#include "global.h" /* ----------------------------------------------------------------------------- Class: ScreenTitleMenu Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #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 "NetworkManager.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 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( choice ) THEME->GetMetric (m_sName,ssprintf("Name%d",choice+1)) 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()" ); /* 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(); GAMESTATE->m_bPlayersCanJoin = true; CodeDetector::RefreshCacheItems(); if( PREFSMAN->m_iCoinMode!=COIN_HOME && (PREFSMAN->m_bVersusForOneCredit||PREFSMAN->m_bDoubleForOneCredit) ) { m_JointPremium.LoadFromAniDir( THEME->GetPathToB("ScreenTitleMenu joint premium") ); this->AddChild( &m_JointPremium ); } m_sprLogo.Load( THEME->GetPathToG(ssprintf("ScreenLogo %s",GAMESTATE->GetCurrentGameDef()->m_szName)) ); m_sprLogo.Command( PREFSMAN->m_iCoinMode==COIN_HOME ? LOGO_HOME_ON_COMMAND : LOGO_ON_COMMAND ); this->AddChild( &m_sprLogo ); 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", UNLOCKSYS->GetNumUnlocks() ); m_textSongs.SetText( text ); this->AddChild( &m_textSongs ); CString sCoinMode = CoinModeToString((CoinMode)PREFSMAN->m_iCoinMode); 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->m_iCoinMode) ); m_textHelp.SetXY( HELP_X, HELP_Y ); m_textHelp.SetZoom( 0.5f ); m_textHelp.SetEffectDiffuseBlink(); m_textHelp.EnableShadow( true ); m_textHelp.SetShadowLength( 2 ); this->AddChild( &m_textHelp ); switch( PREFSMAN->m_iCoinMode ) { 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(i) ); m_textChoice[i].SetXY( CHOICES_X, CHOICES_START_Y + i*CHOICES_SPACING_Y ); m_textChoice[i].SetShadowLength( CHOICES_SHADOW_LENGTH ); m_textChoice[i].EnableShadow( true ); 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->PlayOnceFromDir( ANNOUNCER->GetPathTo("title menu game name") ); m_soundChange.Load( THEME->GetPathToS("ScreenTitleMenu change"),true ); m_soundSelect.Load( THEME->GetPathToS("Common start") ); m_soundInvalid.Load( THEME->GetPathToS("Common invalid") ); m_Choice = 0; for( unsigned i=0; iPlayMusic( THEME->GetPathToS("ScreenTitleMenu music") ); this->PostScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS); // 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->m_iCoinMode != 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_Menu.m_In.IsTransitioning() || m_Menu.m_Back.IsTransitioning() ) /* not m_Menu.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_Menu.m_Out.IsTransitioning() ) break; m_Menu.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 ) ) { m_soundInvalid.Play(); if( why != "" ) SCREENMAN->SystemMessage( why ); return; } if( Screen::JoinInput( DeviceI, type, GameI, MenuI, StyleI ) ) if( !m_Menu.m_Out.IsTransitioning() ) m_Menu.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" ); } // Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); } void ScreenTitleMenu::Update( float fDelta ) { if(TimeToDemonstration.PeekDeltaTime() >= SECONDS_BEFORE_ATTRACT) { this->PostScreenMessage( SM_GoToAttractLoop, 0 ); TimeToDemonstration.GetDeltaTime(); } Screen::Update(fDelta); } void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_PlayComment: SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("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 for( int p=0; pm_PlayerOptions[p].FromString( PREFSMAN->m_sDefaultModifiers ); GAMESTATE->m_SongOptions.FromString( PREFSMAN->m_sDefaultModifiers ); } m_aModeChoices[m_Choice].ApplyToAllPlayers(); break; case SM_GoToAttractLoop: SCREENMAN->SetNewScreen( "ScreenCompany" ); 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 ); }