push ScreenSaveSync instead of making it a separate screen. Simplifies branching.

This commit is contained in:
Chris Danford
2006-02-04 20:14:04 +00:00
parent 2500f55e91
commit 8d584de037
7 changed files with 41 additions and 51 deletions
@@ -142,10 +142,6 @@ function GetGameplayNextScreen()
Trace( " IsExtraStage2 = "..tostring(IsExtraStage2()) )
Trace( " Event mode = "..tostring(IsEventMode()) )
if GAMESTATE:IsSyncDataChanged() then
return "ScreenSaveSync"
end
if Passed or GAMESTATE:IsCourseMode() or
IsExtraStage() or IsExtraStage2()
then
@@ -207,14 +203,6 @@ function ModeMenuAvailable()
return true
end
function ScreenGameplaySyncMachineNext()
if GAMESTATE:IsSyncDataChanged() then
return 'ScreenSaveSync'
else
return 'ScreenOptionsService'
end
end
-- (c) 2005 Glenn Maynard, Chris Danford
-- All rights reserved.
--
+5 -10
View File
@@ -4478,11 +4478,6 @@ UseNameBlacklist=0
DefaultSort=Group
DefaultSong=
[ScreenSaveSync]
Fallback=ScreenPrompt
Class=ScreenSaveSync
NextScreen=@GetGameplayNextScreen()
[ScreenMiniMenuContext]
Fallback=ScreenMiniMenu
NumRowsShown=10
@@ -4634,11 +4629,11 @@ Class=ScreenGameplaySyncMachine
Fallback=ScreenGameplay
PrevScreen=@ScreenGameplaySyncMachineNext()
NextScreen=@ScreenGameplaySyncMachineNext()
[ScreenSaveSyncMachine]
Fallback=ScreenSaveSync
Class=ScreenSaveSync
NextScreen=ScreenOptionsService
LifeP1OnCommand=hidden,1
LifeP2OnCommand=hidden,1
ScoreP1OnCommand=hidden,1
ScoreP2OnCommand=hidden,1
StageOnCommand=hidden,1
[PlayerScoreItem Percent]
Fallback=ScoreDisplayPercentage Percent
+4 -7
View File
@@ -486,9 +486,6 @@ void GameState::BeginStage()
void GameState::CancelStage()
{
m_iNumStagesOfThisSong = 0;
// If they back out of gameplay, revert any sync changes.
RevertSyncChanges();
}
void GameState::CommitStageStats()
@@ -1772,8 +1769,10 @@ void GameState::SaveSyncChanges()
{
if( IsCourseMode() )
return;
GAMESTATE->m_pCurSong->Save();
PREFSMAN->SavePrefsToDisk();
if( m_pCurSong && *m_pTimingDataOriginal != m_pCurSong->m_Timing )
GAMESTATE->m_pCurSong->Save();
if( m_fGlobalOffsetSecondsOriginal != PREFSMAN->m_fGlobalOffsetSeconds )
PREFSMAN->SavePrefsToDisk();
ResetOriginalSyncData();
}
@@ -1923,7 +1922,6 @@ public:
static int GetCoinMode( T* p, lua_State *L ) { lua_pushnumber(L, p->GetCoinMode() ); return 1; }
static int GetPremium( T* p, lua_State *L ) { lua_pushnumber(L, p->GetPremium() ); return 1; }
static int GetSongOptionsString( T* p, lua_State *L ) { lua_pushstring(L, p->m_SongOptions.GetString() ); return 1; }
static int IsSyncDataChanged( T* p, lua_State *L ) { lua_pushboolean(L, p->IsSyncDataChanged() ); return 1; }
static int IsWinner( T* p, lua_State *L )
{
PlayerNumber pn = (PlayerNumber)IArg(1);
@@ -2038,7 +2036,6 @@ public:
ADD_METHOD( GetCoinMode );
ADD_METHOD( GetPremium );
ADD_METHOD( GetSongOptionsString );
ADD_METHOD( IsSyncDataChanged );
ADD_METHOD( IsWinner );
ADD_METHOD( IsDraw );
ADD_METHOD( IsDisqualified );
+23 -14
View File
@@ -52,16 +52,17 @@
#include "XmlFile.h"
#include "Background.h"
#include "Foreground.h"
#include "ScreenSaveSync.h"
//
// Defines
//
#define SHOW_LIFE_METER_FOR_DISABLED_PLAYERS THEME->GetMetricB(m_sName,"ShowLifeMeterForDisabledPlayers")
#define EVAL_ON_FAIL THEME->GetMetricB(m_sName,"ShowEvaluationOnFail")
#define SHOW_SCORE_IN_RAVE THEME->GetMetricB(m_sName,"ShowScoreInRave")
#define SONG_POSITION_METER_WIDTH THEME->GetMetricF(m_sName,"SongPositionMeterWidth")
#define PLAYER_X( sName, styleType ) THEME->GetMetricF(m_sName,ssprintf("Player%s%sX",sName.c_str(),StyleTypeToString(styleType).c_str()))
#define STOP_COURSE_EARLY THEME->GetMetricB(m_sName,"StopCourseEarly") // evaluate this every time it's used
#define EVAL_ON_FAIL THEME->GetMetricB(m_sName,"ShowEvaluationOnFail")
#define SHOW_SCORE_IN_RAVE THEME->GetMetricB(m_sName,"ShowScoreInRave")
#define SONG_POSITION_METER_WIDTH THEME->GetMetricF(m_sName,"SongPositionMeterWidth")
#define PLAYER_X( sName, styleType ) THEME->GetMetricF(m_sName,ssprintf("Player%s%sX",sName.c_str(),StyleTypeToString(styleType).c_str()))
#define STOP_COURSE_EARLY THEME->GetMetricB(m_sName,"StopCourseEarly") // evaluate this every time it's used
static ThemeMetric<float> INITIAL_BACKGROUND_BRIGHTNESS ("ScreenGameplay","InitialBackgroundBrightness");
static ThemeMetric<float> SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBetweenComments");
@@ -72,15 +73,15 @@ AutoScreenMessage( SM_PlayGo )
AutoScreenMessage( SM_LoadNextSong )
AutoScreenMessage( SM_StartLoadingNextSong )
// received while STATE_OUTRO
AutoScreenMessage( SM_GoToScreenAfterBack )
AutoScreenMessage( SM_DoPrevScreen )
AutoScreenMessage( SM_DoNextScreen )
// received while STATE_INTRO
AutoScreenMessage( SM_StartHereWeGo )
AutoScreenMessage( SM_StopHereWeGo )
static Preference<float> g_fNetStartOffset( "NetworkStartOffset", -3.0 );
static Preference<float> g_fNetStartOffset( "NetworkStartOffset", -3.0 );
PlayerInfo::PlayerInfo()
@@ -2075,7 +2076,7 @@ void ScreenGameplay::BeginBackingOutFromGameplay()
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
SCREENMAN->PostMessageToTopScreen( SM_BeginFailed, 0 );
else
m_Cancel.StartTransitioning( SM_GoToScreenAfterBack );
m_Cancel.StartTransitioning( SM_DoPrevScreen );
}
void ScreenGameplay::AbortGiveUp( bool bShowText )
@@ -2400,7 +2401,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
TweenOffScreen();
m_Out.StartTransitioning( SM_GoToNextScreen );
m_Out.StartTransitioning( SM_DoNextScreen );
// do they deserve an extra stage?
if( GAMESTATE->HasEarnedExtraStage() )
@@ -2491,20 +2492,28 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
int iDamageLevel = SM-SM_BattleDamageLevel1+1;
PlayAnnouncer( ssprintf("gameplay battle damage level%d",iDamageLevel), 3 );
}
else if( SM == SM_GoToScreenAfterBack )
else if( SM == SM_DoPrevScreen )
{
SongFinished();
StageFinished( true );
GAMESTATE->CancelStage();
HandleScreenMessage( SM_GoToPrevScreen );
if( GAMESTATE->IsSyncDataChanged() )
ScreenSaveSync::PromptSaveSync( SM_GoToPrevScreen );
else
HandleScreenMessage( SM_GoToPrevScreen );
}
else if( SM == SM_GoToNextScreen )
else if( SM == SM_DoNextScreen )
{
SongFinished();
StageFinished( false );
//SaveRecordedResults();
if( GAMESTATE->IsSyncDataChanged() )
ScreenSaveSync::PromptSaveSync( SM_GoToNextScreen );
else
HandleScreenMessage( SM_GoToNextScreen );
}
else if( SM == SM_GainFocus )
{
@@ -2523,7 +2532,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
m_pSoundMusic->StopPlaying();
m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
TweenOffScreen();
m_Failed.StartTransitioning( SM_GoToNextScreen );
m_Failed.StartTransitioning( SM_DoNextScreen );
// show the survive time if extra stage
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
+6 -4
View File
@@ -11,7 +11,8 @@ void ScreenGameplaySyncMachine::Init()
{
GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
GAMESTATE->m_pCurStyle.Set( GAMEMAN->GetHowToPlayStyleForGame(GAMESTATE->m_pCurGame) );
GAMESTATE->ResetOriginalSyncData();
SMLoader ld;
RString sFile = THEME->GetPathO("ScreenGameplaySyncMachine","music.sm");
ld.LoadFromSMFile( sFile, m_Song );
@@ -42,7 +43,10 @@ void ScreenGameplaySyncMachine::HandleScreenMessage( const ScreenMessage SM )
ResetAndRestartCurrentSong();
return; // handled
}
else if( SM == SM_GoToPrevScreen )
ScreenGameplayNormal::HandleScreenMessage( SM );
if( SM == SM_GoToPrevScreen )
{
GAMESTATE->m_pCurSong.Set( NULL );
}
@@ -50,8 +54,6 @@ void ScreenGameplaySyncMachine::HandleScreenMessage( const ScreenMessage SM )
{
GAMESTATE->m_pCurSong.Set( NULL );
}
ScreenGameplayNormal::HandleScreenMessage( SM );
}
void ScreenGameplaySyncMachine::ResetAndRestartCurrentSong()
+2 -3
View File
@@ -117,7 +117,6 @@ static void RevertSyncChanges( void* pThrowAway )
GAMESTATE->RevertSyncChanges();
}
REGISTER_SCREEN_CLASS( ScreenSaveSync );
void ScreenSaveSync::Init()
{
ScreenPrompt::Init();
@@ -131,10 +130,10 @@ void ScreenSaveSync::Init()
NULL );
}
void ScreenSaveSync::PromptSaveSync()
void ScreenSaveSync::PromptSaveSync( ScreenMessage sm )
{
ScreenPrompt::Prompt(
SM_None,
sm,
GetPromptText(),
PROMPT_YES_NO,
ANSWER_YES,
+1 -1
View File
@@ -10,7 +10,7 @@ class ScreenSaveSync : public ScreenPrompt
public:
virtual void Init();
static void PromptSaveSync();
static void PromptSaveSync( ScreenMessage sm = SM_None );
};