#include "global.h" #include "Screen.h" #include "GameManager.h" #include "GameState.h" #include "PrefsManager.h" #include "RageSound.h" #include "ThemeManager.h" #include "ScreenManager.h" #include "GameSoundManager.h" #include "ProfileManager.h" #define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen") #define PREV_SCREEN THEME->GetMetric (m_sName,"PrevScreen") Screen::Screen( CString sName ) { SetName( sName ); m_bIsTransparent = false; } Screen::~Screen() { } bool Screen::SortMessagesByDelayRemaining(const Screen::QueuedScreenMessage &m1, const Screen::QueuedScreenMessage &m2) { return m1.fDelayRemaining < m2.fDelayRemaining; } void Screen::Update( float fDeltaTime ) { ActorFrame::Update( fDeltaTime ); /* We need to ensure two things: * 1. Messages must be sent in the order of delay. If two messages are sent * simultaneously, one with a .001 delay and another with a .002 delay, the * .001 delay message must be sent first. * 2. Messages to be delivered simultaneously must be sent in the order queued. * * Stable sort by time to ensure #2. */ stable_sort(m_QueuedMessages.begin(), m_QueuedMessages.end(), SortMessagesByDelayRemaining); // update the times of queued ScreenMessages and send if timer has expired // The order you remove messages in must be very careful! Sending a message can // potentially clear all m_QueuedMessages, and set a new state! /* Also, it might call ClearMessageQueue() to clear a single message type. * This might clear previous messages on the queue. So, first apply time to * everything. */ unsigned i; for( i=0; i 0.0001f) { m_QueuedMessages[i].fDelayRemaining -= fDeltaTime; m_QueuedMessages[i].fDelayRemaining = max(m_QueuedMessages[i].fDelayRemaining, 0.0001f); } else { m_QueuedMessages[i].fDelayRemaining -= fDeltaTime; } } /* Now dispatch messages. If the number of messages on the queue changes * within HandleScreenMessage, someone cleared messages on the queue. This * means we have no idea where 'i' is, so start over. Since we applied time * already, this won't cause messages to be mistimed. */ for( i=0; i 0.0f ) continue; /* not yet */ /* Remove the message from the list. */ const ScreenMessage SM = m_QueuedMessages[i].SM; m_QueuedMessages.erase(m_QueuedMessages.begin()+i); i--; unsigned size = m_QueuedMessages.size(); // send this sucker! CHECKPOINT_M( ssprintf("ScreenMessage(%i)", SM) ); this->HandleScreenMessage( SM ); /* If the size changed, start over. */ if(size != m_QueuedMessages.size()) i = 0; } } void Screen::MenuBack( PlayerNumber pn, const InputEventType type ) { if(!PREFSMAN->m_bDelayedEscape || type==IET_SLOW_REPEAT || type==IET_FAST_REPEAT) MenuBack(pn); } void Screen::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { /* Don't send release messages with the default handler. */ switch( type ) { case IET_FIRST_PRESS: case IET_SLOW_REPEAT: case IET_FAST_REPEAT: break; /* OK */ default: return; // don't care } /* Don't make the user hold the back button if they're pressing escape and escape is the back button. */ if( MenuI.button == MENU_BUTTON_BACK && DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == KEY_ESC ) { this->MenuBack( MenuI.player ); return; } // default input handler used by most menus if( !MenuI.IsValid() ) return; if( !GAMESTATE->IsHumanPlayer(MenuI.player) ) return; switch( MenuI.button ) { case MENU_BUTTON_UP: this->MenuUp( MenuI.player, type ); return; case MENU_BUTTON_DOWN: this->MenuDown( MenuI.player, type ); return; case MENU_BUTTON_LEFT: this->MenuLeft( MenuI.player, type ); return; case MENU_BUTTON_RIGHT: this->MenuRight( MenuI.player, type ); return; case MENU_BUTTON_BACK: this->MenuBack( MenuI.player, type ); return; case MENU_BUTTON_START: this->MenuStart( MenuI.player, type ); return; case MENU_BUTTON_COIN: this->MenuCoin( MenuI.player, type ); return; } } void Screen::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_MenuTimer: FOREACH_HumanPlayer(p) MenuStart( p ); break; case SM_GoToNextScreen: SCREENMAN->SetNewScreen( NEXT_SCREEN ); break; case SM_GoToPrevScreen: SCREENMAN->SetNewScreen( PREV_SCREEN ); break; } } bool Screen::ChangeCoinModeInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { if( type != IET_FIRST_PRESS ) return false; if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == KEY_F3 ) { PREFSMAN->m_iCoinMode++; wrap( PREFSMAN->m_iCoinMode, NUM_COIN_MODES ); /* Show the real coin mode, not GetCoinMode(), or F3 will go "home, free, free" * in event mode. XXX: move GetCoinMode to GameState to keep PrefsManager dumb? */ CString sMessage = CoinModeToString( (CoinMode)PREFSMAN->m_iCoinMode ); sMessage.MakeUpper(); sMessage = "Coin Mode: " + sMessage; SCREENMAN->RefreshCreditsMessages(); SCREENMAN->SystemMessage( sMessage ); return true; } return false; } bool Screen::JoinInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { if( !GAMESTATE->PlayersCanJoin() ) return false; if( MenuI.IsValid() && MenuI.button==MENU_BUTTON_START ) { /* If this side is already in, don't re-join (and re-pay!). */ if(GAMESTATE->m_bSideIsJoined[MenuI.player]) return false; /* subtract coins */ int iCoinsToCharge = 0; if( PREFSMAN->GetCoinMode() == COIN_PAY ) iCoinsToCharge = PREFSMAN->m_iCoinsPerCredit; // If joint premium don't take away a credit for the 2nd join. if( PREFSMAN->GetPremium() == PrefsManager::JOINT_PREMIUM && GAMESTATE->GetNumSidesJoined() == 1 ) iCoinsToCharge = 0; if( GAMESTATE->m_iCoins < iCoinsToCharge ) return false; // not enough coins else GAMESTATE->m_iCoins -= iCoinsToCharge; SCREENMAN->PlayStartSound(); GAMESTATE->JoinPlayer( MenuI.player ); // don't load memory card profiles here. It's slow and can cause a big skip. PROFILEMAN->LoadLocalProfileFromMachine( MenuI.player ); SCREENMAN->RefreshCreditsMessages(); return true; } return false; } void Screen::MenuCoin( PlayerNumber pn ) { // This is now handled globally by Stepmania.cpp -- Miryokuteki } void Screen::PostScreenMessage( const ScreenMessage SM, float fDelay ) { ASSERT( fDelay >= 0.0 ); QueuedScreenMessage QSM; QSM.SM = SM; QSM.fDelayRemaining = fDelay; m_QueuedMessages.push_back( QSM ); } void Screen::ClearMessageQueue() { m_QueuedMessages.clear(); } void Screen::ClearMessageQueue( const ScreenMessage SM ) { for( int i=m_QueuedMessages.size()-1; i>=0; i-- ) if( m_QueuedMessages[i].SM == SM ) m_QueuedMessages.erase( m_QueuedMessages.begin()+i ); } // Screen classes #include "ScreenCaution.h" #include "ScreenEdit.h" #include "ScreenEditMenu.h" #include "ScreenEvaluation.h" #include "ScreenEz2SelectPlayer.h" #include "ScreenGameOver.h" #include "ScreenGameplay.h" #include "ScreenHowToPlay.h" #include "ScreenMapControllers.h" #include "ScreenMusicScroll.h" #include "ScreenPlayerOptions.h" #include "ScreenSandbox.h" #include "ScreenSelectDifficulty.h" #include "ScreenSelectGroup.h" #include "ScreenSelectMusic.h" #include "ScreenSelectStyle.h" #include "ScreenSongOptions.h" #include "ScreenStage.h" #include "ScreenTest.h" #include "ScreenTestFonts.h" #include "ScreenTestSound.h" #include "ScreenTitleMenu.h" #include "ScreenNetSelectMusic.h" #include "ScreenNetEvaluation.h" #include "ScreenEz2SelectMusic.h" #include "ScreenRanking.h" #include "ScreenLogo.h" #include "ScreenUnlock.h" #include "ScreenDemonstration.h" #include "ScreenInstructions.h" #include "ScreenNameEntry.h" #include "ScreenNameEntryTraditional.h" #include "ScreenJukebox.h" #include "ScreenJukeboxMenu.h" #include "ScreenStyleSplash.h" #include "ScreenCredits.h" #include "ScreenSelectCharacter.h" #include "ScreenSelectMode.h" #include "ScreenSelectMaster.h" #include "ScreenEditCoursesMenu.h" #include "ScreenNetworkOptions.h" #include "ScreenProfileOptions.h" #include "ScreenExit.h" #include "ScreenAttract.h" #include "ScreenReloadSongs.h" #include "ScreenOptionsMaster.h" #include "ScreenCenterImage.h" #include "ScreenTestInput.h" #include "ScreenBookkeeping.h" #include "ScreenBranch.h" #include "ScreenEnding.h" #include "ScreenDownloadMachineStats.h" #include "ScreenSetTime.h" #include "ScreenTestLights.h" #include "ScreenClearMachineStats.h" #include "ScreenResetToDefaults.h" #include "ScreenClearBookkeepingData.h" #include "ScreenInsertCredit.h" Screen* Screen::Create( CString sClassName ) { CString sName = sClassName; // Look up the class in the metrics group sName if( THEME->HasMetric(sClassName,"Class") ) sClassName = THEME->GetMetric(sClassName,"Class"); #define IF_RETURN(X) if(sClassName.CompareNoCase(#X)==0) return new X(sName); IF_RETURN( ScreenAttract ); IF_RETURN( ScreenCaution ); IF_RETURN( ScreenEdit ); IF_RETURN( ScreenEditMenu ); IF_RETURN( ScreenEvaluation ); IF_RETURN( ScreenEz2SelectPlayer ); IF_RETURN( ScreenGameOver ); IF_RETURN( ScreenGameplay ); IF_RETURN( ScreenHowToPlay ); IF_RETURN( ScreenMapControllers ); IF_RETURN( ScreenMusicScroll ); IF_RETURN( ScreenPlayerOptions ); IF_RETURN( ScreenSandbox ); IF_RETURN( ScreenSelectDifficulty ); IF_RETURN( ScreenSelectGroup ); IF_RETURN( ScreenSelectMusic ); IF_RETURN( ScreenSelectStyle5th ); IF_RETURN( ScreenSelectStyle ); IF_RETURN( ScreenSelectMode ); IF_RETURN( ScreenSongOptions ); IF_RETURN( ScreenStage ); IF_RETURN( ScreenTest ); IF_RETURN( ScreenTestFonts ); IF_RETURN( ScreenTestSound ); IF_RETURN( ScreenTitleMenu ); IF_RETURN( ScreenEz2SelectMusic ); IF_RETURN( ScreenNetSelectMusic ); IF_RETURN( ScreenNetEvaluation ); IF_RETURN( ScreenRanking ); IF_RETURN( ScreenLogo ); IF_RETURN( ScreenUnlock ); IF_RETURN( ScreenDemonstration ); IF_RETURN( ScreenInstructions ); IF_RETURN( ScreenNameEntry ); IF_RETURN( ScreenNameEntryTraditional ); IF_RETURN( ScreenJukebox ); IF_RETURN( ScreenJukeboxMenu ); IF_RETURN( ScreenStyleSplash ); IF_RETURN( ScreenCredits ); IF_RETURN( ScreenSelectCharacter ); IF_RETURN( ScreenSelectMaster ); IF_RETURN( ScreenEditCoursesMenu ); IF_RETURN( ScreenNetworkOptions ); IF_RETURN( ScreenProfileOptions ); IF_RETURN( ScreenExit ); IF_RETURN( ScreenReloadSongs ); IF_RETURN( ScreenOptionsMaster ); IF_RETURN( ScreenCenterImage ); IF_RETURN( ScreenTestInput ); IF_RETURN( ScreenBookkeeping ); IF_RETURN( ScreenBranch ); IF_RETURN( ScreenEnding ); IF_RETURN( ScreenDownloadMachineStats ); IF_RETURN( ScreenSetTime ); IF_RETURN( ScreenTestLights ); IF_RETURN( ScreenClearMachineStats ); IF_RETURN( ScreenResetToDefaults ); IF_RETURN( ScreenClearBookkeepingData ); IF_RETURN( ScreenInsertCredit ); RageException::Throw( "Invalid Screen class name '%s'", sClassName.c_str() ); } /* * (c) 2001-2004 Chris Danford, Glenn Maynard * 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. */