#include "global.h" #include "ScreenSystemLayer.h" #include "ScreenManager.h" #include "PrefsManager.h" #include "ThemeManager.h" #include "ActorUtil.h" #include "GameState.h" #include "MemoryCardManager.h" #include "Profile.h" #include "ProfileManager.h" #include "RageDisplay.h" #include "RageLog.h" #include "Command.h" #include "ScreenDimensions.h" REGISTER_SCREEN_CLASS( ScreenSystemLayer ); ScreenSystemLayer::ScreenSystemLayer( const CString &sName ) : Screen(sName) { SubscribeToMessage( "RefreshCreditText" ); SubscribeToMessage( "SystemMessage" ); SubscribeToMessage( "SystemMessageNoAnimate" ); SubscribeToMessage( "HideSystemMessage" ); CREDITS_PRESS_START .Load(m_sName,"CreditsPressStart"); CREDITS_INSERT_CARD .Load(m_sName,"CreditsInsertCard"); CREDITS_CARD_TOO_LATE .Load(m_sName,"CreditsCardTooLate"); CREDITS_CARD_NO_NAME .Load(m_sName,"CreditsCardNoName"); CREDITS_CARD_READY .Load(m_sName,"CreditsCardReady"); CREDITS_CARD_CHECKING .Load(m_sName,"CreditsCardChecking"); CREDITS_CARD_REMOVED .Load(m_sName,"CreditsCardRemoved"); CREDITS_FREE_PLAY .Load(m_sName,"CreditsFreePlay"); CREDITS_CREDITS .Load(m_sName,"CreditsCredits"); CREDITS_NOT_PRESENT .Load(m_sName,"CreditsNotPresent"); CREDITS_LOAD_FAILED .Load(m_sName,"CreditsLoadFailed"); CREDITS_LOADED_FROM_LAST_GOOD_APPEND.Load(m_sName,"CreditsLoadedFromLastGoodAppend"); CREDITS_JOIN_ONLY .Load( m_sName, "CreditsJoinOnly" ); } ScreenSystemLayer::~ScreenSystemLayer() { } void ScreenSystemLayer::Init() { Screen::Init(); this->AddChild(&m_textMessage); FOREACH_PlayerNumber( p ) this->AddChild(&m_textCredits[p]); m_quadBrightnessAdd.StretchTo( RectF(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) ); m_quadBrightnessAdd.SetDiffuse( RageColor(1,1,1,PREFSMAN->m_fBrightnessAdd) ); m_quadBrightnessAdd.SetHidden( PREFSMAN->m_fBrightnessAdd == 0 ); m_quadBrightnessAdd.SetBlendMode( BLEND_ADD ); this->AddChild( &m_quadBrightnessAdd ); ReloadCreditsText(); /* This will be done when we set up the first screen, after GAMESTATE->Reset has * been called. */ // RefreshCreditsMessages(); } void ScreenSystemLayer::ReloadCreditsText() { if( m_sprMessageFrame.IsLoaded() ) this->RemoveChild( m_sprMessageFrame ); m_sprMessageFrame.Load( THEME->GetPathG(m_sName,"MessageFrame") ); this->AddChild( m_sprMessageFrame ); m_sprMessageFrame->SetName( "MessageFrame" ); SET_XY_AND_ON_COMMAND( m_sprMessageFrame ); m_sprMessageFrame->SetHidden( true ); m_textMessage.LoadFromFont( THEME->GetPathF(m_sName,"message") ); m_textMessage.SetName( "Message" ); SET_XY_AND_ON_COMMAND( m_textMessage ); m_textMessage.SetHidden( true ); FOREACH_PlayerNumber( p ) { m_textCredits[p].LoadFromFont( THEME->GetPathF("ScreenManager","credits") ); m_textCredits[p].SetName( ssprintf("CreditsP%d",p+1) ); SET_XY_AND_ON_COMMAND( &m_textCredits[p] ); } this->SortByDrawOrder(); } CString ScreenSystemLayer::GetCreditsMessage( PlayerNumber pn ) const { if( (bool)CREDITS_JOIN_ONLY && !GAMESTATE->PlayersCanJoin() ) return CString(); bool bShowCreditsMessage; if( SCREENMAN && SCREENMAN->GetTopScreen() && SCREENMAN->GetTopScreen()->GetScreenType() == system_menu ) bShowCreditsMessage = true; else if( MEMCARDMAN->GetCardsLocked() ) bShowCreditsMessage = !GAMESTATE->IsPlayerEnabled( pn ); else bShowCreditsMessage = !GAMESTATE->m_bSideIsJoined[pn]; if( !bShowCreditsMessage ) { MemoryCardState mcs = MEMCARDMAN->GetCardState( pn ); const Profile* pProfile = PROFILEMAN->GetProfile( pn ); switch( mcs ) { case MemoryCardState_NoCard: // this is a local machine profile if( PROFILEMAN->LastLoadWasFromLastGood(pn) ) return pProfile->GetDisplayNameOrHighScoreName() + CREDITS_LOADED_FROM_LAST_GOOD_APPEND.GetValue(); else if( PROFILEMAN->LastLoadWasTamperedOrCorrupt(pn) ) return CREDITS_LOAD_FAILED.GetValue(); // Prefer the name of the profile over the name of the card. else if( PROFILEMAN->IsPersistentProfile(pn) ) return pProfile->GetDisplayNameOrHighScoreName(); else if( GAMESTATE->PlayersCanJoin() ) return CREDITS_INSERT_CARD.GetValue(); else return CString(); case MemoryCardState_Error: return THEME->GetMetric( m_sName, "CreditsCard" + MEMCARDMAN->GetCardError(pn) ); case MemoryCardState_TooLate: return CREDITS_CARD_TOO_LATE.GetValue(); case MemoryCardState_Checking: return CREDITS_CARD_CHECKING.GetValue(); case MemoryCardState_Removed: return CREDITS_CARD_REMOVED.GetValue(); case MemoryCardState_Ready: { // If the profile failed to load and there was no usable backup... if( PROFILEMAN->LastLoadWasTamperedOrCorrupt(pn) && !PROFILEMAN->LastLoadWasFromLastGood(pn) ) return CREDITS_LOAD_FAILED.GetValue(); // If there is a local profile loaded, prefer it over the name of the memory card. if( PROFILEMAN->IsPersistentProfile(pn) ) { CString s = pProfile->GetDisplayNameOrHighScoreName(); if( s.empty() ) s = CREDITS_CARD_NO_NAME.GetValue(); if( PROFILEMAN->LastLoadWasFromLastGood(pn) ) s += CREDITS_LOADED_FROM_LAST_GOOD_APPEND.GetValue(); return s; } else if( !MEMCARDMAN->IsNameAvailable(pn) ) return CREDITS_CARD_READY.GetValue(); else if( !MEMCARDMAN->GetName(pn).empty() ) return MEMCARDMAN->GetName(pn); else return CREDITS_CARD_NO_NAME.GetValue(); } default: FAIL_M( ssprintf("%i",mcs) ); } } else // bShowCreditsMessage { switch( GAMESTATE->GetCoinMode() ) { case COIN_MODE_HOME: if( GAMESTATE->PlayersCanJoin() ) return CREDITS_PRESS_START.GetValue(); else return CREDITS_NOT_PRESENT.GetValue(); case COIN_MODE_PAY: { int Credits = GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit; int Coins = GAMESTATE->m_iCoins % PREFSMAN->m_iCoinsPerCredit; CString sCredits = CREDITS_CREDITS; if( Credits > 0 || PREFSMAN->m_iCoinsPerCredit == 1 ) sCredits += ssprintf(" %d", Credits); if( PREFSMAN->m_iCoinsPerCredit > 1 ) sCredits += ssprintf(" %d/%d", Coins, PREFSMAN->m_iCoinsPerCredit.Get() ); return sCredits; } case COIN_MODE_FREE: if( GAMESTATE->PlayersCanJoin() ) return CREDITS_FREE_PLAY.GetValue(); else return CREDITS_NOT_PRESENT.GetValue(); default: ASSERT(0); } } } void ScreenSystemLayer::HandleMessage( const CString &sMessage ) { if( sMessage == "RefreshCreditText" ) { // update joined FOREACH_PlayerNumber( pn ) m_textCredits[pn].SetText( GetCreditsMessage(pn) ); } else if( sMessage == "SystemMessage" ) { m_sprMessageFrame->SetHidden( false ); m_sprMessageFrame->PlayCommand( "On" ); m_sprMessageFrame->PlayCommand( "Off" ); m_textMessage.SetHidden( false ); m_textMessage.SetText( SCREENMAN->GetCurrentSystemMessage() ); m_textMessage.PlayCommand( "On" ); m_textMessage.PlayCommand( "Off" ); } else if( sMessage == "SystemMessageNoAnimate" ) { m_sprMessageFrame->SetHidden( false ); m_sprMessageFrame->PlayCommand( "On" ); m_sprMessageFrame->FinishTweening(); m_sprMessageFrame->PlayCommand( "Off" ); m_textMessage.SetHidden( false ); m_textMessage.SetText( SCREENMAN->GetCurrentSystemMessage() ); m_textMessage.PlayCommand( "On" ); m_textMessage.FinishTweening(); m_textMessage.PlayCommand( "Off" ); } else if( sMessage == "HideSystemMessage" ) { m_sprMessageFrame->SetHidden( true ); m_textMessage.SetHidden( true ); } Screen::HandleMessage( sMessage ); } void ScreenSystemLayer::Update( float fDeltaTime ) { Screen::Update(fDeltaTime); } /* * (c) 2001-2005 Chris Danford, Glenn Maynard * 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. */