remove ScreenPlayerOptions2

This commit is contained in:
Chris Danford
2003-06-16 17:24:53 +00:00
parent d89b8418ad
commit 96c29c6566
3 changed files with 0 additions and 341 deletions
-2
View File
@@ -255,7 +255,6 @@ void Screen::ClearMessageQueue( const ScreenMessage SM )
#include "ScreenMapControllers.h"
#include "ScreenMusicScroll.h"
#include "ScreenPlayerOptions.h"
#include "ScreenPlayerOptions2.h"
#include "ScreenSandbox.h"
#include "ScreenSelectCourse.h"
#include "ScreenSelectDifficulty.h"
@@ -322,7 +321,6 @@ Screen* Screen::Create( CString sClassName )
IF_RETURN( ScreenInputOptions );
IF_RETURN( ScreenMusicScroll );
IF_RETURN( ScreenPlayerOptions );
IF_RETURN( ScreenPlayerOptions2 );
IF_RETURN( ScreenSandbox );
IF_RETURN( ScreenSelectCourse );
IF_RETURN( ScreenSelectDifficulty );
-297
View File
@@ -1,297 +0,0 @@
#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenPlayerOptions2
Desc: Select a song.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenPlayerOptions2.h"
#include "RageUtil.h"
#include "ScreenManager.h"
#include "RageLog.h"
#include "GameState.h"
#include "ThemeManager.h"
#include "AnnouncerManager.h"
#include "NoteSkinManager.h"
#include "NoteFieldPositioning.h"
#include "ScreenSongOptions.h"
#include "Character.h"
#define PREV_SCREEN( play_mode ) THEME->GetMetric ("ScreenPlayerOptions2","PrevScreen"+Capitalize(PlayModeToString(play_mode)))
#define NEXT_SCREEN( play_mode ) THEME->GetMetric ("ScreenPlayerOptions2","NextScreen"+Capitalize(PlayModeToString(play_mode)))
enum {
PO_EFFECT,
PO_TRANSFORM,
PO_NOTE_SKIN,
PO_PERSPECTIVE,
PO_CHARACTER,
NUM_PLAYER_OPTIONS2_LINES
};
OptionRow g_PlayerOptions2Lines[NUM_PLAYER_OPTIONS2_LINES] = {
OptionRow( "Effect", "OFF","DRUNK","DIZZY","MINI","FLIP","TORNADO" ),
OptionRow( "Trans\n-form", "OFF","LITTLE","WIDE","BIG","QUICK","SKIPPY" ),
OptionRow( "Note\nSkin", "" ),
OptionRow( "Perspec\n-tive", "" ),
OptionRow( "Character", "" ),
};
ScreenPlayerOptions2::ScreenPlayerOptions2() :
ScreenOptions("ScreenPlayerOptions2",true)
{
LOG->Trace( "ScreenPlayerOptions2::ScreenPlayerOptions2()" );
Init(
INPUTMODE_PLAYERS,
g_PlayerOptions2Lines,
NUM_PLAYER_OPTIONS2_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("ScreenPlayerOptions2 direct out") ); /* direct to stage */
else if(PREFSMAN->m_ShowSongOptions == PrefsManager::ASK)
m_Menu.m_Out.Load( THEME->GetPathToB("ScreenPlayerOptions2 option out") ); /* optional song options */
m_sprOptionsMessage.Load( THEME->GetPathToG("ScreenPlayerOptions2 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") );
}
void ScreenPlayerOptions2::ImportOptions()
{
//
// fill in skin names
//
CStringArray arraySkinNames;
NOTESKIN->GetNoteSkinNames( arraySkinNames );
m_OptionRow[PO_NOTE_SKIN].choices.clear();
unsigned i;
for( i=0; i<arraySkinNames.size(); i++ )
{
arraySkinNames[i].MakeUpper();
m_OptionRow[PO_NOTE_SKIN].choices.push_back( arraySkinNames[i] );
}
//
// fill in perspective names
//
m_OptionRow[PO_PERSPECTIVE].choices.clear();
m_OptionRow[PO_PERSPECTIVE].choices.push_back( "INCOMING" );
m_OptionRow[PO_PERSPECTIVE].choices.push_back( "OVERHEAD" );
m_OptionRow[PO_PERSPECTIVE].choices.push_back( "SPACE" );
CStringArray arrayPosNames;
GAMESTATE->m_pPosition->GetNamesForCurrentGame(arrayPosNames);
for( i=0; i<arrayPosNames.size(); i++ )
{
arrayPosNames[i].MakeUpper();
m_OptionRow[PO_PERSPECTIVE].choices.push_back( arrayPosNames[i] );
}
//
// fill in character names
//
m_OptionRow[PO_CHARACTER].choices.clear();
m_OptionRow[PO_CHARACTER].choices.push_back( "OFF" );
for( i=0; i<GAMESTATE->m_pCharacters.size(); i++ )
{
CString s = GAMESTATE->m_pCharacters[i]->m_sName;
s.MakeUpper();
m_OptionRow[PO_CHARACTER].choices.push_back( s );
}
//
// Init options
//
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
PlayerOptions &po = GAMESTATE->m_PlayerOptions[p];
po.Init();
m_iSelectedOption[p][PO_EFFECT] = po.GetFirstEffect()+1;
m_iSelectedOption[p][PO_TRANSFORM] = po.m_Transform;
// highlight currently selected skin
m_iSelectedOption[p][PO_NOTE_SKIN] = -1;
for( unsigned j=0; j<m_OptionRow[PO_NOTE_SKIN].choices.size(); j++ )
{
if( 0==stricmp(m_OptionRow[PO_NOTE_SKIN].choices[j], po.m_sNoteSkin) )
{
m_iSelectedOption[p][PO_NOTE_SKIN] = j;
break;
}
}
if( m_iSelectedOption[p][PO_NOTE_SKIN] == -1 )
m_iSelectedOption[p][PO_NOTE_SKIN] = 0;
/* Default: */
m_iSelectedOption[p][PO_PERSPECTIVE] = 1;
if(po.m_fPerspectiveTilt == -1)
m_iSelectedOption[p][PO_PERSPECTIVE] = 0;
else if(po.m_fPerspectiveTilt == 1)
m_iSelectedOption[p][PO_PERSPECTIVE] = 2;
else /* po.m_fPerspectiveTilt == 0 */
{
vector<CString> &choices = m_OptionRow[PO_PERSPECTIVE].choices;
for(unsigned n = 3; n < choices.size(); ++n)
if(!choices[n].CompareNoCase(GAMESTATE->m_PlayerOptions[p].m_sPositioning))
m_iSelectedOption[p][PO_PERSPECTIVE] = n;
}
for( i=0; i<GAMESTATE->m_pCharacters.size(); i++ )
if( GAMESTATE->m_pCurCharacters[p] == GAMESTATE->m_pCharacters[i] )
m_iSelectedOption[p][PO_CHARACTER] = i+1;
}
}
void ScreenPlayerOptions2::ExportOptions()
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
PlayerOptions &po = GAMESTATE->m_PlayerOptions[p];
po.Init();
if( m_iSelectedOption[p][PO_EFFECT] != 0 )
po.SetOneEffect( (PlayerOptions::Effect)(m_iSelectedOption[p][PO_EFFECT]-1) );
po.m_Transform = (PlayerOptions::Transform)m_iSelectedOption[p][PO_TRANSFORM];
int iSelectedSkin = m_iSelectedOption[p][PO_NOTE_SKIN];
CString sNewSkin = m_OptionRow[PO_NOTE_SKIN].choices[iSelectedSkin];
po.m_sNoteSkin = sNewSkin;
switch(m_iSelectedOption[p][PO_PERSPECTIVE])
{
case 0: po.m_fPerspectiveTilt = -1; break;
case 2: po.m_fPerspectiveTilt = 1; break;
default:po.m_fPerspectiveTilt = 0; break;
}
if(m_iSelectedOption[p][PO_PERSPECTIVE] > 2)
{
const int choice = m_iSelectedOption[p][PO_PERSPECTIVE];
GAMESTATE->m_PlayerOptions[p].m_sPositioning = m_OptionRow[PO_PERSPECTIVE].choices[choice];
}
if(m_iSelectedOption[p][PO_PERSPECTIVE] > 2)
{
const int choice = m_iSelectedOption[p][PO_PERSPECTIVE];
GAMESTATE->m_PlayerOptions[p].m_sPositioning = m_OptionRow[PO_PERSPECTIVE].choices[choice];
}
if( m_iSelectedOption[p][PO_CHARACTER] > 0 )
{
int choice = m_iSelectedOption[p][PO_CHARACTER] - 1;
GAMESTATE->m_pCurCharacters[p] = GAMESTATE->m_pCharacters[choice];
}
else
GAMESTATE->m_pCurCharacters[p] = NULL;
}
}
void ScreenPlayerOptions2::GoToPrevState()
{
if( GAMESTATE->m_bEditing )
SCREENMAN->PopTopScreen();
else
SCREENMAN->SetNewScreen( PREV_SCREEN(GAMESTATE->m_PlayMode) );
}
void ScreenPlayerOptions2::GoToNextState()
{
if( GAMESTATE->m_bEditing )
SCREENMAN->PopTopScreen();
else if( m_bGoToOptions )
SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) );
else
SCREENMAN->SetNewScreen( ScreenSongOptions::GetNextScreen() );
}
void ScreenPlayerOptions2::Update( float fDelta )
{
ScreenOptions::Update( fDelta );
m_sprOptionsMessage.Update( fDelta );
}
void ScreenPlayerOptions2::DrawPrimitives()
{
ScreenOptions::DrawPrimitives();
m_sprOptionsMessage.Draw();
}
void ScreenPlayerOptions2::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 ScreenPlayerOptions2::HandleScreenMessage( const ScreenMessage SM )
{
if(PREFSMAN->m_ShowSongOptions == PrefsManager::ASK)
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 );
}
-42
View File
@@ -1,42 +0,0 @@
#ifndef ScreenPlayerOptions2_H
#define ScreenPlayerOptions2_H
/*
-----------------------------------------------------------------------------
Class: ScreenPlayerOptions2
Desc: Select a song.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenOptions.h"
#include "PrefsManager.h"
class ScreenPlayerOptions2 : public ScreenOptions
{
public:
ScreenPlayerOptions2();
virtual void Update( float fDelta );
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 );
private:
void ImportOptions();
void ExportOptions();
void GoToNextState();
void GoToPrevState();
bool m_bAcceptedChoices;
bool m_bGoToOptions;
Sprite m_sprOptionsMessage;
};
#endif