#include "global.h" #include "ScreenSelect.h" #include "ScreenManager.h" #include "GameSoundManager.h" #include "RageLog.h" #include "AnnouncerManager.h" #include "GameState.h" #include "ThemeManager.h" #include "GameCommand.h" #include "LightsManager.h" #include "Command.h" #include "InputEventPlus.h" #define CHOICE_NAMES THEME->GetMetric (m_sName,"ChoiceNames") #define CHOICE( s ) THEME->GetMetricM(m_sName,ssprintf("Choice%s",s.c_str())) #define CODE_NAMES THEME->GetMetric (m_sName,"CodeNames") #define CODE( s ) THEME->GetMetric (m_sName,ssprintf("Code%s",s.c_str())) #define CODE_ACTION( s ) THEME->GetMetricM(m_sName,ssprintf("Code%sAction",s.c_str())) #define IDLE_TIMEOUT_SCREEN THEME->GetMetric (m_sName,"IdleTimeoutScreen") #define UPDATE_ON_MESSAGE THEME->GetMetric (m_sName,"UpdateOnMessage") ScreenSelect::ScreenSelect( CString sClassName ) : ScreenWithMenuElements(sClassName), IDLE_COMMENT_SECONDS(m_sName,"IdleCommentSeconds"), IDLE_TIMEOUT_SECONDS(m_sName,"IdleTimeoutSeconds"), ALLOW_DISABLED_PLAYER_INPUT(m_sName,"AllowDisabledPlayerInput") { LOG->Trace( "ScreenSelect::ScreenSelect()" ); } void ScreenSelect::Init() { ScreenWithMenuElements::Init(); // // Load messages to update on // split( UPDATE_ON_MESSAGE, ",", m_asSubscribedMessages ); for( unsigned i = 0; i < m_asSubscribedMessages.size(); ++i ) MESSAGEMAN->Subscribe( this, m_asSubscribedMessages[i] ); // // Load choices // { // Instead of using NUM_CHOICES, use a comma-separated list of choices. Each // element in the list is a choice name. This level of indirection // makes it easier to add or remove items without having to change a bunch // of indices. vector asChoiceNames; split( CHOICE_NAMES, ",", asChoiceNames, true ); for( unsigned c=0; c vsCodeNames; split( CODE_NAMES, ",", vsCodeNames, true ); for( unsigned c=0; cSetLightsMode( LIGHTSMODE_MENU ); } ScreenSelect::~ScreenSelect() { LOG->Trace( "ScreenSelect::~ScreenSelect()" ); for( unsigned i = 0; i < m_asSubscribedMessages.size(); ++i ) MESSAGEMAN->Unsubscribe( this, m_asSubscribedMessages[i] ); } void ScreenSelect::Update( float fDelta ) { if( !IsTransitioning() ) { if( IDLE_COMMENT_SECONDS > 0 && m_timerIdleComment.PeekDeltaTime() >= IDLE_COMMENT_SECONDS ) { SOUND->PlayOnceFromAnnouncer( m_sName+" IdleComment" ); m_timerIdleComment.GetDeltaTime(); } // don't time out on this screen is coin mode is pay. // If we're here, then there's a credit in the machine. if( GAMESTATE->GetCoinMode() != COIN_MODE_PAY ) { if( IDLE_TIMEOUT_SECONDS > 0 && m_timerIdleTimeout.PeekDeltaTime() >= IDLE_TIMEOUT_SECONDS ) { SCREENMAN->SetNewScreen( IDLE_TIMEOUT_SCREEN ); m_timerIdleTimeout.GetDeltaTime(); return; } } } ScreenWithMenuElements::Update( fDelta ); } void ScreenSelect::DrawPrimitives() { Screen::DrawPrimitives(); } void ScreenSelect::Input( const InputEventPlus &input ) { // LOG->Trace( "ScreenSelect::Input()" ); /* Reset the demonstration timer when a key is pressed. */ m_timerIdleComment.GetDeltaTime(); m_timerIdleTimeout.GetDeltaTime(); // HACK: Don't process JoinInput on the TitleMenu. Otherwise, if the user presses start // on a choice that doesn't move to a new screen, the player will be joined and the // user will still be on the title menu. bool bAllowJoinInput = !ALLOW_DISABLED_PLAYER_INPUT; if( input.MenuI.button == MENU_BUTTON_COIN || (bAllowJoinInput && Screen::JoinInput(input.MenuI)) ) { if( input.type == IET_FIRST_PRESS ) this->UpdateSelectableChoices(); if( !ALLOW_DISABLED_PLAYER_INPUT ) return; // don't let the screen handle the MENU_START press } // block input of disabled players if( !ALLOW_DISABLED_PLAYER_INPUT && !GAMESTATE->IsPlayerEnabled(input.MenuI.player) ) return; if( IsTransitioning() ) return; for( unsigned i = 0; i < m_aCodes.size(); ++i ) { if( !m_aCodes[i].EnteredCode( input.GameI.controller ) ) continue; LOG->Trace("entered code for index %d", i); m_aCodeChoices[i].Apply( input.MenuI.player ); } Screen::Input( input ); // default input handler } void ScreenSelect::HandleScreenMessage( const ScreenMessage SM ) { if( SM == SM_BeginFadingOut ) /* Screen is starting to tween out. */ { /* * Don't call GameCommand::Apply once per player on screens that * have a shared selection. This can cause change messages to be broadcast * multiple times. Detect whether all players have the same choice, and * if so, call ApplyToAll instead. * TODO: Think of a better way to handle this. */ int iMastersIndex = this->GetSelectionIndex( GAMESTATE->m_MasterPlayerNumber ); bool bAllPlayersChoseTheSame = true; FOREACH_HumanPlayer( p ) { if( this->GetSelectionIndex(p) != iMastersIndex ) { bAllPlayersChoseTheSame = false; break; } } /* When applying, do make a copy of the GameCommand. That way, * GetAndClearScreen doesn't mangle m_sScreen on our real copy. */ if( bAllPlayersChoseTheSame ) { GameCommand gc = m_aGameCommands[iMastersIndex]; CString sThisScreen = gc.GetAndClearScreen(); if( m_sNextScreen == "" ) m_sNextScreen = sThisScreen; gc.ApplyToAllPlayers(); } else { FOREACH_HumanPlayer( p ) { int iIndex = this->GetSelectionIndex(p); GameCommand gc = m_aGameCommands[iIndex]; CString sThisScreen = gc.GetAndClearScreen(); if( m_sNextScreen == "" ) m_sNextScreen = sThisScreen; gc.Apply( p ); } } StopTimer(); SCREENMAN->RefreshCreditsMessages(); // // Finalize players if we set a style on this screen. // FOREACH_HumanPlayer( p ) { const int sel = GetSelectionIndex( p ); if( m_aGameCommands[sel].m_pStyle ) { m_bTimeToFinalizePlayers = true; break; } } if( !IsTransitioning() ) StartTransitioningScreen( SM_GoToNextScreen ); SCREENMAN->ConcurrentlyPrepareScreen( m_sNextScreen ); } else if( SM == SM_GoToNextScreen ) { /* Finalizing players can take a long time, since it reads profile data. Do it * here.(XXX: this should be done in a separate screen.) */ if( m_bTimeToFinalizePlayers ) GAMESTATE->PlayersFinalized(); } Screen::HandleScreenMessage( SM ); } void ScreenSelect::HandleMessage( const CString &sMessage ) { this->UpdateSelectableChoices(); Screen::HandleMessage( sMessage ); } void ScreenSelect::MenuBack( PlayerNumber pn ) { SOUND->StopMusic(); Cancel( SM_GoToPrevScreen ); } /* * (c) 2001-2004 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. */