#include "global.h" #include "ScreenCaution.h" #include "GameConstantsAndTypes.h" #include "PrefsManager.h" #include "ScreenManager.h" #include "AnnouncerManager.h" #include "GameSoundManager.h" #include "ThemeManager.h" #define NEXT_SCREEN THEME->GetMetric(m_sName,"NextScreen") const ScreenMessage SM_DoneOpening = ScreenMessage(SM_User-7); const ScreenMessage SM_StartClosing = ScreenMessage(SM_User-8); ScreenCaution::ScreenCaution( CString sName ) : Screen( sName ) { if(!PREFSMAN->m_bShowDontDie) { this->PostScreenMessage( SM_GoToNextScreen, 0.f ); return; } m_Background.LoadFromAniDir( THEME->GetPathB(m_sName,"background") ); this->AddChild( &m_Background ); m_In.Load( THEME->GetPathB(m_sName,"in") ); m_In.StartTransitioning( SM_DoneOpening ); this->AddChild( &m_In ); m_Out.Load( THEME->GetPathB(m_sName,"out") ); this->AddChild( &m_Out ); m_Back.Load( THEME->GetPathToB("Common back") ); this->AddChild( &m_Back ); float fCloseInSeconds = m_Background.GetLengthSeconds()-m_Out.GetLengthSeconds(); fCloseInSeconds = max( 0, fCloseInSeconds ); this->PostScreenMessage( SM_StartClosing, fCloseInSeconds ); SOUND->PlayMusic( THEME->GetPathS(m_sName,"music") ); } void ScreenCaution::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { if( Screen::JoinInput( DeviceI, type, GameI, MenuI, StyleI ) ) return; // handled Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); } void ScreenCaution::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_StartClosing: m_Background.PlayCommand("Off"); m_Out.StartTransitioning( SM_GoToNextScreen ); break; case SM_DoneOpening: SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("caution") ); break; case SM_GoToPrevScreen: SCREENMAN->SetNewScreen( "ScreenTitleMenu" ); break; case SM_GoToNextScreen: SCREENMAN->SetNewScreen( NEXT_SCREEN ); break; } } void ScreenCaution::MenuStart( PlayerNumber pn ) { if( m_In.IsTransitioning() || m_Out.IsTransitioning() || m_Back.IsTransitioning() ) return; m_Background.PlayCommand("Off"); m_Out.StartTransitioning( SM_GoToNextScreen ); } void ScreenCaution::MenuBack( PlayerNumber pn ) { if( m_In.IsTransitioning() || m_Out.IsTransitioning() || m_Back.IsTransitioning() ) return; this->ClearMessageQueue(); m_Back.StartTransitioning( SM_GoToPrevScreen ); SCREENMAN->PlayBackSound(); } /* * (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. */