#include "global.h" #include "ScreenTitleMenu.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 "AnnouncerManager.h" #include "GameState.h" #include "GameManager.h" #include "InputMapper.h" #include "ThemeManager.h" #include "RageSounds.h" #include "CodeDetector.h" #include "RageTextureManager.h" #include "UnlockSystem.h" #include "ProductInfo.h" #include "LightsManager.h" #include "CodeDetector.h" #define LOGO_ON_COMMAND THEME->GetMetric("ScreenTitleMenu","LogoOnCommand") #define LOGO_HOME_ON_COMMAND THEME->GetMetric("ScreenTitleMenu","LogoHomeOnCommand") #define VERSION_ON_COMMAND THEME->GetMetric("ScreenTitleMenu","VersionOnCommand") #define SONGS_ON_COMMAND THEME->GetMetric("ScreenTitleMenu","SongsOnCommand") #define MAX_STAGES_ON_COMMAND THEME->GetMetric("ScreenTitleMenu","MaxStagesOnCommand") #define MAX_STAGES_TEXT THEME->GetMetric("ScreenTitleMenu","MaxStagesText") #define HELP_X THEME->GetMetricF("ScreenTitleMenu","HelpX") #define HELP_Y THEME->GetMetricF("ScreenTitleMenu","HelpY") #define CHOICES_X THEME->GetMetricF("ScreenTitleMenu","ChoicesX") #define CHOICES_START_Y THEME->GetMetricF("ScreenTitleMenu","ChoicesStartY") #define CHOICES_SPACING_Y THEME->GetMetricF("ScreenTitleMenu","ChoicesSpacingY") #define CHOICES_SHADOW_LENGTH THEME->GetMetricF("ScreenTitleMenu","ChoicesShadowLength") #define COLOR_NOT_SELECTED THEME->GetMetricC("ScreenTitleMenu","ColorNotSelected") #define COLOR_SELECTED THEME->GetMetricC("ScreenTitleMenu","ColorSelected") #define ZOOM_NOT_SELECTED THEME->GetMetricF("ScreenTitleMenu","ZoomNotSelected") #define ZOOM_SELECTED THEME->GetMetricF("ScreenTitleMenu","ZoomSelected") #define MENU_TEXT_ALIGN THEME->GetMetricI("ScreenTitleMenu","MenuTextAlign") #define SECONDS_BETWEEN_COMMENTS THEME->GetMetricF("ScreenTitleMenu","SecondsBetweenComments") #define SECONDS_BEFORE_ATTRACT THEME->GetMetricF("ScreenTitleMenu","SecondsBeforeAttract") #define HELP_TEXT( coin_mode ) THEME->GetMetric("ScreenTitleMenu","HelpText"+Capitalize(CoinModeToString(coin_mode))) #define MENU_ITEM_CREATE THEME->GetMetric("ScreenTitleMenu","MenuCommandOnCreate") #define MENU_ITEM_SELECT_DELAY THEME->GetMetricF("ScreenTitleMenu","MenuCommandSelectDelay") #define NAME( sChoiceName ) THEME->GetMetric (m_sName,ssprintf("Name%s",sChoiceName.c_str())) const ScreenMessage SM_PlayComment = ScreenMessage(SM_User+1); const ScreenMessage SM_GoToAttractLoop = ScreenMessage(SM_User+13); ScreenTitleMenu::ScreenTitleMenu( CString sClassName ) : ScreenSelect( sClassName ) { LOG->Trace( "ScreenTitleMenu::ScreenTitleMenu()" ); // Don't show screen title menu (says "Press Start") // if there are 0 credits and inserted and CoinMode is pay. if( PREFSMAN->GetCoinMode() == COIN_PAY && GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit ) { SCREENMAN->SetNewScreen( THEME->GetMetric("Common","InitialScreen") ); return; } /* XXX We really need two common calls: 1, something run when exiting from gameplay * (to do this reset), and 2, something run when entering gameplay, to apply default * options. Having special cases in attract screens and the title menu to reset * things stinks ... */ GAMESTATE->Reset(); LIGHTSMAN->SetLightsMode( LIGHTSMODE_JOINING ); // do this after Reset! m_sprLogo.Load( THEME->GetPathToG(ssprintf("ScreenLogo %s",GAMESTATE->GetCurrentGameDef()->m_szName)) ); m_sprLogo.Command( PREFSMAN->GetCoinMode()==COIN_HOME ? LOGO_HOME_ON_COMMAND : LOGO_ON_COMMAND ); this->AddChild( &m_sprLogo ); if( PREFSMAN->GetCoinMode() != COIN_HOME ) { switch( PREFSMAN->GetPremium() ) { case PrefsManager::DOUBLES_PREMIUM: m_Premium.LoadFromAniDir( THEME->GetPathToB("ScreenTitleMenu doubles premium") ); this->AddChild( &m_Premium ); break; case PrefsManager::JOINT_PREMIUM: m_Premium.LoadFromAniDir( THEME->GetPathToB("ScreenTitleMenu joint premium") ); this->AddChild( &m_Premium ); break; } } m_textVersion.LoadFromFont( THEME->GetPathToF("Common normal") ); m_textVersion.Command( VERSION_ON_COMMAND ); m_textVersion.SetText( PRODUCT_VER ); this->AddChild( &m_textVersion ); m_textSongs.LoadFromFont( THEME->GetPathToF("Common normal") ); m_textSongs.Command( SONGS_ON_COMMAND ); CString text = ssprintf("%d songs in %d groups, %d courses", SONGMAN->GetNumSongs(), SONGMAN->GetNumGroups(), SONGMAN->GetNumCourses() ); if( PREFSMAN->m_bUseUnlockSystem ) text += ssprintf(", %d unlocks", UNLOCKMAN->GetNumUnlocks() ); m_textSongs.SetText( text ); this->AddChild( &m_textSongs ); m_textMaxStages.LoadFromFont( THEME->GetPathF(m_sName,"MaxStages") ); m_textMaxStages.Command( MAX_STAGES_ON_COMMAND ); CString sText = PREFSMAN->m_bEventMode ? "event mode" : ssprintf( "%d %s%s max", PREFSMAN->m_iNumArcadeStages, MAX_STAGES_TEXT.c_str(), (PREFSMAN->m_iNumArcadeStages>1)?"s":"" ); m_textMaxStages.SetText( sText ); this->AddChild( &m_textMaxStages ); CString sCoinMode = CoinModeToString((CoinMode)PREFSMAN->GetCoinMode()); m_CoinMode.LoadFromAniDir( THEME->GetPathToB("ScreenTitleMenu "+sCoinMode) ); this->AddChild( &m_CoinMode ); m_textHelp.LoadFromFont( THEME->GetPathToF("ScreenTitleMenu help") ); m_textHelp.SetText( HELP_TEXT((CoinMode)PREFSMAN->GetCoinMode()) ); m_textHelp.SetXY( HELP_X, HELP_Y ); m_textHelp.SetZoom( 0.5f ); m_textHelp.SetEffectDiffuseBlink(); m_textHelp.SetShadowLength( 2 ); this->AddChild( &m_textHelp ); switch( PREFSMAN->GetCoinMode() ) { case COIN_HOME: { for( unsigned i=0; iGetPathToF("ScreenTitleMenu choices") ); m_textChoice[i].SetHorizAlign( (enum Actor::HorizAlign)MENU_TEXT_ALIGN ); m_textChoice[i].SetText( NAME(mc.m_sName) ); m_textChoice[i].SetXY( CHOICES_X, CHOICES_START_Y + i*CHOICES_SPACING_Y ); m_textChoice[i].SetShadowLength( CHOICES_SHADOW_LENGTH ); m_textChoice[i].SetShadowLength( 4 ); this->AddChild( &m_textChoice[i] ); } } break; case COIN_PAY: case COIN_FREE: break; default: ASSERT(0); } // m_AttractOut.Load( THEME->GetPathToB("ScreenTitleMenu out") ); // this->AddChild( &m_AttractOut ); // m_BeginOut.Load( THEME->GetPathToB("ScreenTitleMenu begin out") ); // this->AddChild( &m_BeginOut ); SOUND->PlayOnceFromAnnouncer( "title menu game name" ); m_soundChange.Load( THEME->GetPathToS("ScreenTitleMenu change"),true ); m_Choice = 0; for( unsigned i=0; iPlayMusic( THEME->GetPathToS("ScreenTitleMenu music") ); this->PostScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS); this->SortByDrawOrder(); // this->MoveToTail( &m_AttractOut ); // put it in the back so it covers up the stuff we just added } ScreenTitleMenu::~ScreenTitleMenu() { LOG->Trace( "ScreenTitleMenu::~ScreenTitleMenu()" ); } void ScreenTitleMenu::UpdateSelectableChoices() { } void ScreenTitleMenu::MoveCursor( bool up ) { if( PREFSMAN->GetCoinMode() != COIN_HOME ) return; // if( m_BeginOut.IsTransitioning() ) // return; TimeToDemonstration.GetDeltaTime(); /* Reset the demonstration timer when a key is pressed. */ LoseFocus( m_Choice ); m_Choice += (up? -1:+1); wrap( (int&)m_Choice, m_aModeChoices.size() ); m_soundChange.Play(); GainFocus( m_Choice ); } void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { LOG->Trace( "ScreenTitleMenu::Input( %d-%d )", DeviceI.device, DeviceI.button ); // debugging gameport joystick problem if( type != IET_FIRST_PRESS ) return; /* If the CoinMode was changed, we need to reload this screen * so that the right m_aModeChoices will show */ if( ScreenAttract::ChangeCoinModeInput( DeviceI, type, GameI, MenuI, StyleI ) ) { SCREENMAN->SetNewScreen( "ScreenTitleMenu" ); return; } if( !MenuI.IsValid() ) return; if( m_In.IsTransitioning() || m_Back.IsTransitioning() ) /* not m_Out */ return; switch( MenuI.button ) { case MENU_BUTTON_UP: MoveCursor( true ); break; case MENU_BUTTON_DOWN: MoveCursor( false ); break; case MENU_BUTTON_BACK: if( m_Out.IsTransitioning() ) break; Back( SM_GoToAttractLoop ); break; case MENU_BUTTON_START: /* return if the choice is invalid */ const ModeChoice &mc = m_aModeChoices[m_Choice]; CString why; if( !mc.IsPlayable( &why ) ) { SCREENMAN->PlayInvalidSound(); if( why != "" ) SCREENMAN->SystemMessage( why ); return; } if( !Screen::JoinInput( DeviceI, type, GameI, MenuI, StyleI ) ) return; if( !m_Out.IsTransitioning() ) StartTransitioning( SM_GoToNextScreen ); } // detect codes if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_THEME) || CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_THEME2) ) { THEME->NextTheme(); ApplyGraphicOptions(); // update window title and icon SCREENMAN->SystemMessage( "Theme: "+THEME->GetCurThemeName() ); SCREENMAN->SetNewScreen( "ScreenTitleMenu" ); TEXTUREMAN->DoDelayedDelete(); } if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_ANNOUNCER) || CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_ANNOUNCER2) ) { ANNOUNCER->NextAnnouncer(); CString sName = ANNOUNCER->GetCurAnnouncerName(); if( sName=="" ) sName = "(none)"; SCREENMAN->SystemMessage( "Announcer: "+sName ); SCREENMAN->SetNewScreen( "ScreenTitleMenu" ); } if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_GAME) || CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_GAME2) ) { for( int i=0; im_CurGame = (Game)(GAMESTATE->m_CurGame+1); wrap( (int&)GAMESTATE->m_CurGame, NUM_GAMES ); if( GAMEMAN->IsGameEnabled(GAMESTATE->m_CurGame) ) break; // found the first enabled game. Stop searching. } /* Reload the theme if it's changed, but don't back to the initial screen. */ ResetGame( false ); SCREENMAN->SystemMessage( ssprintf("Game: %s",GAMESTATE->GetCurrentGameDef()->m_szName) ); SCREENMAN->SetNewScreen( "ScreenTitleMenu" ); } ScreenSelect::Input( DeviceI, type, GameI, MenuI, StyleI ); } void ScreenTitleMenu::Update( float fDelta ) { // time out on this screen and go to the attract sequence if( !IsTransitioning() && TimeToDemonstration.PeekDeltaTime() >= SECONDS_BEFORE_ATTRACT) { // 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( PREFSMAN->GetCoinMode() == COIN_PAY ) ; // do nothing else { this->PostScreenMessage( SM_GoToAttractLoop, 0 ); TimeToDemonstration.GetDeltaTime(); } } Screen::Update(fDelta); } void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_PlayComment: SOUND->PlayOnceFromAnnouncer( "title menu attract" ); this->PostScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS ); break; case SM_GoToNextScreen: /* XXX: Bad hack: we only want to set default options if we're actually * going into the game. We don't want to set it if we're going into the * editor menu, since that never resets options (so it'll maintain changes * when entering and exiting the editor), and the editor probably shouldn't * use default options. */ if( m_Choice == 0 ) { // apply default options FOREACH_PlayerNumber( p ) GAMESTATE->m_PlayerOptions[p].FromString( PREFSMAN->m_sDefaultModifiers ); GAMESTATE->m_SongOptions.FromString( PREFSMAN->m_sDefaultModifiers ); } m_aModeChoices[m_Choice].ApplyToAllPlayers(); break; case SM_GoToAttractLoop: SCREENMAN->SetNewScreen( THEME->GetMetric("Common","InitialScreen") ); break; } } void ScreenTitleMenu::LoseFocus( int iChoiceIndex ) { m_textChoice[iChoiceIndex].SetEffectNone(); m_textChoice[iChoiceIndex].StopTweening(); m_textChoice[iChoiceIndex].BeginTweening( 0.3f ); m_textChoice[iChoiceIndex].SetZoom( ZOOM_NOT_SELECTED ); } void ScreenTitleMenu::GainFocus( int iChoiceIndex ) { m_textChoice[iChoiceIndex].StopTweening(); m_textChoice[iChoiceIndex].BeginTweening( 0.3f ); m_textChoice[iChoiceIndex].SetZoom( ZOOM_SELECTED ); RageColor color1, color2; color1 = COLOR_SELECTED; color2 = color1 * 0.5f; color2.a = 1; m_textChoice[iChoiceIndex].SetEffectDiffuseShift( 0.5f, color1, color2 ); } /* * (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. */