change ScreenTitleMenu to derive from ScreenSelectMaster

This commit is contained in:
Chris Danford
2005-01-04 11:06:12 +00:00
parent 5cbe07e450
commit b7729bfa4c
5 changed files with 191 additions and 312 deletions
+115 -27
View File
@@ -31,51 +31,137 @@ CurrentModeZoom=1
# Note that we don't use the "name" parameter to Choices here. Name1 is
# the displayed text, which might be translated or otherwise changed. The "name,foo"
# parameter to ModeChoices is an asset name, which is used in filenames.
Fallback=ScreenWithMenuElements
Class=ScreenTitleMenu
Fallback=ScreenCaution
SharedPreviewAndCursor=1
AllowDisabledPlayerInput=1
ChoiceNames=1,2,3,4,5,6,7
//,8
Choice1=screen,ScreenCaution
Name1=GAME START
DefaultChoice=1
NumChoicesOnPage1=100
Choice1=ApplyDefaultOptions;screen,ScreenCaution
Choice2=screen,ScreenSelectGame
Name2=SELECT GAME
Choice3=screen,ScreenOptionsMenu
Name3=OPTIONS
Choice4=screen,ScreenEditMenu
Name4=EDIT/SYNC SONGS
Choice5=screen,ScreenEditCoursesMenu
Name5=EDIT COURSES
Choice6=screen,ScreenJukeboxMenu
Name6=JUKEBOX
Choice7=screen,ScreenExit
Name7=EXIT
Choice8=screen,ScreenTest
Name8=SANDBOX
NumIconParts=1
IconPart1Choice1X=SCREEN_CENTER_X
IconPart1Choice1Y=SCREEN_CENTER_Y-150
IconPart1Choice1OnCommand=
IconPart1Choice1OffCommand=
IconPart1Choice1OffFocusedCommand=
IconPart1Choice1OffUnfocusedCommand=
IconPart1Choice1EnabledCommand=
IconPart1Choice1DisabledCommand=
IconPart1Choice1GainFocusCommand=
IconPart1Choice1LoseFocusCommand=
IconPart1Choice2X=SCREEN_CENTER_X
IconPart1Choice2Y=SCREEN_CENTER_Y-100
IconPart1Choice2OnCommand=
IconPart1Choice2OffCommand=
IconPart1Choice2OffFocusedCommand=
IconPart1Choice2OffUnfocusedCommand=
IconPart1Choice2EnabledCommand=
IconPart1Choice2DisabledCommand=
IconPart1Choice2GainFocusCommand=
IconPart1Choice2LoseFocusCommand=
IconPart1Choice3X=SCREEN_CENTER_X
IconPart1Choice3Y=SCREEN_CENTER_Y-50
IconPart1Choice3OnCommand=
IconPart1Choice3OffCommand=
IconPart1Choice3OffFocusedCommand=
IconPart1Choice3OffUnfocusedCommand=
IconPart1Choice3EnabledCommand=
IconPart1Choice3DisabledCommand=
IconPart1Choice3GainFocusCommand=
IconPart1Choice3LoseFocusCommand=
IconPart1Choice4X=SCREEN_CENTER_X
IconPart1Choice4Y=SCREEN_CENTER_Y+0
IconPart1Choice4OnCommand=
IconPart1Choice4OffCommand=
IconPart1Choice4OffFocusedCommand=
IconPart1Choice4OffUnfocusedCommand=
IconPart1Choice4EnabledCommand=
IconPart1Choice4DisabledCommand=
IconPart1Choice4GainFocusCommand=
IconPart1Choice4LoseFocusCommand=
IconPart1Choice5X=SCREEN_CENTER_X
IconPart1Choice5Y=SCREEN_CENTER_Y+50
IconPart1Choice5OnCommand=
IconPart1Choice5OffCommand=
IconPart1Choice5OffFocusedCommand=
IconPart1Choice5OffUnfocusedCommand=
IconPart1Choice5EnabledCommand=
IconPart1Choice5DisabledCommand=
IconPart1Choice5GainFocusCommand=
IconPart1Choice5LoseFocusCommand=
IconPart1Choice6X=SCREEN_CENTER_X
IconPart1Choice6Y=SCREEN_CENTER_Y+100
IconPart1Choice6OnCommand=
IconPart1Choice6OffCommand=
IconPart1Choice6OffFocusedCommand=
IconPart1Choice6OffUnfocusedCommand=
IconPart1Choice6EnabledCommand=
IconPart1Choice6DisabledCommand=
IconPart1Choice6GainFocusCommand=
IconPart1Choice6LoseFocusCommand=
IconPart1Choice7X=SCREEN_CENTER_X
IconPart1Choice7Y=SCREEN_CENTER_Y+150
IconPart1Choice7OnCommand=
IconPart1Choice7OffCommand=
IconPart1Choice7OffFocusedCommand=
IconPart1Choice7OffUnfocusedCommand=
IconPart1Choice7EnabledCommand=
IconPart1Choice7DisabledCommand=
IconPart1Choice7GainFocusCommand=
IconPart1Choice7LoseFocusCommand=
IconPart1Choice8X=SCREEN_CENTER_X
IconPart1Choice8Y=SCREEN_CENTER_Y+200
IconPart1Choice8OnCommand=
IconPart1Choice8OffCommand=
IconPart1Choice8OffFocusedCommand=
IconPart1Choice8OffUnfocusedCommand=
IconPart1Choice8EnabledCommand=
IconPart1Choice8DisabledCommand=
IconPart1Choice8GainFocusCommand=
IconPart1Choice8LoseFocusCommand=
NumCodes=0
TimerSeconds=-1 // none
StyleIcon=0
MemoryCardIcons=0
LogoHomeOnCommand=x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;zoomy,0;sleep,0.5;bounceend,0.5;zoomy,1;glowshift;effectperiod,2.5;effectcolor1,1,1,1,0.1;effectcolor2,1,1,1,0.3
LogoOnCommand=x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;zoomy,0;sleep,0.5;bounceend,0.5;zoomy,1;glowshift;effectperiod,2.5;effectcolor1,1,1,1,0.1;effectcolor2,1,1,1,0.3
VersionOnCommand=horizalign,right;x,SCREEN_RIGHT-20;y,SCREEN_TOP+20;diffuse,0.6,0.6,0.6,1;zoom,0.5;shadowlength,2
SongsOnCommand=horizalign,left;x,SCREEN_LEFT+20;y,SCREEN_TOP+20;diffuse,0.6,0.6,0.6,1;zoom,0.5;shadowlength,2
LogoX=SCREEN_CENTER_X
LogoY=SCREEN_CENTER_Y
LogoOnCommand=zoomy,0;sleep,0.5;bounceend,0.5;zoomy,1;glowshift;effectperiod,2.5;effectcolor1,1,1,1,0.1;effectcolor2,1,1,1,0.3
VersionX=SCREEN_RIGHT-20
VersionY=SCREEN_TOP+20
VersionOnCommand=horizalign,right;diffuse,0.6,0.6,0.6,1;zoom,0.5;shadowlength,2
SongsX=SCREEN_LEFT+20
SongsY=SCREEN_TOP+20
SongsOnCommand=horizalign,left;diffuse,0.6,0.6,0.6,1;zoom,0.5;shadowlength,2
MaxStagesX=
MaxStagesY=
MaxStagesOnCommand=hidden,1
MaxStagesText=
LifeDifficultyX=
LifeDifficultyY=
LifeDifficultyOnCommand=hidden,1
ChoicesX=SCREEN_CENTER_X
ChoicesStartY=SCREEN_CENTER_Y-154
ChoicesSpacingY=48
ChoicesShadowLength=5
HelpX=SCREEN_CENTER_X
HelpY=SCREEN_BOTTOM-40
ColorNotSelected=1,1,1,1
ColorSelected=0.5,1,0.5,1
ZoomNotSelected=1.0
ZoomSelected=1.3
MenuTextAlign=1 // 0=left, 1=center, 2=right
MenuCommandOnCreate=
MenuCommandSelectDelay=0.5
SecondsBetweenComments=12
SecondsBeforeAttract=30
IdleCommentSeconds=12
IdleTimeoutSeconds=30
IdleTimeoutScreen=ScreenCompany
[ScreenCaution]
PrevScreen=ScreenTitleMenu
@@ -131,6 +217,8 @@ MorePage2Y=
MorePage2OnCommand=hidden,1
MorePage2OffCommand=
ExtraSleepAfterTweenOffSeconds=0
IdleCommentSeconds=15
IdleTimeoutSeconds=0
[ScreenEz2SelectPlayer]
JoinFrameP1X=SCREEN_CENTER_X-200
+35 -2
View File
@@ -25,8 +25,13 @@
#define CODE_ACTION( c ) THEME->GetMetricA(m_sName,ssprintf("Code%dAction",c+1))
#define HELP_TEXT THEME->GetMetric (m_sName,"HelpText")
#define NEXT_SCREEN( c ) THEME->GetMetric (m_sName,ssprintf("NextScreen%d",c+1))
#define IDLE_TIMEOUT_SCREEN THEME->GetMetric (m_sName,"IdleTimeoutScreen")
#define ALLOW_DISABLED_PLAYER_INPUT THEME->GetMetricB(m_sName,"AllowDisabledPlayerInput")
ScreenSelect::ScreenSelect( CString sClassName ) : ScreenWithMenuElements(sClassName)
ScreenSelect::ScreenSelect( CString sClassName ) :
ScreenWithMenuElements(sClassName),
IDLE_COMMENT_SECONDS(m_sName,"IdleCommentSeconds"),
IDLE_TIMEOUT_SECONDS(m_sName,"IdleTimeoutSeconds")
{
LOG->Trace( "ScreenSelect::ScreenSelect()" );
@@ -100,6 +105,26 @@ void ScreenSelect::Update( float fDelta )
SOUND->PlayMusic( THEME->GetPathToS(m_sName+" music") );
}
if( !IsTransitioning() )
{
if( IDLE_COMMENT_SECONDS > 0 && m_timerIdleComment.PeekDeltaTime() >= IDLE_COMMENT_SECONDS )
{
SOUND->PlayOnceFromAnnouncer( m_sName+" IdleComment" );
m_timerIdleComment.GetDeltaTime();
}
// don't time out on this screen is coin mode is pay.
// If we're here, then there's a credit in the machine.
if( PREFSMAN->GetCoinMode() != COIN_PAY )
{
if( IDLE_TIMEOUT_SECONDS > 0 && m_timerIdleTimeout.PeekDeltaTime() >= IDLE_TIMEOUT_SECONDS )
{
SCREENMAN->SetNewScreen( IDLE_TIMEOUT_SCREEN );
m_timerIdleTimeout.GetDeltaTime();
return;
}
}
}
Screen::Update( fDelta );
// GAMESTATE->m_MasterPlayerNumber is set to PLAYER_INVALID when going Back to
@@ -127,12 +152,20 @@ void ScreenSelect::Input( const DeviceInput& DeviceI, const InputEventType type,
{
// LOG->Trace( "ScreenSelect::Input()" );
/* Reset the demonstration timer when a key is pressed. */
m_timerIdleComment.GetDeltaTime();
m_timerIdleTimeout.GetDeltaTime();
if( MenuI.button == MENU_BUTTON_COIN ||
Screen::JoinInput(DeviceI, type, GameI, MenuI, StyleI) )
{
if( type == IET_FIRST_PRESS )
this->UpdateSelectableChoices();
return; // don't let the screen handle the MENU_START press
if( ALLOW_DISABLED_PLAYER_INPUT )
;
else
return; // don't let the screen handle the MENU_START press
}
if( IsTransitioning() )
+7 -3
View File
@@ -7,12 +7,11 @@
#include "BGAnimation.h"
#include "GameCommand.h"
#include "CodeDetector.h"
#include "ThemeMetric.h"
// Derived classes must send this when done
const ScreenMessage SM_AllDoneChoosing = (ScreenMessage)(SM_User+123); // unique
#define MAX_CHOICES 30
class ScreenSelect : public ScreenWithMenuElements
{
public:
@@ -26,7 +25,6 @@ public:
virtual void MenuBack( PlayerNumber pn );
protected:
virtual int GetSelectionIndex( PlayerNumber pn ) = 0;
virtual void UpdateSelectableChoices() = 0; // derived screens must handle this
@@ -37,6 +35,12 @@ protected:
vector<CodeItem> m_aCodes;
vector<GameCommand> m_aCodeChoices;
RageTimer m_timerIdleComment; // count up to time between idle comment announcer sounds
RageTimer m_timerIdleTimeout; // count up to go to the timeout screen
ThemeMetric<float> IDLE_COMMENT_SECONDS;
ThemeMetric<float> IDLE_TIMEOUT_SECONDS;
};
#endif
+31 -253
View File
@@ -25,38 +25,11 @@
#include "ScreenOptionsMasterPrefs.h"
#include "PlayerState.h"
#define LOGO_ON_COMMAND THEME->GetMetricA("ScreenTitleMenu","LogoOnCommand")
#define LOGO_HOME_ON_COMMAND THEME->GetMetricA("ScreenTitleMenu","LogoHomeOnCommand")
#define VERSION_ON_COMMAND THEME->GetMetricA("ScreenTitleMenu","VersionOnCommand")
#define SONGS_ON_COMMAND THEME->GetMetricA("ScreenTitleMenu","SongsOnCommand")
#define MAX_STAGES_ON_COMMAND THEME->GetMetricA("ScreenTitleMenu","MaxStagesOnCommand")
#define MAX_STAGES_TEXT THEME->GetMetric ("ScreenTitleMenu","MaxStagesText")
#define LIFE_DIFFICULTY_ON_COMMAND THEME->GetMetricA("ScreenTitleMenu","LifeDifficultyOnCommand")
#define HELP_X THEME->GetMetricF("ScreenTitleMenu","HelpX")
#define HELP_Y THEME->GetMetricF("ScreenTitleMenu","HelpY")
#define CHOICES_X THEME->GetMetricF("ScreenTitleMenu","ChoicesX")
#define CHOICES_START_Y THEME->GetMetricF("ScreenTitleMenu","ChoicesStartY")
#define CHOICES_SPACING_Y THEME->GetMetricF("ScreenTitleMenu","ChoicesSpacingY")
#define CHOICES_SHADOW_LENGTH THEME->GetMetricF("ScreenTitleMenu","ChoicesShadowLength")
#define COLOR_NOT_SELECTED THEME->GetMetricC("ScreenTitleMenu","ColorNotSelected")
#define COLOR_SELECTED THEME->GetMetricC("ScreenTitleMenu","ColorSelected")
#define ZOOM_NOT_SELECTED THEME->GetMetricF("ScreenTitleMenu","ZoomNotSelected")
#define ZOOM_SELECTED THEME->GetMetricF("ScreenTitleMenu","ZoomSelected")
#define MENU_TEXT_ALIGN THEME->GetMetricI("ScreenTitleMenu","MenuTextAlign")
#define SECONDS_BETWEEN_COMMENTS THEME->GetMetricF("ScreenTitleMenu","SecondsBetweenComments")
#define SECONDS_BEFORE_ATTRACT THEME->GetMetricF("ScreenTitleMenu","SecondsBeforeAttract")
#define HELP_TEXT( coin_mode ) THEME->GetMetric ("ScreenTitleMenu","HelpText"+Capitalize(CoinModeToString(coin_mode)))
#define MENU_ITEM_CREATE THEME->GetMetricA("ScreenTitleMenu","MenuCommandOnCreate")
#define MENU_ITEM_SELECT_DELAY THEME->GetMetricF("ScreenTitleMenu","MenuCommandSelectDelay")
#define NAME( sChoiceName ) THEME->GetMetric (m_sName,ssprintf("Name%s",sChoiceName.c_str()))
const ScreenMessage SM_PlayComment = ScreenMessage(SM_User+1);
const ScreenMessage SM_GoToAttractLoop = ScreenMessage(SM_User+13);
#define MAX_STAGES_TEXT THEME->GetMetric (m_sName,"MaxStagesText")
REGISTER_SCREEN_CLASS( ScreenTitleMenu );
ScreenTitleMenu::ScreenTitleMenu( CString sClassName ) : ScreenSelect( sClassName )
ScreenTitleMenu::ScreenTitleMenu( CString sScreenName ) :
ScreenSelectMaster( sScreenName )
{
LOG->Trace( "ScreenTitleMenu::ScreenTitleMenu()" );
@@ -75,152 +48,59 @@ ScreenTitleMenu::ScreenTitleMenu( CString sClassName ) : ScreenSelect( sClassNam
* things stinks ... */
GAMESTATE->Reset();
LIGHTSMAN->SetLightsMode( LIGHTSMODE_JOINING ); // do this after Reset!
// TRICKY: Do this after GameState::Reset.
LIGHTSMAN->SetLightsMode( LIGHTSMODE_JOINING );
m_sprLogo.Load( THEME->GetPathG("ScreenLogo",GAMESTATE->GetCurrentGame()->m_szName) );
m_sprLogo.RunCommands( PREFSMAN->GetCoinMode()==COIN_HOME ? LOGO_HOME_ON_COMMAND : LOGO_ON_COMMAND );
this->AddChild( &m_sprLogo );
if( PREFSMAN->GetCoinMode() != COIN_HOME )
{
switch( PREFSMAN->GetPremium() )
{
case PrefsManager::DOUBLES_PREMIUM:
m_Premium.LoadFromAniDir( THEME->GetPathToB("ScreenTitleMenu doubles premium") );
this->AddChild( &m_Premium );
break;
case PrefsManager::JOINT_PREMIUM:
m_Premium.LoadFromAniDir( THEME->GetPathToB("ScreenTitleMenu joint premium") );
this->AddChild( &m_Premium );
break;
}
}
m_sprLogo.Load( THEME->GetPathG(m_sName,GAMESTATE->GetCurrentGame()->m_szName) );
m_sprLogo->SetName( "Logo" );
m_sprLogo->SetDrawOrder( -1 );
this->AddChild( m_sprLogo );
SET_XY_AND_ON_COMMAND( m_sprLogo );
m_textVersion.LoadFromFont( THEME->GetPathToF("Common normal") );
m_textVersion.RunCommands( VERSION_ON_COMMAND );
m_textVersion.SetName( "Version" );
m_textVersion.SetText( PRODUCT_VER );
this->AddChild( &m_textVersion );
SET_XY_AND_ON_COMMAND( m_textVersion );
m_textSongs.LoadFromFont( THEME->GetPathToF("Common normal") );
m_textSongs.RunCommands( SONGS_ON_COMMAND );
m_textSongs.SetName( "Songs" );
CString text = ssprintf("%d songs in %d groups, %d courses", SONGMAN->GetNumSongs(), SONGMAN->GetNumGroups(), SONGMAN->GetNumCourses() );
if( PREFSMAN->m_bUseUnlockSystem )
text += ssprintf(", %d unlocks", UNLOCKMAN->GetNumUnlocks() );
m_textSongs.SetText( text );
this->AddChild( &m_textSongs );
SET_XY_AND_ON_COMMAND( m_textSongs );
m_textMaxStages.LoadFromFont( THEME->GetPathF(m_sName,"MaxStages") );
m_textMaxStages.RunCommands( MAX_STAGES_ON_COMMAND );
m_textMaxStages.SetName( "MaxStages" );
CString sText =
PREFSMAN->m_bEventMode ?
CString("event mode") :
ssprintf( "%d %s%s max", PREFSMAN->m_iNumArcadeStages, MAX_STAGES_TEXT.c_str(), (PREFSMAN->m_iNumArcadeStages>1)?"s":"" );
m_textMaxStages.SetText( sText );
this->AddChild( &m_textMaxStages );
SET_XY_AND_ON_COMMAND( m_textMaxStages );
m_textLifeDifficulty.LoadFromFont( THEME->GetPathF(m_sName,"LifeDifficulty") );
m_textLifeDifficulty.RunCommands( LIFE_DIFFICULTY_ON_COMMAND );
m_textLifeDifficulty.SetName( "LifeDifficulty" );
ON_COMMAND( m_textLifeDifficulty );
int iLifeDifficulty;
LifeDifficulty( iLifeDifficulty, true, NULL );
iLifeDifficulty++; // LifeDifficulty returns an index
m_textLifeDifficulty.SetText( ssprintf( "life difficulty %d", iLifeDifficulty ) );
this->AddChild( &m_textLifeDifficulty );
CString sCoinMode = CoinModeToString((CoinMode)PREFSMAN->GetCoinMode());
m_CoinMode.LoadFromAniDir( THEME->GetPathToB("ScreenTitleMenu "+sCoinMode) );
this->AddChild( &m_CoinMode );
m_textHelp.LoadFromFont( THEME->GetPathToF("ScreenTitleMenu help") );
m_textHelp.SetText( HELP_TEXT((CoinMode)PREFSMAN->GetCoinMode()) );
m_textHelp.SetXY( HELP_X, HELP_Y );
m_textHelp.SetZoom( 0.5f );
m_textHelp.SetEffectDiffuseBlink();
m_textHelp.SetShadowLength( 2 );
this->AddChild( &m_textHelp );
switch( PREFSMAN->GetCoinMode() )
{
case COIN_HOME:
{
for( unsigned i=0; i<m_aGameCommands.size(); i++ )
{
GameCommand &mc = m_aGameCommands[i];
m_textChoice[i].LoadFromFont( THEME->GetPathToF("ScreenTitleMenu choices") );
m_textChoice[i].SetHorizAlign( (enum Actor::HorizAlign)MENU_TEXT_ALIGN );
m_textChoice[i].SetText( NAME(mc.m_sName) );
m_textChoice[i].SetXY( CHOICES_X, CHOICES_START_Y + i*CHOICES_SPACING_Y );
m_textChoice[i].SetShadowLength( CHOICES_SHADOW_LENGTH );
m_textChoice[i].SetShadowLength( 4 );
this->AddChild( &m_textChoice[i] );
}
}
break;
case COIN_PAY:
case COIN_FREE:
break;
default:
ASSERT(0);
}
// m_AttractOut.Load( THEME->GetPathToB("ScreenTitleMenu out") );
// this->AddChild( &m_AttractOut );
// m_BeginOut.Load( THEME->GetPathToB("ScreenTitleMenu begin out") );
// this->AddChild( &m_BeginOut );
SOUND->PlayOnceFromAnnouncer( "title menu game name" );
m_soundChange.Load( THEME->GetPathToS("ScreenTitleMenu change"),true );
m_Choice = 0;
for( unsigned i=0; i<m_aGameCommands.size(); i++ )
if( i != m_Choice )
{
m_textChoice[i].SetZoom( ZOOM_NOT_SELECTED );
m_textChoice[i].RunCommands( MENU_ITEM_CREATE );
}
else
GainFocus( m_Choice );
SOUND->PlayMusic( THEME->GetPathToS("ScreenTitleMenu music") );
this->PostScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS);
SET_XY_AND_ON_COMMAND( m_textLifeDifficulty );
this->SortByDrawOrder();
// this->MoveToTail( &m_AttractOut ); // put it in the back so it covers up the stuff we just added
SOUND->PlayOnceFromAnnouncer( "title menu game name" );
}
ScreenTitleMenu::~ScreenTitleMenu()
{
LOG->Trace( "ScreenTitleMenu::~ScreenTitleMenu()" );
}
void ScreenTitleMenu::UpdateSelectableChoices()
{
}
void ScreenTitleMenu::MoveCursor( bool up )
{
if( PREFSMAN->GetCoinMode() != COIN_HOME )
return;
// if( m_BeginOut.IsTransitioning() )
// return;
TimeToDemonstration.GetDeltaTime(); /* Reset the demonstration timer when a key is pressed. */
LoseFocus( m_Choice );
m_Choice += (up? -1:+1);
wrap( (int&)m_Choice, m_aGameCommands.size() );
m_soundChange.Play();
GainFocus( m_Choice );
LOG->Trace( ScreenTitleMenu::~ScreenTitleMenu()" );
}
void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
@@ -234,59 +114,27 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
* so that the right m_aGameCommands will show */
if( ScreenAttract::ChangeCoinModeInput( DeviceI, type, GameI, MenuI, StyleI ) )
{
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
SCREENMAN->SetNewScreen( m_sName );
return;
}
if( m_In.IsTransitioning() || m_Back.IsTransitioning() ) /* not m_Out */
return;
if( MenuI.IsValid() )
{
switch( MenuI.button )
{
case MENU_BUTTON_UP:
case MENU_BUTTON_LEFT:
MoveCursor( true );
break;
case MENU_BUTTON_DOWN:
case MENU_BUTTON_RIGHT:
MoveCursor( false );
break;
case MENU_BUTTON_BACK:
if( m_Out.IsTransitioning() )
break;
Back( SM_GoToAttractLoop );
break;
case MENU_BUTTON_START:
/* return if the choice is invalid */
const GameCommand &mc = m_aGameCommands[m_Choice];
CString why;
if( !mc.IsPlayable( &why ) )
{
SCREENMAN->PlayInvalidSound();
if( why != "" )
SCREENMAN->SystemMessage( why );
return;
}
if( !Screen::JoinInput( DeviceI, type, GameI, MenuI, StyleI ) )
return;
if( !m_Out.IsTransitioning() )
StartTransitioning( SM_GoToNextScreen );
}
}
if( PREFSMAN->GetCoinMode() != COIN_HOME )
return;
//
// detect codes
//
if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_THEME) ||
CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_THEME2) )
{
THEME->NextTheme();
ApplyGraphicOptions(); // update window title and icon
SCREENMAN->SystemMessage( "Theme: "+THEME->GetCurThemeName() );
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
SCREENMAN->SetNewScreen( m_sName );
TEXTUREMAN->DoDelayedDelete();
}
if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_ANNOUNCER) ||
@@ -296,7 +144,7 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
CString sName = ANNOUNCER->GetCurAnnouncerName();
if( sName=="" ) sName = "(none)";
SCREENMAN->SystemMessage( "Announcer: "+sName );
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
SCREENMAN->SetNewScreen( m_sName );
}
if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_GAME) ||
CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_GAME2) )
@@ -319,80 +167,10 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
ResetGame( false );
SCREENMAN->SystemMessage( CString("Game: ") + GAMESTATE->GetCurrentGame()->m_szName );
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
SCREENMAN->SetNewScreen( m_sName );
}
ScreenSelect::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenTitleMenu::Update( float fDelta )
{
// time out on this screen and go to the attract sequence
if( !IsTransitioning() && TimeToDemonstration.PeekDeltaTime() >= SECONDS_BEFORE_ATTRACT)
{
// don't time out on this screen is coin mode is pay.
// If we're here, then there's a credit in the machine.
if( PREFSMAN->GetCoinMode() == COIN_PAY )
; // do nothing
else
{
this->PostScreenMessage( SM_GoToAttractLoop, 0 );
TimeToDemonstration.GetDeltaTime();
}
}
Screen::Update(fDelta);
}
void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_PlayComment:
SOUND->PlayOnceFromAnnouncer( "title menu attract" );
this->PostScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS );
break;
case SM_GoToNextScreen:
/* XXX: Bad hack: we only want to set default options if we're actually
* going into the game. We don't want to set it if we're going into the
* editor menu, since that never resets options (so it'll maintain changes
* when entering and exiting the editor), and the editor probably shouldn't
* use default options. */
if( m_Choice == 0 )
{
// apply default options
FOREACH_PlayerNumber( p )
GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.FromString( PREFSMAN->m_sDefaultModifiers );
GAMESTATE->m_SongOptions.FromString( PREFSMAN->m_sDefaultModifiers );
}
m_aGameCommands[m_Choice].ApplyToAllPlayers();
break;
case SM_GoToAttractLoop:
SCREENMAN->SetNewScreen( INITIAL_SCREEN );
break;
}
}
void ScreenTitleMenu::LoseFocus( int iChoiceIndex )
{
m_textChoice[iChoiceIndex].SetEffectNone();
m_textChoice[iChoiceIndex].StopTweening();
m_textChoice[iChoiceIndex].BeginTweening( 0.3f );
m_textChoice[iChoiceIndex].SetZoom( ZOOM_NOT_SELECTED );
}
void ScreenTitleMenu::GainFocus( int iChoiceIndex )
{
m_textChoice[iChoiceIndex].StopTweening();
m_textChoice[iChoiceIndex].BeginTweening( 0.3f );
m_textChoice[iChoiceIndex].SetZoom( ZOOM_SELECTED );
RageColor color1, color2;
color1 = COLOR_SELECTED;
color2 = color1 * 0.5f;
color2.a = 1;
m_textChoice[iChoiceIndex].SetEffectDiffuseShift( 0.5f, color1, color2 );
ScreenSelectMaster::Input( DeviceI, type, GameI, MenuI, StyleI );
}
/*
+3 -27
View File
@@ -9,46 +9,22 @@
#include "BitmapText.h"
#include "RageSound.h"
#include "RageTimer.h"
#include "ScreenSelect.h"
#include "ScreenSelectMaster.h"
#define MAX_MODE_CHOICES 30
class ScreenTitleMenu : public ScreenSelect
class ScreenTitleMenu : public ScreenSelectMaster
{
public:
ScreenTitleMenu( CString sName );
virtual ~ScreenTitleMenu();
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void Update( float fDelta );
virtual void HandleScreenMessage( const ScreenMessage SM );
private:
int GetSelectionIndex( PlayerNumber pn ) { return m_Choice; }
void UpdateSelectableChoices();
void GainFocus( int iChoiceIndex );
void LoseFocus( int iChoiceIndex );
void MoveCursor( bool up );
unsigned m_Choice;
Sprite m_sprLogo;
AutoActor m_sprLogo;
BitmapText m_textVersion;
BitmapText m_textSongs;
BitmapText m_textMaxStages;
BitmapText m_textLifeDifficulty;
BitmapText m_textHelp;
BitmapText m_textChoice[MAX_MODE_CHOICES];
RageSound m_soundChange;
RageTimer TimeToDemonstration;
BGAnimation m_CoinMode;
BGAnimation m_Premium;
Transition m_AttractOut;
};
#endif