#include "global.h" #include "ScreenSelectMaster.h" #include "ScreenManager.h" #include "GameManager.h" #include "ThemeManager.h" #include "GameSoundManager.h" #include "GameState.h" #include "AnnouncerManager.h" #include "GameCommand.h" #include "ActorUtil.h" #include "RageLog.h" #include #include "Foreach.h" #include "RageSoundManager.h" #include "InputEventPlus.h" static const char *MenuDirNames[] = { "Up", "Down", "Left", "Right", "Auto", }; XToString( MenuDir, NUM_MenuDir ); AutoScreenMessage( SM_PlayPostSwitchPage ) RString CURSOR_OFFSET_X_FROM_ICON_NAME( size_t p ) { return ssprintf("CursorP%dOffsetXFromIcon",int(p+1)); } RString CURSOR_OFFSET_Y_FROM_ICON_NAME( size_t p ) { return ssprintf("CursorP%dOffsetYFromIcon",int(p+1)); } /* e.g. "OptionOrderLeft=0:1,1:2,2:3,3:4" */ RString OPTION_ORDER_NAME( size_t dir ) { return "OptionOrder"+MenuDirToString((MenuDir)dir); } REGISTER_SCREEN_CLASS( ScreenSelectMaster ); ScreenSelectMaster::ScreenSelectMaster() { ZERO( m_iChoice ); ZERO( m_bChosen ); } void ScreenSelectMaster::Init() { SHOW_ICON.Load( m_sName, "ShowIcon" ); SHOW_SCROLLER.Load( m_sName, "ShowScroller" ); SHOW_CURSOR.Load( m_sName, "ShowCursor" ); SHARED_SELECTION.Load( m_sName, "SharedSelection" ); USE_ICON_METRICS.Load( m_sName, "UseIconMetrics" ); NUM_CHOICES_ON_PAGE_1.Load( m_sName, "NumChoicesOnPage1" ); CURSOR_OFFSET_X_FROM_ICON.Load( m_sName, CURSOR_OFFSET_X_FROM_ICON_NAME, NUM_PLAYERS ); CURSOR_OFFSET_Y_FROM_ICON.Load( m_sName, CURSOR_OFFSET_Y_FROM_ICON_NAME, NUM_PLAYERS ); PER_CHOICE_ICON_ELEMENT.Load( m_sName, "PerChoiceIconElement" ); PRE_SWITCH_PAGE_SECONDS.Load( m_sName, "PreSwitchPageSeconds" ); POST_SWITCH_PAGE_SECONDS.Load( m_sName, "PostSwitchPageSeconds" ); OPTION_ORDER.Load( m_sName, OPTION_ORDER_NAME, NUM_MenuDir ); WRAP_CURSOR.Load( m_sName, "WrapCursor" ); WRAP_SCROLLER.Load( m_sName, "WrapScroller" ); LOOP_SCROLLER.Load( m_sName, "LoopScroller" ); PER_CHOICE_SCROLL_ELEMENT.Load( m_sName, "PerChoiceScrollElement" ); ALLOW_REPEATING_INPUT.Load( m_sName, "AllowRepeatingInput" ); SCROLLER_SECONDS_PER_ITEM.Load( m_sName, "ScrollerSecondsPerItem" ); SCROLLER_NUM_ITEMS_TO_DRAW.Load( m_sName, "ScrollerNumItemsToDraw" ); SCROLLER_TRANSFORM.Load( m_sName, "ScrollerTransform" ); SCROLLER_SUBDIVISIONS.Load( m_sName, "ScrollerSubdivisions" ); DEFAULT_CHOICE.Load( m_sName, "DefaultChoice" ); ScreenSelect::Init(); m_TrackingRepeatingInput.MakeInvalid(); vector vpns; if( SHARED_SELECTION ) { vpns.push_back( PLAYER_1 ); } else { FOREACH_HumanPlayer( p ) vpns.push_back( p ); } #define PLAYER_APPEND_NO_SPACE(p) (SHARED_SELECTION ? RString() : ssprintf("P%d",(p)+1)) // init cursor if( SHOW_CURSOR ) { FOREACH( PlayerNumber, vpns, p ) { RString sElement = "Cursor " + PLAYER_APPEND_NO_SPACE(*p); m_sprCursor[*p].Load( THEME->GetPathG(m_sName,sElement) ); sElement.Replace( " ", "" ); m_sprCursor[*p]->SetName( sElement ); this->AddChild( m_sprCursor[*p] ); } } // Resize vectors depending on how many choices there are m_vsprIcon.resize( m_aGameCommands.size() ); FOREACH( PlayerNumber, vpns, p ) m_vsprScroll[*p].resize( m_aGameCommands.size() ); for( unsigned c=0; cGet(); mc.PushSelf( L ); lua_setglobal( L, "ThisGameCommand" ); LUA->Release( L ); // init icon if( SHOW_ICON ) { vector vs; vs.push_back( "Icon" ); if( PER_CHOICE_ICON_ELEMENT ) vs.push_back( "Choice" + mc.m_sName ); RString sElement = join( " ", vs ); m_vsprIcon[c].Load( THEME->GetPathG(m_sName,sElement) ); RString sName = "Icon" "Choice" + mc.m_sName; m_vsprIcon[c]->SetName( sName ); this->AddChild( m_vsprIcon[c] ); } // init scroll if( SHOW_SCROLLER ) { FOREACH( PlayerNumber, vpns, p ) { vector vs; vs.push_back( "Scroll" ); if( PER_CHOICE_SCROLL_ELEMENT ) vs.push_back( "Choice" + mc.m_sName ); if( !SHARED_SELECTION ) vs.push_back( PLAYER_APPEND_NO_SPACE(*p) ); RString sElement = join( " ", vs ); m_vsprScroll[*p][c].Load( THEME->GetPathG(m_sName,sElement) ); RString sName = "Scroll" "Choice" + mc.m_sName; if( !SHARED_SELECTION ) sName += PLAYER_APPEND_NO_SPACE(*p); m_vsprScroll[*p][c]->SetName( sName ); m_Scroller[*p].AddChild( m_vsprScroll[*p][c] ); } } LUA->UnsetGlobal( "ThisGameCommand" ); } // init scroll if( SHOW_SCROLLER ) { FOREACH( PlayerNumber, vpns, p ) { m_Scroller[*p].SetLoop( LOOP_SCROLLER ); m_Scroller[*p].SetNumItemsToDraw( SCROLLER_NUM_ITEMS_TO_DRAW ); m_Scroller[*p].Load2(); m_Scroller[*p].SetTransformFromExpression( SCROLLER_TRANSFORM ); m_Scroller[*p].SetSecondsPerItem( SCROLLER_SECONDS_PER_ITEM ); m_Scroller[*p].SetNumSubdivisions( SCROLLER_SUBDIVISIONS ); m_Scroller[*p].SetName( "Scroller"+PLAYER_APPEND_NO_SPACE(*p) ); this->AddChild( &m_Scroller[*p] ); } } for( int page=0; pageGetPathG(m_sName, ssprintf("more page%d",page+1)) ); m_sprMore[page]->SetName( ssprintf("MorePage%d",page+1) ); ActorUtil::LoadAllCommands( *m_sprMore[page], m_sName ); this->AddChild( m_sprMore[page] ); m_sprExplanation[page].Load( THEME->GetPathG(m_sName, ssprintf("explanation page%d",page+1)) ); m_sprExplanation[page]->SetName( ssprintf("ExplanationPage%d",page+1) ); ActorUtil::LoadAllCommands( *m_sprExplanation[page], m_sName ); this->AddChild( m_sprExplanation[page] ); } m_soundChange.Load( THEME->GetPathS(m_sName,"change"), true ); m_soundDifficult.Load( ANNOUNCER->GetPathTo("select difficulty challenge") ); m_soundStart.Load( THEME->GetPathS(m_sName,"start") ); // init m_Next order info FOREACH_MenuDir( dir ) { const RString order = OPTION_ORDER.GetValue( dir ); vector parts; split( order, ",", parts, true ); for( unsigned part = 0; part < parts.size(); ++part ) { int from, to; if( sscanf( parts[part], "%d:%d", &from, &to ) != 2 ) { LOG->Warn( "%s::OptionOrder%s parse error", m_sName.c_str(), MenuDirToString(dir).c_str() ); continue; } --from; --to; m_mapCurrentChoiceToNextChoice[dir][from] = to; } if( m_mapCurrentChoiceToNextChoice[dir].empty() ) // Didn't specify any mappings { // Fill with reasonable defaults for( unsigned c = 0; c < m_aGameCommands.size(); ++c ) { int add; switch( dir ) { case MenuDir_Up: case MenuDir_Left: add = -1; break; default: add = +1; break; } m_mapCurrentChoiceToNextChoice[dir][c] = c + add; /* Always wrap around MenuDir_Auto. */ if( dir == MenuDir_Auto || (bool)WRAP_CURSOR ) wrap( m_mapCurrentChoiceToNextChoice[dir][c], m_aGameCommands.size() ); else m_mapCurrentChoiceToNextChoice[dir][c] = clamp( m_mapCurrentChoiceToNextChoice[dir][c], 0, (int)m_aGameCommands.size()-1 ); } } } } RString ScreenSelectMaster::GetDefaultChoice() { return DEFAULT_CHOICE.GetValue(); } void ScreenSelectMaster::BeginScreen() { // TODO: Move default choice to ScreenSelect int iDefaultChoice = -1; for( unsigned c=0; c vpns; if( SHARED_SELECTION ) { vpns.push_back( PLAYER_1 ); } else { FOREACH_HumanPlayer( p ) vpns.push_back( p ); } this->UpdateSelectableChoices(); m_fLockInputSecs = this->GetTweenTimeLeft(); ScreenSelect::BeginScreen(); } void ScreenSelectMaster::Update( float fDelta ) { ScreenSelect::Update( fDelta ); } void ScreenSelectMaster::HandleScreenMessage( const ScreenMessage SM ) { ScreenSelect::HandleScreenMessage( SM ); vector vpns; if( SHARED_SELECTION ) { vpns.push_back( PLAYER_1 ); } else { FOREACH_HumanPlayer( p ) vpns.push_back( p ); } if( SM == SM_PlayPostSwitchPage ) { if( SHOW_CURSOR ) { FOREACH( PlayerNumber, vpns, p ) { m_sprCursor[*p]->SetXY( GetCursorX(*p), GetCursorY(*p) ); COMMAND( m_sprCursor[*p], "PostSwitchPage" ); } } if( SHOW_SCROLLER ) { FOREACH( PlayerNumber, vpns, p ) { int iChoice = m_iChoice[*p]; COMMAND( m_vsprScroll[*p][iChoice], "PostSwitchPage" ); } } m_fLockInputSecs = POST_SWITCH_PAGE_SECONDS; } } int ScreenSelectMaster::GetSelectionIndex( PlayerNumber pn ) { return m_iChoice[pn]; } void ScreenSelectMaster::UpdateSelectableChoices() { vector vpns; if( SHARED_SELECTION ) { vpns.push_back( PLAYER_1 ); } else { FOREACH_HumanPlayer( p ) vpns.push_back( p ); } for( unsigned c=0; cPlayCommand( m_aGameCommands[c].IsPlayable()? "Enabled":"Disabled" ); FOREACH( PlayerNumber, vpns, p ) if( m_vsprScroll[*p][c].IsLoaded() ) m_vsprScroll[*p][c]->PlayCommand( m_aGameCommands[c].IsPlayable()? "Enabled":"Disabled" ); } /* * If no options are playable at all, just wait. Some external * stimulus may make options available (such as coin insertion). * * If any options are playable, make sure one is selected. */ FOREACH_HumanPlayer( p ) if( !m_aGameCommands[m_iChoice[p]].IsPlayable() ) Move( p, MenuDir_Auto ); } bool ScreenSelectMaster::AnyOptionsArePlayable() const { for( unsigned i = 0; i < m_aGameCommands.size(); ++i ) if( m_aGameCommands[i].IsPlayable() ) return true; return false; } bool ScreenSelectMaster::Move( PlayerNumber pn, MenuDir dir ) { if( !AnyOptionsArePlayable() ) return false; int iSwitchToIndex = m_iChoice[pn]; set seen; try_again: map::const_iterator iter = m_mapCurrentChoiceToNextChoice[dir].find( iSwitchToIndex ); if( iter != m_mapCurrentChoiceToNextChoice[dir].end() ) iSwitchToIndex = iter->second; if( iSwitchToIndex < 0 || iSwitchToIndex >= (int) m_aGameCommands.size() ) // out of choice range return false; // can't go that way if( seen.find(iSwitchToIndex) != seen.end() ) return false; // went full circle and none found seen.insert( iSwitchToIndex ); if( !m_aGameCommands[iSwitchToIndex].IsPlayable() ) goto try_again; return ChangeSelection( pn, dir, iSwitchToIndex ); } void ScreenSelectMaster::MenuLeft( const InputEventPlus &input ) { PlayerNumber pn = input.MenuI.player; if( m_fLockInputSecs > 0 || m_bChosen[pn] ) return; if( input.type == IET_RELEASE ) return; if( input.type != IET_FIRST_PRESS ) { if( !ALLOW_REPEATING_INPUT ) return; if( m_TrackingRepeatingInput != input.MenuI ) return; } if( Move(pn, MenuDir_Left) ) { m_TrackingRepeatingInput = input.MenuI; m_soundChange.Play(); MESSAGEMAN->Broadcast( (Message)(Message_MenuLeftP1+pn) ); MESSAGEMAN->Broadcast( (Message)(Message_MenuSelectionChanged) ); } } void ScreenSelectMaster::MenuRight( const InputEventPlus &input ) { PlayerNumber pn = input.MenuI.player; if( m_fLockInputSecs > 0 || m_bChosen[pn] ) return; if( input.type == IET_RELEASE ) return; if( input.type != IET_FIRST_PRESS ) { if( !ALLOW_REPEATING_INPUT ) return; if( m_TrackingRepeatingInput != input.MenuI ) return; } if( Move(pn, MenuDir_Right) ) { m_TrackingRepeatingInput = input.MenuI; m_soundChange.Play(); MESSAGEMAN->Broadcast( (Message)(Message_MenuRightP1+pn) ); MESSAGEMAN->Broadcast( (Message)(Message_MenuSelectionChanged) ); } } void ScreenSelectMaster::MenuUp( const InputEventPlus &input ) { PlayerNumber pn = input.MenuI.player; if( m_fLockInputSecs > 0 || m_bChosen[pn] ) return; if( input.type == IET_RELEASE ) return; if( input.type != IET_FIRST_PRESS ) { if( !ALLOW_REPEATING_INPUT ) return; if( m_TrackingRepeatingInput != input.MenuI ) return; } if( Move(pn, MenuDir_Up) ) { m_TrackingRepeatingInput = input.MenuI; m_soundChange.Play(); MESSAGEMAN->Broadcast( (Message)(Message_MenuUpP1+pn) ); MESSAGEMAN->Broadcast( (Message)(Message_MenuSelectionChanged) ); } } void ScreenSelectMaster::MenuDown( const InputEventPlus &input ) { PlayerNumber pn = input.MenuI.player; if( m_fLockInputSecs > 0 || m_bChosen[pn] ) return; if( input.type == IET_RELEASE ) return; if( input.type != IET_FIRST_PRESS ) { if( !ALLOW_REPEATING_INPUT ) return; if( m_TrackingRepeatingInput != input.MenuI ) return; } if( Move(pn, MenuDir_Down) ) { m_TrackingRepeatingInput = input.MenuI; m_soundChange.Play(); MESSAGEMAN->Broadcast( (Message)(Message_MenuDownP1+pn) ); MESSAGEMAN->Broadcast( (Message)(Message_MenuSelectionChanged) ); } } bool ScreenSelectMaster::ChangePage( int iNewChoice ) { Page newPage = GetPage(iNewChoice); // If anyone has already chosen, don't allow changing of pages FOREACH_PlayerNumber( p ) { if( GAMESTATE->IsHumanPlayer(p) && m_bChosen[p] ) return false; } vector vpns; if( SHARED_SELECTION ) { vpns.push_back( PLAYER_1 ); } else { FOREACH_HumanPlayer( p ) vpns.push_back( p ); } if( SHOW_CURSOR ) { FOREACH( PlayerNumber, vpns, p ) if( GAMESTATE->IsHumanPlayer(*p) ) COMMAND( m_sprCursor[*p], "PreSwitchPage" ); } const RString sIconAndExplanationCommand = ssprintf( "SwitchToPage%d", newPage+1 ); if( SHOW_ICON ) { for( unsigned c=0; cPostScreenMessage( SM_PlayPostSwitchPage, PRE_SWITCH_PAGE_SECONDS ); return true; } bool ScreenSelectMaster::ChangeSelection( PlayerNumber pn, MenuDir dir, int iNewChoice ) { if( iNewChoice == m_iChoice[pn] ) return false; // already there if( GetPage(m_iChoice[pn]) != GetPage(iNewChoice) ) return ChangePage( iNewChoice ); FOREACH_PlayerNumber( p ) { const int iOldChoice = m_iChoice[p]; /* Set the new m_iChoice even for disabled players, since a player might * join on a SHARED_SELECTION after the cursor has been moved. */ m_iChoice[p] = iNewChoice; if( p!=pn ) continue; // skip if( SHOW_ICON ) { /* XXX: If !SharedPreviewAndCursor, this is incorrect. (Nothing uses * both icon focus and !SharedPreviewAndCursor right now.) */ m_vsprIcon[iOldChoice]->PlayCommand( "LoseFocus" ); m_vsprIcon[iNewChoice]->PlayCommand( "GainFocus" ); } if( SHOW_CURSOR ) { if( SHARED_SELECTION ) { COMMAND( m_sprCursor[0], "Change" ); m_sprCursor[0]->SetXY( GetCursorX(PLAYER_1), GetCursorY(PLAYER_1) ); } else { COMMAND( m_sprCursor[p], "Change" ); m_sprCursor[p]->SetXY( GetCursorX(p), GetCursorY(p) ); } } if( SHOW_SCROLLER ) { if( WRAP_SCROLLER ) { // HACK: We can't tell from the option orders whether or not we wrapped. // For now, assume that the order is increasing left to right. int iPressedDir = (dir == MenuDir_Left) ? -1 : +1; int iActualDir = (iOldChoice < iNewChoice) ? +1 : -1; if( iPressedDir != iActualDir ) // wrapped { ActorScroller &scroller = SHARED_SELECTION ? m_Scroller[0] : m_Scroller[p]; float fItem = scroller.GetCurrentItem(); int iNumChoices = m_aGameCommands.size(); fItem += iActualDir * iNumChoices; scroller.SetCurrentAndDestinationItem( fItem ); } } if( SHARED_SELECTION ) m_Scroller[0].SetDestinationItem( (float)iNewChoice ); else m_Scroller[p].SetDestinationItem( (float)iNewChoice ); if( SHARED_SELECTION ) { m_vsprScroll[0][iOldChoice]->PlayCommand( "LoseFocus" ); m_vsprScroll[0][iNewChoice]->PlayCommand( "GainFocus" ); } else { m_vsprScroll[p][iOldChoice]->PlayCommand( "LoseFocus" ); m_vsprScroll[p][iNewChoice]->PlayCommand( "GainFocus" ); } } } return true; } PlayerNumber ScreenSelectMaster::GetSharedPlayer() { if( GAMESTATE->m_MasterPlayerNumber != PLAYER_INVALID ) return GAMESTATE->m_MasterPlayerNumber; return PLAYER_1; } ScreenSelectMaster::Page ScreenSelectMaster::GetPage( int iChoiceIndex ) const { return iChoiceIndex < NUM_CHOICES_ON_PAGE_1? PAGE_1:PAGE_2; } ScreenSelectMaster::Page ScreenSelectMaster::GetCurrentPage() const { // Both players are guaranteed to be on the same page. return GetPage( m_iChoice[GetSharedPlayer()] ); } float ScreenSelectMaster::DoMenuStart( PlayerNumber pn ) { if( m_bChosen[pn] ) return 0; bool bAnyChosen = false; FOREACH_PlayerNumber( p ) bAnyChosen |= m_bChosen[p]; m_bChosen[pn] = true; this->PlayCommand( "MadeChoice"+PlayerNumberToString(pn) ); bool bIsFirstToChoose = bAnyChosen; float fSecs = 0; if( bIsFirstToChoose ) { for( int page=0; pageGetTweenTimeLeft() ); } int iIndex = SHARED_SELECTION ? 0 : pn; if( SHOW_CURSOR ) { COMMAND( m_sprCursor[pn], "Choose"); fSecs = max( fSecs, m_sprCursor[iIndex]->GetTweenTimeLeft() ); } } return fSecs; } void ScreenSelectMaster::MenuStart( PlayerNumber pn ) { // If the player isn't already joined, try to join them. // Allow a player to join even if input is locked or someone has already already chosen. MenuInput MenuI; MenuI.player = pn; MenuI.button = MENU_BUTTON_START; Screen::JoinInput( MenuI ); if( m_fLockInputSecs > 0 ) return; if( m_bChosen[pn] ) return; if( !ProcessMenuStart( pn ) ) return; const GameCommand &mc = m_aGameCommands[m_iChoice[pn]]; /* If no options are playable, then we're just waiting for one to become available. * If any options are playable, then the selection must be playable. */ if( !AnyOptionsArePlayable() ) return; SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(ssprintf("%s comment %s",m_sName.c_str(), mc.m_sName.c_str())) ); /* Play a copy of the sound, so it'll finish playing even if we leave the screen immediately. */ if( mc.m_sSoundPath.empty() ) SOUNDMAN->PlayCopyOfSound( m_soundStart ); if( mc.m_sScreen.empty() ) { mc.ApplyToAllPlayers(); return; } float fSecs = 0; bool bAllDone = true; if( (bool)SHARED_SELECTION || GetCurrentPage() == PAGE_2 ) { /* Only one player has to pick. Choose this for all the other players, too. */ FOREACH_PlayerNumber( p ) { ASSERT( !m_bChosen[p] ); fSecs = max( fSecs, DoMenuStart(p) ); // no harm in calling this for an unjoined player } } else { fSecs = max( fSecs, DoMenuStart(pn) ); // check to see if everyone has chosen FOREACH_HumanPlayer( p ) bAllDone &= m_bChosen[p]; } if( bAllDone ) this->PostScreenMessage( SM_BeginFadingOut, fSecs );// tell our owner it's time to move on } /* * We want all items to always run OnCommand and either GainFocus or LoseFocus on * tween-in. If we only run OnCommand, then it has to contain a copy of either * GainFocus or LoseFocus, which implies that the default setting is hard-coded in * the theme. Always run both. * * However, the actual tween-in is OnCommand; we don't always want to actually run * through the Gain/LoseFocus tweens during initial tween-in. So, we run the focus * command first, do a FinishTweening to pop it in place, and then run OnCommand. * This means that the focus command should be position neutral; eg. only use "addx", * not "x". */ void ScreenSelectMaster::TweenOnScreen() { vector vpns; if( SHARED_SELECTION ) { vpns.push_back( PLAYER_1 ); } else { FOREACH_HumanPlayer( p ) vpns.push_back( p ); } if( SHOW_ICON ) { for( unsigned c=0; cPlayCommand( (int(c) == m_iChoice[0])? "GainFocus":"LoseFocus" ); m_vsprIcon[c]->FinishTweening(); if( USE_ICON_METRICS ) SET_XY_AND_ON_COMMAND( m_vsprIcon[c] ); else m_vsprIcon[c]->PlayCommand( "On" ); } } if( SHOW_SCROLLER ) { FOREACH( PlayerNumber, vpns, p ) { // Play Gain/LoseFocus before playing the on command. Gain/Lose will // often stop tweening, which ruins the OnCommand. for( unsigned c=0; cPlayCommand( int(c) == m_iChoice[*p]? "GainFocus":"LoseFocus" ); m_vsprScroll[*p][c]->FinishTweening(); } m_Scroller[*p].SetCurrentAndDestinationItem( (float)m_iChoice[*p] ); SET_XY_AND_ON_COMMAND( m_Scroller[*p] ); } } // Need to SetXY of Cursor after Icons since it depends on the Icons' positions. if( SHOW_CURSOR ) { FOREACH( PlayerNumber, vpns, p ) { m_sprCursor[*p]->SetXY( GetCursorX(*p), GetCursorY(*p) ); ON_COMMAND( m_sprCursor[*p] ); } } //We have to move page two's explanation and more off the screen //so it doesn't just sit there on page one. (Thanks Zhek) for (int page=0;pageSetXY(999,999); m_sprExplanation[page]->SetXY(999,999); } SET_XY_AND_ON_COMMAND( m_sprExplanation[GetCurrentPage()] ); SET_XY_AND_ON_COMMAND( m_sprMore[GetCurrentPage()] ); ScreenSelect::TweenOnScreen(); } void ScreenSelectMaster::TweenOffScreen() { ScreenSelect::TweenOffScreen(); vector vpns; if( SHARED_SELECTION ) { vpns.push_back( PLAYER_1 ); } else { FOREACH_HumanPlayer( p ) vpns.push_back( p ); } if( SHOW_CURSOR ) { FOREACH( PlayerNumber, vpns, p ) OFF_COMMAND( m_sprCursor[*p] ); } for( unsigned c=0; cPlayCommand( "Off" ); m_vsprIcon[c]->PlayCommand( bSelectedByEitherPlayer? "OffFocused":"OffUnfocused" ); } if( SHOW_SCROLLER ) { FOREACH( PlayerNumber, vpns, p ) m_vsprScroll[*p][c]->PlayCommand( bSelectedByEitherPlayer? "OffFocused":"OffUnfocused" ); } } if( SHOW_SCROLLER ) { FOREACH( PlayerNumber, vpns, p ) OFF_COMMAND( m_Scroller[*p] ); } OFF_COMMAND( m_sprExplanation[GetCurrentPage()] ); OFF_COMMAND( m_sprMore[GetCurrentPage()] ); } float ScreenSelectMaster::GetCursorX( PlayerNumber pn ) { int iChoice = m_iChoice[pn]; AutoActor spr = m_vsprIcon[iChoice]; return spr->GetX() + CURSOR_OFFSET_X_FROM_ICON.GetValue(pn); } float ScreenSelectMaster::GetCursorY( PlayerNumber pn ) { int iChoice = m_iChoice[pn]; AutoActor &spr = m_vsprIcon[iChoice]; return spr->GetY() + CURSOR_OFFSET_Y_FROM_ICON.GetValue(pn); } /* * (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. */