#include "stdafx.h" /* ----------------------------------------------------------------------------- Class: ScreenHowToPlay Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "ScreenHowToPlay.h" #include "RageTextureManager.h" #include "RageUtil.h" #include "RageMusic.h" #include "ScreenManager.h" #include "GameConstantsAndTypes.h" #include "RageLog.h" #include "GameState.h" #define HELP_TEXT THEME->GetMetric("ScreenHowToPlay","HelpText") #define TIMER_SECONDS THEME->GetMetricI("ScreenHowToPlay","TimerSeconds") #define NEXT_SCREEN_ARCADE THEME->GetMetric("ScreenHowToPlay","NextScreenArcade") #define NEXT_SCREEN_ONI THEME->GetMetric("ScreenHowToPlay","NextScreenOni") const ScreenMessage SM_GoToNextScreen = ScreenMessage(SM_User + 1); ScreenHowToPlay::ScreenHowToPlay() { LOG->Trace( "ScreenHowToPlay::ScreenHowToPlay()" ); m_Menu.Load( THEME->GetPathTo("Graphics","How To Play Background"), THEME->GetPathTo("Graphics","How To Play Top Edge"), HELP_TEXT, true, TIMER_SECONDS ); m_Menu.TweenOnScreenFromMenu( SM_None ); this->AddSubActor( &m_Menu ); CString sHowToPlayPath; switch( GAMESTATE->m_PlayMode ) { case PLAY_MODE_ARCADE: case PLAY_MODE_ENDLESS: sHowToPlayPath = THEME->GetPathTo("Graphics","How To Play Arcade"); break; case PLAY_MODE_ONI: sHowToPlayPath = THEME->GetPathTo("Graphics","How To Play Arcade"); break; default: ASSERT(0); } m_sprHowToPlay.Load( sHowToPlayPath ); m_sprHowToPlay.SetXY( CENTER_X, CENTER_Y ); this->AddSubActor( &m_sprHowToPlay ); m_sprHowToPlay.SetX( SCREEN_LEFT-SCREEN_WIDTH ); m_sprHowToPlay.BeginTweeningQueued( 0.4f ); // sleep m_sprHowToPlay.BeginTweeningQueued( 0.6f, Actor::TWEEN_BIAS_BEGIN ); m_sprHowToPlay.SetTweenX( CENTER_X ); MUSIC->LoadAndPlayIfNotAlready( THEME->GetPathTo("Sounds","how to play music") ); } ScreenHowToPlay::~ScreenHowToPlay() { LOG->Trace( "ScreenHowToPlay::~ScreenHowToPlay()" ); } void ScreenHowToPlay::Update( float fDeltaTime ) { //LOG->Trace( "ScreenHowToPlay::Update(%f)", fDeltaTime ); Screen::Update( fDeltaTime ); } void ScreenHowToPlay::DrawPrimitives() { m_Menu.DrawBottomLayer(); Screen::DrawPrimitives(); m_Menu.DrawTopLayer(); } void ScreenHowToPlay::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { if( m_Menu.IsClosing() ) return; // default input handler Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); } void ScreenHowToPlay::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_MenuTimer: this->MenuStart(PLAYER_1); break; case SM_GoToNextScreen: switch( GAMESTATE->m_PlayMode ) { case PLAY_MODE_ARCADE: SCREENMAN->SetNewScreen( NEXT_SCREEN_ARCADE ); break; case PLAY_MODE_ONI: case PLAY_MODE_ENDLESS: SCREENMAN->SetNewScreen( NEXT_SCREEN_ONI ); break; default: ASSERT(0); } break; } } void ScreenHowToPlay::MenuBack( PlayerNumber p ) { } void ScreenHowToPlay::MenuStart( PlayerNumber p ) { m_Menu.TweenOffScreenToMenu( SM_GoToNextScreen ); m_sprHowToPlay.BeginTweening( 0.3f, Actor::TWEEN_BIAS_END ); m_sprHowToPlay.SetTweenX( SCREEN_RIGHT+m_sprHowToPlay.GetUnzoomedWidth()/2 ); }