Rewrite ScreenMusicScroll as a ScreenAttract. Fixed start button and

a memory leak.
This commit is contained in:
Glenn Maynard
2003-11-23 23:18:01 +00:00
parent bf00e4a9bd
commit b5aa3a9db5
2 changed files with 27 additions and 99 deletions
+22 -77
View File
@@ -5,21 +5,16 @@
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 "ScreenMusicScroll.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "GameManager.h"
#include "RageLog.h"
#include "GameConstantsAndTypes.h"
#include "SongManager.h"
#include "RageSounds.h"
#include "GameState.h"
#include "ThemeManager.h"
#include "AnnouncerManager.h"
#include "song.h"
@@ -28,7 +23,6 @@
#define SCROLL_DELAY THEME->GetMetricF("ScreenMusicScroll","ScrollDelay")
#define SCROLL_SPEED THEME->GetMetricF("ScreenMusicScroll","ScrollSpeed")
#define TEXT_ZOOM THEME->GetMetricF("ScreenMusicScroll","TextZoom")
#define NEXT_SCREEN THEME->GetMetric("ScreenMusicScroll","NextScreen")
const CString CREDIT_LINES[] =
@@ -38,22 +32,13 @@ const CString CREDIT_LINES[] =
const unsigned NUM_CREDIT_LINES = sizeof(CREDIT_LINES) / sizeof(CString);
ScreenMusicScroll::ScreenMusicScroll( CString sClassName ) : Screen( sClassName )
ScreenMusicScroll::ScreenMusicScroll( CString sClassName ) : ScreenAttract( sClassName )
{
LOG->Trace( "ScreenMusicScroll::ScreenMusicScroll()" );
unsigned i;
GAMESTATE->Reset(); // so that credits message for both players will show
m_Background.LoadFromAniDir( THEME->GetPathToB("ScreenMusicScroll background") );
this->AddChild( &m_Background );
vector<Song*> arraySongs;
SONGMAN->GetSongs( arraySongs );
SortSongPointerArrayByTitle( arraySongs );
unsigned i;
for( i=0; i < arraySongs.size(); i++ )
{
BitmapText *bt = new BitmapText;
@@ -64,6 +49,8 @@ ScreenMusicScroll::ScreenMusicScroll( CString sClassName ) : Screen( sClassName
bt->SetText( pSong->GetFullDisplayTitle(), pSong->GetFullTranslitTitle() );
bt->SetDiffuse( SONGMAN->GetSongColor(pSong) );
bt->SetZoom( TEXT_ZOOM );
this->AddChild( bt );
}
// for( i=0; i<min(NUM_CREDIT_LINES, MAX_CREDIT_LINES); i++ )
@@ -83,81 +70,39 @@ ScreenMusicScroll::ScreenMusicScroll( CString sClassName ) : Screen( sClassName
m_textLines[i]->SetXY( CENTER_X, SCREEN_TOP - 40 );
}
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, 0.2f * i + 3.0f );
m_In.Load( THEME->GetPathToB("ScreenMusicScroll in") );
// this->AddChild( &m_In ); // draw and update manually
m_In.StartTransitioning();
m_Out.Load( THEME->GetPathToB("ScreenMusicScroll out") );
// this->AddChild( &m_Out ); // draw and update manually
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("music scroll") );
SOUND->PlayMusic( THEME->GetPathToS("ScreenMusicScroll music") );
}
ScreenMusicScroll::~ScreenMusicScroll()
{
for( unsigned i=0; i<m_textLines.size(); i++ )
delete m_textLines[i];
}
void ScreenMusicScroll::Update( float fDeltaTime )
{
for( unsigned i=0; i<m_textLines.size(); i++ )
m_textLines[i]->Update( fDeltaTime );
m_In.Update( fDeltaTime );
m_Out.Update( fDeltaTime );
Screen::Update( fDeltaTime );
}
void ScreenMusicScroll::DrawPrimitives()
{
Screen::DrawPrimitives();
ScreenAttract::Update( fDeltaTime );
for( unsigned i=0; i<m_textLines.size(); i++ )
{
if( m_textLines[i]->GetY() > SCREEN_TOP-20 &&
m_textLines[i]->GetY() < SCREEN_BOTTOM+20 )
m_textLines[i]->Draw();
const bool shown = ( m_textLines[i]->GetY() > SCREEN_TOP-20 &&
m_textLines[i]->GetY() < SCREEN_BOTTOM+20 );
m_textLines[i]->SetHidden( !shown );
}
m_In.Draw(); // render it again so it shows over the text
m_Out.Draw(); // render it again so it shows over the text
}
void ScreenMusicScroll::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
// LOG->Trace( "ScreenMusicScroll::Input()" );
if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
}
void ScreenMusicScroll::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 ScreenMusicScroll::MenuStart( PlayerNumber pn )
{
this->PostScreenMessage( SM_BeginFadingOut, 0 );
ScreenAttract::HandleScreenMessage( SM );
}
void ScreenMusicScroll::MenuBack( PlayerNumber pn )
{
this->PostScreenMessage( SM_BeginFadingOut, 0 );
}
+5 -22
View File
@@ -4,44 +4,27 @@
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 "Sprite.h"
#include "Transition.h"
#include "MenuElements.h"
#include "BitmapText.h"
#include "ScreenAttract.h"
//const unsigned MAX_MUSIC_LINES = 1200;
//const unsigned MAX_CREDIT_LINES = 100;
//const unsigned MAX_TOTAL_LINES = MAX_MUSIC_LINES;// + MAX_CREDIT_LINES;
class ScreenMusicScroll : public Screen
class ScreenMusicScroll : public ScreenAttract
{
public:
ScreenMusicScroll( CString sName );
virtual ~ScreenMusicScroll();
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;
vector<BitmapText *> m_textLines;
float m_fTimeLeftInScreen;
Transition m_In;
Transition m_Out;
};