#include "global.h" #include "ScreenJukeboxMenu.h" #include "SongManager.h" #include "ScreenManager.h" #include "GameConstantsAndTypes.h" #include "RageUtil.h" #include "GameManager.h" #include "RageLog.h" #include "GameState.h" #include "GameSoundManager.h" #include "ThemeManager.h" #include "ScreenJukebox.h" // // Defines specific to ScreenJukeboxMenu // #define EXPLANATION_TEXT THEME->GetMetric("ScreenJukeboxMenu","ExplanationText") ScreenJukeboxMenu::ScreenJukeboxMenu( CString sClassName ) : ScreenWithMenuElements( sClassName ) { LOG->Trace( "ScreenJukeboxMenu::ScreenJukeboxMenu()" ); GAMESTATE->m_pCurStyle = NULL; FOREACH_PlayerNumber( pn ) GAMESTATE->m_bSideIsJoined[pn] = true; m_Selector.SetXY( 0, 0 ); // m_Selector.AllowNewNotes(); this->AddChild( &m_Selector ); m_textExplanation.SetName( "Explanation" ); m_textExplanation.LoadFromFont( THEME->GetPathToF("Common normal") ); m_textExplanation.SetText( EXPLANATION_TEXT ); SET_XY_AND_ON_COMMAND( m_textExplanation ); this->AddChild( &m_textExplanation ); this->SortByDrawOrder(); SOUND->PlayMusic( THEME->GetPathToS("ScreenJukeboxMenu music") ); } ScreenJukeboxMenu::~ScreenJukeboxMenu() { LOG->Trace( "ScreenJukeboxMenu::~ScreenJukeboxMenu()" ); } void ScreenJukeboxMenu::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { LOG->Trace( "ScreenJukeboxMenu::Input()" ); if( IsTransitioning() ) return; Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); } void ScreenJukeboxMenu::MenuUp( PlayerNumber pn ) { m_Selector.Up(); } void ScreenJukeboxMenu::MenuDown( PlayerNumber pn ) { m_Selector.Down(); } void ScreenJukeboxMenu::MenuLeft( PlayerNumber pn, const InputEventType type ) { m_Selector.Left(); } void ScreenJukeboxMenu::MenuRight( PlayerNumber pn, const InputEventType type ) { m_Selector.Right(); } void ScreenJukeboxMenu::MenuStart( PlayerNumber pn ) { if( IsTransitioning() ) return; const Style *style = m_Selector.GetSelectedStyle(); CString sGroup = m_Selector.GetSelectedGroup(); Difficulty dc = m_Selector.GetSelectedDifficulty(); bool bModifiers = m_Selector.GetSelectedModifiers(); GAMESTATE->m_pCurStyle = style; GAMESTATE->m_sPreferredGroup = (sGroup=="ALL MUSIC") ? GROUP_ALL_MUSIC : sGroup; FOREACH_PlayerNumber( p ) GAMESTATE->m_PreferredDifficulty[p] = dc; GAMESTATE->m_bJukeboxUsesModifiers = bModifiers; if( !ScreenJukebox::SetSong(false) ) { /* No songs are available for the selected style, group, and difficulty. */ SCREENMAN->PlayInvalidSound(); SCREENMAN->SystemMessage( "No songs available with these settings" ); return; } SOUND->StopMusic(); SCREENMAN->PlayStartSound(); StartTransitioning( SM_GoToNextScreen ); } void ScreenJukeboxMenu::MenuBack( PlayerNumber pn ) { StartTransitioning( SM_GoToPrevScreen ); SOUND->StopMusic(); } /* * (c) 2003-2004 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. */