#include "global.h" /* ----------------------------------------------------------------------------- Class: ScreenEnding Desc: See header. Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved. Chris Danford Glenn Maynard ----------------------------------------------------------------------------- */ #include "ScreenEnding.h" #include "SongManager.h" #include "RageSounds.h" #include "ThemeManager.h" #include "AnnouncerManager.h" #include "song.h" #include "ProfileManager.h" #include "ActorUtil.h" #include "GameState.h" #include "MemoryCardManager.h" #include "RageLog.h" #include "StyleDef.h" #include "GameManager.h" #include "SongUtil.h" #include "ScreenManager.h" #define SCROLL_DELAY THEME->GetMetricF("ScreenEnding","ScrollDelay") #define SCROLL_SPEED THEME->GetMetricF("ScreenEnding","ScrollSpeed") #define TEXT_ZOOM THEME->GetMetricF("ScreenEnding","TextZoom") CString GetStatsLineTitle( PlayerNumber pn, int iLine ) { static const CString s[NUM_ENDING_STATS_LINES] = { "%s %% Complete", "Total Calories", "Total Played", "Current Combo", }; StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType; return ssprintf( s[iLine], GAMEMAN->NotesTypeToThemedString(st).c_str() ); } CString GetStatsLineValue( PlayerNumber pn, int iLine ) { Profile* pProfile = PROFILEMAN->GetProfile( pn ); ASSERT( pProfile ); StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType; switch( iLine ) { case PERCENT_COMPLETE: return ssprintf( "%06.3f%%", pProfile->GetPercentCompleteForStepsType(st)*100 ); case TOTAL_CALORIES: return pProfile->GetDisplayTotalCaloriesBurned(); case TOTAL_SONGS_PLAYED: return Commify( pProfile->GetTotalNumSongsPlayed() ); case CURRENT_COMBO: return Commify( pProfile->m_iCurrentCombo ); default: ASSERT(0); return ""; } } ScreenEnding::ScreenEnding( CString sClassName ) : ScreenAttract( sClassName, false/*dont reset GAMESTATE*/ ) { vector arraySongs; SONGMAN->GetSongs( arraySongs ); SongUtil::SortSongPointerArrayByTitle( arraySongs ); FOREACH_PlayerNumber( p ) { m_bWaitingForRemoveCard[p] = false; if( !GAMESTATE->IsHumanPlayer(p) ) continue; // skip Profile* pProfile = PROFILEMAN->GetProfile( p ); m_textPlayerName[p].LoadFromFont( THEME->GetPathToF("ScreenEnding player name") ); m_textPlayerName[p].SetText( pProfile ? pProfile->GetDisplayName() : "NO CARD" ); m_textPlayerName[p].SetName( ssprintf("PlayerNameP%d",p+1) ); SET_XY_AND_ON_COMMAND( m_textPlayerName[p] ); this->AddChild( &m_textPlayerName[p] ); m_bWaitingForRemoveCard[p] = MEMCARDMAN->GetCardState((PlayerNumber)p)!=MEMORY_CARD_STATE_NO_CARD; if( pProfile == NULL ) continue; // don't show the stats lines for( int i=0; iGetPathToF("ScreenEnding stats title") ); m_textStatsTitle[p][i].SetText( GetStatsLineTitle((PlayerNumber)p, i) ); m_textStatsTitle[p][i].SetName( ssprintf("StatsTitleP%dLine%d",p+1,i+1) ); SET_XY_AND_ON_COMMAND( m_textStatsTitle[p][i] ); this->AddChild( &m_textStatsTitle[p][i] ); m_textStatsValue[p][i].LoadFromFont( THEME->GetPathToF("ScreenEnding stats value") ); m_textStatsValue[p][i].SetText( GetStatsLineValue((PlayerNumber)p, i) ); m_textStatsValue[p][i].SetName( ssprintf("StatsValueP%dLine%d",p+1,i+1) ); SET_XY_AND_ON_COMMAND( m_textStatsValue[p][i] ); this->AddChild( &m_textStatsValue[p][i] ); } m_sprRemoveMemoryCard[p].SetName( ssprintf("RemoveCardP%d",p+1) ); m_sprRemoveMemoryCard[p].Load( THEME->GetPathToG(ssprintf("ScreenEnding remove card P%d",p+1)) ); SET_XY_AND_ON_COMMAND( m_sprRemoveMemoryCard[p] ); this->AddChild( &m_sprRemoveMemoryCard[p] ); } this->MoveToTail( &m_In ); // put it in the back so it covers up the stuff we just added this->MoveToTail( &m_Out ); // put it in the back so it covers up the stuff we just added SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("music scroll") ); // Now that we've read the data from the profile, it's ok to Reset() GAMESTATE->Reset(); float fSecsUntilBeginFadingOut = m_Background.GetLengthSeconds() - m_Out.GetLengthSeconds(); if( fSecsUntilBeginFadingOut < 0 ) { LOG->Warn( "Screen '%s' Out BGAnimation (%f seconds) is longer than Background BGAnimation (%f seconds); background BGA will be truncated", m_sName.c_str(), m_Out.GetLengthSeconds(), m_Background.GetLengthSeconds() ); fSecsUntilBeginFadingOut = 0; } this->PostScreenMessage( SM_BeginFadingOut, fSecsUntilBeginFadingOut ); } ScreenEnding::~ScreenEnding() { } void ScreenEnding::Update( float fDeltaTime ) { ScreenAttract::Update( fDeltaTime ); if( m_In.IsTransitioning() && m_Out.IsTransitioning() ) return; FOREACH_PlayerNumber( p ) { if( m_bWaitingForRemoveCard[p] ) { m_bWaitingForRemoveCard[p] = MEMCARDMAN->GetCardState((PlayerNumber)p)!=MEMORY_CARD_STATE_NO_CARD; if( !m_bWaitingForRemoveCard[p] ) m_sprRemoveMemoryCard[p].SetHidden( true ); } } } void ScreenEnding::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { bool bIsTransitioning = m_In.IsTransitioning() || m_Out.IsTransitioning(); if( MenuI.IsValid() && !bIsTransitioning ) { switch( MenuI.button ) { case MENU_BUTTON_START: SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 ); break; } } ScreenAttract::Input( DeviceI, type, GameI, MenuI, StyleI ); } void ScreenEnding::HandleScreenMessage( const ScreenMessage SM ) { ScreenAttract::HandleScreenMessage( SM ); }