#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" #define TIMER_SECONDS THEME->GetMetricI(m_sName,"TimerSeconds") #define TIMER_STEALTH THEME->GetMetricB(m_sName,"TimerStealth") #define STYLE_ICON THEME->GetMetricB(m_sName,"StyleIcon") #define MEMORY_CARD_ICONS THEME->GetMetricB(m_sName,"MemoryCardIcons") #define FORCE_TIMER THEME->GetMetricB(m_sName,"ForceTimer") //REGISTER_SCREEN_CLASS( ScreenWithMenuElements ); ScreenWithMenuElements::ScreenWithMenuElements( CString sClassName ) : Screen( sClassName ) { m_MenuTimer = new MenuTimer; m_textHelp = new HelpDisplay; } void ScreenWithMenuElements::Init() { LOG->Trace( "ScreenWithMenuElements::Init()" ); Screen::Init(); m_FirstUpdateCommand.Load( m_sName, "FirstUpdateCommand" ); ASSERT( this->m_SubActors.empty() ); // don't call Init twice! m_autoHeader.Load( THEME->GetPathG(m_sName,"header") ); m_autoHeader->SetName("Header"); SET_XY_AND_ON_COMMAND( m_autoHeader ); this->AddChild( m_autoHeader ); if( STYLE_ICON && GAMESTATE->m_pCurStyle ) { m_sprStyleIcon.SetName( "StyleIcon" ); m_sprStyleIcon.Load( THEME->GetPathG("MenuElements",CString("icon ")+GAMESTATE->GetCurrentStyle()->m_szName) ); m_sprStyleIcon.StopAnimating(); m_sprStyleIcon.SetState( GAMESTATE->m_MasterPlayerNumber ); SET_XY_AND_ON_COMMAND( m_sprStyleIcon ); this->AddChild( &m_sprStyleIcon ); } if( MEMORY_CARD_ICONS ) { FOREACH_PlayerNumber( p ) { m_MemoryCardDisplay[p].Load( p ); m_MemoryCardDisplay[p].SetName( ssprintf("MemoryCardDisplayP%d",p+1) ); SET_XY_AND_ON_COMMAND( m_MemoryCardDisplay[p] ); this->AddChild( &m_MemoryCardDisplay[p] ); } } m_bTimerEnabled = (TIMER_SECONDS != -1); if( m_bTimerEnabled ) { m_MenuTimer->SetName( "Timer" ); if( TIMER_STEALTH ) m_MenuTimer->EnableStealth( true ); SET_XY_AND_ON_COMMAND( m_MenuTimer ); ResetTimer(); this->AddChild( m_MenuTimer ); } m_autoFooter.Load( THEME->GetPathG(m_sName,"footer") ); m_autoFooter->SetName("Footer"); SET_XY_AND_ON_COMMAND( m_autoFooter ); this->AddChild( m_autoFooter ); m_textHelp->SetName( "HelpDisplay", "Help" ); m_textHelp->Load(); SET_XY_AND_ON_COMMAND( m_textHelp ); CStringArray asHelpTips; split( THEME->GetMetric(m_sName,"HelpText"), "\n", asHelpTips ); m_textHelp->SetTips( asHelpTips ); this->AddChild( m_textHelp ); m_sprUnderlay.Load( THEME->GetPathB(m_sName,"underlay") ); m_sprUnderlay->SetName("Underlay"); m_sprUnderlay->SetDrawOrder( DRAW_ORDER_UNDERLAY ); SET_XY_AND_ON_COMMAND( 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_AND_ON_COMMAND( m_sprOverlay ); this->AddChild( m_sprOverlay ); m_In.Load( THEME->GetPathB(m_sName,"in") ); m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); this->AddChild( &m_In ); m_Out.Load( THEME->GetPathB(m_sName,"out") ); m_Out.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); this->AddChild( &m_Out ); m_Back.Load( THEME->GetPathB("Common","back") ); m_Back.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); this->AddChild( &m_Back ); m_In.StartTransitioning(); } ScreenWithMenuElements::~ScreenWithMenuElements() { SAFE_DELETE( m_MenuTimer ); SAFE_DELETE( m_textHelp ); } void ScreenWithMenuElements::Update( float fDeltaTime ) { if( m_bFirstUpdate ) { /* Evaluate FirstUpdateCommand. */ this->RunCommands( m_FirstUpdateCommand ); } Screen::Update( fDeltaTime ); } void ScreenWithMenuElements::ResetTimer() { if( TIMER_SECONDS > 0.0f && (PREFSMAN->m_bMenuTimer || FORCE_TIMER) && !GAMESTATE->m_bEditing ) { m_MenuTimer->SetSeconds( TIMER_SECONDS ); m_MenuTimer->Start(); } else { m_MenuTimer->Disable(); } } void ScreenWithMenuElements::StartTransitioning( ScreenMessage smSendWhenDone ) { if( m_bTimerEnabled ) { m_MenuTimer->SetSeconds( 0 ); m_MenuTimer->Stop(); ActorUtil::OffCommand( m_MenuTimer, m_sName ); } ActorUtil::OffCommand( m_autoHeader, m_sName ); ActorUtil::OffCommand( m_sprStyleIcon, m_sName ); FOREACH_PlayerNumber( p ) ActorUtil::OffCommand( m_MemoryCardDisplay[p], m_sName ); ActorUtil::OffCommand( m_autoFooter, m_sName ); ActorUtil::OffCommand( m_textHelp, m_sName ); OFF_COMMAND( m_sprUnderlay ); OFF_COMMAND( m_sprOverlay ); SCREENMAN->PlaySharedBackgroundOffCommand(); m_Out.StartTransitioning(smSendWhenDone); /* Ack. If the transition finishes transparent (eg. _options to options), * then we don't want to send the message until all of the *actors* are * done tweening. However, if it finishes with something onscreen (most * of the rest), we have to send the message immediately after it finishes, * or we'll draw a frame without the transition. * * For now, I'll make the SMMAX2 option tweening faster. */ /* This includes all of the actors: */ // float TimeUntilFinished = GetTweenTimeLeft(); // TimeUntilFinished = max(TimeUntilFinished, m_Out.GetLengthSeconds()); // SCREENMAN->PostMessageToTopScreen( smSendWhenDone, TimeUntilFinished ); } void ScreenWithMenuElements::Back( ScreenMessage smSendWhenDone ) { if( m_Back.IsTransitioning() ) return; // ignore m_MenuTimer->Stop(); m_Back.StartTransitioning( smSendWhenDone ); SCREENMAN->PlayBackSound(); } bool ScreenWithMenuElements::IsTransitioning() { return m_In.IsTransitioning() || m_Out.IsTransitioning() || m_Back.IsTransitioning(); } void ScreenWithMenuElements::StopTimer() { m_MenuTimer->Stop(); } /* * (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. */