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
+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 );
}
/*