/**************************************** ScreenEzSelectPlayer,cpp Desc: See Header Copyright (C): Andrew Livy *****************************************/ /* Includes */ #include "stdafx.h" #include "ScreenEz2SelectStyle.h" #include "ScreenManager.h" #include "PrefsManager.h" #include "RageMusic.h" #include "ScreenTitleMenu.h" #include "ScreenCaution.h" #include "GameConstantsAndTypes.h" #include "ThemeManager.h" #include "ScreenSelectDifficulty.h" #include "ScreenSandbox.h" #include "GameManager.h" #include "RageLog.h" #include "AnnouncerManager.h" #include "GameConstantsAndTypes.h" /* Constants */ const ScreenMessage SM_GoToPrevState = ScreenMessage(SM_User + 1); const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 2); const CString DANCE_STYLES[] = { "easy", "hard", "real", "double", }; const float TWEEN_TIME = 0.35f; const D3DXCOLOR OPT_NOT_SELECTED = D3DXCOLOR(0.3f,0.3f,0.3f,1); const D3DXCOLOR OPT_SELECTED = D3DXCOLOR(1.0f,1.0f,1.0f,1); const float OPT_X[NUM_EZ2STYLE_GRAPHICS] = { CENTER_X-350, CENTER_X, CENTER_X+350, CENTER_X+700, }; // tells us the default X position const float OPT_Y[NUM_EZ2STYLE_GRAPHICS] = { CENTER_Y, CENTER_Y, CENTER_Y, CENTER_Y, }; // tells us the default Y position const float CLUB_X[NUM_EZ2STYLE_GRAPHICS] = { OPT_X[0]+0, OPT_X[0]-350, OPT_X[2]+0, OPT_X[1]+0, }; const float EASY_X[NUM_EZ2STYLE_GRAPHICS] = { OPT_X[1]+0, OPT_X[0]+0, OPT_X[0]-350, OPT_X[2]+0, }; const float HARD_X[NUM_EZ2STYLE_GRAPHICS] = { OPT_X[2]+0, OPT_X[1]+0, OPT_X[0]+0, OPT_X[0]-350, }; const float REAL_X[NUM_EZ2STYLE_GRAPHICS] = { OPT_X[3]+0, OPT_X[2]+0, OPT_X[1]+0, OPT_X[0]+0, }; /************************************ ScreenEz2SelectStyle (Constructor) Desc: Sets up the screen display ************************************/ ScreenEz2SelectStyle::ScreenEz2SelectStyle() { LOG->WriteLine( "ScreenEz2SelectStyle::ScreenEz2SelectStyle()" ); m_iSelectedStyle=0; // Load in the sprites we will be working with. for( int i=0; iGetPathTo(GRAPHIC_SELECT_STYLE_INFO_GAME_0_STYLE_3); //HACK! Would LIKE to have own filename :) break; case 1: sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_STYLE_INFO_GAME_0_STYLE_0); break; case 2: sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_STYLE_INFO_GAME_0_STYLE_1); break; case 3: sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_STYLE_INFO_GAME_0_STYLE_2); break; } m_sprOpt[i].Load( sPadGraphicPath ); m_sprOpt[i].SetXY( OPT_X[i], OPT_Y[i] ); m_sprOpt[i].SetZoom( 1 ); this->AddActor( &m_sprOpt[i] ); } m_Menu.Load( THEME->GetPathTo(GRAPHIC_SELECT_STYLE_BACKGROUND), THEME->GetPathTo(GRAPHIC_SELECT_STYLE_TOP_EDGE), ssprintf("Use %c %c to select, then press START", char(1), char(2) ) ); this->AddActor( &m_Menu ); m_soundChange.Load( THEME->GetPathTo(SOUND_SELECT_STYLE_CHANGE) ); m_soundSelect.Load( THEME->GetPathTo(SOUND_MENU_START) ); // SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_STYLE_INTRO) ); if( !MUSIC->IsPlaying() ) { MUSIC->Load( THEME->GetPathTo(SOUND_MUSIC_SCROLL_MUSIC) ); MUSIC->Play( true ); } // AfterChange(); // TweenOnScreen(); m_Menu.TweenOnScreenFromBlack( SM_None ); } /************************************ ~ScreenEz2SelectStyle (Destructor) Desc: Writes line to log when screen is terminated. ************************************/ ScreenEz2SelectStyle::~ScreenEz2SelectStyle() { LOG->WriteLine( "ScreenEz2SelectStyle::~ScreenEz2SelectStyle()" ); } /************************************ DrawPrimitives Desc: Draws the screen =P ************************************/ void ScreenEz2SelectStyle::DrawPrimitives() { m_Menu.DrawBottomLayer(); Screen::DrawPrimitives(); m_Menu.DrawTopLayer(); } /************************************ Input Desc: Handles player input. ************************************/ void ScreenEz2SelectStyle::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { LOG->WriteLine( "ScreenEz2SelectStyle::Input()" ); if( m_Menu.IsClosing() ) return; Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler } /************************************ HandleScreenMessage Desc: Handles Screen Messages and changes game states. ************************************/ void ScreenEz2SelectStyle::HandleScreenMessage( const ScreenMessage SM ) { Screen::HandleScreenMessage( SM ); switch( SM ) { case SM_MenuTimer: MenuStart(PLAYER_INVALID); break; case SM_GoToPrevState: MUSIC->Stop(); SCREENMAN->SetNewScreen( new ScreenTitleMenu ); break; case SM_GoToNextState: SCREENMAN->SetNewScreen( new ScreenTitleMenu ); break; } } /************************************ MenuBack Desc: Actions performed when a player presses the button bound to back ************************************/ void ScreenEz2SelectStyle::MenuBack( const PlayerNumber p ) { MUSIC->Stop(); m_Menu.TweenOffScreenToBlack( SM_GoToPrevState, true ); // m_Fade.CloseWipingLeft( SM_GoToPrevState ); // TweenOffScreen(); } /************************************ SetFadedStyles Desc: Fades out non-highlighted items depending on the users choice. ************************************/ void ScreenEz2SelectStyle::SetFadedStyles() { m_sprOpt[0].SetTweenDiffuseColor( OPT_NOT_SELECTED ); m_sprOpt[1].SetTweenDiffuseColor( OPT_NOT_SELECTED ); m_sprOpt[2].SetTweenDiffuseColor( OPT_NOT_SELECTED ); m_sprOpt[3].SetTweenDiffuseColor( OPT_NOT_SELECTED ); if (m_iSelectedStyle != 3) { m_sprOpt[m_iSelectedStyle + 1].SetTweenDiffuseColor( OPT_SELECTED ); } else { m_sprOpt[0].SetTweenDiffuseColor( OPT_SELECTED ); } } /************************************ MenuRight Desc: Actions performed when a player presses the button bound to right ************************************/ void ScreenEz2SelectStyle::MenuRight( PlayerNumber p ) { if( m_iSelectedStyle == 3 ) // wrap to the first dance style m_iSelectedStyle = 0; // which is (club) easy (hard) else m_iSelectedStyle = m_iSelectedStyle + 1; // otherwise shuffle up a style... if(m_iSelectedStyle == 2) // If it's HARD and CLUB needs to appear from the other side... { m_sprOpt[0].SetXY( REAL_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen... } else if(m_iSelectedStyle == 3) // If it's REAL and EASY needs to appear from the other side... { m_sprOpt[1].SetXY( CLUB_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen... } else if(m_iSelectedStyle == 0) // If it's CLUB and HARD needs to appear from the other side... { m_sprOpt[2].SetXY( EASY_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen... m_sprOpt[3].SetXY( EASY_X[m_iSelectedStyle]+1050, OPT_Y[0] ); // REAL must also move, due to the fact that it is the end item at the start, it moves differently to the rest. } m_sprOpt[0].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN ); m_sprOpt[0].SetTweenX( CLUB_X[m_iSelectedStyle] ); m_sprOpt[0].SetTweenY( OPT_Y[m_iSelectedStyle] ); m_sprOpt[1].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN ); m_sprOpt[1].SetTweenX( EASY_X[m_iSelectedStyle] ); m_sprOpt[1].SetTweenY( OPT_Y[m_iSelectedStyle] ); m_sprOpt[2].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN ); m_sprOpt[2].SetTweenX( HARD_X[m_iSelectedStyle] ); m_sprOpt[2].SetTweenY( OPT_Y[m_iSelectedStyle] ); m_sprOpt[3].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN ); m_sprOpt[3].SetTweenX( REAL_X[m_iSelectedStyle] ); m_sprOpt[3].SetTweenY( OPT_Y[m_iSelectedStyle] ); SetFadedStyles(); } /************************************ MenuLeft Desc: Actions performed when a player presses the button bound to left ************************************/ void ScreenEz2SelectStyle::MenuLeft( PlayerNumber p ) { if( m_iSelectedStyle == 0 ) // wrap to the last dance style m_iSelectedStyle = 3; else m_iSelectedStyle = m_iSelectedStyle - 1; if( m_iSelectedStyle == 3 ) { m_sprOpt[3].SetXY( CLUB_X[m_iSelectedStyle]-700, OPT_Y[0] ); // First move it over the other side off-screen... m_sprOpt[2].SetXY( CLUB_X[m_iSelectedStyle]-1050, OPT_Y[0] ); } else if( m_iSelectedStyle == 2 ) { m_sprOpt[1].SetXY( HARD_X[m_iSelectedStyle]-700, OPT_Y[0] ); // First move it over the other side off-screen... } else if( m_iSelectedStyle == 1 ) { m_sprOpt[0].SetXY( EASY_X[m_iSelectedStyle]-1050, OPT_Y[0] ); // First move it over the other side off-screen... } m_sprOpt[0].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN ); m_sprOpt[0].SetTweenX( CLUB_X[m_iSelectedStyle] ); m_sprOpt[0].SetTweenY( OPT_Y[m_iSelectedStyle] ); m_sprOpt[1].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN ); m_sprOpt[1].SetTweenX( EASY_X[m_iSelectedStyle] ); m_sprOpt[1].SetTweenY( OPT_Y[m_iSelectedStyle] ); m_sprOpt[2].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN ); m_sprOpt[2].SetTweenX( HARD_X[m_iSelectedStyle] ); m_sprOpt[2].SetTweenY( OPT_Y[m_iSelectedStyle] ); m_sprOpt[3].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN ); m_sprOpt[3].SetTweenX( REAL_X[m_iSelectedStyle] ); m_sprOpt[3].SetTweenY( OPT_Y[m_iSelectedStyle] ); SetFadedStyles(); } /************************************ MenuStart Desc: Actions performed when a player presses the button bound to start ************************************/ void ScreenEz2SelectStyle::MenuStart( PlayerNumber p ) { // GAMEMAN->m_CurStyle = DANCE_STYLES[m_iSelectedStyle]; m_soundSelect.PlayRandom(); this->ClearMessageQueue(); m_Menu.TweenOffScreenToMenu( SM_GoToNextState ); TweenOffScreen(); } /************************************ TweenOffScreen Desc: Squashes graphics before the screen changes state. ************************************/ void ScreenEz2SelectStyle::TweenOffScreen() { /* if (m_iSelectedStyle == 0 || m_iSelectedStyle == 2) { m_sprOpt[1].BeginTweening( MENU_ELEMENTS_TWEEN_TIME ); m_sprOpt[1].SetTweenZoomY( 0 ); m_sprOpt[2].BeginTweening( MENU_ELEMENTS_TWEEN_TIME ); m_sprOpt[2].SetTweenZoomY( 0 ); } if (m_iSelectedStyle == 1 || m_iSelectedStyle == 2) { m_sprOpt[0].BeginTweening( MENU_ELEMENTS_TWEEN_TIME ); m_sprOpt[0].SetTweenZoomY( 0 ); m_sprOpt[3].BeginTweening( MENU_ELEMENTS_TWEEN_TIME ); m_sprOpt[3].SetTweenZoomY( 0 ); }*/ }