#include "global.h" #include "ActorUtil.h" #include "ScreenStage.h" #include "ScreenManager.h" #include "PrefsManager.h" #include "RageLog.h" #include "GameConstantsAndTypes.h" #include "BitmapText.h" #include "SongManager.h" #include "Sprite.h" #include "AnnouncerManager.h" #include "GameState.h" #include "GameSoundManager.h" #include "ThemeManager.h" #include "LightsManager.h" #include "song.h" #define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen") #define PREV_SCREEN THEME->GetMetric (m_sName,"PrevScreen") #define MINIMUM_DELAY THEME->GetMetricF(m_sName,"MinimumDelay") const ScreenMessage SM_PrepScreen = (ScreenMessage)(SM_User+0); REGISTER_SCREEN_CLASS( ScreenStage ); ScreenStage::ScreenStage( CString sClassName ) : Screen( sClassName ) { m_bZeroDeltaOnNextUpdate = false; SOUND->StopMusic(); LIGHTSMAN->SetLightsMode( LIGHTSMODE_STAGE ); m_Background.LoadFromAniDir( THEME->GetPathToB(m_sName + " "+GAMESTATE->GetStageText()) ); m_Background.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING ); this->AddChild( &m_Background ); m_Overlay.SetName( "Overlay" ); m_Overlay.LoadFromAniDir( THEME->GetPathToB(m_sName + " overlay")); ON_COMMAND( m_Overlay ); this->AddChild( &m_Overlay ); m_In.Load( THEME->GetPathToB(m_sName + " in") ); m_In.StartTransitioning(); m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); this->AddChild( &m_In ); m_Out.Load( THEME->GetPathToB(m_sName + " out") ); m_Out.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); this->AddChild( &m_Out ); m_Back.Load( THEME->GetPathToB("Common back") ); m_Back.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); this->AddChild( &m_Back ); /* Prep the new screen once m_In is complete. */ this->PostScreenMessage( SM_PrepScreen, m_Background.GetLengthSeconds() ); FOREACH_PlayerNumber(p) { m_sprCharacterIcon[p].SetName( ssprintf("CharacterIconP%d",p+1) ); const Character *pChar = GAMESTATE->m_pCurCharacters[p]; CString sPath = pChar->GetStageIconPath(); if( sPath == "" ) continue; m_sprCharacterIcon[p].Load( pChar->GetStageIconPath() ); SET_XY_AND_ON_COMMAND( m_sprCharacterIcon[p] ); this->AddChild( &m_sprCharacterIcon[p] ); } m_SongTitle.SetName( "SongTitle"); m_Artist.SetName( "Artist" ); m_SongTitle.LoadFromFont( THEME->GetPathToF("ScreenStage Title") ); m_Artist.LoadFromFont( THEME->GetPathToF("ScreenStage Artist") ); this->AddChild( &m_SongTitle ); this->AddChild( &m_Artist ); if(GAMESTATE->m_pCurSong != NULL) { m_SongTitle.SetText( GAMESTATE->m_pCurSong->m_sMainTitle ); m_Artist.SetText( GAMESTATE->m_pCurSong->m_sArtist ); } else { m_SongTitle.SetText( "" ); m_Artist.SetText( "" ); } SET_XY_AND_ON_COMMAND( m_Artist ); SET_XY_AND_ON_COMMAND( m_SongTitle ); SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("stage "+GAMESTATE->GetStageText()) ); this->SortByDrawOrder(); } void ScreenStage::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_PrepScreen: /* Start fading out in after MINIMUM_DELAY seconds. Loading the screen * might take longer than that, in which case we'll fade out as early as * we can. */ this->PostScreenMessage( SM_BeginFadingOut, MINIMUM_DELAY ); SCREENMAN->PrepareScreen( NEXT_SCREEN ); break; case SM_BeginFadingOut: m_Out.StartTransitioning(); FOREACH_PlayerNumber( p ) OFF_COMMAND( m_sprCharacterIcon[p] ); OFF_COMMAND( m_SongTitle ); OFF_COMMAND( m_Artist ); OFF_COMMAND( m_Background ); this->PostScreenMessage( SM_GoToNextScreen, this->GetTweenTimeLeft() ); break; case SM_GoToNextScreen: SCREENMAN->SetNewScreen( NEXT_SCREEN ); break; case SM_GoToPrevScreen: SCREENMAN->DeletePreparedScreens(); SCREENMAN->SetNewScreen( PREV_SCREEN ); break; } } void ScreenStage::Update( float fDeltaTime ) { if( m_bZeroDeltaOnNextUpdate ) { m_bZeroDeltaOnNextUpdate = false; fDeltaTime = 0; } Screen::Update( fDeltaTime ); } void ScreenStage::MenuBack( PlayerNumber pn ) { if( m_In.IsTransitioning() || m_Out.IsTransitioning() || m_Back.IsTransitioning() ) return; this->ClearMessageQueue(); m_Back.StartTransitioning( SM_GoToPrevScreen ); SOUND->PlayOnce( THEME->GetPathToS("Common back") ); /* If a Back is buffered while we're prepping the screen (very common), we'll * get it right after the prep finishes. However, the next update will contain * the time spent prepping the screen. Zero the next delta, so the update is * seen. */ m_bZeroDeltaOnNextUpdate = true; } /* * (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. */