Cleaned out old SSDEX files
This commit is contained in:
@@ -1,469 +0,0 @@
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#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenSelectDifficultyEX
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Desc: Difficulty select style from DDR Extreme
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Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
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Chris Danford
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Kevin Slaughter
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-----------------------------------------------------------------------------
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*/
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#include "ScreenSelectDifficultyEX.h"
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#include "ScreenManager.h"
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#include "PrefsManager.h"
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#include "GameManager.h"
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#include "RageLog.h"
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#include "GameConstantsAndTypes.h"
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#include "AnnouncerManager.h"
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#include "GameState.h"
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#include "RageSoundManager.h"
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#include "ThemeManager.h"
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const float LOCK_INPUT_TIME = 0.30f; // lock input while waiting for tweening to complete
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#define DIFFICULTY_X( d ) THEME->GetMetricF("ScreenSelectDifficultyEX",ssprintf("DifficultyP%dX",d+1))
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#define DIFFICULTY_Y( e ) THEME->GetMetricF("ScreenSelectDifficultyEX",ssprintf("DifficultyP%dY",e+1))
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#define CURSOR_OFFSET_EX_X( p ) THEME->GetMetricF("ScreenSelectDifficultyEX",ssprintf("CursorOffsetP%dX",p+1))
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#define CURSOR_OFFSET_EX_Y( i ) THEME->GetMetricF("ScreenSelectDifficultyEX",ssprintf("CursorOffsetP%dY",i+1))
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#define INITIAL_CHOICE THEME->GetMetricI("ScreenSelectDifficultyEX","InitialChoice")
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#define HELP_TEXT THEME->GetMetric("ScreenSelectDifficultyEX","HelpText")
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#define TIMER_SECONDS THEME->GetMetricI("ScreenSelectDifficultyEX","TimerSeconds")
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#define NEXT_SCREEN_ARCADE THEME->GetMetric("ScreenSelectDifficultyEX","NextScreenArcade")
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#define NEXT_SCREEN_ONI THEME->GetMetric("ScreenSelectDifficultyEX","NextScreenOni")
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#define NEXT_SCREEN_BATTLE THEME->GetMetric("ScreenSelectDifficultyEX","NextScreenBattle")
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const CString CHOICE_TEXT[ScreenSelectDifficultyEX::NUM_CHOICES_EX] =
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{
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"beginner",
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"easy",
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"medium",
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"hard",
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"nonstop",
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"oni",
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"endless"/*,
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"battle"*/
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};
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float CURSOR_EX_X( int p ) { return DIFFICULTY_X(p) + CURSOR_OFFSET_EX_X(p); }
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float CURSOR_EX_Y( int p ) { return DIFFICULTY_Y(p) + CURSOR_OFFSET_EX_Y(p); }
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const ScreenMessage SM_StartTweeningOffScreen = ScreenMessage(SM_User + 3);
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const ScreenMessage SM_StartFadingOut = ScreenMessage(SM_User + 4);
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ScreenSelectDifficultyEX::ScreenSelectDifficultyEX()
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{
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LOG->Trace( "ScreenSelectDifficultyEX::ScreenSelectDifficultyEX()" );
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// Reset the current PlayMode
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GAMESTATE->m_PlayMode = PLAY_MODE_INVALID;
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m_Menu.Load("ScreenSelectDifficultyEx");
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this->AddChild( &m_Menu );
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for( unsigned c=0; c<NUM_PLAYERS; c++ )
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{
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if( GAMESTATE->IsPlayerEnabled(c) == true )
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{
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CString sHeaderFile = ssprintf( "select difficulty ex header %s", CHOICE_TEXT[INITIAL_CHOICE].c_str() );
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CString sPictureFile = ssprintf( "select difficulty ex picture %s", CHOICE_TEXT[INITIAL_CHOICE].c_str() );
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m_sprPicture[c].Load( THEME->GetPathTo("Graphics",sPictureFile) );
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m_sprPicture[c].SetVertAlign( align_top );
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m_framePages.AddChild( &m_sprPicture[c] );
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m_sprHeader[c].Load( THEME->GetPathTo("Graphics",sHeaderFile) );
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m_sprHeader[c].SetXY( DIFFICULTY_X(c), DIFFICULTY_Y(c) );
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m_sprHeader[c].SetVertAlign( align_bottom );
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m_framePages.AddChild( &m_sprHeader[c] );
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}
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}
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for( unsigned p=0; p<NUM_PLAYERS; p++ )
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{
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m_Choice[p] = (ChoiceEx)(INITIAL_CHOICE);
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CLAMP( m_Choice[p], (ChoiceEx)0, (ChoiceEx)(NUM_CHOICES_EX-1) );
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m_bChosen[p] = false;
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if( !GAMESTATE->IsPlayerEnabled((PlayerNumber)p) )
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continue;
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m_sprCursor[p].Load( THEME->GetPathTo("Graphics", "select difficulty ex cursor 2x1") );
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m_sprCursor[p].SetXY( -1600, -1600 );
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m_sprCursor[p].StopAnimating();
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m_sprCursor[p].SetState( p );
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m_sprCursor[p].EnableShadow( false );
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m_framePages.AddChild( &m_sprCursor[p] );
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m_sprOK[p].Load( THEME->GetPathTo("Graphics", "select difficulty ex ok 2x1") );
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m_sprOK[p].SetState( p );
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m_sprOK[p].StopAnimating();
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m_sprOK[p].SetDiffuse( RageColor(1,1,1,0) );
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m_framePages.AddChild( &m_sprOK[p] );
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}
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this->AddChild( &m_framePages );
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m_soundChange.Load( THEME->GetPathTo("Sounds", "select difficulty change") );
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m_soundSelect.Load( THEME->GetPathTo("Sounds", "menu start") );
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m_soundDifficult.Load( ANNOUNCER->GetPathTo("select difficulty challenge") );
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select difficulty intro") );
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TweenOnScreen();
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SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","select difficulty music") );
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m_fLockInputTime = LOCK_INPUT_TIME;
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}
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ScreenSelectDifficultyEX::~ScreenSelectDifficultyEX()
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{
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LOG->Trace( "ScreenSelectDifficultyEX::~ScreenSelectDifficultyEX()" );
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}
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void ScreenSelectDifficultyEX::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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LOG->Trace( "ScreenSelectDifficultyEX::Input()" );
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if( m_Menu.IsTransitioning() )
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return;
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if( m_fLockInputTime > 0 )
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return;
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
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}
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void ScreenSelectDifficultyEX::Update( float fDeltaTime )
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{
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Screen::Update( fDeltaTime );
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m_fLockInputTime = max( m_fLockInputTime-fDeltaTime, 0 );
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}
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void ScreenSelectDifficultyEX::DrawPrimitives()
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{
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m_Menu.DrawBottomLayer();
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Screen::DrawPrimitives();
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m_Menu.DrawTopLayer();
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}
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void ScreenSelectDifficultyEX::HandleScreenMessage( const ScreenMessage SM )
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{
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int p;
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switch( SM )
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{
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case SM_MenuTimer:
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for( p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) )
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MenuStart( (PlayerNumber)p );
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break;
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case SM_GoToPrevScreen:
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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case SM_GoToNextScreen:
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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switch( m_Choice[p] )
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{
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case CHOICE_EX_BEGINNER: GAMESTATE->m_PreferredDifficulty[p] = DIFFICULTY_BEGINNER; break;
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case CHOICE_EX_EASY: GAMESTATE->m_PreferredDifficulty[p] = DIFFICULTY_EASY; break;
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case CHOICE_EX_NONSTOP: // need to set preferred difficulty even for courses
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//case CHOICE_EX_BATTLE:
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case CHOICE_EX_ONI:
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case CHOICE_EX_ENDLESS:
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case CHOICE_EX_MEDIUM: GAMESTATE->m_PreferredDifficulty[p] = DIFFICULTY_MEDIUM; break;
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case CHOICE_EX_HARD: GAMESTATE->m_PreferredDifficulty[p] = DIFFICULTY_HARD; break;
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default: ASSERT(0);
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}
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}
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switch( m_Choice[GAMESTATE->m_MasterPlayerNumber] )
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{
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case CHOICE_EX_BEGINNER:
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case CHOICE_EX_EASY:
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case CHOICE_EX_MEDIUM:
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case CHOICE_EX_HARD: GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE; break;
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case CHOICE_EX_NONSTOP: GAMESTATE->m_PlayMode = PLAY_MODE_NONSTOP; break;
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case CHOICE_EX_ONI: GAMESTATE->m_PlayMode = PLAY_MODE_ONI; break;
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case CHOICE_EX_ENDLESS: GAMESTATE->m_PlayMode = PLAY_MODE_ENDLESS; break;
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//case CHOICE_EX_BATTLE: GAMESTATE->m_PlayMode = PLAY_MODE_BATTLE; break;
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default: ASSERT(0); // bad selection
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}
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE: SCREENMAN->SetNewScreen( NEXT_SCREEN_ARCADE ); break;
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS: SCREENMAN->SetNewScreen( NEXT_SCREEN_ONI ); break;
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case PLAY_MODE_BATTLE: SCREENMAN->SetNewScreen( NEXT_SCREEN_BATTLE); break;
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default: ASSERT(0);
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}
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break;
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case SM_StartTweeningOffScreen:
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TweenOffScreen();
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this->PostScreenMessage( SM_StartFadingOut, 0.8f );
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break;
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case SM_StartFadingOut:
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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break;
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}
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}
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void ScreenSelectDifficultyEX::MenuLeft( PlayerNumber pn )
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{
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if( m_Choice[pn] == 0 ) // can't go left any more
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return;
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if( m_bChosen[pn] )
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return;
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ChangeTo( pn, m_Choice[pn], m_Choice[pn]-1 );
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}
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void ScreenSelectDifficultyEX::MenuRight( PlayerNumber pn )
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{
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if( m_Choice[pn] == NUM_CHOICES_EX-1 ) // can't go right any more
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return;
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if( m_bChosen[pn] )
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return;
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ChangeTo( pn, m_Choice[pn], m_Choice[pn]+1 );
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}
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bool ScreenSelectDifficultyEX::AnyPlayerIsOnCourse()
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{
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int pl;
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for( pl=0; pl<NUM_PLAYERS; pl++ )
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{
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switch( m_Choice[pl] )
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{
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case CHOICE_EX_NONSTOP:
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case CHOICE_EX_ONI:
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//case CHOICE_EX_BATTLE:
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case CHOICE_EX_ENDLESS: return true; break;
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}
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}
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return false;
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}
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bool ScreenSelectDifficultyEX::PlayerIsOnCourse( PlayerNumber pl )
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{
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switch( m_Choice[pl] )
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{
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case CHOICE_EX_NONSTOP:
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case CHOICE_EX_ONI:
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//case CHOICE_EX_BATTLE:
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case CHOICE_EX_ENDLESS: return true; break;
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}
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return false;
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}
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void ScreenSelectDifficultyEX::ChangeTo( PlayerNumber pn, int iOldChoice, int iNewChoice )
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{
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bool bSomeoneMadeAChoice = false;
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int p;
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( GAMESTATE->IsPlayerEnabled(p) && m_bChosen[p] )
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{
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bSomeoneMadeAChoice = true;
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}
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}
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// change only the player who pressed the button
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m_Choice[pn] = (ChoiceEx)iNewChoice;
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if( bSomeoneMadeAChoice && AnyPlayerIsOnCourse() )
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{
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m_Choice[pn] = (ChoiceEx)iOldChoice; // Put it back on the old difficulty
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return; // don't allow changing to courses after one player has chosen
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}
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if( PlayerIsOnCourse(pn) ) // If one player is on a course, all are on the same one
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{
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for( unsigned f=0; f<NUM_PLAYERS; f++ )
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{
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m_Choice[f] = (ChoiceEx)m_Choice[pn];
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}
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}
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bool bOtherWasOnCourse = false;
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if( !PlayerIsOnCourse(pn) && AnyPlayerIsOnCourse() )
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{ // Current player is not on a course, but another player IS.. fix this
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for( unsigned s=0; s<NUM_PLAYERS;s++)
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{
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m_Choice[s] = (ChoiceEx)m_Choice[pn];
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bOtherWasOnCourse = true;
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}
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}
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( AnyPlayerIsOnCourse() == true || bOtherWasOnCourse == true )
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{
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if( m_Choice[p] == CHOICE_EX_NONSTOP && iOldChoice != CHOICE_EX_ONI || m_Choice[p] == CHOICE_EX_HARD && iOldChoice != CHOICE_EX_MEDIUM )
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{
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// Lock any changes during this, like arcade does
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m_fLockInputTime = 0.5f;
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// roll up, only if this is HEAVY-2-NONSTOP, or NONSTOP-2-HEAVY
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m_sprPicture[p].StopTweening();
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m_sprPicture[p].BeginTweening( 0.01f, TWEEN_BOUNCE_BEGIN );
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m_sprPicture[p].SetTweenZoomY( 0 );
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m_sprHeader[p].StopTweening();
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m_sprHeader[p].BeginTweening( 0.01f, TWEEN_BOUNCE_BEGIN );
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m_sprHeader[p].SetTweenZoomY( 0 );
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}
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}
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CString sPictureFile = ssprintf( "select difficulty ex picture %s", CHOICE_TEXT[m_Choice[p]].c_str() );
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m_sprPicture[p].Load( THEME->GetPathTo("Graphics",sPictureFile) );
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sPictureFile = ssprintf( "select difficulty ex header %s", CHOICE_TEXT[m_Choice[p]].c_str() );
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m_sprHeader[p].Load( THEME->GetPathTo("Graphics",sPictureFile) );
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if( AnyPlayerIsOnCourse() == true || bOtherWasOnCourse == true )
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{
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if( m_Choice[p] == CHOICE_EX_NONSTOP && iOldChoice != CHOICE_EX_ONI || m_Choice[p] == CHOICE_EX_HARD && iOldChoice != CHOICE_EX_MEDIUM )
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{
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/* See above.. This executes on the same conditions. Those conditions
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should --NOT-- have changed by this time */
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m_sprPicture[p].BeginTweening( 0.3f, TWEEN_BOUNCE_END );
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m_sprPicture[p].SetTweenZoomY( 1 );
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m_sprHeader[p].BeginTweening( 0.3f, TWEEN_BOUNCE_END );
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m_sprHeader[p].SetTweenZoomY( 1 );
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}
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}
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}
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m_soundChange.Play();
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}
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void ScreenSelectDifficultyEX::MenuStart( PlayerNumber pn )
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{
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bool bOKAllPlayers = false; // This keeps OK from being displayed again, if the player has already chosen
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if( m_bChosen[pn] == true )
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return;
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if( AnyPlayerIsOnCourse() == true ) // If a course is selected, all players get the same thing
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_bChosen[p] = true;
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}
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bOKAllPlayers = true;
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}
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else
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{
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m_bChosen[pn] = true;
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}
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m_soundSelect.Play();
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int iSelection = m_Choice[pn];
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switch( iSelection )
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{
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case 0: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select difficulty comment beginner") ); break;
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case 1: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select difficulty comment easy") ); break;
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case 2: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select difficulty comment medium") ); break;
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case 3: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select difficulty comment hard") ); break;
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case 4: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select difficulty comment nonstop") ); break;
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case 5: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select difficulty comment oni") ); break;
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case 6: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select difficulty comment endless") ); break;
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}
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if( bOKAllPlayers == true ) // Show OK Icon
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{
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for( unsigned pk=0; pk<NUM_PLAYERS; pk++ )
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{
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ShowSelected((PlayerNumber)pk);
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}
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}
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else
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{
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ShowSelected((PlayerNumber)pn);
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}
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// check to see if everyone has chosen
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( GAMESTATE->IsPlayerEnabled((PlayerNumber)p) && m_bChosen[p] == false )
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return;
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}
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this->PostScreenMessage( SM_StartTweeningOffScreen, 0.7f );
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}
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void ScreenSelectDifficultyEX::ShowSelected( PlayerNumber pv )
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{
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//Roll up in pic corner
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m_sprCursor[pv].SetXY( CURSOR_EX_X(pv), CURSOR_EX_Y(pv) );
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m_sprCursor[pv].BeginTweening( 0.2f );
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m_sprCursor[pv].BeginTweening( 0.2f );
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m_sprOK[pv].SetXY( CURSOR_EX_X(pv), CURSOR_EX_Y(pv) );
|
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m_sprCursor[pv].FadeOn( 0, "foldy bounce", 0.3f );
|
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m_sprOK[pv].SetDiffuse( RageColor(1,1,1,1) );
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m_sprOK[pv].SetZoom( 1 );
|
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m_sprOK[pv].FadeOn( 0, "foldy bounce", 0.3f );
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}
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void ScreenSelectDifficultyEX::MenuBack( PlayerNumber pn )
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{
|
||||
m_Menu.Back( SM_GoToPrevScreen );
|
||||
}
|
||||
|
||||
void ScreenSelectDifficultyEX::TweenOffScreen()
|
||||
{
|
||||
unsigned p;
|
||||
|
||||
for( p=0; p < m_SubActors.size(); p++ )
|
||||
m_SubActors[p]->StopTweening();
|
||||
|
||||
for( p=0; p<NUM_PLAYERS; p++ )
|
||||
{
|
||||
if( !GAMESTATE->IsPlayerEnabled((PlayerNumber)p) )
|
||||
continue;
|
||||
|
||||
m_sprCursor[p].FadeOff( 0, "fade", 0.3f );
|
||||
m_sprOK[p].FadeOff( 0, "fade", 0.3f );
|
||||
}
|
||||
|
||||
for( unsigned c=0; c<NUM_PLAYERS; c++ )
|
||||
{
|
||||
m_sprHeader[c].FadeOff( 0, "fade", 0.3f );
|
||||
m_sprPicture[c].FadeOff( 0, "fade", 0.3f );
|
||||
}
|
||||
}
|
||||
|
||||
void ScreenSelectDifficultyEX::TweenOnScreen()
|
||||
{
|
||||
for( unsigned d=0; d<NUM_PLAYERS; d++ )
|
||||
{
|
||||
m_sprHeader[d].SetXY( DIFFICULTY_X(d), DIFFICULTY_Y(d) );
|
||||
m_sprPicture[d].SetXY( DIFFICULTY_X(d), DIFFICULTY_Y(d) );
|
||||
|
||||
m_sprHeader[d].FadeOn( 0, "fade",0.3f );
|
||||
m_sprPicture[d].FadeOn( 0, "fade",0.3f );
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user