framePages.AddChild( &m_sprMore );
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//m_sprExplanation.Load( THEME->GetPathTo("Graphics", "ScreenSelectDifficultyEX explanation") );
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//m_sprExplanation.StopAnimating();
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//m_sprExplanation.SetState( 1 );
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//m_framePages.AddChild( &m_sprExplanation );
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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CLAMP( m_iChoice[p], 0, (int)m_ModeChoices.size()-1 );
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m_bChosen[p] = false;
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if( !GAMESTATE->IsPlayerEnabled((PlayerNumber)p) ) { continue; }
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float fCursorX = GetCursorX( (PlayerNumber)p );
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float fCursorY = GetCursorY( (PlayerNumber)p );
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CString sInfoFile = ssprintf( "ScreenSelectDifficultyEX info %s", m_ModeChoices[0].name );
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CString sPictureFile = ssprintf( "ScreenSelectDifficultyEX picture %s", m_ModeChoices[0].name );
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m_sprPicture[p].Load( THEME->GetPathTo("Graphics",sPictureFile) );
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m_sprPicture[p].SetX( PICTURE_X(p) );
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m_sprPicture[p].SetY( PICTURE_Y(p) );
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m_framePages.AddChild( &m_sprPicture[p] );
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m_sprInfo[p].Load( THEME->GetPathTo("Graphics",sInfoFile) );
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m_sprInfo[p].SetX( INFO_X(p) );
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m_sprInfo[p].SetY( INFO_Y(p) );
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m_framePages.AddChild( &m_sprInfo[p] );
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m_sprCursor[p].Load( THEME->GetPathTo("Graphics", "ScreenSelectDifficultyEX cursor 2x1") );
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m_sprCursor[p].SetZoom( 0 );
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m_sprCursor[p].StopAnimating();
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m_sprCursor[p].SetState( p );
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m_sprCursor[p].SetX( fCursorX );
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m_sprCursor[p].SetY( fCursorY );
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m_framePages.AddChild( &m_sprCursor[p] );
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m_sprOK[p].Load( THEME->GetPathTo("Graphics", "ScreenSelectDifficultyEX ok 2x1") );
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m_sprOK[p].SetState( p );
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m_sprOK[p].StopAnimating();
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m_sprOK[p].SetDiffuse( RageColor(1,1,1,1) );
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m_sprOK[p].SetX( fCursorX );
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m_sprOK[p].SetY( fCursorY );
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m_framePages.AddChild( &m_sprOK[p] );
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}
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this->AddChild( &m_framePages );
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m_soundChange.Load( THEME->GetPathTo("Sounds", "ScreenSelectDifficulty change") );
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m_soundSelect.Load( THEME->GetPathTo("Sounds", "Common start") );
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m_soundDifficult.Load( ANNOUNCER->GetPathTo("select difficulty challenge") );
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m_fLockInputTime = LOCK_INPUT_SECONDS;
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TweenOnScreen();
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}
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void ScreenSelectDifficultyEX::Update( float fDelta )
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{
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ScreenSelect::Update( fDelta );
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m_fLockInputTime = max( 0, m_fLockInputTime-fDelta );
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}
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void ScreenSelectDifficultyEX::HandleScreenMessage( const ScreenMessage SM )
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{
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ScreenSelect::HandleScreenMessage( SM );
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switch( SM )
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{
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case SM_BeginFadingOut:
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TweenOffScreen();
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SCREENMAN->PostMessageToTopScreen( SM_AllDoneChoosing, SLEEP_AFTER_TWEEN_OFF_SECONDS ); // nofify parent that we're finished
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m_Menu.m_MenuTimer.Stop();
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break;
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}
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}
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int ScreenSelectDifficultyEX::GetSelectionIndex( PlayerNumber pn )
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{
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int index = 0;
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for( int page=0; page<m_CurrentPage; page++ )
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index += m_ModeChoices.size();
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index += m_iChoice[pn];
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return index;
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}
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void ScreenSelectDifficultyEX::UpdateSelectableChoices()
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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/* XXX: If a player joins during the tween-in, this diffuse change
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* will be undone by the tween. Hmm. */
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for( unsigned i=0; i<m_ModeChoices.size(); i++ )
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{
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/* If the icon is text, use a dimmer diffuse, or we won't be
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* able to see the glow. */
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if( GAMESTATE->IsPlayable(m_ModeChoices[i]) )
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{
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m_sprInfo[p].SetDiffuse( RageColor(1,1,1,1) );
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m_sprPicture[p].SetDiffuse( RageColor(1,1,1,1) );
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}
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else
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{
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m_sprInfo[p].SetDiffuse( DISABLED_COLOR );
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m_sprPicture[p].SetDiffuse( DISABLED_COLOR );
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}
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}
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}
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for( int pa=0; pa<NUM_PLAYERS; pa++ )
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if( GAMESTATE->IsPlayerEnabled(pa) )
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{
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MenuRight( (PlayerNumber)pa );
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MenuLeft( (PlayerNumber)pa );
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}
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}
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void ScreenSelectDifficultyEX::MenuLeft( PlayerNumber pn )
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{
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if( m_fLockInputTime > 0 ) { return; }
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if( m_bChosen[pn] ) { return; }
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if( m_iChoice[pn] == 0 ) { return; }
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else { Change( pn, m_iChoice[pn]-1 ); }
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}
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void ScreenSelectDifficultyEX::MenuRight( PlayerNumber pn )
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{
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if( m_fLockInputTime > 0 ) { return; }
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if( m_bChosen[pn] ) { return; }
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if( m_iChoice[pn] < (int)m_ModeChoices.size()-1 ) { Change( pn, m_iChoice[pn]+1 ); }
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}
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bool ScreenSelectDifficultyEX::PlayerIsOnCourse( PlayerNumber pn )
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{
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if( m_iChoice[pn] > 3 ) { return true; }
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else { return false; }
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}
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bool ScreenSelectDifficultyEX::IsACourse( int mIndex )
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{
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if( mIndex > 3 ) { return true; }
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else { return false; }
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}
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void ScreenSelectDifficultyEX::SetAllPlayersSelection( int iChoice, bool bSwitchingModes )
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_iChoice[p] = iChoice;
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if( bSwitchingModes )
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{
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// Only do this if we are going from a course~normal or vice-vera
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m_fLockInputTime = 0.5f;
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m_sprPicture[p].StopTweening();
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m_sprInfo[p].StopTweening();
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m_sprPicture[p].FadeOn( 0.0, "foldy bounce", 0.3f );
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m_sprInfo[p].FadeOn( 0.0, "foldy bounce", 0.3f );
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}
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CString sInfoFile = ssprintf( "ScreenSelectDifficultyEX info %s", m_ModeChoices[m_iChoice[p]].name );
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CString sPictureFile = ssprintf( "ScreenSelectDifficultyEX picture %s", m_ModeChoices[m_iChoice[p]].name );
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m_sprInfo[p].Load( THEME->GetPathTo( "Graphics", sInfoFile ) );
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m_sprPicture[p].Load( THEME->GetPathTo( "Graphics", sPictureFile ) );
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}
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m_soundChange.Play();
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}
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bool ScreenSelectDifficultyEX::AllPlayersAreOnCourse()
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{
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bool OC = false;
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( IsACourse(m_iChoice[p]) ) { OC = true; }
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}
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return OC;
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}
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void ScreenSelectDifficultyEX::Change( PlayerNumber pn, int iNewChoice )
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) ) { continue; }
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if( p!=pn && m_CurrentPage==PAGE_1 ) { continue; }
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// If one player has already chosen, do not allow us to switch between
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// Course/Mode & Difficulty
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for( int pl=0; pl<NUM_PLAYERS; pl++ )
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{
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if( m_bChosen[pl] && IsACourse(iNewChoice) )
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{
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return;
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}
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}
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// Going from a non-mode/course to a normal difficulty.
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if( IsACourse(iNewChoice) && !IsACourse(m_iChoice[p]) || !IsACourse(iNewChoice) && IsACourse(m_iChoice[p]) )
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{
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SetAllPlayersSelection( iNewChoice, true );
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return;
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}
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// Going from course~course/mode~mode
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if( IsACourse(iNewChoice) && IsACourse(m_iChoice[p]) )
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{
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SetAllPlayersSelection( iNewChoice, false );
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return;
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}
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m_iChoice[p] = iNewChoice;
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CString sInfoFile = ssprintf( "ScreenSelectDifficultyEX info %s", m_ModeChoices[m_iChoice[p]].name );
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CString sPictureFile = ssprintf( "ScreenSelectDifficultyEX picture %s", m_ModeChoices[m_iChoice[p]].name );
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m_sprInfo[p].Load( THEME->GetPathTo( "Graphics", sInfoFile ) );
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m_sprPicture[p].Load( THEME->GetPathTo( "Graphics", sPictureFile ) );
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}
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m_soundChange.Play();
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}
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void ScreenSelectDifficultyEX::MenuStart( PlayerNumber pn )
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{
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if( m_fLockInputTime > 0 ) { return; }
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if( m_bChosen[pn] == true ) { return; }
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m_bChosen[pn] = true;
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const ModeChoice& mc = m_ModeChoices[m_iChoice[pn]];
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bool AnotherPlayerSelected = false;
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if(p != pn && m_bChosen[p]) { AnotherPlayerSelected = true; }
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}
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if( !IsACourse( m_iChoice[pn] ) || !AnotherPlayerSelected)
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{
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo(ssprintf("ScreenSelectDifficulty comment %s",mc.name)) );
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m_soundSelect.Play();
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}
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if( IsACourse( m_iChoice[pn] ) )
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{
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// If this is course/mode, choose this for all the other players too
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( m_bChosen[p] ) { continue; }
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MenuStart( (PlayerNumber)p );
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}
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}
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// Show cursor only when a selection is made
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m_sprOK[pn].SetZoom( 1 );
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m_sprCursor[pn].SetZoom( 1 );
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m_sprOK[pn].SetX( GetCursorX(pn) );
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m_sprOK[pn].SetY( GetCursorY(pn) );
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m_sprCursor[pn].FadeOn( 0.0, "foldy bounce", 0.3f );
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m_sprOK[pn].FadeOn( 0.0, "foldy bounce", 0.3f );
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// check to see if everyone has chosen
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( GAMESTATE->IsPlayerEnabled((PlayerNumber)p) && m_bChosen[p] == false )
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{
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return;
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}
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}
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this->PostScreenMessage( SM_BeginFadingOut, SLEEP_AFTER_CHOICE_SECONDS ); // tell our owner it's time to move on
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}
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void ScreenSelectDifficultyEX::TweenOnScreen()
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{
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unsigned p;
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for( int page=0; page<NUM_PAGES; page++ )
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{
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//m_sprExplanation.Command( "linear,0.5;bounceend,0.5" );
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//m_sprMore.Command( "linear,0.5;bounceend,0.5" );
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}
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled((PlayerNumber)p) ) { continue; }
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float fCursorX = GetCursorX( (PlayerNumber)p );
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float fCursorY = GetCursorY( (PlayerNumber)p );
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m_sprCursor[p].SetXY( fCursorX, fCursorY );
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}
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}
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void ScreenSelectDifficultyEX::TweenOffScreen()
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{
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const int page = m_CurrentPage;
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//m_sprExplanation.Command( "linear,0.5;bounceend,0.5" );
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//m_sprMore.Command( "linear,0.5;bounceend,0.5" );
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled((PlayerNumber)p) ) { continue; }
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m_sprPicture[p].FadeOff( 0.0, "fade", 0.5f );
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m_sprInfo[p].FadeOff( 0.0, "fade", 0.5f );
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m_sprCursor[p].FadeOff( 0.0, "fade", 0.5f );
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m_sprOK[p].FadeOff( 0.0, "fade", 0.5f );
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}
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}
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float ScreenSelectDifficultyEX::GetCursorX( PlayerNumber pn )
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{
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return m_sprPicture[pn].GetX();// + CURSOR_OFFSET_X_FROM_PICTURE(pn);
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}
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float ScreenSelectDifficultyEX::GetCursorY( PlayerNumber pn )
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{
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return m_sprPicture[pn].GetY();// + CURSOR_OFFSET_Y_FROM_PICTURE(pn);
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}
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