#include "global.h" /* ----------------------------------------------------------------------------- Class: ScreenDemonstration Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #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" #define SHOW_RANDOM_MODIFIERS THEME->GetMetricF("ScreenDemonstration","SecondsToShow") #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 bool PrepareForDemonstration() // always return true. { switch( GAMESTATE->m_CurGame ) { case GAME_DANCE: GAMESTATE->m_CurStyle = STYLE_DANCE_VERSUS; break; case GAME_PUMP: GAMESTATE->m_CurStyle = STYLE_PUMP_VERSUS; break; case GAME_EZ2: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_VERSUS; break; case GAME_PARA: GAMESTATE->m_CurStyle = STYLE_PARA_SINGLE; break; case GAME_DS3DDX: GAMESTATE->m_CurStyle = STYLE_DS3DDX_SINGLE; break; case GAME_BM: GAMESTATE->m_CurStyle = STYLE_BM_SINGLE; break; case GAME_MANIAX: GAMESTATE->m_CurStyle = STYLE_MANIAX_SINGLE; break; case GAME_PNM: GAMESTATE->m_CurStyle = STYLE_PNM_NINE; break; default: ASSERT(0); } GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE; return true; } ScreenDemonstration::ScreenDemonstration( CString sName ) : ScreenJukebox( sName, PrepareForDemonstration() ) // this is a hack to get some code to execute before the ScreenGameplay constructor { LOG->Trace( "ScreenDemonstration::ScreenDemonstration()" ); if( GAMESTATE->m_pCurSong == NULL ) // we didn't find a song. { HandleScreenMessage( SM_GoToNextScreen ); // Abort demonstration. return; } m_Overlay.LoadFromAniDir( THEME->GetPathToB("ScreenDemonstration overlay") ); 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 ); } ScreenDemonstration::~ScreenDemonstration() { } void ScreenDemonstration::Update( float fDeltaTime ) { ScreenGameplay::Update( fDeltaTime ); } void ScreenDemonstration::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { //LOG->Trace( "ScreenDemonstration::Input()" ); if( MenuI.IsValid() && type == IET_FIRST_PRESS ) { switch( MenuI.button ) { case MENU_BUTTON_COIN: case MENU_BUTTON_START: case MENU_BUTTON_BACK: if( PREFSMAN->m_iCoinMode == COIN_PAY ) if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit ) break; // don't fall through m_soundMusic.Stop(); break; } } ScreenAttract::AttractInput( DeviceI, type, GameI, MenuI, StyleI, m_In.IsTransitioning() || m_Out.IsTransitioning() ); } 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_GoToNextScreen: m_soundMusic.Stop(); GAMESTATE->Reset(); SCREENMAN->SetNewScreen( NEXT_SCREEN ); return; } ScreenGameplay::HandleScreenMessage( SM ); }