Rewrite ScreenCredits as a ScreenAttract. Fixed start button.

This commit is contained in:
Glenn Maynard
2003-11-23 23:42:54 +00:00
parent 55189dca98
commit 71bdaab137
2 changed files with 16 additions and 83 deletions
+11 -66
View File
@@ -5,22 +5,20 @@
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
Glenn Maynard
-----------------------------------------------------------------------------
*/
#include "ScreenCredits.h"
#include "ScreenManager.h"
#include "RageSounds.h"
#include "RageLog.h"
#include "GameConstantsAndTypes.h"
#include "SongManager.h"
#include "GameState.h"
#include "ThemeManager.h"
#include "AnnouncerManager.h"
#include <math.h>
#include "Sprite.h"
#include "song.h"
#include "BitmapText.h"
@@ -44,7 +42,6 @@
#define TEXTS_VELOCITY_Y THEME->GetMetricF("ScreenCredits","TextsVelocityY")
#define TEXTS_SPACING_X THEME->GetMetricF("ScreenCredits","TextsSpacingX")
#define TEXTS_SPACING_Y THEME->GetMetricF("ScreenCredits","TextsSpacingY")
#define NEXT_SCREEN THEME->GetMetric ("ScreenCredits","NextScreen")
const int NUM_BACKGROUNDS = 20;
@@ -54,7 +51,7 @@ struct CreditLine
const char* text;
};
const CreditLine CREDIT_LINES[] =
static const CreditLine CREDIT_LINES[] =
{
{1,"STEPMANIA TEAM"},
{0,""},
@@ -177,22 +174,13 @@ const CreditLine CREDIT_LINES[] =
const unsigned NUM_CREDIT_LINES = sizeof(CREDIT_LINES) / sizeof(CreditLine);
ScreenCredits::ScreenCredits( CString sName ) : Screen( sName )
ScreenCredits::ScreenCredits( CString sName ) : ScreenAttract( sName )
{
LOG->Trace( "ScreenCredits::ScreenCredits()" );
int i;
GAMESTATE->Reset(); // so that credits message for both players will show
m_Background.LoadFromAniDir( THEME->GetPathToB("ScreenCredits background") );
this->AddChild( &m_Background );
vector<Song*> arraySongs;
SONGMAN->GetSongs( arraySongs );
SortSongPointerArrayByTitle( arraySongs );
int i;
for( i=0; i<NUM_BACKGROUNDS; i++ )
{
Song* pSong = NULL;
@@ -236,22 +224,16 @@ ScreenCredits::ScreenCredits( CString sName ) : Screen( sName )
m_ScrollerTexts.Load( m_vTexts, TEXTS_BASE_X, TEXTS_BASE_Y, TEXTS_VELOCITY_X, TEXTS_VELOCITY_Y, TEXTS_SPACING_X, TEXTS_SPACING_Y );
this->AddChild( &m_ScrollerTexts );
m_Overlay.LoadFromAniDir( THEME->GetPathToB("ScreenCredits overlay") );
this->AddChild( &m_Overlay );
m_In.Load( THEME->GetPathToB("ScreenCredits in") );
this->AddChild( &m_In ); // draw and update manually
m_In.StartTransitioning();
m_Out.Load( THEME->GetPathToB("ScreenCredits out") );
this->AddChild( &m_Out ); // draw and update manually
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
this->ClearMessageQueue( SM_BeginFadingOut ); // ignore ScreenAttract's SecsToShow
this->PostScreenMessage( SM_BeginFadingOut, m_ScrollerTexts.GetTotalSecsToScroll() );
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("credits") );
SOUND->PlayMusic( THEME->GetPathToS("ScreenCredits music") );
}
ScreenCredits::~ScreenCredits()
@@ -271,50 +253,13 @@ ScreenCredits::~ScreenCredits()
m_vTexts.clear();
}
void ScreenCredits::Update( float fDeltaTime )
{
Screen::Update( fDeltaTime );
}
void ScreenCredits::DrawPrimitives()
{
Screen::DrawPrimitives();
}
void ScreenCredits::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
// LOG->Trace( "ScreenCredits::Input()" );
if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
}
void ScreenCredits::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_BeginFadingOut:
if( !m_Out.IsTransitioning() )
m_Out.StartTransitioning( SM_GoToNextScreen );
break;
case SM_GoToNextScreen:
/* XXX: is this needed anymore? */
if( SM == SM_GoToNextScreen )
SONGMAN->SaveMachineScoresToDisk();
SCREENMAN->SetNewScreen( NEXT_SCREEN );
break;
}
}
void ScreenCredits::MenuStart( PlayerNumber pn )
{
this->PostScreenMessage( SM_BeginFadingOut, 0 );
ScreenAttract::HandleScreenMessage( SM );
}
void ScreenCredits::MenuBack( PlayerNumber pn )
{
this->PostScreenMessage( SM_BeginFadingOut, 0 );
}
+5 -17
View File
@@ -4,35 +4,26 @@
Desc: Music plays and song names scroll across the screen.
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
Glenn Maynard
-----------------------------------------------------------------------------
*/
#include "Screen.h"
#include "ScreenAttract.h"
#include "Transition.h"
#include "ActorScroller.h"
class ScreenCredits : public Screen
class ScreenCredits : public ScreenAttract
{
public:
ScreenCredits( CString sName );
~ScreenCredits();
virtual ~ScreenCredits();
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void HandleScreenMessage( const ScreenMessage SM );
void MenuStart( PlayerNumber pn );
void MenuBack( PlayerNumber pn );
private:
BGAnimation m_Background;
ActorScroller m_ScrollerBackgrounds;
vector<Actor*> m_vBackgrounds;
@@ -43,9 +34,6 @@ private:
vector<Actor*> m_vTexts;
BGAnimation m_Overlay;
Transition m_In;
Transition m_Out;
};