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
+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 );
}