#include "global.h" /* ----------------------------------------------------------------------------- File: MenuElements.h Desc: Base class for menu Screens. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "MenuElements.h" #include "RageUtil.h" #include "ScreenManager.h" #include "GameConstantsAndTypes.h" #include "PrefsManager.h" #include "RageLog.h" #include "RageLog.h" #include "GameManager.h" #include "GameState.h" #include "ThemeManager.h" #define HEADER_ON_COMMAND THEME->GetMetric("MenuElements","HeaderOnCommand") #define HEADER_OFF_COMMAND THEME->GetMetric("MenuElements","HeaderOffCommand") #define FOOTER_ON_COMMAND THEME->GetMetric("MenuElements","FooterOnCommand") #define FOOTER_OFF_COMMAND THEME->GetMetric("MenuElements","FooterOffCommand") #define STYLE_ICON_ON_COMMAND THEME->GetMetric("MenuElements","StyleIconOnCommand") #define STYLE_ICON_OFF_COMMAND THEME->GetMetric("MenuElements","StyleIconOffCommand") #define TIMER_ON_COMMAND THEME->GetMetric("MenuElements","TimerOnCommand") #define TIMER_OFF_COMMAND THEME->GetMetric("MenuElements","TimerOffCommand") #define HELP_ON_COMMAND THEME->GetMetric("MenuElements","HelpOnCommand") #define HELP_OFF_COMMAND THEME->GetMetric("MenuElements","HelpOffCommand") #define TIMER_SECONDS THEME->GetMetricI(m_sName,"TimerSeconds") #define STYLE_ICON THEME->GetMetricB(m_sName,"StyleIcon") MenuElements::MenuElements() { } void MenuElements::Load( CString sClassName ) { LOG->Trace( "MenuElements::MenuElements()" ); ASSERT( this->m_SubActors.empty() ); // don't call Load twice! m_sName = sClassName; m_Background.LoadFromAniDir( THEME->GetPathToB(m_sName+" background") ); this->AddChild( &m_Background ); m_sprHeader.Load( THEME->GetPathToG(m_sName+" header") ); m_sprHeader.Command( HEADER_ON_COMMAND ); this->AddChild( &m_sprHeader ); if( STYLE_ICON && GAMESTATE->m_CurStyle != STYLE_INVALID ) { CString sIconFileName = ssprintf("MenuElements icon %s", GAMESTATE->GetCurrentStyleDef()->m_szName ); m_sprStyleIcon.Load( THEME->GetPathToG(sIconFileName) ); m_sprStyleIcon.StopAnimating(); m_sprStyleIcon.Command( STYLE_ICON_ON_COMMAND ); this->AddChild( &m_sprStyleIcon ); } m_bTimerEnabled = (TIMER_SECONDS != -1); if( m_bTimerEnabled ) { m_MenuTimer.Command( TIMER_ON_COMMAND ); if( TIMER_SECONDS > 0 && PREFSMAN->m_bMenuTimer && !GAMESTATE->m_bEditing ) m_MenuTimer.SetSeconds( TIMER_SECONDS ); else m_MenuTimer.Disable(); this->AddChild( &m_MenuTimer ); } m_sprFooter.Load( THEME->GetPathToG(m_sName+" footer") ); m_sprFooter.Command( FOOTER_ON_COMMAND ); this->AddChild( &m_sprFooter ); m_textHelp.Command( HELP_ON_COMMAND ); CStringArray asHelpTips; split( THEME->GetMetric(m_sName,"HelpText"), "\n", asHelpTips ); m_textHelp.SetTips( asHelpTips ); this->AddChild( &m_textHelp ); m_In.Load( THEME->GetPathToB(m_sName+" in") ); this->AddChild( &m_In ); m_Out.Load( THEME->GetPathToB(m_sName+" out") ); this->AddChild( &m_Out ); m_Back.Load( THEME->GetPathToB("Common back") ); this->AddChild( &m_Back ); m_soundBack.Load( THEME->GetPathToS("Common back") ); m_In.StartTransitioning(); } void MenuElements::Update( float fDeltaTime ) { ActorFrame::Update(fDeltaTime); } void MenuElements::StartTransitioning( ScreenMessage smSendWhenDone ) { if( m_bTimerEnabled ) { m_MenuTimer.SetSeconds( 0 ); m_MenuTimer.Stop(); m_MenuTimer.Command( TIMER_OFF_COMMAND ); } m_sprHeader.Command( HEADER_OFF_COMMAND ); m_sprStyleIcon.Command( STYLE_ICON_OFF_COMMAND ); m_sprFooter.Command( FOOTER_OFF_COMMAND ); m_textHelp.Command( HELP_OFF_COMMAND ); m_Background.PlayOffCommand(); m_Out.StartTransitioning(smSendWhenDone); /* Ack. If the transition finishes transparent (eg. _options to options), * then we don't want to send the message until all of the *actors* are * done tweening. However, if it finishes with something onscreen (most * of the rest), we have to send the message immediately after it finishes, * or we'll draw a frame without the transition. * * For now, I'll make the SMMAX2 option tweening faster. */ /* This includes all of the actors: */ // float TimeUntilFinished = GetTweenTimeLeft(); // TimeUntilFinished = max(TimeUntilFinished, m_Out.GetLengthSeconds()); // SCREENMAN->PostMessageToTopScreen( smSendWhenDone, TimeUntilFinished ); } void MenuElements::Back( ScreenMessage smSendWhenDone ) { if( m_Back.IsTransitioning() ) return; // ignore m_MenuTimer.Stop(); m_Back.StartTransitioning( smSendWhenDone ); m_soundBack.Play(); } void MenuElements::DrawPrimitives() { // do nothing. Call DrawBottomLayer() and DrawTopLayer() instead. } void MenuElements::DrawTopLayer() { BeginDraw(); m_sprHeader.Draw(); m_sprStyleIcon.Draw(); if( m_bTimerEnabled ) m_MenuTimer.Draw(); m_sprFooter.Draw(); m_textHelp.Draw(); m_In.Draw(); m_Out.Draw(); m_Back.Draw(); EndDraw(); } void MenuElements::DrawBottomLayer() { BeginDraw(); m_Background.Draw(); EndDraw(); } bool MenuElements::IsTransitioning() { return m_In.IsTransitioning() || m_Out.IsTransitioning() || m_Back.IsTransitioning(); }