#include "global.h" /* ----------------------------------------------------------------------------- Class: ScreenAttract Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "ScreenAttract.h" #include "ScreenManager.h" #include "GameConstantsAndTypes.h" #include "RageUtil.h" #include "StepMania.h" #include "PrefsManager.h" #include "RageLog.h" #include "SongManager.h" #include "AnnouncerManager.h" #include "GameState.h" #include "GameManager.h" #include "InputMapper.h" #include "ThemeManager.h" #include "SDL_utils.h" #include "RageSounds.h" #define NEXT_SCREEN THEME->GetMetric(m_sName,"NextScreen") ScreenAttract::ScreenAttract( CString sClassName ) : Screen( sClassName ) { LOG->Trace( "ScreenAttract::ScreenAttract(%s)", sClassName.c_str() ); GAMESTATE->Reset(); // We have to do initialization in the first update because this->GetElementName() won't // work until the object has been fully constructed. m_Background.LoadFromAniDir( THEME->GetPathToB(m_sName+" background") ); this->AddChild( &m_Background ); m_In.Load( THEME->GetPathToB("ScreenAttract in") ); m_In.StartTransitioning(); this->AddChild( &m_In ); m_Out.Load( THEME->GetPathToB("ScreenAttract out") ); this->AddChild( &m_Out ); SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(m_sName) ); m_soundStart.Load( THEME->GetPathToS("Common start") ); SOUND->PlayMusic( THEME->GetPathToS(m_sName + " music") ); GAMESTATE->m_bPlayersCanJoin = true; float fTimeUntilBeginFadingOut = m_Background.GetLengthSeconds() - m_Out.GetLengthSeconds(); this->PostScreenMessage( SM_BeginFadingOut, fTimeUntilBeginFadingOut ); } ScreenAttract::~ScreenAttract() { LOG->Trace( "ScreenAttract::~ScreenAttract()" ); } void ScreenAttract::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { // LOG->Trace( "ScreenAttract::Input()" ); AttractInput( DeviceI, type, GameI, MenuI, StyleI, m_In.IsTransitioning() || m_Out.IsTransitioning() ); } void ScreenAttract::AttractInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI, bool bTransitioning ) { if(type != IET_FIRST_PRESS) return; // don't care ChangeCoinModeInput( DeviceI, type, GameI, MenuI, StyleI ); if( MenuI.IsValid() ) { switch( MenuI.button ) { case MENU_BUTTON_START: case MENU_BUTTON_BACK: case MENU_BUTTON_COIN: switch( PREFSMAN->m_iCoinMode ) { case COIN_PAY: if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit ) break; // don't fall through // fall through case COIN_HOME: case COIN_FREE: SOUND->StopMusic(); /* We already played the it was a coin was inserted. Don't play it again. */ if( MenuI.button != MENU_BUTTON_COIN ) SOUND->PlayOnce( THEME->GetPathToS("Common coin") ); SDL_Delay( 800 ); // do a little pause, like the arcade does SCREENMAN->SetNewScreen( "ScreenTitleMenu" ); break; default: ASSERT(0); } break; } } if( bTransitioning ) return; if( MenuI.IsValid() ) { switch( MenuI.button ) { case MENU_BUTTON_LEFT: case MENU_BUTTON_RIGHT: SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 ); break; } } // Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); } void ScreenAttract::Update( float fDelta ) { Screen::Update(fDelta); } void ScreenAttract::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_BeginFadingOut: if( !m_Out.IsTransitioning() ) m_Out.StartTransitioning( SM_GoToNextScreen ); break; case SM_GoToNextScreen: /* XXX: Look at the def of the screen we're going to; if it has a * music theme element and it's the same as the one we're playing * now, don't stop. (However, if we're going to interrupt it * when we fade in, it's cleaner to stop it before we fade out.) */ /* Don't stop the music, or else the music will start over from the * beginning for consecutive screens with the same music. -Chris */ /* But if you don't stop it, for screens that have their own unique * music, it will constantly loop even after the screen has gone on * to the next attract screen. -- Miryokuteki */ SOUND->PlayMusic( "" ); SCREENMAN->SetNewScreen( NEXT_SCREEN ); break; } }