#include "global.h" #include "ScreenWithMenuElements.h" #include "MenuTimer.h" #include "HelpDisplay.h" #include "RageLog.h" #include "ThemeManager.h" #include "GameState.h" #include "Style.h" #include "PrefsManager.h" #include "ScreenManager.h" #include "GameSoundManager.h" #include "AnnouncerManager.h" #include "MemoryCardDisplay.h" #define TIMER_STEALTH THEME->GetMetricB(m_sName,"TimerStealth") #define STYLE_ICON THEME->GetMetricB(m_sName,"StyleIcon") #define SHOW_STAGE THEME->GetMetricB(m_sName,"ShowStage") #define MEMORY_CARD_ICONS THEME->GetMetricB(m_sName,"MemoryCardIcons") #define FORCE_TIMER THEME->GetMetricB(m_sName,"ForceTimer") #define STOP_MUSIC_ON_BACK THEME->GetMetricB(m_sName,"StopMusicOnBack") #define WAIT_FOR_CHILDREN_BEFORE_TWEENING_OUT THEME->GetMetricB(m_sName,"WaitForChildrenBeforeTweeningOut") //REGISTER_SCREEN_CLASS( ScreenWithMenuElements ); ScreenWithMenuElements::ScreenWithMenuElements() { m_MenuTimer = NULL; m_textHelp = new HelpDisplay; FOREACH_PlayerNumber( p ) m_MemoryCardDisplay[p] = NULL; m_MenuTimer = NULL; } void ScreenWithMenuElements::Init() { LOG->Trace( "ScreenWithMenuElements::Init()" ); PLAY_MUSIC.Load( m_sName, "PlayMusic" ); CANCEL_TRANSITIONS_OUT.Load( m_sName, "CancelTransitionsOut" ); TIMER_SECONDS.Load( m_sName, "TimerSeconds" ); Screen::Init(); ASSERT( this->m_SubActors.empty() ); // don't call Init twice! m_autoHeader.Load( THEME->GetPathG(m_sName,"header") ); m_autoHeader->SetName("Header"); SET_XY( m_autoHeader ); this->AddChild( m_autoHeader ); if( STYLE_ICON && GAMESTATE->m_pCurStyle ) { m_sprStyleIcon.SetName( "StyleIcon" ); m_sprStyleIcon.Load( THEME->GetPathG("MenuElements",RString("icon ")+GAMESTATE->GetCurrentStyle()->m_szName) ); m_sprStyleIcon.StopAnimating(); m_sprStyleIcon.SetState( GAMESTATE->m_MasterPlayerNumber ); SET_XY( m_sprStyleIcon ); this->AddChild( &m_sprStyleIcon ); } if( SHOW_STAGE && GAMESTATE->m_pCurStyle ) { m_sprStage.Load( THEME->GetPathG(m_sName,"stage") ); m_sprStage->SetName( "Stage" ); SET_XY( m_sprStage ); this->AddChild( m_sprStage ); } if( MEMORY_CARD_ICONS ) { FOREACH_PlayerNumber( p ) { ASSERT( m_MemoryCardDisplay[p] == NULL ); m_MemoryCardDisplay[p] = new MemoryCardDisplay; m_MemoryCardDisplay[p]->Load( p ); m_MemoryCardDisplay[p]->SetName( ssprintf("MemoryCardDisplayP%d",p+1) ); SET_XY( m_MemoryCardDisplay[p] ); this->AddChild( m_MemoryCardDisplay[p] ); } } if( TIMER_SECONDS != -1 ) { ASSERT( m_MenuTimer == NULL ); // don't load twice m_MenuTimer = new MenuTimer; m_MenuTimer->Load(); m_MenuTimer->SetName( "Timer" ); if( TIMER_STEALTH ) m_MenuTimer->EnableStealth( true ); SET_XY( m_MenuTimer ); ResetTimer(); this->AddChild( m_MenuTimer ); } m_autoFooter.Load( THEME->GetPathG(m_sName,"footer") ); m_autoFooter->SetName("Footer"); SET_XY( m_autoFooter ); this->AddChild( m_autoFooter ); m_textHelp->SetName( "Help" ); m_textHelp->Load( "HelpDisplay" ); SET_XY( m_textHelp ); LoadHelpText(); this->AddChild( m_textHelp ); m_sprUnderlay.Load( THEME->GetPathB(m_sName,"underlay") ); m_sprUnderlay->SetName("Underlay"); m_sprUnderlay->SetDrawOrder( DRAW_ORDER_UNDERLAY ); SET_XY( m_sprUnderlay ); this->AddChild( m_sprUnderlay ); m_sprOverlay.Load( THEME->GetPathB(m_sName,"overlay") ); m_sprOverlay->SetName("Overlay"); m_sprOverlay->SetDrawOrder( DRAW_ORDER_OVERLAY ); SET_XY( m_sprOverlay ); this->AddChild( m_sprOverlay ); m_In.SetName( "In" ); m_In.Load( THEME->GetPathB(m_sName,"in") ); m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); this->AddChild( &m_In ); m_Out.SetName( "Out" ); m_Out.Load( THEME->GetPathB(m_sName,"out") ); m_Out.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); this->AddChild( &m_Out ); m_Cancel.SetName( "Cancel" ); m_Cancel.Load( THEME->GetPathB(m_sName,"cancel") ); m_Cancel.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); this->AddChild( &m_Cancel ); /* Grab the music path here; don't GetPath during BeginScreen. */ if( PLAY_MUSIC ) m_sPathToMusic = THEME->GetPathS( m_sName, "music" ); } void ScreenWithMenuElements::BeginScreen() { m_In.Reset(); m_Out.Reset(); m_Cancel.Reset(); if( GenericTweenOn() ) this->PlayCommand( "On" ); else TweenOnScreen(); // deprecated this->SortByDrawOrder(); m_In.StartTransitioning( SM_DoneFadingIn ); Screen::BeginScreen(); SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(m_sName+" intro") ); StartPlayingMusic(); /* Evaluate FirstUpdateCommand. */ this->PlayCommand( "FirstUpdate" ); } void ScreenWithMenuElements::TweenOnScreen() { ON_COMMAND( m_autoHeader ); if( STYLE_ICON && GAMESTATE->m_pCurStyle ) ON_COMMAND( m_sprStyleIcon ); if( SHOW_STAGE && GAMESTATE->m_pCurStyle ) ON_COMMAND( m_sprStage ); if( MEMORY_CARD_ICONS ) { FOREACH_PlayerNumber( p ) ON_COMMAND( m_MemoryCardDisplay[p] ); } if( m_MenuTimer ) ON_COMMAND( m_MenuTimer ); ON_COMMAND( m_autoFooter ); ON_COMMAND( m_textHelp ); ON_COMMAND( m_sprUnderlay ); ON_COMMAND( m_sprOverlay ); } ScreenWithMenuElements::~ScreenWithMenuElements() { SAFE_DELETE( m_MenuTimer ); SAFE_DELETE( m_textHelp ); FOREACH_PlayerNumber( p ) { if( m_MemoryCardDisplay[p] != NULL ) SAFE_DELETE( m_MemoryCardDisplay[p] ); } } void ScreenWithMenuElements::LoadHelpText() { vector vs; RString s = THEME->GetString(m_sName,"HelpText"); split( s, "::", vs ); m_textHelp->SetTips( vs ); m_textHelp->PlayCommand( "Changed" ); } void ScreenWithMenuElements::StartPlayingMusic() { /* Some screens should leave the music alone (eg. ScreenPlayerOptions music * sample left over from ScreenSelectMusic). */ if( PLAY_MUSIC ) SOUND->PlayMusic( m_sPathToMusic ); } void ScreenWithMenuElements::Update( float fDeltaTime ) { Screen::Update( fDeltaTime ); } void ScreenWithMenuElements::ResetTimer() { if( m_MenuTimer == NULL ) return; if( TIMER_SECONDS > 0.0f && (PREFSMAN->m_bMenuTimer || FORCE_TIMER) && !GAMESTATE->IsEditing() ) { m_MenuTimer->SetSeconds( TIMER_SECONDS ); m_MenuTimer->Start(); } else { m_MenuTimer->Disable(); } } void ScreenWithMenuElements::StartTransitioningScreen( ScreenMessage smSendWhenDone ) { if( GenericTweenOff() ) { this->PlayCommand( "Off" ); // If we're a stacked screen, then there's someone else between us and the // background, so don't tween it off. if( !SCREENMAN->IsStackedScreen(this) ) SCREENMAN->PlaySharedBackgroundOffCommand(); } else { TweenOffScreen(); } if( WAIT_FOR_CHILDREN_BEFORE_TWEENING_OUT ) { // Time the transition so that it finishes exactly when all actors have // finished tweening. float fSecondsUntilFinished = GetTweenTimeLeft(); float fSecondsUntilBeginOff = max( fSecondsUntilFinished - m_Out.GetLengthSeconds(), 0 ); m_Out.SetHibernate( fSecondsUntilBeginOff ); } m_Out.StartTransitioning( smSendWhenDone ); } void ScreenWithMenuElements::TweenOffScreen() { if( m_MenuTimer ) { m_MenuTimer->SetSeconds( 0 ); m_MenuTimer->Stop(); OFF_COMMAND( m_MenuTimer ); } OFF_COMMAND( m_autoHeader ); OFF_COMMAND( m_sprStyleIcon ); OFF_COMMAND( m_sprStage ); FOREACH_PlayerNumber( p ) if( m_MemoryCardDisplay[p] ) OFF_COMMAND( m_MemoryCardDisplay[p] ); OFF_COMMAND( m_autoFooter ); OFF_COMMAND( m_textHelp ); OFF_COMMAND( m_sprUnderlay ); OFF_COMMAND( m_sprOverlay ); // If we're a stacked screen, then there's someone else between us and the // background, so don't tween it off. if( !SCREENMAN->IsStackedScreen(this) ) SCREENMAN->PlaySharedBackgroundOffCommand(); } void ScreenWithMenuElements::Cancel( ScreenMessage smSendWhenDone ) { m_sNextScreen = GetPrevScreen(); if( CANCEL_TRANSITIONS_OUT ) { SCREENMAN->PlayCancelSound(); StartTransitioningScreen( smSendWhenDone ); return; } if( m_Cancel.IsTransitioning() ) return; // ignore if( STOP_MUSIC_ON_BACK ) SOUND->StopMusic(); if( m_MenuTimer ) m_MenuTimer->Stop(); m_Cancel.StartTransitioning( smSendWhenDone ); } bool ScreenWithMenuElements::IsTransitioning() { return m_In.IsTransitioning() || m_Out.IsTransitioning() || m_Cancel.IsTransitioning(); } void ScreenWithMenuElements::StopTimer() { if( m_MenuTimer ) m_MenuTimer->Stop(); } REGISTER_SCREEN_CLASS( ScreenWithMenuElementsSimple ); void ScreenWithMenuElementsSimple::MenuStart( PlayerNumber pn ) { if( IsTransitioning() ) return; StartTransitioningScreen( SM_GoToNextScreen ); } void ScreenWithMenuElementsSimple::MenuBack( PlayerNumber pn ) { if( IsTransitioning() ) return; StartTransitioningScreen( SM_GoToPrevScreen ); } // lua start #include "LuaBinding.h" class LunaScreenWithMenuElements: public Luna { public: LunaScreenWithMenuElements() { LUA->Register( Register ); } static void Register( Lua *L ) { Luna::Register( L ); } }; LUA_REGISTER_DERIVED_CLASS( ScreenWithMenuElements, Screen ) class LunaScreenWithMenuElementsSimple: public Luna { public: LunaScreenWithMenuElementsSimple() { LUA->Register( Register ); } static void Register( Lua *L ) { Luna::Register( L ); } }; LUA_REGISTER_DERIVED_CLASS( ScreenWithMenuElementsSimple, ScreenWithMenuElements ) // lua end /* * (c) 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. */