#include "global.h" #include "ScreenDemonstration.h" #include "RageLog.h" #include "ThemeManager.h" #include "GameState.h" #include "SongManager.h" #include "StepMania.h" #include "ScreenAttract.h" // for AttractInput() #include "ScreenManager.h" #include "RageSoundManager.h" #include "GameSoundManager.h" #include "GameManager.h" #define SECONDS_TO_SHOW THEME->GetMetricF("ScreenDemonstration","SecondsToShow") #define NEXT_SCREEN THEME->GetMetric("ScreenDemonstration","NextScreen") const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+10); // MUST be same as in ScreenGameplay REGISTER_SCREEN_CLASS( ScreenDemonstration ); ScreenDemonstration::ScreenDemonstration( CString sName ) : ScreenJukebox( sName ) { LOG->Trace( "ScreenDemonstration::ScreenDemonstration()" ); m_bDemonstration = true; } void ScreenDemonstration::Init() { GAMESTATE->m_pCurStyle = GAMEMAN->GetDemonstrationStyleForGame(GAMESTATE->m_pCurGame); GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR; /* If needed, turn sound off. */ if( !GAMESTATE->IsTimeToPlayAttractSounds() ) SOUNDMAN->SetPrefs( 0 ); // silent ScreenJukebox::Init(); if( GAMESTATE->m_pCurSong == NULL ) // we didn't find a song. { HandleScreenMessage( SM_GoToNextScreen ); // Abort demonstration. return; } m_Overlay.LoadFromAniDir( THEME->GetPathToB("ScreenDemonstration overlay") ); m_Overlay.PlayCommand( "On" ); this->AddChild( &m_Overlay ); this->MoveToTail( &m_In ); this->MoveToTail( &m_Out ); ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that drive "ready", "go", etc. GAMESTATE->m_bPastHereWeGo = true; m_DancingState = STATE_DANCING; this->PostScreenMessage( SM_BeginFadingOut, SECONDS_TO_SHOW ); } void ScreenDemonstration::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_NotesEnded: case SM_BeginFadingOut: if(!m_Out.IsTransitioning()) m_Out.StartTransitioning( SM_GoToNextScreen ); return; case SM_GainFocus: if( !GAMESTATE->IsTimeToPlayAttractSounds() ) SOUNDMAN->SetPrefs( 0 ); // silent break; case SM_LoseFocus: SOUNDMAN->SetPrefs( PREFSMAN->m_fSoundVolume ); // turn volume back on break; case SM_GoToNextScreen: if( m_pSoundMusic ) m_pSoundMusic->Stop(); GAMESTATE->Reset(); SOUNDMAN->SetPrefs( PREFSMAN->m_fSoundVolume ); // turn volume back on SCREENMAN->SetNewScreen( NEXT_SCREEN ); return; } ScreenGameplay::HandleScreenMessage( SM ); } /* * (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. */