#include "global.h" /* ----------------------------------------------------------------------------- Class: Screen Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "Screen.h" #include "GameManager.h" #include "GameState.h" #include "PrefsManager.h" #include "RageSound.h" #include "ThemeManager.h" #include "ScreenManager.h" #include "RageSounds.h" Screen::Screen( CString sName ) { SetName( sName ); m_bIsTransparent = false; } Screen::~Screen() { } void Screen::AddChild( Actor* pActor ) { // add only if the actor is on screen // float fX = pActor->GetX(); // float fY = pActor->GetY(); // if( SCREEN_LEFT>=fX && fX<=SCREEN_RIGHT && SCREEN_TOP>=fY && fY<=SCREEN_BOTTOM ) ActorFrame::AddChild( pActor ); } bool Screen::SortMessagesByDelayRemaining(const Screen::QueuedScreenMessage &m1, const Screen::QueuedScreenMessage &m2) { return m1.fDelayRemaining < m2.fDelayRemaining; } void Screen::Update( float fDeltaTime ) { ActorFrame::Update( fDeltaTime ); /* We need to ensure two things: * 1. Messages must be sent in the order of delay. If two messages are sent * simultaneously, one with a .001 delay and another with a .002 delay, the * .001 delay message must be sent first. * 2. Messages to be delivered simultaneously must be sent in the order queued. * * Stable sort by time to ensure #2. */ stable_sort(m_QueuedMessages.begin(), m_QueuedMessages.end(), SortMessagesByDelayRemaining); // update the times of queued ScreenMessages and send if timer has expired // The order you remove messages in must be very careful! Sending a message can // potentially clear all m_QueuedMessages, and set a new state! /* Also, it might call ClearMessageQueue() to clear a single message type. * This might clear previous messages on the queue. So, first apply time to * everything. */ unsigned i; for( i=0; i 0.0001f) { m_QueuedMessages[i].fDelayRemaining -= fDeltaTime; m_QueuedMessages[i].fDelayRemaining = max(m_QueuedMessages[i].fDelayRemaining, 0.0001f); } else { m_QueuedMessages[i].fDelayRemaining -= fDeltaTime; } } /* Now dispatch messages. If the number of messages on the queue changes * within HandleScreenMessage, someone cleared messages on the queue. This * means we have no idea where 'i' is, so start over. Since we applied time * already, this won't cause messages to be mistimed. */ for( i=0; i 0.0f ) continue; /* not yet */ /* Remove the message from the list. */ const ScreenMessage SM = m_QueuedMessages[i].SM; m_QueuedMessages.erase(m_QueuedMessages.begin()+i); i--; unsigned size = m_QueuedMessages.size(); // send this sucker! this->HandleScreenMessage( SM ); /* If the size changed, start over. */ if(size != m_QueuedMessages.size()) i = 0; } } void Screen::MenuBack( PlayerNumber pn, const InputEventType type ) { if(!PREFSMAN->m_bDelayedEscape || type==IET_SLOW_REPEAT || type==IET_FAST_REPEAT) MenuBack(pn); } void Screen::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { /* Don't send release messages with the default handler. */ if(type == IET_RELEASE) return; // don't care /* Don't make the user hold the back button if they're pressing escape. */ if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_ESCAPE ) { this->MenuBack( MenuI.player ); return; } // default input handler used by most menus if( !MenuI.IsValid() ) return; if( !GAMESTATE->IsHumanPlayer(MenuI.player) ) return; switch( MenuI.button ) { case MENU_BUTTON_UP: this->MenuUp( MenuI.player, type ); return; case MENU_BUTTON_DOWN: this->MenuDown( MenuI.player, type ); return; case MENU_BUTTON_LEFT: this->MenuLeft( MenuI.player, type ); return; case MENU_BUTTON_RIGHT: this->MenuRight( MenuI.player, type ); return; case MENU_BUTTON_BACK: this->MenuBack( MenuI.player, type ); return; case MENU_BUTTON_START: this->MenuStart( MenuI.player, type ); return; case MENU_BUTTON_COIN: this->MenuCoin( MenuI.player, type ); return; } } bool Screen::ChangeCoinModeInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { if( type != IET_FIRST_PRESS ) return false; if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F3 ) { (int&)PREFSMAN->m_iCoinMode = (PREFSMAN->m_iCoinMode+1) % NUM_COIN_MODES; /* ResetGame(); This causes problems on ScreenIntroMovie, which results in the movie being restarted and/or becoming out-of-synch -- Miryokuteki */ CString sMessage = CoinModeToString( (CoinMode)PREFSMAN->m_iCoinMode ); sMessage.MakeUpper(); sMessage = "Coin Mode: " + sMessage; SCREENMAN->RefreshCreditsMessages(); SCREENMAN->SystemMessage( sMessage ); return true; } return false; } bool Screen::JoinInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { if( !GAMESTATE->m_bPlayersCanJoin ) return false; if( MenuI.IsValid() && MenuI.button==MENU_BUTTON_START ) { /* If this side is already in, don't re-join (and re-pay!). */ if(GAMESTATE->m_bSideIsJoined[MenuI.player]) return false; /* subtract coins */ int iCoinsToCharge = 0; if( PREFSMAN->m_iCoinMode == COIN_PAY ) iCoinsToCharge = PREFSMAN->m_iCoinsPerCredit; if( PREFSMAN->m_bJointPremium ) if( GAMESTATE->m_MasterPlayerNumber!=PLAYER_INVALID ) // one side already joined iCoinsToCharge = 0; if( GAMESTATE->m_iCoins < iCoinsToCharge ) return false; // not enough coins else GAMESTATE->m_iCoins -= iCoinsToCharge; GAMESTATE->m_bSideIsJoined[MenuI.player] = true; if( GAMESTATE->m_MasterPlayerNumber == PLAYER_INVALID ) GAMESTATE->m_MasterPlayerNumber = MenuI.player; SCREENMAN->RefreshCreditsMessages(); SOUND->PlayOnce( THEME->GetPathToS("Common start") ); return true; } return false; } void Screen::MenuCoin( PlayerNumber pn ) { // This is now handled globally by Stepmania.cpp -- Miryokuteki } void Screen::PostScreenMessage( const ScreenMessage SM, float fDelay ) { ASSERT( fDelay >= 0.0 ); QueuedScreenMessage QSM; QSM.SM = SM; QSM.fDelayRemaining = fDelay; m_QueuedMessages.push_back( QSM ); } void Screen::ClearMessageQueue() { m_QueuedMessages.clear(); } void Screen::ClearMessageQueue( const ScreenMessage SM ) { for( int i=m_QueuedMessages.size()-1; i>=0; i-- ) if( m_QueuedMessages[i].SM == SM ) m_QueuedMessages.erase( m_QueuedMessages.begin()+i ); } // Screen classes #include "ScreenCaution.h" #include "ScreenEdit.h" #include "ScreenEditMenu.h" #include "ScreenEvaluation.h" #include "ScreenEz2SelectPlayer.h" #include "ScreenGameOver.h" #include "ScreenGameplay.h" #include "ScreenHowToPlay.h" #include "ScreenMapControllers.h" #include "ScreenMusicScroll.h" #include "ScreenPlayerOptions.h" #include "ScreenSandbox.h" #include "ScreenSelectCourse.h" #include "ScreenSelectDifficulty.h" #include "ScreenSelectDifficultyEX.h" #include "ScreenSelectGame.h" #include "ScreenSelectGroup.h" #include "ScreenSelectMusic.h" #include "ScreenSelectStyle.h" #include "ScreenSongOptions.h" #include "ScreenStage.h" #include "ScreenTest.h" #include "ScreenTestFonts.h" #include "ScreenTestSound.h" #include "ScreenTitleMenu.h" #include "ScreenEz2SelectMusic.h" #include "ScreenRanking.h" #include "ScreenMemoryCard.h" #include "ScreenLogo.h" #include "ScreenUnlock.h" #include "ScreenDemonstration.h" #include "ScreenInstructions.h" #include "ScreenNameEntry.h" #include "ScreenJukebox.h" #include "ScreenJukeboxMenu.h" #include "ScreenStyleSplash.h" #include "ScreenCredits.h" #include "ScreenSelectCharacter.h" #include "ScreenRaveOptions.h" #include "ScreenSelectMode.h" #include "ScreenSelectMaster.h" #include "ScreenEditCoursesMenu.h" #include "ScreenProfileOptions.h" #include "ScreenExit.h" #include "ScreenAttract.h" #include "ScreenReloadSongs.h" #include "ScreenOptionsMaster.h" Screen* Screen::Create( CString sClassName ) { /* These are just compatibility aliases. */ if( !sClassName.CompareNoCase("ScreenCompany") ) sClassName = "ScreenCompany@ScreenAttract"; if( !sClassName.CompareNoCase("ScreenIntroMovie") ) sClassName = "ScreenIntroMovie@ScreenAttract"; if( !sClassName.CompareNoCase("ScreenAlbums") ) sClassName = "ScreenAlbums@ScreenAttract"; if( !sClassName.CompareNoCase("ScreenWarning") ) sClassName = "ScreenWarning@ScreenAttract"; if( !sClassName.CompareNoCase("ScreenEvaluationStage") ) sClassName = "ScreenEvaluationStage@ScreenEvaluation"; if( !sClassName.CompareNoCase("ScreenEvaluationSummary") ) sClassName = "ScreenEvaluationSummary@ScreenEvaluation"; if( !sClassName.CompareNoCase("ScreenEvaluationNonstop") ) sClassName = "ScreenEvaluationNonstop@ScreenEvaluation"; if( !sClassName.CompareNoCase("ScreenEvaluationOni") ) sClassName = "ScreenEvaluationOni@ScreenEvaluation"; if( !sClassName.CompareNoCase("ScreenEvaluationEndless") ) sClassName = "ScreenEvaluationEndless@ScreenEvaluation"; if( !sClassName.CompareNoCase("ScreenEvaluationEndless") ) sClassName = "ScreenEvaluationEndless@ScreenEvaluation"; if( !sClassName.CompareNoCase("ScreenEvaluationBattle") ) sClassName = "ScreenEvaluationBattle@ScreenEvaluation"; if( !sClassName.CompareNoCase("ScreenEvaluationRave") ) sClassName = "ScreenEvaluationRave@ScreenEvaluation"; /* This one will go away when all options menus are converted. */ if( !sClassName.CompareNoCase("ScreenOptionsMenu") ) sClassName = "ScreenOptionsMenu@ScreenOptionsMaster"; /* "ScreenCompany@ScreenAttract" loads ScreenAttract with the asset name * "ScreenCompany", so (if it supports it) it'll use metric, graphic, etc. * names starting with "ScreenCompany". */ CStringArray parts; split( sClassName, "@", parts ); if( parts.size() != 1 && parts.size() != 2 ) RageException::Throw("Bad Screen name \"%s\"", sClassName.c_str() ); CString sName = sClassName; if( parts.size() == 2 ) { sClassName = parts[1]; sName = parts[0]; } #define IF_RETURN(X) if(sClassName.CompareNoCase(#X)==0) return new X(sName); IF_RETURN( ScreenAttract ); IF_RETURN( ScreenCaution ); IF_RETURN( ScreenEdit ); IF_RETURN( ScreenEditMenu ); IF_RETURN( ScreenEvaluation ); IF_RETURN( ScreenEz2SelectPlayer ); IF_RETURN( ScreenGameOver ); IF_RETURN( ScreenGameplay ); IF_RETURN( ScreenHowToPlay ); IF_RETURN( ScreenMapControllers ); IF_RETURN( ScreenMusicScroll ); IF_RETURN( ScreenPlayerOptions ); IF_RETURN( ScreenSandbox ); IF_RETURN( ScreenSelectCourse ); IF_RETURN( ScreenSelectDifficulty ); IF_RETURN( ScreenSelectDifficultyEX ); IF_RETURN( ScreenSelectGame ); IF_RETURN( ScreenSelectGroup ); IF_RETURN( ScreenSelectMusic ); IF_RETURN( ScreenSelectStyle5th ); IF_RETURN( ScreenSelectStyle ); IF_RETURN( ScreenSelectMode ); IF_RETURN( ScreenSongOptions ); IF_RETURN( ScreenStage ); IF_RETURN( ScreenTest ); IF_RETURN( ScreenTestFonts ); IF_RETURN( ScreenTestSound ); IF_RETURN( ScreenTitleMenu ); IF_RETURN( ScreenEz2SelectMusic ); IF_RETURN( ScreenRanking ); IF_RETURN( ScreenLogo ); IF_RETURN( ScreenUnlock ); IF_RETURN( ScreenDemonstration ); IF_RETURN( ScreenInstructions ); IF_RETURN( ScreenNameEntry ); IF_RETURN( ScreenJukebox ); IF_RETURN( ScreenJukeboxMenu ); IF_RETURN( ScreenStyleSplash ); IF_RETURN( ScreenCredits ); IF_RETURN( ScreenSelectCharacter ); IF_RETURN( ScreenRaveOptions ); IF_RETURN( ScreenSelectMaster ); IF_RETURN( ScreenEditCoursesMenu ); IF_RETURN( ScreenProfileOptions ); IF_RETURN( ScreenExit ); IF_RETURN( ScreenReloadSongs ); IF_RETURN( ScreenOptionsMaster ); RageException::Throw( "Invalid Screen class name '%s'", sClassName.c_str() ); }