#include "global.h" /* ----------------------------------------------------------------------------- Class: ScreenPlayerOptions Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "ScreenPlayerOptions.h" #include "ScreenManager.h" #include "RageLog.h" #include "GameState.h" #include "ThemeManager.h" #include "AnnouncerManager.h" #include "RageSounds.h" #include "ScreenSongOptions.h" #include "PrefsManager.h" #define PREV_SCREEN( play_mode ) THEME->GetMetric ("ScreenPlayerOptions","PrevScreen"+Capitalize(PlayModeToString(play_mode))) #define NEXT_SCREEN( play_mode ) THEME->GetMetric ("ScreenPlayerOptions","NextScreen"+Capitalize(PlayModeToString(play_mode))) ScreenPlayerOptions::ScreenPlayerOptions( CString sClassName ) : ScreenOptionsMaster( sClassName ) { LOG->Trace( "ScreenPlayerOptions::ScreenPlayerOptions()" ); /* If we're going to "press start for more options" or skipping options * entirely, we need a different fade out. XXX: this is a hack */ if(PREFSMAN->m_ShowSongOptions == PrefsManager::NO) m_Menu.m_Out.Load( THEME->GetPathToB("ScreenPlayerOptions direct out") ); /* direct to stage */ else if(PREFSMAN->m_ShowSongOptions == PrefsManager::ASK) m_Menu.m_Out.Load( THEME->GetPathToB("ScreenPlayerOptions option out") ); /* optional song options */ m_sprOptionsMessage.Load( THEME->GetPathToG("ScreenPlayerOptions options") ); m_sprOptionsMessage.StopAnimating(); m_sprOptionsMessage.SetXY( CENTER_X, CENTER_Y ); m_sprOptionsMessage.SetZoom( 1 ); m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) ); //this->AddChild( &m_sprOptionsMessage ); // we have to draw this manually over the top of transitions m_bAcceptedChoices = false; m_bGoToOptions = ( PREFSMAN->m_ShowSongOptions == PrefsManager::YES ); SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("player options intro") ); } void ScreenPlayerOptions::GoToPrevState() { if( GAMESTATE->m_bEditing ) SCREENMAN->PopTopScreen(); else SCREENMAN->SetNewScreen( PREV_SCREEN(GAMESTATE->m_PlayMode) ); } void ScreenPlayerOptions::GoToNextState() { if( GAMESTATE->m_bEditing ) SCREENMAN->PopTopScreen(); else { GAMESTATE->AdjustFailType(); if( m_bGoToOptions ) SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) ); else SCREENMAN->SetNewScreen( ScreenSongOptions::GetNextScreen() ); } } void ScreenPlayerOptions::Update( float fDelta ) { ScreenOptionsMaster::Update( fDelta ); m_sprOptionsMessage.Update( fDelta ); } void ScreenPlayerOptions::DrawPrimitives() { ScreenOptionsMaster::DrawPrimitives(); m_sprOptionsMessage.Draw(); } void ScreenPlayerOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { if( !GAMESTATE->m_bEditing && type == IET_FIRST_PRESS && !m_Menu.m_In.IsTransitioning() && MenuI.IsValid() && MenuI.button == MENU_BUTTON_START && PREFSMAN->m_ShowSongOptions == PrefsManager::ASK ) { if( m_bAcceptedChoices && !m_bGoToOptions ) { m_bGoToOptions = true; m_sprOptionsMessage.SetState( 1 ); SOUND->PlayOnce( THEME->GetPathToS("Common start") ); } } ScreenOptionsMaster::Input( DeviceI, type, GameI, MenuI, StyleI ); } void ScreenPlayerOptions::HandleScreenMessage( const ScreenMessage SM ) { if( PREFSMAN->m_ShowSongOptions == PrefsManager::ASK ) { switch( SM ) { case SM_BeginFadingOut: // when the user accepts the page of options { m_bAcceptedChoices = true; float fShowSeconds = m_Menu.m_Out.GetLengthSeconds(); // show "hold START for options" m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) ); m_sprOptionsMessage.BeginTweening( 0.15f ); // fade in m_sprOptionsMessage.SetZoomY( 1 ); m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,1) ); m_sprOptionsMessage.BeginTweening( fShowSeconds-0.3f ); // sleep m_sprOptionsMessage.BeginTweening( 0.15f ); // fade out m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) ); m_sprOptionsMessage.SetZoomY( 0 ); } break; } } ScreenOptionsMaster::HandleScreenMessage( SM ); }