Total Re-write of ScreenSelectMode, now working under the ScreenSelect class, but still a lot of work to do.

This commit is contained in:
Andrew Livy
2003-05-01 23:40:12 +00:00
parent 1d5f0c1078
commit c71d8f8c9c
9 changed files with 208 additions and 405 deletions
+37 -22
View File
@@ -3,29 +3,22 @@ X denotes task complete or no longer required to do.
- denotes task to do, but also being worked upon by other dev.
H denotes task on hold.
TODO As of: 12:26 03/02/28
* Mathematics Assignment
* Integrating Assignment 3
TODO As of: 17:11 03/04/22
* Pass Exams
* Finish the BGA editor
TODO As of: 16:57 03/02/08
X Object Oriented Design 2 Assignment
X Operating Systems 2 Assignment
* Systems Programming 2 Assignment
X Systems Programming 2 Assignment
* Para-Style EndScreens
* Para-Style Scoreboard
* Ez2-Style Scoreboard
H Pump Battle Mode
- Pump Battle Mode
H Pump Random Speed
H Pump Random Vanish
TODO As of: 06:36:PM 10/12/02
X Optimize The Music Banner Wheel
TODO As of: 04:46:PM 27/11/02
X Systems Programming Assignment
X Integrating Assignment 2
X Add Scoreboard Initials Entry Frontend
TODO As of: 01:30:PM 13/11/02
* Work on 3DDX Support
X Software Engineering Assignment
@@ -41,14 +34,6 @@ H Update Menu Graphics for Ez2
* Finish The PUMP Graphics
- Work on Beatmania Support
TODO As of: 07:47:PM 12/09/02
X Get internet connection back (evil BT!! Changed their TOS and didn't tell me!)
X Put the graphics artists work onto the project
X Add credits for the ez2 graphics team :)
X Add PARA Gametype
X Add Ez2dancer Style Select Background Animation
TODO As of: 11:42:PM 05/09/02
X Fix the Bug on ScreenStage that reports the current stage number for final stage as being 00 in Ez2
@@ -70,4 +55,34 @@ H Create Ez2dancer HowToPlay screens.
X Modify Pump Style Select So it is more arcade accurate.
- Update the rather tacky graphics.
* Keep my sanity.
* Keep my sanity.
-----------------------------------------------------------------------------
Completed Modules Of Work
TODO As of: 07:47:PM 12/09/02
X Get internet connection back (evil BT!! Changed their TOS and didn't tell me!)
X Put the graphics artists work onto the project
X Add credits for the ez2 graphics team :)
X Add PARA Gametype
X Add Ez2dancer Style Select Background Animation
TODO As of: 06:36:PM 10/12/02
X Optimize The Music Banner Wheel
X TODO As of: 04:46:PM 27/11/02
X Systems Programming Assignment
X Integrating Assignment 2
X Add Scoreboard Initials Entry Frontend
TODO As of: 12:26 03/02/28
X Mathematics Assignment
X Integrating Assignment 3
+2 -2
View File
@@ -252,7 +252,6 @@ void Screen::ClearMessageQueue( const ScreenMessage SM )
#include "ScreenEditMenu.h"
#include "ScreenEvaluation.h"
#include "ScreenEz2SelectPlayer.h"
#include "ScreenSelectMode.h"
#include "ScreenGameOver.h"
#include "ScreenGameplay.h"
#include "ScreenGraphicOptions.h"
@@ -299,6 +298,7 @@ void Screen::ClearMessageQueue( const ScreenMessage SM )
#include "ScreenCredits.h"
#include "ScreenSelectCharacter.h"
#include "ScreenRaveOptions.h"
#include "ScreenSelectMode.h"
Screen* Screen::Create( CString sClassName )
{
@@ -316,7 +316,6 @@ Screen* Screen::Create( CString sClassName )
IF_RETURN( ScreenEvaluationBattle );
IF_RETURN( ScreenEvaluationRave );
IF_RETURN( ScreenEz2SelectPlayer );
IF_RETURN( ScreenSelectMode );
IF_RETURN( ScreenGameOver );
IF_RETURN( ScreenGameplay );
IF_RETURN( ScreenGraphicOptions );
@@ -336,6 +335,7 @@ Screen* Screen::Create( CString sClassName )
IF_RETURN( ScreenSelectMusic );
IF_RETURN( ScreenSelectStyle5th );
IF_RETURN( ScreenSelectStyle );
IF_RETURN( ScreenSelectMode );
IF_RETURN( ScreenSongOptions );
IF_RETURN( ScreenStage );
IF_RETURN( ScreenTest );
+1 -1
View File
@@ -76,7 +76,7 @@ protected:
bool m_bGoToOptions;
bool m_bMadeChoice;
bool m_bTransitioning;
int i_ErrorDetected;
#ifdef DEBUG
+10 -1
View File
@@ -179,7 +179,16 @@ void ScreenSelect::Input( const DeviceInput& DeviceI, const InputEventType type,
* are other screens you can join (eg ScreenCaution). -glenn */
/* Joint premium on a DDR machine does allow two player modes with a single
* credit. -Chris */
* credit. -Chris
*/
/* Indeed, I can see three different premium settings here:
AnyPlayersTwoCoins (2 coins for doubles and 2 coins for versus)
OnePlayerOneCoin (1 coin for doubles, but 2 coins for versus (like pump and ez2))
TwoPlayerOneCoin (1 coin for doubles / versus play)
perhaps we should change the joint premium system to work this way?
That way we can support all gametypes.
*/
if( PREFSMAN->m_iCoinMode == COIN_PAY )
{
+74 -337
View File
@@ -26,120 +26,53 @@ Chris Danford
/* Constants */
#define JOIN_FRAME_X( p ) THEME->GetMetricF("ScreenSelectMode",ssprintf("JoinFrameP%dX",p+1))
#define JOIN_FRAME_Y( i ) THEME->GetMetricF("ScreenSelectMode",ssprintf("JoinFrameP%dY",i+1))
#define JOIN_MESSAGE_X( p ) THEME->GetMetricF("ScreenSelectMode",ssprintf("JoinMessageP%dX",p+1))
#define JOIN_MESSAGE_Y( i ) THEME->GetMetricF("ScreenSelectMode",ssprintf("JoinMessageP%dY",i+1))
#define GUIDE_X THEME->GetMetricF("ScreenSelectMode","GuideX")
#define GUIDE_Y THEME->GetMetricF("ScreenSelectMode","GuideY")
#define HELP_TEXT THEME->GetMetric("ScreenSelectMode","HelpText")
#define TIMER_SECONDS THEME->GetMetricI("ScreenSelectMode","TimerSeconds")
#define NEXT_SCREEN THEME->GetMetric("ScreenSelectMode","NextScreen")
#define SCROLLING_ELEMENT_SPACING THEME->GetMetricI("ScreenSelectMode","ScrollingElementSpacing")
#define SCROLLING_LIST_X THEME->GetMetricF("ScreenSelectMode","ScrollingListX")
#define SCROLLING_LIST_Y THEME->GetMetricF("ScreenSelectMode","ScrollingListY")
#define SELECTION_SPECIFIC_BG_ANIMATIONS THEME->GetMetricB("ScreenSelectMode","SelectionSpecificBGAnimations")
#define BOUNCE_JOIN_MESSAGE THEME->GetMetricB("ScreenSelectMode","BounceJoinMessage")
#define FOLD_ON_JOIN THEME->GetMetricB("ScreenSelectMode","FoldOnJoin")
const float TWEEN_TIME = 0.35f;
#define ELEM_SPACING THEME->GetMetricI("ScreenSelectMode","ElementSpacing")
#define INCLUDE_DOUBLE_IN_JP THEME->GetMetricI("ScreenSelectMode","IncludeDoubleInJointPremium")
#define SCROLLING_LIST_X THEME->GetMetricI("ScreenSelectMode","ScrollingListX")
#define SCROLLING_LIST_Y THEME->GetMetricI("ScreenSelectMode","ScrollingListY")
#define GUIDE_X THEME->GetMetricF("ScreenSelectMode", "GuideX")
#define GUIDE_Y THEME->GetMetricF("ScreenSelectMode", "GuideY")
/************************************
ScreenSelectMode (Constructor)
Desc: Sets up the screen display
************************************/
ScreenSelectMode::ScreenSelectMode() : Screen("ScreenSelectMode")
ScreenSelectMode::ScreenSelectMode() : ScreenSelect( "ScreenSelectMode" )
{
LOG->Trace( "ScreenSelectMode::ScreenSelectMode()" );
GAMESTATE->m_bPlayersCanJoin = true;
SCREENMAN->RefreshCreditsMessages();
GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE; // the only mode you can select on this screen
/*********** TODO: MAKE THIS WORK FOR ALL GAME STYLES! *************/
m_ChoiceListFrame.Load( THEME->GetPathToG("ScreenSelectMode list frame"));
m_ChoiceListFrame.SetXY( SCROLLING_LIST_X, SCROLLING_LIST_Y);
this->AddChild( &m_ChoiceListFrame );
m_ScrollingList.SetXY( CENTER_X, SCROLLING_LIST_Y );
m_ScrollingList.SetSpacing( SCROLLING_ELEMENT_SPACING );
m_ScrollingList.SetNumberVisible( 9 );
m_soundModeChange.Load( THEME->GetPathToS("ScreenSelectMode modechange"));
unsigned i;
for( i=0; i<m_aModeChoices.size(); i++ )
{
const ModeChoice& mc = m_aModeChoices[i];
//
// Load Sprite
//
CString sElementName = ssprintf("ScreenSelectMode %s", mc.name );
CString sElementPath = THEME->GetPathToG(sElementName);
arrayLocations.push_back( sElementPath );
}
// m_ScrollingList.UseSpriteType(BANNERTYPE);
m_ScrollingList.SetXY( SCROLLING_LIST_X, SCROLLING_LIST_Y );
m_ScrollingList.SetSpacing( ELEM_SPACING );
this->AddChild( &m_ScrollingList );
m_ChoiceListHighlight.Load( THEME->GetPathToG("ScreenSelectMode list highlight"));
m_ChoiceListHighlight.SetXY( CENTER_X, SCROLLING_LIST_Y);
this->AddChild( &m_ChoiceListHighlight );
m_ChoiceListHighlight.SetXY( SCROLLING_LIST_X, SCROLLING_LIST_Y );
this->AddChild(&m_ChoiceListHighlight);
m_Guide.Load( THEME->GetPathToG("select mode guide"));
m_Guide.SetXY( GUIDE_X, GUIDE_Y );
this->AddChild( &m_Guide );
for( int p=0; p<NUM_PLAYERS; p++ )
{
m_sprJoinFrame[p].Load( THEME->GetPathToG("ScreenSelectMode join frame 1x2") );
m_sprJoinFrame[p].StopAnimating();
m_sprJoinFrame[p].SetState( p );
m_sprJoinFrame[p].SetXY( JOIN_FRAME_X(p), JOIN_FRAME_Y(p) );
this->AddChild( &m_sprJoinFrame[p] );
if( GAMESTATE->m_bSideIsJoined[p] )
m_sprJoinFrame[p].SetZoomY( 0 );
m_sprJoinMessage[p].Load( THEME->GetPathToG("ScreenSelectMode join message 2x2") );
m_sprJoinMessage[p].StopAnimating();
m_sprJoinMessage[p].SetState( p );
m_sprJoinMessage[p].SetXY( JOIN_MESSAGE_X(p), JOIN_MESSAGE_Y(p) );
if( BOUNCE_JOIN_MESSAGE )
m_sprJoinMessage[p].SetEffectBounce( 0.5f, RageVector3(0,10,0) );
this->AddChild( &m_sprJoinMessage[p] );
if( GAMESTATE->m_bSideIsJoined[p] )
{
m_sprJoinMessage[p].SetState( p+NUM_PLAYERS );
if( FOLD_ON_JOIN )
{
m_sprJoinMessage[p].SetZoomY( 0 );
m_sprJoinFrame[p].SetZoomY( 0 );
}
}
}
m_Menu.Load( "ScreenSelectMode" );
this->AddChild( &m_Menu );
m_soundSelect.Load( THEME->GetPathToS("Common start") );
m_soundChange.Load( THEME->GetPathToS("ScreenSelectMode change"), true );
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select mode intro") );
SOUNDMAN->PlayMusic( THEME->GetPathToS("ScreenSelectMode music") );
RefreshModeChoices();
if( SELECTION_SPECIFIC_BG_ANIMATIONS )
{
CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
for( unsigned i=0; i<m_apPossibleModeChoices.size(); i++ )
{
CString sChoiceName = m_apPossibleModeChoices[i]->name;
m_Infotext[i].Load( THEME->GetPathToG(ssprintf("ScreenSelectMode infotext %s %s", sGameName.c_str(), sChoiceName.c_str())) );
m_Infotext[i].SetXY( GUIDE_X, GUIDE_Y );
this->AddChild( &m_Infotext[i] );
m_Infotext[i].SetDiffuse( RageColor(0,0,0,0));
}
}
AfterChange();
TweenOnScreen();
UpdateSelectableChoices();
}
/************************************
@@ -152,267 +85,71 @@ ScreenSelectMode::~ScreenSelectMode()
LOG->Trace( "ScreenSelectMode::~ScreenSelectMode()" );
}
/************************************
Update
Desc: Animates the 1p/2p selection
************************************/
void ScreenSelectMode::Update( float fDeltaTime )
{
m_BGAnimations[ m_ScrollingList.GetSelection() ].Update( fDeltaTime );
Screen::Update( fDeltaTime );
}
/************************************
DrawPrimitives
Desc: Draws the screen =P
************************************/
void ScreenSelectMode::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
m_BGAnimations[ m_ScrollingList.GetSelection() ].Draw();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
/************************************
Input
Desc: Handles player input.
************************************/
void ScreenSelectMode::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
LOG->Trace( "ScreenSelectMode::Input()" );
if( m_Menu.IsTransitioning() )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
}
/************************************
HandleScreenMessage
Desc: Handles Screen Messages and changes
game states.
************************************/
void ScreenSelectMode::HandleScreenMessage( const ScreenMessage SM )
{
Screen::HandleScreenMessage( SM );
switch( SM )
{
case SM_MenuTimer:
MenuStart( PLAYER_INVALID );
TweenOffScreen();
m_Menu.StartTransitioning( SM_GoToNextScreen );
break;
case SM_GoToPrevScreen:
SOUNDMAN->StopMusic();
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
case SM_GoToNextScreen:
// Put the mode choice into effect
int iSelection = m_ScrollingList.GetSelection();
const ModeChoice* pChoice = m_apPossibleModeChoices[ iSelection ];
GAMESTATE->m_CurStyle = pChoice->style;
GAMESTATE->m_PlayMode = pChoice->pm;
for( int p=0; p<NUM_PLAYERS; p++ )
GAMESTATE->m_PreferredDifficulty[p] = pChoice->dc;
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
SCREENMAN->SetNewScreen( NEXT_SCREEN );
break;
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
SCREENMAN->SetNewScreen( "ScreenSelectCourse" );
break;
default:
ASSERT(0);
}
break;
}
}
void ScreenSelectMode::RefreshModeChoices()
{
int iNumSidesJoined = GAMESTATE->GetNumSidesJoined();
// GAMEMAN->GetModesChoicesForGame( GAMESTATE->m_CurGame, m_apPossibleModeChoices ); // FIXME
ASSERT( !m_apPossibleModeChoices.empty() );
int i;
// remove ModeChoices that won't work with the current number of players
for( i=m_apPossibleModeChoices.size()-1; i>=0; i-- )
if( m_apPossibleModeChoices[i]->numSidesJoinedToPlay != iNumSidesJoined )
m_apPossibleModeChoices.erase( m_apPossibleModeChoices.begin()+i,
m_apPossibleModeChoices.begin()+i+1 );
CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
CStringArray asGraphicPaths;
for( unsigned j=0; j<m_apPossibleModeChoices.size(); j++ )
{
const ModeChoice* pChoice = m_apPossibleModeChoices[j];
asGraphicPaths.push_back( THEME->GetPathToG( ssprintf("select mode choice %s %s", sGameName.c_str(), pChoice->name) ) );
}
m_ScrollingList.Load( asGraphicPaths );
if( SELECTION_SPECIFIC_BG_ANIMATIONS )
{
CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
for( unsigned i=0; i<m_apPossibleModeChoices.size(); i++ )
{
CString sChoiceName = m_apPossibleModeChoices[i]->name;
m_BGAnimations[i].LoadFromAniDir( THEME->GetPathToB(ssprintf("select mode %s %s", sGameName.c_str(), sChoiceName.c_str())) );
}
}
}
/************************************
MenuBack
Desc: Actions performed when a player
presses the button bound to back
************************************/
void ScreenSelectMode::MenuBack( PlayerNumber pn )
{
SOUNDMAN->StopMusic();
m_Menu.Back( SM_GoToPrevScreen );
}
void ScreenSelectMode::AfterChange()
{
if( SELECTION_SPECIFIC_BG_ANIMATIONS )
{
for( unsigned i=0; i<m_apPossibleModeChoices.size(); i++ )
{
if(i == (unsigned)m_ScrollingList.GetSelection())
{
m_Infotext[i].SetDiffuse(RageColor(1,1,1,1));
}
else
{
m_Infotext[i].SetDiffuse(RageColor(0,0,0,0));
}
}
}
// CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
// const ModeChoice& choice = m_aPossibleModeChoices[ m_ScrollingList.GetSelection() ];
}
void ScreenSelectMode::MenuLeft( PlayerNumber pn )
{
m_ScrollingList.Left();
m_soundChange.Play();
AfterChange();
m_soundModeChange.Play();
}
void ScreenSelectMode::MenuRight( PlayerNumber pn )
{
m_ScrollingList.Right();
m_soundChange.Play();
AfterChange();
m_soundModeChange.Play();
}
/************************************
MenuDown
Desc: Actions performed when a player
presses the button bound to down
************************************/
void ScreenSelectMode::MenuDown( PlayerNumber pn )
void ScreenSelectMode::UpdateSelectableChoices()
{
if( GAMESTATE->m_bSideIsJoined[pn] ) // already joined
return; // ignore
CStringArray GraphicPaths;
m_iNumChoices = 0;
unsigned i=0;
unsigned j=0;
for( i=0; i<m_aModeChoices.size(); i++ )
{
const ModeChoice& mc = m_aModeChoices[i];
CString modename = mc.name;
modename.MakeUpper();
MenuStart( pn );
// if its joint premium and inclusive of double consider double and versus as needing another coin
// if its joint premium and non-inclusive of double consider double as appearing only when one player is available.
// if its joint premium, everythings available for play
if(
(PREFSMAN->m_bJointPremium && INCLUDE_DOUBLE_IN_JP == 1 && ((GAMESTATE->GetNumSidesJoined() == 1 && mc.numSidesJoinedToPlay == 1) || (GAMESTATE->GetNumSidesJoined() == 2 && mc.numSidesJoinedToPlay == 2))) ||
(PREFSMAN->m_bJointPremium && INCLUDE_DOUBLE_IN_JP == 0 &&
((modename.substr(0, 6) == "DOUBLE" && GAMESTATE->GetNumSidesJoined() != 2 ) || GAMESTATE->GetNumSidesJoined() == 1 && mc.numSidesJoinedToPlay == 1) ||
(modename.substr(0, 6) != "DOUBLE" && GAMESTATE->GetNumSidesJoined() == 2 && mc.numSidesJoinedToPlay == 2)) ||
(!PREFSMAN->m_bJointPremium)
)
{
m_iNumChoices++;
if(j<=MAX_ELEMS)
{
m_iSelectableChoices[j] = i;
j++;
}
else
{
ASSERT(0); // too many choices, can't track them all. Quick Fix: If You Get This Just Increase MAX_ELEMS
}
GraphicPaths.push_back(arrayLocations[i]);
}
}
m_ScrollingList.Unload();
m_ScrollingList.Load(GraphicPaths);
}
/************************************
MenuStart
Desc: Actions performed when a player
presses the button bound to start
************************************/
void ScreenSelectMode::MenuStart( PlayerNumber pn )
{
if( pn == PLAYER_INVALID )
pn = GAMESTATE->m_MasterPlayerNumber;
if( !GAMESTATE->m_bSideIsJoined[pn] )
{
// join them
GAMESTATE->m_bSideIsJoined[pn] = true;
SCREENMAN->RefreshCreditsMessages();
m_soundSelect.Play();
m_sprJoinMessage[pn].SetState( pn + NUM_PLAYERS );
if( FOLD_ON_JOIN )
{
m_sprJoinMessage[pn].BeginTweening( 0.25f );
m_sprJoinMessage[pn].SetZoomY( 0 );
m_sprJoinFrame[pn].BeginTweening( 0.25f );
m_sprJoinFrame[pn].SetZoomY( 0 );
}
RefreshModeChoices();
m_ScrollingList.SetSelection( 0 );
}
else
{
// made a selection
m_soundSelect.Play();
TweenOffScreen();
m_Menu.StartTransitioning( SM_GoToNextScreen );
GAMESTATE->m_bPlayersCanJoin = false;
SCREENMAN->RefreshCreditsMessages();
}
SCREENMAN->PostMessageToTopScreen( SM_AllDoneChoosing, 0 );
}
void ScreenSelectMode::TweenOnScreen()
int ScreenSelectMode::GetSelectionIndex( PlayerNumber pn )
{
float fOriginalZoomY = m_ScrollingList.GetZoomY();
m_ScrollingList.BeginTweening( 0.5f );
m_ScrollingList.SetZoomY( fOriginalZoomY );
for( int p=0; p<NUM_PLAYERS; p++ )
{
float fOffScreenOffset = float( (p==PLAYER_1) ? -SCREEN_WIDTH/2 : +SCREEN_WIDTH/2 );
float fOriginalX;
fOriginalX = m_sprJoinMessage[p].GetX();
m_sprJoinMessage[p].SetX( m_sprJoinMessage[p].GetX()+fOffScreenOffset );
m_sprJoinMessage[p].BeginTweening( 0.5f, Actor::TWEEN_BOUNCE_END );
m_sprJoinMessage[p].SetX( fOriginalX );
fOriginalX = m_sprJoinFrame[p].GetX();
m_sprJoinFrame[p].SetX( m_sprJoinMessage[p].GetX()+fOffScreenOffset );
m_sprJoinFrame[p].BeginTweening( 0.5f, Actor::TWEEN_BOUNCE_END );
m_sprJoinFrame[p].SetX( fOriginalX );
}
return m_iSelectableChoices[m_ScrollingList.GetSelection()];
}
void ScreenSelectMode::TweenOffScreen()
void ScreenSelectMode::Update( float fDelta )
{
m_ScrollingList.BeginTweening( 0.5f );
m_ScrollingList.SetZoomY( 0 );
for( int p=0; p<NUM_PLAYERS; p++ )
{
float fOffScreenOffset = float( (p==PLAYER_1) ? -SCREEN_WIDTH : +SCREEN_WIDTH );
m_sprJoinMessage[p].BeginTweening( 0.5f, Actor::TWEEN_DECELERATE );
m_sprJoinMessage[p].SetX( m_sprJoinMessage[p].GetX()+fOffScreenOffset );
m_sprJoinFrame[p].BeginTweening( 0.5f, Actor::TWEEN_DECELERATE );
m_sprJoinFrame[p].SetX( m_sprJoinMessage[p].GetX()+fOffScreenOffset );
}
}
ScreenSelect::Update( fDelta );
}
+18 -40
View File
@@ -6,7 +6,7 @@ Andrew Livy
*********************************/
/* Includes */
#include "ScreenSelect.h"
#include "Background.h"
#include "Screen.h"
#include "Sprite.h"
@@ -16,54 +16,32 @@ Andrew Livy
#include "GameConstantsAndTypes.h"
#include "ModeChoice.h"
#include "BitmapText.h"
// #include "TransitionFade.h"
#include "RandomSample.h"
/* Class Definition */
#define MAX_MODE_CHOICES2 10
#define MAX_ELEMS 30
class ScreenSelectMode : public Screen
class ScreenSelectMode : public ScreenSelect
{
public:
ScreenSelectMode(); // Constructor
virtual ~ScreenSelectMode(); // Destructor
/* Public Function Prototypes */
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 MenuLeft( PlayerNumber pn );
void MenuRight( PlayerNumber pn );
void MenuStart( PlayerNumber pn );
void MenuBack( PlayerNumber pn );
void MenuDown( PlayerNumber pn );
virtual void MenuLeft( PlayerNumber pn );
virtual void MenuRight( PlayerNumber pn );
virtual void MenuStart( PlayerNumber pn );
virtual void Update( float fDelta );
protected:
void AfterChange();
void TweenOffScreen();
void TweenOnScreen();
Sprite m_sprJoinMessage[NUM_PLAYERS];
Sprite m_sprJoinFrame[NUM_PLAYERS];
Sprite m_ChoiceListFrame;
Sprite m_ChoiceListHighlight;
Sprite m_Guide;
Sprite m_Infotext[MAX_MODE_CHOICES2];
vector<ModeChoice*> m_apPossibleModeChoices;
virtual int GetSelectionIndex( PlayerNumber pn );
virtual void UpdateSelectableChoices();
int m_iNumChoices;
int m_iSelectableChoices[MAX_ELEMS];
RageSound m_soundModeChange;
CStringArray arrayLocations;
ScrollingList m_ScrollingList;
void RefreshModeChoices();
BGAnimation m_BGAnimations[MAX_MODE_CHOICES2];
MenuElements m_Menu;
RageSound m_soundSelect;
RageSound m_soundChange;
Sprite m_ChoiceListFrame;
Sprite m_ChoiceListHighlight;
Sprite m_sprJoinMessage[NUM_PLAYERS];
Sprite m_sprJoinFrame[NUM_PLAYERS];
Sprite m_Guide;
};
-1
View File
@@ -29,7 +29,6 @@ ScreenSelectStyle::ScreenSelectStyle() : ScreenSelect( "ScreenSelectStyle" )
{
m_iSelection = 0;
unsigned i;
for( i=0; i<m_aModeChoices.size(); i++ )
{
+63
View File
@@ -12,6 +12,69 @@
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
// Japanese resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_JPN)
#ifdef _WIN32
LANGUAGE LANG_JAPANESE, SUBLANG_DEFAULT
#pragma code_page(932)
#endif //_WIN32
/////////////////////////////////////////////////////////////////////////////
//
// Dialog
//
IDD_DIALOG1 DIALOG DISCARDABLE 0, 0, 187, 93
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Dialog"
FONT 9, "MS Pゴシック"
BEGIN
DEFPUSHBUTTON "OK",IDOK,130,7,50,14
PUSHBUTTON "Cancel",IDCANCEL,130,24,50,14
END
IDD_DIALOG2 DIALOG DISCARDABLE 0, 0, 187, 93
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Dialog"
FONT 9, "MS Pゴシック"
BEGIN
DEFPUSHBUTTON "OK",IDOK,130,7,50,14
PUSHBUTTON "Cancel",IDCANCEL,130,24,50,14
END
/////////////////////////////////////////////////////////////////////////////
//
// DESIGNINFO
//
#ifdef APSTUDIO_INVOKED
GUIDELINES DESIGNINFO DISCARDABLE
BEGIN
IDD_DIALOG1, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 180
TOPMARGIN, 7
BOTTOMMARGIN, 86
END
IDD_DIALOG2, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 180
TOPMARGIN, 7
BOTTOMMARGIN, 86
END
END
#endif // APSTUDIO_INVOKED
#endif // Japanese resources
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// English (U.S.) resources
+3 -1
View File
@@ -7,6 +7,8 @@
#define IDD_LOADING_DIALOG 116
#define BITMAP_LOADING 117
#define BITMAP_CRASH 121
#define IDD_DIALOG1 126
#define IDD_DIALOG2 127
#define BITMAP_ERROR 129
#define IDD_DISASM_CRASH 199
#define IDC_SHOCKWAVEFLASH1 1000
@@ -38,7 +40,7 @@
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 126
#define _APS_NEXT_RESOURCE_VALUE 128
#define _APS_NEXT_COMMAND_VALUE 40009
#define _APS_NEXT_CONTROL_VALUE 1015
#define _APS_NEXT_SYMED_VALUE 101