Cleaned up Ez2SelectStyle (however 2p support removed). Now using new ScrollingList system (PUMP can make use of this for select style also)

This commit is contained in:
Andrew Livy
2002-08-25 23:10:28 +00:00
parent 8b6b4043ef
commit d4f4a854cf
6 changed files with 567 additions and 569 deletions
+12 -22
View File
@@ -26,20 +26,13 @@ Andrew Livy
#include "GameState.h"
#include "RageException.h"
#include "RageTimer.h"
#include "ScreenSelectStyle5th.h"
/* Constants */
const ScreenMessage SM_GoToPrevState = ScreenMessage(SM_User + 1);
const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 2);
#define SELECT_STYLE_TYPE THEME->GetMetricI("General","SelectStyleType")
enum SelectStyleType // for use with the metric above
{
SELECT_STYLE_TYPE_MAX = 0,
SELECT_STYLE_TYPE_5TH,
SELECT_STYLE_TYPE_EZ2,
};
#define USE_NORMAL_OR_EZ2_SELECT_STYLE THEME->GetMetricB("General","UseNormalOrEZ2SelectStyle")
const float TWEEN_TIME = 0.35f;
const D3DXCOLOR OPT_NOT_SELECTED = D3DXCOLOR(0.3f,0.3f,0.3f,1);
@@ -117,6 +110,10 @@ ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()
MUSIC->Play( true );
}
// GAMESTATE->m_bPlayersCanJoin = true;
// GAMESTATE->m_bIsJoined[PLAYER_1] = false;
// GAMESTATE->m_bIsJoined[PLAYER_2] = false;
// AfterChange();
// TweenOnScreen();
m_Menu.TweenOnScreenFromBlack( SM_None );
@@ -247,21 +244,10 @@ void ScreenEz2SelectPlayer::HandleScreenMessage( const ScreenMessage SM )
SCREENMAN->SetNewScreen( new ScreenTitleMenu );
break;
case SM_GoToNextState:
switch( SELECT_STYLE_TYPE )
{
case SELECT_STYLE_TYPE_MAX:
SCREENMAN->SetNewScreen( new ScreenSelectStyle );
break;
case SELECT_STYLE_TYPE_5TH:
SCREENMAN->SetNewScreen( new ScreenSelectStyle5th );
break;
case SELECT_STYLE_TYPE_EZ2:
if( USE_NORMAL_OR_EZ2_SELECT_STYLE )
SCREENMAN->SetNewScreen( new ScreenEz2SelectStyle );
break;
default:
ASSERT(0);
break;
}
else
SCREENMAN->SetNewScreen( new ScreenSelectStyle );
break;
}
}
@@ -316,11 +302,13 @@ void ScreenEz2SelectPlayer::MenuStart( PlayerNumber p )
if (p == PLAYER_1)
{
// GAMESTATE->m_bIsJoined[PLAYER_1] = true;
m_iSelectedStyle = 0;
}
else
{
m_iSelectedStyle = 1;
// GAMESTATE->m_bIsJoined[PLAYER_2] = true;
}
m_soundSelect.PlayRandom();
ez2_lasttimercheck[1] = TIMER->GetTimeSinceStart(); // start the timer for going to next state
@@ -328,6 +316,8 @@ void ScreenEz2SelectPlayer::MenuStart( PlayerNumber p )
else
{
m_iSelectedStyle = 2;
// GAMESTATE->m_bIsJoined[PLAYER_1] = true;
// GAMESTATE->m_bIsJoined[PLAYER_2] = true;
m_soundSelect.PlayRandom();
}
+70 -542
View File
@@ -4,8 +4,8 @@ Desc: See Header
Copyright (C):
Andrew Livy
NOTES: Needs a good cleanup. Code is messy
and sloppy and err needs cleaning up ;)
NOTES: Although cleaner, can still do with
a polish :)
*****************************************/
/* Includes */
@@ -33,92 +33,19 @@ and sloppy and err needs cleaning up ;)
/* Constants */
// const CString BG_ANIMS_DIR = "BGAnimations\\";
const ScreenMessage SM_GoToPrevState = ScreenMessage(SM_User + 1);
const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 2);
/*
const CString DANCE_STYLES[] = {
"easy",
"hard",
"real",
"double",
};
*/
enum DStyles {
DS_CLUB,
DS_EASY,
DS_HARD,
DS_REAL
DS_REAL,
DS_CLUB
};
const float TWEEN_TIME = 0.35f;
const D3DXCOLOR OPT_NOT_SELECTED = D3DXCOLOR(0.3f,0.3f,0.3f,1);
const D3DXCOLOR OPT_SELECTED = D3DXCOLOR(1.0f,1.0f,1.0f,1);
const float OPT_X[NUM_EZ2STYLE_GRAPHICS] = {
CENTER_X-350,
CENTER_X,
CENTER_X+350,
CENTER_X+700,
}; // tells us the default X position
const float OPT_Y[NUM_EZ2STYLE_GRAPHICS] = {
CENTER_Y,
CENTER_Y,
CENTER_Y,
CENTER_Y,
}; // tells us the default Y position
const float CLUB_X[NUM_EZ2STYLE_GRAPHICS] = {
OPT_X[0]+0,
OPT_X[0]-350,
OPT_X[2]+0,
OPT_X[1]+0,
};
const float EASY_X[NUM_EZ2STYLE_GRAPHICS] = {
OPT_X[1]+0,
OPT_X[0]+0,
OPT_X[0]-350,
OPT_X[2]+0,
};
const float HARD_X[NUM_EZ2STYLE_GRAPHICS] = {
OPT_X[2]+0,
OPT_X[1]+0,
OPT_X[0]+0,
OPT_X[0]-350,
};
const float REAL_X[NUM_EZ2STYLE_GRAPHICS] = {
OPT_X[3]+0,
OPT_X[2]+0,
OPT_X[1]+0,
OPT_X[0]+0,
};
const float OPT_XP[NUM_EZ2P_GRAPHICS] = {
CENTER_X+200, // This is the pad X
CENTER_X-200, // This is the pad X
CENTER_X-198, // This is the 1p X
CENTER_X+195, // This is the 2p X
}; // tells us the default X position
const float OPT_YP[NUM_EZ2P_GRAPHICS] = {
CENTER_Y+130,
CENTER_Y+130,
CENTER_Y+115,
CENTER_Y+115,
}; // tells us the default Y position
#define SELECT_DIFFICULTY_TYPE THEME->GetMetricI("General","SelectDifficultyType")
enum SelectDifficultyType // for use with the metric above
{
SELECT_DIFFICULTY_TYPE_SKIP = 0,
SELECT_DIFFICULTY_TYPE_MAX,
};
#define SKIP_SELECT_DIFFICULTY THEME->GetMetricB("General","SkipSelectDifficulty")
float ez2p_lasttimercheck[2];
@@ -134,8 +61,7 @@ ScreenEz2SelectStyle::ScreenEz2SelectStyle()
{
LOG->Trace( "ScreenEz2SelectStyle::ScreenEz2SelectStyle()" );
m_iSelectedStyle=0;
ez2p_lasttimercheck[0] = TIMER->GetTimeSinceStart();
m_iSelectedStyle=DS_EASY; // start on EASY
// Load in the sprites we will be working with.
for( int i=0; i<NUM_EZ2STYLE_GRAPHICS; i++ )
@@ -146,97 +72,36 @@ ScreenEz2SelectStyle::ScreenEz2SelectStyle()
this->AddSubActor( &m_sprBackground[i] );
}
for( i=0; i<NUM_EZ2STYLE_GRAPHICS; i++ )
{
m_sprOpt[i].Load( THEME->GetPathTo("Graphics",ssprintf("select style info game %d style %d",GAMESTATE->m_CurGame,i)) );
m_sprOpt[i].SetXY( OPT_X[i], OPT_Y[i] );
m_sprOpt[i].SetZoom( 1 );
this->AddSubActor( &m_sprOpt[i] );
}
m_ScrList.SetNumberVisibleElements( 3 );
m_ScrList.CreateNewElement( "select style info game 2 style 1" );
m_ScrList.CreateNewElement( "select style info game 2 style 2" );
m_ScrList.CreateNewElement( "select style info game 2 style 3" );
m_ScrList.CreateNewElement( "select style info game 2 style 0" ); // Excess so that the user is tricked into thinking
m_ScrList.CreateNewElement( "select style info game 2 style 1" ); // the list is infinite
m_ScrList.CreateNewElement( "select style info game 2 style 2" );
m_ScrList.CreateNewElement( "select style info game 2 style 3" );
m_ScrList.CreateNewElement( "select style info game 2 style 0" );
m_ScrList.CreateNewElement( "select style info game 2 style 1" );
m_ScrList.CreateNewElement( "select style info game 2 style 2" );
m_ScrList.CreateNewElement( "select style info game 2 style 3" );
m_ScrList.CreateNewElement( "select style info game 2 style 0" );
m_ScrList.SetXY(CENTER_X, CENTER_Y);
m_ScrList.SetCurrentPosition( DS_EASY );
for( i=0; i<NUM_EZ2P_GRAPHICS; i++ )
{
CString sPlyFileName;
switch( i )
{
case 0: sPlyFileName = "select difficulty hard picture"; break;
case 1: sPlyFileName = "select difficulty hard picture"; break;
case 2: sPlyFileName = "select difficulty medium picture"; break;
case 3: sPlyFileName = "select difficulty easy picture"; break;
}
m_sprPly[i].Load( THEME->GetPathTo("Graphics",sPlyFileName) );
m_sprPly[i].SetXY( OPT_XP[i], OPT_YP[i] );
m_sprPly[i].SetZoom( 1 );
this->AddSubActor( &m_sprPly[i] );
}
this->AddSubActor( &m_ScrList );
m_Menu.Load(
THEME->GetPathTo("Graphics","select style background"),
THEME->GetPathTo("Graphics","select style top edge"),
ssprintf("Use %c %c to select, then press START", char(1), char(2) ),
ssprintf("Press %c on the pad you wish to play on", char(4) ),
false, true, 40
);
this->AddSubActor( &m_Menu );
m_soundChange.Load( THEME->GetPathTo("Sounds","select style change") );
m_soundSelect.Load( THEME->GetPathTo("Sounds","menu start") );
m_soundInvalid.Load( THEME->GetPathTo("Sounds","menu invalid") );
/* Chris: if EZ2 shouldn't play a sound here, then make a slient sound file. */
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_STYLE_INTRO) );
GAMESTATE->m_bPlayersCanJoin = true;
if( !MUSIC->IsPlaying() )
{
MUSIC->Load( THEME->GetPathTo("Sounds","select style music") );
MUSIC->Play( true );
}
/*
TODO: Get all the EZ2 specific stuff out of here
*/
if ( GAMESTATE->m_bSideIsJoined[PLAYER_1] && GAMESTATE->m_CurStyle == STYLE_EZ2_SINGLE) //if p1 already selected hide graphic.
{
m_iSelectedPlayer = 0;
m_sprPly[1].BeginTweening( 0 );
m_sprPly[1].SetTweenZoomY( 0 );
m_sprPly[2].BeginTweening( 0 );
m_sprPly[2].SetTweenZoomY( 0 );
}
else if ( GAMESTATE->m_bSideIsJoined[PLAYER_2] && GAMESTATE->m_CurStyle == STYLE_EZ2_SINGLE) //if p2 already selected hide graphic.
{
m_iSelectedPlayer = 1;
m_sprPly[3].BeginTweening( 0 );
m_sprPly[3].SetTweenZoomY( 0 );
m_sprPly[0].BeginTweening( 0 );
m_sprPly[0].SetTweenZoomY( 0 );
}
else // if both are already selected, hide the graphics alltogether
{
m_iSelectedPlayer = 2;
m_sprPly[1].BeginTweening( 0 );
m_sprPly[1].SetTweenZoomY( 0 );
m_sprPly[2].BeginTweening( 0 );
m_sprPly[2].SetTweenZoomY( 0 );
m_sprPly[3].BeginTweening( 0 );
m_sprPly[3].SetTweenZoomY( 0 );
m_sprPly[0].BeginTweening( 0 );
m_sprPly[0].SetTweenZoomY( 0 );
// hide the CLUB graphic...
m_sprOpt[0].BeginTweening( 0 );
m_sprOpt[0].SetTweenZoomY( 0 );
m_iSelectedStyle = 1; // make sure we DONT have CLUB selected
m_sprOpt[DS_EASY].SetXY( EASY_X[m_iSelectedStyle]-350, OPT_Y[0] );
m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]-350, OPT_Y[0] );
m_sprOpt[DS_REAL].SetXY( HARD_X[m_iSelectedStyle], OPT_Y[0] );
MenuLeft( PLAYER_1 ); // shift left so that we're clean again.
}
GAMESTATE->m_CurStyle = STYLE_NONE; // why reset this? because we want player2 to be able to input at this stage.
m_Menu.TweenOnScreenFromBlack( SM_None );
}
@@ -258,14 +123,17 @@ Desc: Draws the screen =P
void ScreenEz2SelectStyle::DrawPrimitives()
{
if (m_iSelectedPlayer != 2) // no need to animate graphics if we have no graphics to animate ;)
/* if (m_iSelectedPlayer != 2) // no need to animate graphics if we have no graphics to animate ;)
{
AnimateGraphics();
}
*/
AnimateBackground();
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
/************************************
@@ -294,50 +162,6 @@ void ScreenEz2SelectStyle::HandleScreenMessage( const ScreenMessage SM )
switch( SM )
{
case SM_MenuTimer:
if (m_iSelectedPlayer == 2) // both players
{
// m_soundInvalid.PlayRandom();
// return;
if (m_iSelectedStyle == 0) // easy
{
}
else if (m_iSelectedStyle == 1) // hard
{
// m_soundInvalid.PlayRandom();
// return;
GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_HARD_VERSUS;
}
else if (m_iSelectedStyle == 2) // real
{
GAMESTATE->m_CurStyle = STYLE_EZ2_REAL_VERSUS;
//m_soundInvalid.PlayRandom();
//return;
}
}
else
{
if (m_iSelectedStyle == 0) // easy
{
GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE;
}
else if (m_iSelectedStyle == 1) // hard
{
GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_HARD;
}
else if (m_iSelectedStyle == 2) // real
{
GAMESTATE->m_CurStyle = STYLE_EZ2_REAL;
}
else // club
{
GAMESTATE->m_CurStyle = STYLE_EZ2_DOUBLE;
// GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
}
}
m_soundSelect.PlayRandom();
GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
SCREENMAN->SetNewScreen( new ScreenSelectGroup );
@@ -348,17 +172,10 @@ void ScreenEz2SelectStyle::HandleScreenMessage( const ScreenMessage SM )
SCREENMAN->SetNewScreen( new ScreenTitleMenu );
break;
case SM_GoToNextState:
switch( SELECT_DIFFICULTY_TYPE )
{
case SELECT_DIFFICULTY_TYPE_SKIP:
if( SKIP_SELECT_DIFFICULTY )
SCREENMAN->SetNewScreen( new ScreenSelectGroup );
break;
case SELECT_DIFFICULTY_TYPE_MAX:
else
SCREENMAN->SetNewScreen( new ScreenSelectDifficulty );
break;
default:
ASSERT(0);
}
break;
}
}
@@ -401,22 +218,7 @@ depending on the users choice.
************************************/
void ScreenEz2SelectStyle::SetFadedStyles()
{
m_sprOpt[0].SetTweenDiffuseColor( OPT_NOT_SELECTED );
m_sprOpt[1].SetTweenDiffuseColor( OPT_NOT_SELECTED );
m_sprOpt[2].SetTweenDiffuseColor( OPT_NOT_SELECTED );
m_sprOpt[3].SetTweenDiffuseColor( OPT_NOT_SELECTED );
if (m_iSelectedStyle != 3)
{
m_sprOpt[m_iSelectedStyle + 1].SetTweenDiffuseColor( OPT_SELECTED );
}
else
{
m_sprOpt[0].SetTweenDiffuseColor( OPT_SELECTED );
}
if (m_iSelectedPlayer == 2 && m_iSelectedStyle == DS_REAL)
{
m_sprOpt[1].SetTweenDiffuseColor( OPT_SELECTED );
}
}
/************************************
@@ -426,121 +228,18 @@ presses the button bound to right
************************************/
void ScreenEz2SelectStyle::MenuRight( PlayerNumber p )
{
if (m_iSelectedPlayer != 2) // Single player
m_ScrList.ShiftRight();
if (m_iSelectedStyle == 3) // wrap around
m_iSelectedStyle = 0;
else
m_iSelectedStyle++;
switch (m_iSelectedStyle)
{
if (((m_iSelectedPlayer == 0 && p == PLAYER_2) || (m_iSelectedPlayer == 1 && p == PLAYER_1)) != TRUE) // make sure players who haven't selected yet can't choose a style
{
if( m_iSelectedStyle == 3 ) // wrap to the first dance style
m_iSelectedStyle = 0; // which is (club) easy (hard)
else
m_iSelectedStyle = m_iSelectedStyle + 1; // otherwise shuffle up a style...
if(m_iSelectedStyle == 2) // If it's HARD and CLUB needs to appear from the other side...
{
m_sprOpt[0].SetXY( REAL_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
}
else if(m_iSelectedStyle == 3) // If it's REAL and EASY needs to appear from the other side...
{
m_sprOpt[1].SetXY( CLUB_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
}
else if(m_iSelectedStyle == 0) // If it's CLUB and HARD needs to appear from the other side...
{
m_sprOpt[2].SetXY( EASY_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[3].SetXY( EASY_X[m_iSelectedStyle]+1050, OPT_Y[0] ); // REAL must also move, due to the fact that it is the end item at the start, it moves differently to the rest.
}
m_sprOpt[0].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[0].SetTweenX( CLUB_X[m_iSelectedStyle] );
m_sprOpt[0].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[1].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[1].SetTweenX( EASY_X[m_iSelectedStyle] );
m_sprOpt[1].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[2].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[2].SetTweenX( HARD_X[m_iSelectedStyle] );
m_sprOpt[2].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[3].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[3].SetTweenX( REAL_X[m_iSelectedStyle] );
m_sprOpt[3].SetTweenY( OPT_Y[m_iSelectedStyle] );
SetFadedStyles();
}
}
else // Two Players (means NO club option...)
{
if (((m_iSelectedPlayer == 0 && p == PLAYER_2) || (m_iSelectedPlayer == 1 && p == PLAYER_1)) != TRUE) // make sure players who haven't selected yet can't choose a style
{
if( m_iSelectedStyle == DS_REAL ) // wrap to the last dance style
m_iSelectedStyle = DS_EASY;
else
m_iSelectedStyle = m_iSelectedStyle + 1;
if( m_iSelectedStyle == DS_REAL ) // (REALLY EASY)
{
m_sprOpt[DS_HARD].SetXY( CLUB_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[DS_REAL].SetXY( REAL_X[m_iSelectedStyle]+350, OPT_Y[0] );
m_sprOpt[DS_EASY].SetXY( CLUB_X[m_iSelectedStyle]+350, OPT_Y[0] );
}
else if( m_iSelectedStyle == DS_HARD ) // (REALLY REAL)
{
m_sprOpt[DS_EASY].SetXY( REAL_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]+350, OPT_Y[0] );
m_sprOpt[DS_REAL].SetXY( REAL_X[m_iSelectedStyle]+350, OPT_Y[0] );
}
else if( m_iSelectedStyle == DS_EASY ) // (REALLY HARD)
{
m_sprOpt[DS_REAL].SetXY( HARD_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[DS_EASY].SetXY( EASY_X[m_iSelectedStyle]+350, OPT_Y[0] );
m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]+350, OPT_Y[0] );
}
/* NOTE: Because we're really shifting three values using a setup for four values
the DS_ values are shifted out of phase by 1, i.e. DS_REAL is now actually DS_EASY
Confused? I was =) Anyhow, this will only happen if there are two players and we don't want
them playing double
*/
if (m_iSelectedStyle == DS_REAL)
{
m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_EASY].SetTweenX( CLUB_X[m_iSelectedStyle] );
m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_HARD].SetTweenX( CLUB_X[m_iSelectedStyle] + 350 );
m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_REAL].SetTweenX( REAL_X[m_iSelectedStyle] );
m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
}
else if (m_iSelectedStyle == DS_HARD)
{
m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_EASY].SetTweenX( REAL_X[m_iSelectedStyle] + 350 );
m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_HARD].SetTweenX( HARD_X[m_iSelectedStyle] );
m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_REAL].SetTweenX( REAL_X[m_iSelectedStyle] );
m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
}
else if (m_iSelectedStyle == DS_EASY)
{
m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_EASY].SetTweenX( EASY_X[m_iSelectedStyle] );
m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_HARD].SetTweenX( HARD_X[m_iSelectedStyle] );
m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_REAL].SetTweenX( HARD_X[m_iSelectedStyle] + 350 );
m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
}
}
SetFadedStyles();
case DS_EASY: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE; break;
case DS_HARD: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_HARD; break;
case DS_REAL: GAMESTATE->m_CurStyle = STYLE_EZ2_REAL; break;
case DS_CLUB: GAMESTATE->m_CurStyle = STYLE_EZ2_DOUBLE; break;
}
}
@@ -551,119 +250,18 @@ presses the button bound to left
************************************/
void ScreenEz2SelectStyle::MenuLeft( PlayerNumber p )
{
if (m_iSelectedPlayer != 2) // Single player
m_ScrList.ShiftLeft();
if (m_iSelectedStyle == 0) // wrap around
m_iSelectedStyle = 3;
else
m_iSelectedStyle--;
switch (m_iSelectedStyle)
{
if (((m_iSelectedPlayer == 0 && p == PLAYER_2) || (m_iSelectedPlayer == 1 && p == PLAYER_1)) != TRUE) // make sure players who haven't selected yet can't choose a style
{
if( m_iSelectedStyle == 0 ) // wrap to the last dance style
m_iSelectedStyle = 3;
else
m_iSelectedStyle = m_iSelectedStyle - 1;
if( m_iSelectedStyle == 3 )
{
m_sprOpt[3].SetXY( CLUB_X[m_iSelectedStyle]-700, OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[2].SetXY( CLUB_X[m_iSelectedStyle]-1050, OPT_Y[0] );
}
else if( m_iSelectedStyle == 2 )
{
m_sprOpt[1].SetXY( HARD_X[m_iSelectedStyle]-700, OPT_Y[0] ); // First move it over the other side off-screen...
}
else if( m_iSelectedStyle == 1 )
{
m_sprOpt[0].SetXY( EASY_X[m_iSelectedStyle]-1050, OPT_Y[0] ); // First move it over the other side off-screen...
}
m_sprOpt[0].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[0].SetTweenX( CLUB_X[m_iSelectedStyle] );
m_sprOpt[0].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[1].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[1].SetTweenX( EASY_X[m_iSelectedStyle] );
m_sprOpt[1].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[2].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[2].SetTweenX( HARD_X[m_iSelectedStyle] );
m_sprOpt[2].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[3].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[3].SetTweenX( REAL_X[m_iSelectedStyle] );
m_sprOpt[3].SetTweenY( OPT_Y[m_iSelectedStyle] );
SetFadedStyles();
}
}
else // Two Players (means NO club option...)
{
if (((m_iSelectedPlayer == 0 && p == PLAYER_2) || (m_iSelectedPlayer == 1 && p == PLAYER_1)) != TRUE) // make sure players who haven't selected yet can't choose a style
{
if( m_iSelectedStyle == DS_EASY ) // wrap to the last dance style
m_iSelectedStyle = DS_REAL;
else
m_iSelectedStyle = m_iSelectedStyle - 1;
if( m_iSelectedStyle == DS_REAL ) // (REALLY EASY)
{
m_sprOpt[DS_HARD].SetXY( CLUB_X[m_iSelectedStyle], OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[DS_REAL].SetXY( REAL_X[m_iSelectedStyle]-350, OPT_Y[0] );
}
else if( m_iSelectedStyle == DS_HARD ) // (REALLY REAL)
{
m_sprOpt[DS_EASY].SetXY( REAL_X[m_iSelectedStyle], OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]-350, OPT_Y[0] );
}
else if( m_iSelectedStyle == DS_EASY ) // (REALLY HARD)
{
m_sprOpt[DS_REAL].SetXY( HARD_X[m_iSelectedStyle], OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[DS_EASY].SetXY( EASY_X[m_iSelectedStyle]-350, OPT_Y[0] );
}
/* NOTE: Because we're really shifting three values using a setup for four values
the DS_ values are shifted out of phase by 1, i.e. DS_REAL is now actually DS_EASY
Confused? I was =) Anyhow, this will only happen if there are two players and we don't want
them playing double
*/
if (m_iSelectedStyle == DS_REAL)
{
m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_EASY].SetTweenX( CLUB_X[m_iSelectedStyle] );
m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_HARD].SetTweenX( CLUB_X[m_iSelectedStyle] + 350 );
m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_REAL].SetTweenX( REAL_X[m_iSelectedStyle] );
m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
}
else if (m_iSelectedStyle == DS_HARD)
{
m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_EASY].SetTweenX( REAL_X[m_iSelectedStyle] + 350 );
m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_HARD].SetTweenX( HARD_X[m_iSelectedStyle] );
m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_REAL].SetTweenX( REAL_X[m_iSelectedStyle] );
m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
}
else if (m_iSelectedStyle == DS_EASY)
{
m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_EASY].SetTweenX( EASY_X[m_iSelectedStyle] );
m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_HARD].SetTweenX( HARD_X[m_iSelectedStyle] );
m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_REAL].SetTweenX( HARD_X[m_iSelectedStyle] + 350 );
m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
}
SetFadedStyles();
}
case DS_EASY: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE; break;
case DS_HARD: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_HARD; break;
case DS_REAL: GAMESTATE->m_CurStyle = STYLE_EZ2_REAL; break;
case DS_CLUB: GAMESTATE->m_CurStyle = STYLE_EZ2_DOUBLE; break;
}
}
@@ -674,85 +272,21 @@ presses the button bound to start
************************************/
void ScreenEz2SelectStyle::MenuStart( PlayerNumber p )
{
// GAMESTATE->m_CurStyle = DANCE_STYLES[m_iSelectedStyle];
if ((m_iSelectedPlayer == 0 && p == PLAYER_2) || (m_iSelectedPlayer == 1 && p == PLAYER_1))
{
//if (p == PLAYER_2) // CURRENTLY PLAYER 2 IS BROKEN
//{
// m_soundInvalid.PlayRandom();
// return;
//}
m_soundSelect.PlayRandom();
TweenPlyOffScreen();
m_iSelectedPlayer = 2; // set to BOTH players now.
// hide the CLUB graphic...
m_sprOpt[0].BeginTweening( 0 );
m_sprOpt[0].SetTweenZoomY( 0 );
m_iSelectedStyle = 1; // make sure we DONT have CLUB selected
m_sprOpt[DS_EASY].SetXY( EASY_X[m_iSelectedStyle]-350, OPT_Y[0] );
m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]-350, OPT_Y[0] );
m_sprOpt[DS_REAL].SetXY( HARD_X[m_iSelectedStyle], OPT_Y[0] );
MenuLeft( p ); // shift left so that we're clean again.
}
else
{
if (m_iSelectedPlayer == 2) // both players
{
// m_soundInvalid.PlayRandom();
// return;
if (m_iSelectedStyle == 0 || m_iSelectedStyle == 3) // easy
{
GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_VERSUS;
}
else if (m_iSelectedStyle == 1) // hard
{
GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_HARD_VERSUS;
}
else if (m_iSelectedStyle == 2) // real
{
GAMESTATE->m_CurStyle = STYLE_EZ2_REAL_VERSUS;
}
}
else
{
if (m_iSelectedStyle == 0) // easy
{
GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE;
}
else if (m_iSelectedStyle == 1) // hard
{
GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_HARD;
}
else if (m_iSelectedStyle == 2) // real
{
GAMESTATE->m_CurStyle = STYLE_EZ2_REAL;
//m_soundInvalid.PlayRandom();
//return;
}
else // club
{
GAMESTATE->m_CurStyle = STYLE_EZ2_DOUBLE;
GAMESTATE->m_CurStyle = STYLE_EZ2_DOUBLE;
// GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
//m_soundInvalid.PlayRandom();
//return;
}
}
m_soundSelect.PlayRandom();
this->ClearMessageQueue();
GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
m_Menu.TweenOffScreenToMenu( SM_GoToNextState );
TweenOffScreen();
}
// if( p!=PLAYER_INVALID && !GAMESTATE->m_bIsJoined[p] )
// {
// SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","menu start") );
// GAMESTATE->m_bIsJoined[p] = true;
// SCREENMAN->RefreshCreditsMessages();
// m_soundSelect.PlayRandom();
// return; // don't fall through
// }
m_soundSelect.PlayRandom();
this->ClearMessageQueue();
GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
// GAMESTATE->m_bPlayersCanJoin = false;
m_Menu.TweenOffScreenToMenu( SM_GoToNextState );
}
/************************************
@@ -773,7 +307,7 @@ void ScreenEz2SelectStyle::AnimateGraphics()
{
//if (bounce < 10 && direct == 0 && wait == 2) // Bounce 1p/2p up
if (TIMER->GetTimeSinceStart() > ez2p_lasttimercheck[0] + 0.01f && ez2p_direct == 0)
/* if (TIMER->GetTimeSinceStart() > ez2p_lasttimercheck[0] + 0.01f && ez2p_direct == 0)
{
ez2p_lasttimercheck[0] = TIMER->GetTimeSinceStart();
ez2p_bounce+=1;
@@ -800,6 +334,7 @@ void ScreenEz2SelectStyle::AnimateGraphics()
ez2p_direct = 0;
}
}
*/
}
/************************************
@@ -861,12 +396,5 @@ When selected.
************************************/
void ScreenEz2SelectStyle::TweenPlyOffScreen()
{
m_sprPly[1].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprPly[1].SetTweenZoomY( 0 );
m_sprPly[2].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprPly[2].SetTweenZoomY( 0 );
m_sprPly[0].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprPly[0].SetTweenZoomY( 0 );
m_sprPly[3].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprPly[3].SetTweenZoomY( 0 );
}
+9 -5
View File
@@ -1,6 +1,6 @@
/********************************
ScreenEz2SelectStyle.h
Desc: The "Player Select Screen" for Ez2dancer
Desc: The "Style Select Screen" for Ez2dancer
Copyright (c):
Andrew Livy
*********************************/
@@ -16,11 +16,12 @@ Andrew Livy
#include "RandomSample.h"
#include "Quad.h"
#include "MenuElements.h"
#include "ScrollingList.h"
/* Class Definition */
const int NUM_EZ2STYLE_GRAPHICS = 4;
const int NUM_EZ2P_GRAPHICS = 4;
const int NUM_EZ2STYLE_GRAPHICS = 4;
// const int NUM_EZ2P_GRAPHICS = 4;
class ScreenEz2SelectStyle : public Screen
{
@@ -51,10 +52,13 @@ private:
/* Variable Declarations */
MenuElements m_Menu;
Sprite m_sprOpt[NUM_EZ2STYLE_GRAPHICS];
Sprite m_sprPly[NUM_EZ2P_GRAPHICS];
// Sprite m_sprOpt[NUM_EZ2STYLE_GRAPHICS];
// Sprite m_sprPly[NUM_EZ2P_GRAPHICS];
Sprite m_sprBackground[NUM_EZ2STYLE_GRAPHICS];
ScrollingList m_ScrList;
int m_iSelectedStyle;
int m_iSelectedPlayer;
RandomSample m_soundChange;
+403
View File
@@ -0,0 +1,403 @@
#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: ScrollingList
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Andrew Livy
-----------------------------------------------------------------------------
*/
#include "ScrollingList.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "PrefsManager.h"
#include "Course.h"
#include "SongManager.h"
const int DEFAULT_VISIBLE_ELEMENTS = 3;
const float SPACING3ELEMENTS = 310.0f;
const float SPACING4ELEMENTS = 225.0f;
const float SPACING5ELEMENTS = 150.0f;
ScrollingListDisplay::ScrollingListDisplay()
{
}
/************************************
Allows us to create a graphic element
in the scrolling list
*************************************/
void ScrollingListDisplay::Load( CString graphiclocation )
{
m_gLocation = graphiclocation;
m_sprListElement.Load( THEME->GetPathTo("Graphics",m_gLocation) );
this->AddSubActor( &m_sprListElement );
}
/***********************************
RedefineGraphic
Allows us to change a graphic
element in the scrolling list
************************************/
void ScrollingListDisplay::RedefineGraphic( CString graphiclocation )
{
m_gLocation = graphiclocation;
m_sprListElement.Load( THEME->GetPathTo("Graphics",m_gLocation) );
}
/*************************************
GetGraphicLocation
Returns the graphic filename from a
scrollinglist element
**************************************/
CString ScrollingListDisplay::GetGraphicLocation()
{
return m_gLocation;
}
/***************************************
ScrollingList
Initializes Variables for the ScrollingList
****************************************/
ScrollingList::ScrollingList()
{
m_iNumContents = 0;
m_iNumVisElements = DEFAULT_VISIBLE_ELEMENTS;
m_iCurrentPos = 0;
}
/**************************************
CreateNewElement
Adds a new graphic element to the end of
the scrolling element
***************************************/
void ScrollingList::CreateNewElement( CString graphiclocation )
{
float CurrentSpacing;
if (m_iNumVisElements <= 3)
{
CurrentSpacing = SPACING3ELEMENTS;
}
else if (m_iNumVisElements == 4)
{
CurrentSpacing = SPACING4ELEMENTS;
}
else
{
CurrentSpacing = SPACING5ELEMENTS;
}
m_ScrollingListDisplays[m_iNumContents].Load( graphiclocation );
this->AddSubActor( &m_ScrollingListDisplays[m_iNumContents] );
m_ScrollingListDisplays[m_iNumContents].SetX( 0 - (CurrentSpacing * m_iNumContents) );
if (m_iNumContents != SCRLIST_MAX_TOTAL_CONTENTS) // make sure that we cannot 'over create' menus
m_iNumContents = m_iNumContents + 1;
}
/**************************************
ShiftLeft
Make the entire list shuffle left
**************************************/
void ScrollingList::ShiftLeft()
{
if ( m_iCurrentPos == 0 ) // if we're at the start of the list wrap to the end
{
m_iCurrentPos = m_iNumContents - 1;
}
else // just decrease our position
{
m_iCurrentPos--;
}
float CurrentSpacing;
if (m_iNumVisElements <= 3)
{
CurrentSpacing = SPACING3ELEMENTS;
}
else if (m_iNumVisElements == 4)
{
CurrentSpacing = SPACING4ELEMENTS;
}
else
{
CurrentSpacing = SPACING5ELEMENTS;
}
SetCurrentPosition( m_iCurrentPos );
for (int i=10; i > 0; i-- ) // 21 elements (10 going in both directions plus a 0)
{
if (m_iCurrentPos - i >= 0) // set -ve -tweening
{
m_ScrollingListDisplays[m_iCurrentPos - i].SetX( 0 - ((i-1) * CurrentSpacing) - (CurrentSpacing * 2) );
m_ScrollingListDisplays[m_iCurrentPos - i].BeginTweening( 0.3f, TWEEN_BIAS_BEGIN );
m_ScrollingListDisplays[m_iCurrentPos - i].SetTweenX( 0 - (CurrentSpacing * i) );
}
else
{
m_ScrollingListDisplays[m_iNumContents - i].SetX( 0 - ((i-1) * CurrentSpacing) - (CurrentSpacing * 2));
m_ScrollingListDisplays[m_iNumContents - i].BeginTweening( 0.3f, TWEEN_BIAS_BEGIN );
m_ScrollingListDisplays[m_iNumContents - i].SetTweenX( 0 - (CurrentSpacing * i) );
}
if (m_iCurrentPos + i <= m_iNumContents - 1) // set +ve tweening
{
m_ScrollingListDisplays[m_iCurrentPos + i].SetX( 0 + (CurrentSpacing * i) + CurrentSpacing - (CurrentSpacing * 2));
m_ScrollingListDisplays[m_iCurrentPos + i].BeginTweening( 0.3f, TWEEN_BIAS_BEGIN );
m_ScrollingListDisplays[m_iCurrentPos + i].SetTweenX( 0 + (CurrentSpacing * i) );
}
else
{
m_ScrollingListDisplays[i-1].SetX( 0 + (CurrentSpacing * i) + CurrentSpacing - (CurrentSpacing * 2));
m_ScrollingListDisplays[i-1].BeginTweening( 0.3f, TWEEN_BIAS_BEGIN );
m_ScrollingListDisplays[i-1].SetTweenX( 0 + (CurrentSpacing * i) );
}
}
m_ScrollingListDisplays[m_iCurrentPos].SetX( 0 + CurrentSpacing - (CurrentSpacing * 2));
m_ScrollingListDisplays[m_iCurrentPos].BeginTweening( 0.3f, TWEEN_BIAS_BEGIN );
m_ScrollingListDisplays[m_iCurrentPos].SetTweenX( 0 );
}
/**************************************
ShiftRight
Make the entire list shuffle right
**************************************/
void ScrollingList::ShiftRight()
{
if ( m_iCurrentPos == m_iNumContents - 1 ) // if we're at the end of the list wrap to the start
{
m_iCurrentPos = 0;
}
else // just decrease our position
{
m_iCurrentPos++;
}
float CurrentSpacing;
if (m_iNumVisElements <= 3)
{
CurrentSpacing = SPACING3ELEMENTS;
}
else if (m_iNumVisElements == 4)
{
CurrentSpacing = SPACING4ELEMENTS;
}
else
{
CurrentSpacing = SPACING5ELEMENTS;
}
SetCurrentPosition( m_iCurrentPos );
for (int i=10; i > 0; i-- ) // 21 elements (10 going in both directions plus a 0)
{
if (m_iCurrentPos - i >= 0) // set -ve -tweening
{
m_ScrollingListDisplays[m_iCurrentPos - i].SetX( 0 - ((i-1) * CurrentSpacing) );
m_ScrollingListDisplays[m_iCurrentPos - i].BeginTweening( 0.3f, TWEEN_BIAS_BEGIN );
m_ScrollingListDisplays[m_iCurrentPos - i].SetTweenX( 0 - (CurrentSpacing * i) );
}
else
{
m_ScrollingListDisplays[m_iNumContents - i].SetX( 0 - ((i-1) * CurrentSpacing) );
m_ScrollingListDisplays[m_iNumContents - i].BeginTweening( 0.3f, TWEEN_BIAS_BEGIN );
m_ScrollingListDisplays[m_iNumContents - i].SetTweenX( 0 - (CurrentSpacing * i) );
}
if (m_iCurrentPos + i <= m_iNumContents - 1) // set +ve tweening
{
m_ScrollingListDisplays[m_iCurrentPos + i].SetX( 0 + (CurrentSpacing * i) + CurrentSpacing );
m_ScrollingListDisplays[m_iCurrentPos + i].BeginTweening( 0.3f, TWEEN_BIAS_BEGIN );
m_ScrollingListDisplays[m_iCurrentPos + i].SetTweenX( 0 + (CurrentSpacing * i) );
}
else
{
m_ScrollingListDisplays[i-1].SetX( 0 + (CurrentSpacing * i) + CurrentSpacing );
m_ScrollingListDisplays[i-1].BeginTweening( 0.3f, TWEEN_BIAS_BEGIN );
m_ScrollingListDisplays[i-1].SetTweenX( 0 + (CurrentSpacing * i) );
}
}
m_ScrollingListDisplays[m_iCurrentPos].SetX( 0 + CurrentSpacing );
m_ScrollingListDisplays[m_iCurrentPos].BeginTweening( 0.3f, TWEEN_BIAS_BEGIN );
m_ScrollingListDisplays[m_iCurrentPos].SetTweenX( 0 );
}
/***********************************
SetCurrentPostion
From the current postion in the array, add graphic elements
in either direction to make the list seem infinite.
***********************************/
void ScrollingList::SetCurrentPosition( int CurrentPos )
{
m_iCurrentPos = CurrentPos;
// Setup Spacing
float CurrentSpacing;
if (m_iNumVisElements <= 3)
{
CurrentSpacing = SPACING3ELEMENTS;
}
else if (m_iNumVisElements == 4)
{
CurrentSpacing = SPACING4ELEMENTS;
}
else
{
CurrentSpacing = SPACING5ELEMENTS;
}
// ORDER SPECIFICALLY!
// Central Element at front, then the next two behind, then the outer two behind them e.t.c.
// 21012 << Central element is 0, 1's are either side, 2's either side of those 3's come off-screen (regardless of spacing)
// we need 3's incase the user suddenly scrolls!!
for( int i=3; i > 0; i--)
{
// Find the -ve Element
if ((CurrentPos - i) >= 0) // Bounds Checking: If we aren't under the first element
{
m_ScrollingListDisplays[CurrentPos-i].SetX( 0 - (i * CurrentSpacing ));
}
else // if we are under the final limit (by i)
{
m_ScrollingListDisplays[m_iNumContents+(CurrentPos - i)].SetX( 0 - (i * CurrentSpacing ));
}
// Find the +ve Element
if ((CurrentPos + i) <= m_iNumContents-1) // Bounds Checking: If we aren't over the final element
{
m_ScrollingListDisplays[CurrentPos+i].SetX( 0 + (i * CurrentSpacing ));
}
else // if we are over the final limit (by i)
{
m_ScrollingListDisplays[i-1].SetX( 0 + (i * CurrentSpacing ));
}
}
// Set The MIDDLE element
m_ScrollingListDisplays[CurrentPos].SetX( 0 );
}
/******************************
SetNumberVisibleElements
Allows us to set whether 3,4 or 5
elements are visible on screen at once
*******************************/
void ScrollingList::SetNumberVisibleElements( int VisibleElements )
{
m_iNumVisElements = VisibleElements;
}
/*******************************
Update
Updates the actorframe
********************************/
void ScrollingList::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
for( int i=0; i<m_iNumContents; i++ )
m_ScrollingListDisplays[i].Update( fDeltaTime );
}
/********************************
DrawPrimitives
Draws the elements onto the screen
*********************************/
void ScrollingList::DrawPrimitives()
{
const D3DXCOLOR OPT_NOT_SELECTED = D3DXCOLOR(0.4f,0.4f,0.4f,1);
const D3DXCOLOR OPT_SELECTED = D3DXCOLOR(1.0f,1.0f,1.0f,1);
for (int i=m_iNumContents; i>=0; i--)
{
if (i != m_iCurrentPos)
{
m_ScrollingListDisplays[i].SetDiffuseColor( OPT_NOT_SELECTED );
}
else
{
m_ScrollingListDisplays[i].SetDiffuseColor( OPT_SELECTED );
}
}
// Start Drawing in a Specific Order For the elements around the current element
if (m_iCurrentPos == 0) // start of list?
{
m_ScrollingListDisplays[m_iNumContents - 2].Draw();
m_ScrollingListDisplays[2].Draw();
m_ScrollingListDisplays[m_iNumContents - 1].Draw();
m_ScrollingListDisplays[1].Draw();
}
else if (m_iCurrentPos == m_iNumContents - 1) // end of list
{
m_ScrollingListDisplays[1].Draw();
m_ScrollingListDisplays[m_iNumContents - 3].Draw();
m_ScrollingListDisplays[0].Draw();
m_ScrollingListDisplays[m_iNumContents - 2].Draw();
}
else if (m_iCurrentPos == 1) // near start
{
m_ScrollingListDisplays[m_iNumContents - 2].Draw();
m_ScrollingListDisplays[3].Draw();
m_ScrollingListDisplays[2].Draw();
m_ScrollingListDisplays[0].Draw();
}
else if (m_iCurrentPos == m_iNumContents - 2) // near end
{
m_ScrollingListDisplays[0].Draw();
m_ScrollingListDisplays[m_iNumContents - 4].Draw();
m_ScrollingListDisplays[m_iNumContents - 1].Draw();
m_ScrollingListDisplays[m_iNumContents - 3].Draw();
}
else // we're somewhere in the middle
{
m_ScrollingListDisplays[m_iCurrentPos + 2].Draw();
m_ScrollingListDisplays[m_iCurrentPos - 2].Draw();
m_ScrollingListDisplays[m_iCurrentPos - 1].Draw();
m_ScrollingListDisplays[m_iCurrentPos + 1].Draw();
}
m_ScrollingListDisplays[m_iCurrentPos].Draw();
}
+65
View File
@@ -0,0 +1,65 @@
/*
-----------------------------------------------------------------------------
Class: ScrollingList.h
Desc: Creates an array of graphics which can scroll left and right.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Andrew Livy
-----------------------------------------------------------------------------
*/
#pragma once
#include "Screen.h"
#include "Sprite.h"
#include "BitmapText.h"
#include "TransitionFade.h"
#include "RandomSample.h"
#include "RandomStream.h"
// const int SCRLIST_MAX_VISIBLE_CONTENTS = 5;
const int SCRLIST_MAX_TOTAL_CONTENTS = 20; // this is only meant for menu systems, not song lists
class ScrollingListDisplay : public ActorFrame
{
public:
ScrollingListDisplay();
void Load( CString graphiclocation );
void RedefineGraphic( CString graphiclocation );
CString GetGraphicLocation();
CString m_gLocation;
Sprite m_sprListElement;
};
class ScrollingList : public ActorFrame
{
public:
ScrollingList();
void SetCurrentPosition( int CurrentPos );
void SetNumberVisibleElements( int VisibleElements );
void CreateNewElement( CString graphiclocation);
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
void ShiftLeft();
void ShiftRight();
// void SetFromCourse( Course* pCourse );
protected:
// Quad m_quad;
int m_iCurrentPos;
int m_iNumVisElements;
int m_iNumContents;
ScrollingListDisplay m_ScrollingListDisplays[SCRLIST_MAX_TOTAL_CONTENTS]; // stores the list of elements (from start to finish)
// float m_fTimeUntilScroll;
// float m_fItemAtTopOfList; // between 0 and m_iNumContents
};
+8
View File
@@ -704,6 +704,14 @@ SOURCE=.\ScrollBar.h
# End Source File
# Begin Source File
SOURCE=.\ScrollingList.cpp
# End Source File
# Begin Source File
SOURCE=.\ScrollingList.h
# End Source File
# Begin Source File
SOURCE=.\SnapDisplay.cpp
# End Source File
# Begin Source File