Fix ScreenJukebox, ScreenMusicScroll

This commit is contained in:
Chris Danford
2003-03-14 22:34:28 +00:00
parent cc370ed036
commit d4417b0260
12 changed files with 39 additions and 81 deletions
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Width:  |  Height:  |  Size: 1.2 KiB

@@ -0,0 +1 @@
_fade in with sound
@@ -0,0 +1 @@
_fade out with sound
@@ -1 +1 @@
_fade in
_fade in with sound
+3 -3
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@@ -34,7 +34,7 @@ JukeboxMenu::JukeboxMenu()
for( i=0; i<2; i++ )
{
m_sprArrows[i].Load( THEME->GetPathTo("Graphics",ssprintf("jukebox menu %s",(i==0?"left":"right"))) );
m_sprArrows[i].Load( THEME->GetPathTo("Graphics",ssprintf("JukeboxMenu %s",(i==0?"left":"right"))) );
m_sprArrows[i].SetX( ARROWS_X(i) );
this->AddChild( &m_sprArrows[i] );
}
@@ -59,8 +59,8 @@ JukeboxMenu::JukeboxMenu()
this->AddChild( &m_textValue[i] );
}
m_soundChangeRow.Load( THEME->GetPathTo("sounds","jukebox menu row") );
m_soundChangeValue.Load( THEME->GetPathTo("sounds","jukebox menu value") );
m_soundChangeRow.Load( THEME->GetPathTo("sounds","JukeboxMenu row") );
m_soundChangeValue.Load( THEME->GetPathTo("sounds","JukeboxMenu value") );
// fill in data structures
+1 -1
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@@ -44,7 +44,7 @@ ScreenEditMenu::ScreenEditMenu()
// m_Selector.AllowNewNotes();
this->AddChild( &m_Selector );
m_Menu.Load( "ScreenEditMenu", false );
m_Menu.Load( "ScreenEditMenu", false ); // disable timer
this->AddChild( &m_Menu );
-1
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@@ -831,7 +831,6 @@ void ScreenEvaluation::MenuStart( PlayerNumber pn )
/* Tween the screen out, but leave the MenuElements where they are.
* Play the "swoosh" sound manually (would normally be played by the ME
* tween out). */
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","menu swoosh") );
TweenOffScreen();
SCREENMAN->SendMessageToTopScreen( SM_GoToFinalEvaluation, MENU_ELEMENTS_TWEEN_TIME );
}
+4 -7
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@@ -411,6 +411,10 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
m_Inventory.RefreshPossibleItems();
this->AddChild( &m_Inventory );
m_textDebug.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textDebug.SetXY( DEBUG_X, DEBUG_Y );
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
this->AddChild( &m_textDebug );
if( !bDemonstration ) // only load if we're going to use it
@@ -455,13 +459,6 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
}
// Debug is drawn on top of all these things
m_textDebug.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textDebug.SetXY( DEBUG_X, DEBUG_Y );
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
this->AddChild( &m_textDebug );
/* LoadNextSong first, since that positions some elements which need to be
* positioned before we TweenOnScreen. */
LoadNextSong();
+2 -51
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@@ -156,66 +156,17 @@ void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type
//LOG->Trace( "ScreenJukebox::Input()" );
//
// This should be the same as ScreenAttract::Input()
//
if(type != IET_FIRST_PRESS) return; // don't care
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F3 )
{
(int&)PREFSMAN->m_CoinMode = (PREFSMAN->m_CoinMode+1) % PrefsManager::NUM_COIN_MODES;
CString sMessage = "Coin Mode: ";
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_HOME: sMessage += "HOME"; break;
case PrefsManager::COIN_PAY: sMessage += "PAY"; break;
case PrefsManager::COIN_FREE: sMessage += "FREE"; break;
}
SCREENMAN->RefreshCreditsMessages();
SCREENMAN->SystemMessage( sMessage );
return;
}
if( MenuI.IsValid() )
{
switch( MenuI.button )
{
case MENU_BUTTON_START:
case MENU_BUTTON_LEFT:
case MENU_BUTTON_RIGHT:
if( !m_In.IsTransitioning() && !m_Out.IsTransitioning() )
m_Out.StartTransitioning( SM_GoToNextScreen );
break;
case MENU_BUTTON_COIN:
Screen::MenuCoin( MenuI.player ); // increment coins, play sound
m_soundMusic.Stop();
SDL_Delay( 800 ); // do a little pause, like the arcade does
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
case MENU_BUTTON_START:
case MENU_BUTTON_BACK:
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_PAY:
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
break; // don't fall through
// fall through
case PrefsManager::COIN_FREE:
case PrefsManager::COIN_HOME:
m_soundMusic.Stop();
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","insert coin") );
SDL_Delay( 800 ); // do a little pause, like the arcade does
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
default:
ASSERT(0);
}
SCREENMAN->SendMessageToTopScreen( SM_NotesEnded, 0 );
break;
}
}
}
void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM )
+1 -1
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@@ -42,7 +42,7 @@ ScreenJukeboxMenu::ScreenJukeboxMenu()
// m_Selector.AllowNewNotes();
this->AddChild( &m_Selector );
m_Menu.Load( "ScreenJukeboxMenu" );
m_Menu.Load( "ScreenJukeboxMenu", false ); // disable timer
this->AddChild( &m_Menu );
+18 -10
View File
@@ -147,7 +147,7 @@ ScreenMusicScroll::ScreenMusicScroll()
GAMESTATE->Reset(); // so that credits message for both players will show
m_Background.LoadFromAniDir( THEME->GetPathTo("BGAnimations","music scroll") );
m_Background.LoadFromAniDir( THEME->GetPathTo("BGAnimations","ScreenMusicScroll background") );
this->AddChild( &m_Background );
@@ -187,13 +187,16 @@ ScreenMusicScroll::ScreenMusicScroll()
this->SendScreenMessage( SM_BeginFadingOut, 0.2f * i + 3.0f );
this->AddChild( &m_Fade );
m_In.Load( THEME->GetPathTo("BGAnimations","ScreenMusicScroll in") );
// this->AddChild( &m_In ); // draw and update manually
m_In.StartTransitioning();
m_Out.Load( THEME->GetPathTo("BGAnimations","ScreenMusicScroll out") );
// this->AddChild( &m_Out ); // draw and update manually
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("music scroll") );
SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","ScreenMusicScroll music") );
m_Fade.OpenWipingRight();
}
@@ -203,6 +206,9 @@ void ScreenMusicScroll::Update( float fDeltaTime )
for( unsigned i=0; i<m_iNumLines; i++ )
m_textLines[i].Update( fDeltaTime );
m_In.Update( fDeltaTime );
m_Out.Update( fDeltaTime );
}
@@ -217,15 +223,16 @@ void ScreenMusicScroll::DrawPrimitives()
m_textLines[i].Draw();
}
m_Fade.Draw(); // render it again so it shows over the text
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()" );
// LOG->Trace( "ScreenMusicScroll::Input()" );
if( m_Fade.IsClosing() )
if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
@@ -236,7 +243,8 @@ void ScreenMusicScroll::HandleScreenMessage( const ScreenMessage SM )
switch( SM )
{
case SM_BeginFadingOut:
m_Fade.CloseWipingRight( SM_GoToNextScreen );
if( !m_Out.IsTransitioning() )
m_Out.StartTransitioning( SM_GoToNextScreen );
break;
case SM_GoToNextScreen:
SONGMAN->SaveMachineScoresToDisk();
@@ -247,11 +255,11 @@ void ScreenMusicScroll::HandleScreenMessage( const ScreenMessage SM )
void ScreenMusicScroll::MenuStart( PlayerNumber pn )
{
m_Fade.CloseWipingRight( SM_GoToNextScreen );
this->SendScreenMessage( SM_BeginFadingOut, 0 );
}
void ScreenMusicScroll::MenuBack( PlayerNumber pn )
{
MenuStart( pn );
this->SendScreenMessage( SM_BeginFadingOut, 0 );
}
+7 -6
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@@ -11,7 +11,7 @@
#include "Screen.h"
#include "Sprite.h"
#include "TransitionFade.h"
#include "TransitionBGAnimation.h"
#include "RageSoundManager.h"
#include "MenuElements.h"
@@ -37,12 +37,13 @@ public:
private:
BGAnimation m_Background;
BitmapText m_textLines[MAX_TOTAL_LINES];
unsigned m_iNumLines;
float m_fTimeLeftInScreen;
BGAnimation m_Background;
BitmapText m_textLines[MAX_TOTAL_LINES];
unsigned m_iNumLines;
float m_fTimeLeftInScreen;
TransitionFade m_Fade;
TransitionBGAnimation m_In;
TransitionBGAnimation m_Out;
};