Readd optional song menu.

Three options:
  yes, to go directly to it without asking.  This is faster for people who use
the song options menu frequently
  no, to skip it completely; probably useful for coin mode where the song
opts menu may be inappropriate
  ask, to ask, for people (like me) who use that menu very infrequently
but still want it available
This commit is contained in:
Glenn Maynard
2003-04-21 22:36:45 +00:00
parent 0a4afe592b
commit 5ad3b0b786
7 changed files with 98 additions and 11 deletions
+58 -1
View File
@@ -19,6 +19,7 @@
#include "AnnouncerManager.h"
#include "NoteSkinManager.h"
#include "NoteFieldPositioning.h"
#include "ScreenSongOptions.h"
#define PREV_SCREEN( play_mode ) THEME->GetMetric ("ScreenPlayerOptions","PrevScreen"+Capitalize(PlayModeToString(play_mode)))
#define NEXT_SCREEN( play_mode ) THEME->GetMetric ("ScreenPlayerOptions","NextScreen"+Capitalize(PlayModeToString(play_mode)))
@@ -63,6 +64,23 @@ ScreenPlayerOptions::ScreenPlayerOptions() :
NUM_PLAYER_OPTIONS_LINES,
true, false );
/* If we're going to "press start for more options" or skipping options
* entirely, we need a different fade out. XXX: this is a hack */
if(PREFSMAN->m_ShowSongOptions == PrefsManager::NO)
m_Menu.m_Out.Load( THEME->GetPathToB("ScreenPlayerOptions direct out") ); /* direct to stage */
else if(PREFSMAN->m_ShowSongOptions == PrefsManager::ASK)
m_Menu.m_Out.Load( THEME->GetPathToB("ScreenPlayerOptions option out") ); /* optional song options */
m_sprOptionsMessage.Load( THEME->GetPathToG("ScreenPlayerOptions options") );
m_sprOptionsMessage.StopAnimating();
m_sprOptionsMessage.SetXY( CENTER_X, CENTER_Y );
m_sprOptionsMessage.SetZoom( 1 );
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
//this->AddChild( &m_sprOptionsMessage ); // we have to draw this manually over the top of transitions
m_bAcceptedChoices = false;
m_bGoToOptions = ( PREFSMAN->m_ShowSongOptions == PrefsManager::YES );
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("player options intro") );
}
@@ -240,28 +258,67 @@ void ScreenPlayerOptions::GoToNextState()
{
if( GAMESTATE->m_bEditing )
SCREENMAN->PopTopScreen();
else
else if( m_bGoToOptions )
SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) );
else
SCREENMAN->SetNewScreen( ScreenSongOptions::GetNextScreen() );
}
void ScreenPlayerOptions::Update( float fDelta )
{
ScreenOptions::Update( fDelta );
m_sprOptionsMessage.Update( fDelta );
}
void ScreenPlayerOptions::DrawPrimitives()
{
ScreenOptions::DrawPrimitives();
m_sprOptionsMessage.Draw();
}
void ScreenPlayerOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( !GAMESTATE->m_bEditing &&
type == IET_FIRST_PRESS &&
!m_Menu.m_In.IsTransitioning() &&
MenuI.IsValid() &&
MenuI.button == MENU_BUTTON_START &&
PREFSMAN->m_ShowSongOptions == PrefsManager::ASK )
{
if( m_bAcceptedChoices && !m_bGoToOptions )
{
m_bGoToOptions = true;
m_sprOptionsMessage.SetState( 1 );
SOUNDMAN->PlayOnce( THEME->GetPathToS("Common start") );
}
}
ScreenOptions::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenPlayerOptions::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_BeginFadingOut: // when the user accepts the page of options
{
m_bAcceptedChoices = true;
float fShowSeconds = m_Menu.m_Out.GetLengthSeconds();
// show "hold START for options"
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
m_sprOptionsMessage.BeginTweening( 0.15f ); // fade in
m_sprOptionsMessage.SetZoomY( 1 );
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,1) );
m_sprOptionsMessage.BeginTweening( fShowSeconds-0.3f ); // sleep
m_sprOptionsMessage.BeginTweening( 0.15f ); // fade out
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
m_sprOptionsMessage.SetZoomY( 0 );
}
break;
}
ScreenOptions::HandleScreenMessage( SM );
}