#include "global.h" /* ----------------------------------------------------------------------------- Class: ScreenCaution Desc: Screen that displays while resources are being loaded. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "ScreenStyleSplash.h" #include "GameConstantsAndTypes.h" #include "PrefsManager.h" #include "RageSounds.h" #include "ScreenManager.h" #include "ThemeManager.h" #include "GameState.h" #include "GameManager.h" #include "RageLog.h" #define NEXT_SCREEN THEME->GetMetric("ScreenStyleSplash","NextScreen") #define NONSTOP_SCREEN THEME->GetMetric("ScreenStyleSplash","NonstopScreen") #define ONI_SCREEN THEME->GetMetric("ScreenStyleSplash","OniScreen") const ScreenMessage SM_DoneOpening = ScreenMessage(SM_User-7); const ScreenMessage SM_StartClosing = ScreenMessage(SM_User-8); ScreenStyleSplash::ScreenStyleSplash( CString sName ) : Screen( sName ) { SOUND->StopMusic(); CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName; CString sStyleName = GAMESTATE->GetCurrentStyleDef()->m_szName; LOG->Trace( ssprintf("ScreenStyleSplash: Displaying Splash for style: %s", sStyleName.c_str())); int iDifficulty = GAMESTATE->m_PreferredDifficulty[0]; if( GAMESTATE->m_bSideIsJoined[PLAYER_1] ) { iDifficulty = GAMESTATE->m_PreferredDifficulty[PLAYER_1]; } else { iDifficulty = GAMESTATE->m_PreferredDifficulty[PLAYER_2]; } m_Background.LoadFromAniDir( THEME->GetPathToB(ssprintf("ScreenStyleSplash-%s-%s-%d",sGameName.c_str(),sStyleName.c_str(),iDifficulty) ) ); this->AddChild( &m_Background ); m_Menu.Load( "ScreenStyleSplash" ); this->AddChild( &m_Menu ); this->PostScreenMessage( SM_StartClosing, 2 ); } void ScreenStyleSplash::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { if( m_Menu.IsTransitioning() ) return; Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); } void ScreenStyleSplash::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_StartClosing: if( !m_Menu.IsTransitioning() ) m_Menu.StartTransitioning( SM_GoToNextScreen ); break; case SM_DoneOpening: break; case SM_GoToPrevScreen: SCREENMAN->SetNewScreen( "ScreenTitleMenu" ); break; case SM_GoToNextScreen: SCREENMAN->SetNewScreen( NEXT_SCREEN ); break; } } void ScreenStyleSplash::MenuStart( PlayerNumber pn ) { m_Menu.StartTransitioning( SM_GoToNextScreen ); } void ScreenStyleSplash::MenuBack( PlayerNumber pn ) { if(m_Menu.IsTransitioning()) return; this->ClearMessageQueue(); m_Menu.Back( SM_GoToPrevScreen ); SOUND->PlayOnce( THEME->GetPathToS("menu back") ); } void ScreenStyleSplash::DrawPrimitives() { m_Menu.DrawBottomLayer(); Screen::DrawPrimitives(); m_Menu.DrawTopLayer(); }