move ScreenSystemLayer to a separate file
This commit is contained in:
@@ -0,0 +1,310 @@
|
||||
#include "global.h"
|
||||
#include "ScreenSystemLayer.h"
|
||||
#include "PrefsManager.h"
|
||||
#include "ThemeManager.h"
|
||||
#include "ActorUtil.h"
|
||||
#include "GameState.h"
|
||||
#include "MemoryCardManager.h"
|
||||
#include "Profile.h"
|
||||
#include "ProfileManager.h"
|
||||
#include "RageDisplay.h"
|
||||
#include "RageLog.h"
|
||||
|
||||
|
||||
#define CREDITS_PRESS_START THEME->GetMetric ("ScreenSystemLayer","CreditsPressStart")
|
||||
#define CREDITS_INSERT_CARD THEME->GetMetric ("ScreenSystemLayer","CreditsInsertCard")
|
||||
#define CREDITS_CARD_ERROR THEME->GetMetric ("ScreenSystemLayer","CreditsCardError")
|
||||
#define CREDITS_CARD_TOO_LATE THEME->GetMetric ("ScreenSystemLayer","CreditsCardTooLate")
|
||||
#define CREDITS_CARD_NO_NAME THEME->GetMetric ("ScreenSystemLayer","CreditsCardNoName")
|
||||
#define CREDITS_CARD_READY THEME->GetMetric ("ScreenSystemLayer","CreditsCardReady")
|
||||
#define CREDITS_FREE_PLAY THEME->GetMetric ("ScreenSystemLayer","CreditsFreePlay")
|
||||
#define CREDITS_CREDITS THEME->GetMetric ("ScreenSystemLayer","CreditsCredits")
|
||||
#define CREDITS_NOT_PRESENT THEME->GetMetric ("ScreenSystemLayer","CreditsNotPresent")
|
||||
#define CREDITS_LOAD_FAILED THEME->GetMetric ("ScreenSystemLayer","CreditsLoadFailed")
|
||||
#define CREDITS_LOADED_FROM_LAST_GOOD_APPEND THEME->GetMetric ("ScreenSystemLayer","CreditsLoadedFromLastGoodAppend")
|
||||
#define CREDITS_JOIN_ONLY THEME->GetMetricB("ScreenSystemLayer","CreditsJoinOnly")
|
||||
|
||||
|
||||
ScreenSystemLayer::ScreenSystemLayer() : Screen("ScreenSystemLayer")
|
||||
{
|
||||
this->AddChild(&m_textMessage);
|
||||
this->AddChild(&m_textStats);
|
||||
this->AddChild(&m_textTime);
|
||||
FOREACH_PlayerNumber( p )
|
||||
this->AddChild(&m_textCredits[p]);
|
||||
|
||||
|
||||
/* "Was that a skip?" This displays a message when an update takes
|
||||
* abnormally long, to quantify skips more precisely, verify them
|
||||
* when they're subtle, and show the time it happened, so you can pinpoint
|
||||
* the time in the log. Put a dim quad behind it to make it easier to
|
||||
* read. */
|
||||
m_LastSkip = 0;
|
||||
const float SKIP_LEFT = 320.0f, SKIP_TOP = 60.0f,
|
||||
SKIP_WIDTH = 160.0f, SKIP_Y_DIST = 16.0f;
|
||||
|
||||
m_SkipBackground.StretchTo(RectF(SKIP_LEFT-8, SKIP_TOP-8,
|
||||
SKIP_LEFT+SKIP_WIDTH, SKIP_TOP+SKIP_Y_DIST*NUM_SKIPS_TO_SHOW));
|
||||
m_SkipBackground.SetDiffuse( RageColor(0,0,0,0.4f) );
|
||||
m_SkipBackground.SetHidden( !PREFSMAN->m_bTimestamping );
|
||||
this->AddChild(&m_SkipBackground);
|
||||
|
||||
for( int i=0; i<NUM_SKIPS_TO_SHOW; i++ )
|
||||
{
|
||||
/* This is somewhat big. Let's put it on the right side, where it'll
|
||||
* obscure the 2P side during gameplay; there's nowhere to put it that
|
||||
* doesn't obscure something, and it's just a diagnostic. */
|
||||
m_textSkips[i].LoadFromFont( THEME->GetPathToF("Common normal") );
|
||||
m_textSkips[i].SetXY( SKIP_LEFT, SKIP_TOP + SKIP_Y_DIST*i );
|
||||
m_textSkips[i].SetHorizAlign( Actor::align_left );
|
||||
m_textSkips[i].SetVertAlign( Actor::align_top );
|
||||
m_textSkips[i].SetZoom( 0.5f );
|
||||
m_textSkips[i].SetDiffuse( RageColor(1,1,1,0) );
|
||||
m_textSkips[i].SetShadowLength( 0 );
|
||||
this->AddChild(&m_textSkips[i]);
|
||||
}
|
||||
|
||||
ReloadCreditsText();
|
||||
/* This will be done when we set up the first screen, after GAMESTATE->Reset has
|
||||
* been called. */
|
||||
// RefreshCreditsMessages();
|
||||
}
|
||||
|
||||
void ScreenSystemLayer::ReloadCreditsText()
|
||||
{
|
||||
m_textMessage.LoadFromFont( THEME->GetPathToF("ScreenSystemLayer message") );
|
||||
m_textMessage.SetName( "Message" );
|
||||
SET_XY_AND_ON_COMMAND( m_textMessage );
|
||||
|
||||
m_textStats.LoadFromFont( THEME->GetPathToF("ScreenSystemLayer stats") );
|
||||
m_textStats.SetName( "Stats" );
|
||||
SET_XY_AND_ON_COMMAND( m_textStats );
|
||||
|
||||
m_textTime.LoadFromFont( THEME->GetPathToF("ScreenSystemLayer time") );
|
||||
m_textTime.SetName( "Time" );
|
||||
m_textTime.SetHidden( !PREFSMAN->m_bTimestamping );
|
||||
SET_XY_AND_ON_COMMAND( m_textTime );
|
||||
|
||||
FOREACH_PlayerNumber( p )
|
||||
{
|
||||
m_textCredits[p].LoadFromFont( THEME->GetPathToF("ScreenManager credits") );
|
||||
m_textCredits[p].SetName( ssprintf("CreditsP%d",p+1) );
|
||||
SET_XY_AND_ON_COMMAND( &m_textCredits[p] );
|
||||
}
|
||||
}
|
||||
|
||||
void ScreenSystemLayer::SystemMessage( CString sMessage )
|
||||
{
|
||||
m_textMessage.SetText( sMessage );
|
||||
static const ActorCommands cmds = ParseActorCommands("finishtweening;diffusealpha,1;addx,-640;linear,0.5;addx,+640;sleep,5;linear,0.5;diffusealpha,0");
|
||||
m_textMessage.Command( cmds );
|
||||
}
|
||||
|
||||
void ScreenSystemLayer::SystemMessageNoAnimate( CString sMessage )
|
||||
{
|
||||
m_textMessage.FinishTweening();
|
||||
m_textMessage.SetText( sMessage );
|
||||
m_textMessage.SetX( 4 );
|
||||
m_textMessage.SetDiffuseAlpha( 1 );
|
||||
m_textMessage.BeginTweening( 5 );
|
||||
m_textMessage.BeginTweening( 0.5f );
|
||||
m_textMessage.SetDiffuse( RageColor(1,1,1,0) );
|
||||
}
|
||||
|
||||
void ScreenSystemLayer::RefreshCreditsMessages()
|
||||
{
|
||||
// update joined
|
||||
FOREACH_PlayerNumber( p )
|
||||
{
|
||||
CString sCredits;
|
||||
|
||||
bool bShowCreditsMessage;
|
||||
if( GAMESTATE->m_bIsOnSystemMenu )
|
||||
bShowCreditsMessage = true;
|
||||
else if( GAMESTATE->m_bPlayersFinalized )
|
||||
bShowCreditsMessage = !GAMESTATE->IsPlayerEnabled( p );
|
||||
else
|
||||
bShowCreditsMessage = !GAMESTATE->m_bSideIsJoined[p];
|
||||
|
||||
if( !bShowCreditsMessage )
|
||||
{
|
||||
MemoryCardState mcs = MEMCARDMAN->GetCardState( p );
|
||||
Profile* pProfile = PROFILEMAN->GetProfile( p );
|
||||
switch( mcs )
|
||||
{
|
||||
case MEMORY_CARD_STATE_NO_CARD:
|
||||
// this is a local machine profile
|
||||
if( PROFILEMAN->LastLoadWasFromLastGood(p) && pProfile )
|
||||
sCredits = pProfile->GetDisplayName() + CREDITS_LOADED_FROM_LAST_GOOD_APPEND;
|
||||
else if( PROFILEMAN->LastLoadWasTamperedOrCorrupt(p) )
|
||||
sCredits = CREDITS_LOAD_FAILED;
|
||||
// Prefer the name of the profile over the name of the card.
|
||||
else if( pProfile )
|
||||
sCredits = pProfile->GetDisplayName();
|
||||
else if( GAMESTATE->PlayersCanJoin() )
|
||||
sCredits = CREDITS_INSERT_CARD;
|
||||
else
|
||||
sCredits = "";
|
||||
break;
|
||||
case MEMORY_CARD_STATE_WRITE_ERROR:
|
||||
sCredits = CREDITS_CARD_ERROR;
|
||||
break;
|
||||
case MEMORY_CARD_STATE_TOO_LATE:
|
||||
sCredits = CREDITS_CARD_TOO_LATE;
|
||||
break;
|
||||
case MEMORY_CARD_STATE_READY:
|
||||
if( PROFILEMAN->LastLoadWasFromLastGood(p) && pProfile )
|
||||
sCredits = pProfile->GetDisplayName() + CREDITS_LOADED_FROM_LAST_GOOD_APPEND;
|
||||
else if( PROFILEMAN->LastLoadWasTamperedOrCorrupt(p) )
|
||||
sCredits = CREDITS_LOAD_FAILED;
|
||||
// Prefer the name of the profile over the name of the card.
|
||||
else if( pProfile )
|
||||
sCredits = pProfile->GetDisplayName();
|
||||
else if( !MEMCARDMAN->IsNameAvailable(p) )
|
||||
sCredits = CREDITS_CARD_READY;
|
||||
else if( !MEMCARDMAN->GetName(p).empty() )
|
||||
sCredits = MEMCARDMAN->GetName(p);
|
||||
else
|
||||
sCredits = CREDITS_CARD_NO_NAME;
|
||||
break;
|
||||
default:
|
||||
ASSERT(0);
|
||||
}
|
||||
}
|
||||
else // bShowCreditsMessage
|
||||
{
|
||||
switch( PREFSMAN->GetCoinMode() )
|
||||
{
|
||||
case COIN_HOME:
|
||||
if( GAMESTATE->PlayersCanJoin() )
|
||||
sCredits = CREDITS_PRESS_START;
|
||||
else
|
||||
sCredits = CREDITS_NOT_PRESENT;
|
||||
break;
|
||||
case COIN_PAY:
|
||||
{
|
||||
int Credits = GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit;
|
||||
int Coins = GAMESTATE->m_iCoins % PREFSMAN->m_iCoinsPerCredit;
|
||||
sCredits = CREDITS_CREDITS;
|
||||
if( Credits > 0 || PREFSMAN->m_iCoinsPerCredit == 1 )
|
||||
sCredits += ssprintf(" %d", Credits);
|
||||
if( PREFSMAN->m_iCoinsPerCredit > 1 )
|
||||
sCredits += ssprintf(" %d/%d", Coins, PREFSMAN->m_iCoinsPerCredit );
|
||||
}
|
||||
break;
|
||||
case COIN_FREE:
|
||||
if( GAMESTATE->PlayersCanJoin() )
|
||||
sCredits = CREDITS_FREE_PLAY;
|
||||
else
|
||||
sCredits = CREDITS_NOT_PRESENT;
|
||||
break;
|
||||
default:
|
||||
ASSERT(0);
|
||||
}
|
||||
}
|
||||
|
||||
if( CREDITS_JOIN_ONLY && !GAMESTATE->PlayersCanJoin() )
|
||||
sCredits = "";
|
||||
m_textCredits[p].SetText( sCredits );
|
||||
}
|
||||
}
|
||||
|
||||
void ScreenSystemLayer::AddTimestampLine( const CString &txt, RageColor color )
|
||||
{
|
||||
m_textSkips[m_LastSkip].SetText( txt );
|
||||
m_textSkips[m_LastSkip].StopTweening();
|
||||
m_textSkips[m_LastSkip].SetDiffuse( RageColor(1,1,1,1) );
|
||||
m_textSkips[m_LastSkip].BeginTweening( 0.2f );
|
||||
m_textSkips[m_LastSkip].SetDiffuse( color );
|
||||
m_textSkips[m_LastSkip].BeginTweening( 3.0f );
|
||||
m_textSkips[m_LastSkip].BeginTweening( 0.2f );
|
||||
m_textSkips[m_LastSkip].SetDiffuse( RageColor(1,1,1,0) );
|
||||
|
||||
m_LastSkip++;
|
||||
m_LastSkip %= NUM_SKIPS_TO_SHOW;
|
||||
}
|
||||
|
||||
void ScreenSystemLayer::UpdateTimestampAndSkips()
|
||||
{
|
||||
/* Use our own timer, so we ignore `/tab. */
|
||||
const float UpdateTime = SkipTimer.GetDeltaTime();
|
||||
|
||||
/* FPS is 0 for a little while after we load a screen; don't report
|
||||
* during this time. Do clear the timer, though, so we don't report
|
||||
* a big "skip" after this period passes. */
|
||||
if(DISPLAY->GetFPS())
|
||||
{
|
||||
/* We want to display skips. We expect to get updates of about 1.0/FPS ms. */
|
||||
const float ExpectedUpdate = 1.0f / DISPLAY->GetFPS();
|
||||
|
||||
/* These are thresholds for severity of skips. The smallest
|
||||
* is slightly above expected, to tolerate normal jitter. */
|
||||
const float Thresholds[] = {
|
||||
ExpectedUpdate * 2.0f, ExpectedUpdate * 4.0f, 0.1f, -1
|
||||
};
|
||||
|
||||
int skip = 0;
|
||||
while(Thresholds[skip] != -1 && UpdateTime > Thresholds[skip])
|
||||
skip++;
|
||||
|
||||
if(skip)
|
||||
{
|
||||
CString time(SecondsToMMSSMsMs(RageTimer::GetTimeSinceStart()));
|
||||
|
||||
static const RageColor colors[] = {
|
||||
RageColor(0,0,0,0), /* unused */
|
||||
RageColor(0.2f,0.2f,1,1), /* light blue */
|
||||
RageColor(1,1,0,1), /* yellow */
|
||||
RageColor(1,0.2f,0.2f,1) /* light red */
|
||||
};
|
||||
|
||||
if( PREFSMAN->m_bTimestamping )
|
||||
AddTimestampLine( ssprintf("%s: %.0fms (%.0f)", time.c_str(), 1000*UpdateTime, UpdateTime/ExpectedUpdate),
|
||||
colors[skip] );
|
||||
if( PREFSMAN->m_bLogSkips )
|
||||
LOG->Trace( "Frame skip: %.0fms (%.0f)", 1000*UpdateTime, UpdateTime/ExpectedUpdate );
|
||||
}
|
||||
}
|
||||
|
||||
if( PREFSMAN->m_bTimestamping )
|
||||
m_textTime.SetText( SecondsToMMSSMsMs(RageTimer::GetTimeSinceStart()) );
|
||||
}
|
||||
|
||||
void ScreenSystemLayer::Update( float fDeltaTime )
|
||||
{
|
||||
Screen::Update(fDeltaTime);
|
||||
|
||||
if( PREFSMAN && PREFSMAN->m_bShowStats )
|
||||
{
|
||||
m_textStats.SetDiffuse( RageColor(1,1,1,0.7f) );
|
||||
m_textStats.SetText( DISPLAY->GetStats() );
|
||||
} else
|
||||
m_textStats.SetDiffuse( RageColor(1,1,1,0) ); /* hide */
|
||||
|
||||
UpdateTimestampAndSkips();
|
||||
}
|
||||
|
||||
/*
|
||||
* (c) 2001-2004 Chris Danford
|
||||
* All rights reserved.
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
* copy of this software and associated documentation files (the
|
||||
* "Software"), to deal in the Software without restriction, including
|
||||
* without limitation the rights to use, copy, modify, merge, publish,
|
||||
* distribute, and/or sell copies of the Software, and to permit persons to
|
||||
* whom the Software is furnished to do so, provided that the above
|
||||
* copyright notice(s) and this permission notice appear in all copies of
|
||||
* the Software and that both the above copyright notice(s) and this
|
||||
* permission notice appear in supporting documentation.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
||||
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
||||
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
||||
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
||||
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
||||
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
||||
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
||||
* PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
Reference in New Issue
Block a user