#include "global.h" #include "ActorUtil.h" /* ----------------------------------------------------------------------------- Class: ScreenStage Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "ScreenStage.h" #include "ScreenManager.h" #include "PrefsManager.h" #include "RageLog.h" #include "GameConstantsAndTypes.h" #include "BitmapText.h" #include "SongManager.h" #include "Sprite.h" #include "AnnouncerManager.h" #include "GameState.h" #include "RageSounds.h" #include "ThemeManager.h" #include "LightsManager.h" #include "song.h" #define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen") #define MINIMUM_DELAY THEME->GetMetricF(m_sName,"MinimumDelay") const ScreenMessage SM_PrepScreen = (ScreenMessage)(SM_User+0); ScreenStage::ScreenStage( CString sClassName ) : Screen( sClassName ) { m_bZeroDeltaOnNextUpdate = false; SOUND->StopMusic(); LIGHTSMAN->SetLightsMode( LIGHTSMODE_STAGE ); m_Background.LoadFromAniDir( THEME->GetPathToB(m_sName + " "+GAMESTATE->GetStageText()) ); m_Background.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING ); this->AddChild( &m_Background ); m_Overlay.SetName( "Overlay" ); m_Overlay.LoadFromAniDir( THEME->GetPathToB(m_sName + " overlay")); ON_COMMAND( m_Overlay ); this->AddChild( &m_Overlay ); m_In.Load( THEME->GetPathToB(m_sName + " in") ); m_In.StartTransitioning(); m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); this->AddChild( &m_In ); m_Out.Load( THEME->GetPathToB(m_sName + " out") ); m_Out.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); this->AddChild( &m_Out ); m_Back.Load( THEME->GetPathToB("Common back") ); m_Back.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); this->AddChild( &m_Back ); /* Prep the new screen once m_In is complete. */ this->PostScreenMessage( SM_PrepScreen, m_Background.GetLengthSeconds() ); FOREACH_PlayerNumber(p) { Character* pChar = GAMESTATE->m_pCurCharacters[p]; m_sprCharacterIcon[p].SetName( ssprintf("CharacterIconP%d",p+1) ); m_sprCharacterIcon[p].Load( pChar->GetStageIconPath() ); SET_XY_AND_ON_COMMAND( m_sprCharacterIcon[p] ); this->AddChild( &m_sprCharacterIcon[p] ); } m_SongTitle.SetName( "SongTitle"); m_Artist.SetName( "Artist" ); m_SongTitle.LoadFromFont( THEME->GetPathToF("ScreenStage Title") ); m_Artist.LoadFromFont( THEME->GetPathToF("ScreenStage Artist") ); this->AddChild( &m_SongTitle ); this->AddChild( &m_Artist ); if(GAMESTATE->m_pCurSong != NULL) { m_SongTitle.SetText( GAMESTATE->m_pCurSong->m_sMainTitle ); m_Artist.SetText( GAMESTATE->m_pCurSong->m_sArtist ); } else { m_SongTitle.SetText( "" ); m_Artist.SetText( "" ); } SET_XY_AND_ON_COMMAND( m_Artist ); SET_XY_AND_ON_COMMAND( m_SongTitle ); if ( PREFSMAN->m_bShowBanners ) if( GAMESTATE->m_pCurSong && GAMESTATE->m_pCurSong->HasBanner() ) { m_Banner.LoadFromSong( GAMESTATE->m_pCurSong ); this->AddChild( &m_Banner ); } m_Banner.SetName("Banner"); SET_XY( m_Banner ); ON_COMMAND(m_Banner); SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("stage "+GAMESTATE->GetStageText()) ); this->SortByDrawOrder(); } void ScreenStage::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_PrepScreen: /* Start fading out in after MINIMUM_DELAY seconds. Loading the screen * might take longer than that, in which case we'll fade out as early as * we can. */ this->PostScreenMessage( SM_BeginFadingOut, MINIMUM_DELAY ); SCREENMAN->PrepNewScreen( NEXT_SCREEN ); break; case SM_BeginFadingOut: m_Out.StartTransitioning(); FOREACH_PlayerNumber( p ) OFF_COMMAND( m_sprCharacterIcon[p] ); OFF_COMMAND( m_SongTitle ); OFF_COMMAND( m_Artist ); OFF_COMMAND( m_Banner ); OFF_COMMAND( m_Background ); this->PostScreenMessage( SM_GoToNextScreen, this->GetTweenTimeLeft() ); break; case SM_GoToNextScreen: SCREENMAN->LoadPreppedScreen(); /* use prepped */ break; case SM_GoToPrevScreen: SCREENMAN->DeletePreppedScreen(); SCREENMAN->SetNewScreen( "ScreenSelectMusic" ); break; } } void ScreenStage::Update( float fDeltaTime ) { if( m_bZeroDeltaOnNextUpdate ) { m_bZeroDeltaOnNextUpdate = false; fDeltaTime = 0; } Screen::Update( fDeltaTime ); } void ScreenStage::MenuBack( PlayerNumber pn ) { if( m_In.IsTransitioning() || m_Out.IsTransitioning() || m_Back.IsTransitioning() ) return; this->ClearMessageQueue(); m_Back.StartTransitioning( SM_GoToPrevScreen ); SOUND->PlayOnce( THEME->GetPathToS("Common back") ); /* If a Back is buffered while we're prepping the screen (very common), we'll * get it right after the prep finishes. However, the next update will contain * the time spent prepping the screen. Zero the next delta, so the update is * seen. */ m_bZeroDeltaOnNextUpdate = true; }