#include "global.h" #include "ScreenAttract.h" #include "ScreenManager.h" #include "GameConstantsAndTypes.h" #include "RageUtil.h" #include "StepMania.h" #include "PrefsManager.h" #include "RageLog.h" #include "SongManager.h" #include "GameState.h" #include "GameManager.h" #include "InputMapper.h" #include "ThemeManager.h" #include "GameSoundManager.h" #include "CommonMetrics.h" #include "BGAnimation.h" #define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen") #define START_SCREEN(sScreenName) THEME->GetMetric (sScreenName,"StartScreen") ThemeMetric BACK_GOES_TO_START_SCREEN( "ScreenAttract", "BackGoesToStartScreen" ); REGISTER_SCREEN_CLASS( ScreenAttract ); ScreenAttract::ScreenAttract( CString sName, bool bResetGameState ) : ScreenWithMenuElements( sName ) { if( bResetGameState ) GAMESTATE->Reset(); // increment times through attract count if( INITIAL_SCREEN == m_sName ) GAMESTATE->m_iNumTimesThroughAttract++; } void ScreenAttract::Init() { LOG->Trace( "ScreenAttract::ScreenAttract(%s)", m_sName.c_str() ); ScreenWithMenuElements::Init(); } ScreenAttract::~ScreenAttract() { LOG->Trace( "ScreenAttract::~ScreenAttract()" ); } void ScreenAttract::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { // LOG->Trace( "ScreenAttract::Input()" ); AttractInput( DeviceI, type, GameI, MenuI, StyleI, this ); } void ScreenAttract::AttractInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI, ScreenWithMenuElements *pScreen ) { if(type != IET_FIRST_PRESS) return; // don't care ChangeCoinModeInput( DeviceI, type, GameI, MenuI, StyleI ); if( MenuI.IsValid() ) { switch( MenuI.button ) { case MENU_BUTTON_BACK: if( !(bool)BACK_GOES_TO_START_SCREEN ) break; // fall through case MENU_BUTTON_START: case MENU_BUTTON_COIN: switch( GAMESTATE->GetCoinMode() ) { case COIN_PAY: LOG->Trace("ScreenAttract::AttractInput: COIN_PAY (%i/%i)", GAMESTATE->m_iCoins, PREFSMAN->m_iCoinsPerCredit ); if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit ) break; // don't fall through // fall through case COIN_HOME: case COIN_FREE: if( pScreen->IsTransitioning() ) return; LOG->Trace("ScreenAttract::AttractInput: begin fading to START_SCREEN" ); SOUND->StopMusic(); SCREENMAN->SendMessageToTopScreen( SM_StopMusic ); /* HandleGlobalInputs() already played the coin sound. Don't play it again. */ if( MenuI.button != MENU_BUTTON_COIN ) SCREENMAN->PlayCoinSound(); pScreen->Cancel( SM_GoToStartScreen ); break; default: ASSERT(0); } break; } } if( pScreen->IsTransitioning() ) return; if( MenuI.IsValid() ) { switch( MenuI.button ) { case MENU_BUTTON_LEFT: case MENU_BUTTON_RIGHT: SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 ); break; } } // Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); } void ScreenAttract::StartPlayingMusic() { if( !GAMESTATE->IsTimeToPlayAttractSounds() ) { SOUND->PlayMusic( "" ); // stop music return; } ScreenWithMenuElements::StartPlayingMusic(); } void ScreenAttract::Update( float fDelta ) { ScreenWithMenuElements::Update(fDelta); } void ScreenAttract::HandleScreenMessage( const ScreenMessage SM ) { if( SM == SM_MenuTimer || SM == SM_BeginFadingOut ) { if( !IsTransitioning() ) StartTransitioning( SM_GoToNextScreen ); } else if( SM == SM_GoToStartScreen ) { GoToStartScreen( m_sName ); } else if( SM == SM_GoToNextScreen ) { /* Look at the def of the screen we're going to; if it has a music theme element * and it's the same as the one we're playing now, don't stop. However, if we're * going to interrupt it when we fade in, stop the old music before we fade out. */ bool bMusicChanging = false; if( PLAY_MUSIC ) bMusicChanging = THEME->GetPathS(m_sName,"music") != THEME->GetPathS(NEXT_SCREEN,"music",true); // GetPath optional on the next screen because it may not have music. if( bMusicChanging ) SOUND->PlayMusic( "" ); // stop the music SCREENMAN->SetNewScreen( NEXT_SCREEN ); } } void ScreenAttract::GoToStartScreen( CString sScreenName ) { SCREENMAN->SetNewScreen( START_SCREEN(sScreenName) ); } /* * (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. */