#include "global.h" /* ----------------------------------------------------------------------------- Class: Screen Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "Screen.h" #include "GameManager.h" #include "GameState.h" #include "PrefsManager.h" #include "RageSound.h" #include "ThemeManager.h" #include "ScreenManager.h" Screen::Screen() { m_bIsTransparent = false; } Screen::~Screen() { } void Screen::AddChild( Actor* pActor ) { // add only if the actor is on screen // float fX = pActor->GetX(); // float fY = pActor->GetY(); // if( SCREEN_LEFT>=fX && fX<=SCREEN_RIGHT && SCREEN_TOP>=fY && fY<=SCREEN_BOTTOM ) ActorFrame::AddChild( pActor ); } bool Screen::SortMessagesByDelayRemaining(const Screen::QueuedScreenMessage &m1, const Screen::QueuedScreenMessage &m2) { return m1.fDelayRemaining < m2.fDelayRemaining; } void Screen::Update( float fDeltaTime ) { ActorFrame::Update( fDeltaTime ); /* We need to ensure two things: * 1. Messages must be sent in the order of delay. If two messages are sent * simultaneously, one with a .001 delay and another with a .002 delay, the * .001 delay message must be sent first. * 2. Messages to be delivered simultaneously must be sent in the order queued. * * Stable sort by time to ensure #2. */ stable_sort(m_QueuedMessages.begin(), m_QueuedMessages.end(), SortMessagesByDelayRemaining); // update the times of queued ScreenMessages and send if timer has expired // The order you remove messages in must be very careful! Sending a message can // potentially clear all m_QueuedMessages, and set a new state! /* Also, it might call ClearMessageQueue() to clear a single message type. * This might clear previous messages on the queue. So, first apply time to * everything. */ unsigned i; for( i=0; i 0.0f ) continue; /* not yet */ /* Remove the message from the list. */ const ScreenMessage SM = m_QueuedMessages[i].SM; m_QueuedMessages.erase(m_QueuedMessages.begin()+i); i--; unsigned size = m_QueuedMessages.size(); // send this sucker! this->HandleScreenMessage( SM ); /* If the size changed, start over. */ if(size != m_QueuedMessages.size()) i = 0; } } void Screen::MenuBack( PlayerNumber pn, const InputEventType type ) { if(!PREFSMAN->m_bDelayedEscape || type==IET_SLOW_REPEAT || type==IET_FAST_REPEAT) MenuBack(pn); } void Screen::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { /* Don't send release messages with the default handler. */ if(type == IET_RELEASE) return; // don't care /* Don't make the user hold the back button if they're pressing escape. */ if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_ESCAPE ) { this->MenuBack( MenuI.player ); return; } // default input handler used by most menus if( !MenuI.IsValid() ) return; if( !GAMESTATE->IsPlayerEnabled(MenuI.player) ) return; switch( MenuI.button ) { case MENU_BUTTON_UP: this->MenuUp( MenuI.player, type ); return; case MENU_BUTTON_DOWN: this->MenuDown( MenuI.player, type ); return; case MENU_BUTTON_LEFT: this->MenuLeft( MenuI.player, type ); return; case MENU_BUTTON_RIGHT: this->MenuRight( MenuI.player, type ); return; case MENU_BUTTON_BACK: this->MenuBack( MenuI.player, type ); return; case MENU_BUTTON_START: this->MenuStart( MenuI.player, type ); return; case MENU_BUTTON_COIN: this->MenuCoin( MenuI.player, type ); return; } } bool Screen::ChangeCoinModeInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { if( type != IET_FIRST_PRESS ) return false; if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F3 ) { (int&)PREFSMAN->m_CoinMode = (PREFSMAN->m_CoinMode+1) % PrefsManager::NUM_COIN_MODES; /* ResetGame(); This causes problems on ScreenIntroMovie, which results in the movie being restarted and/or becoming out-of-synch -- Miryokuteki */ CString sMessage = "Coin Mode: "; switch( PREFSMAN->m_CoinMode ) { case PrefsManager::COIN_HOME: sMessage += "HOME"; break; case PrefsManager::COIN_PAY: sMessage += "PAY"; break; case PrefsManager::COIN_FREE: sMessage += "FREE"; break; } SCREENMAN->RefreshCreditsMessages(); SCREENMAN->SystemMessage( sMessage ); return true; } return false; } bool Screen::JoinInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { if( !GAMESTATE->m_bPlayersCanJoin ) return false; if( MenuI.IsValid() && MenuI.button==MENU_BUTTON_START ) { /* If this side is already in, don't re-join (and re-pay!). */ if(GAMESTATE->m_bSideIsJoined[MenuI.player]) return false; /* subtract coins */ int iCoinsToCharge = 0; if( PREFSMAN->m_CoinMode == PrefsManager::COIN_PAY ) iCoinsToCharge = PREFSMAN->m_iCoinsPerCredit; if( PREFSMAN->m_bJointPremium ) if( GAMESTATE->m_MasterPlayerNumber!=PLAYER_INVALID ) // one side already joined iCoinsToCharge = 0; if( GAMESTATE->m_iCoins < iCoinsToCharge ) return false; // not enough coins else GAMESTATE->m_iCoins -= iCoinsToCharge; GAMESTATE->m_bSideIsJoined[MenuI.player] = true; if( GAMESTATE->m_MasterPlayerNumber == PLAYER_INVALID ) GAMESTATE->m_MasterPlayerNumber = MenuI.player; SCREENMAN->RefreshCreditsMessages(); SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","Common start") ); return true; } return false; } void Screen::MenuCoin( PlayerNumber pn ) { // This is now handled globally by Stepmania.cpp -- Miryokuteki } void Screen::PostScreenMessage( const ScreenMessage SM, float fDelay ) { ASSERT( fDelay >= 0.0 ); QueuedScreenMessage QSM; QSM.SM = SM; QSM.fDelayRemaining = fDelay; m_QueuedMessages.push_back( QSM ); } void Screen::ClearMessageQueue() { m_QueuedMessages.clear(); } void Screen::ClearMessageQueue( const ScreenMessage SM ) { for( int i=m_QueuedMessages.size()-1; i>=0; i-- ) m_QueuedMessages.erase( m_QueuedMessages.begin()+i ); } // Screen classes #include "ScreenAppearanceOptions.h" #include "ScreenCaution.h" #include "ScreenEdit.h" #include "ScreenEditMenu.h" #include "ScreenEvaluation.h" #include "ScreenEz2SelectPlayer.h" #include "ScreenSelectMode.h" #include "ScreenGameOver.h" #include "ScreenGameplay.h" #include "ScreenGraphicOptions.h" #include "ScreenHowToPlay.h" #include "ScreenInputOptions.h" #include "ScreenMachineOptions.h" #include "ScreenMapControllers.h" #include "ScreenMusicScroll.h" #include "ScreenPlayerOptions.h" #include "ScreenSelectCourse.h" #include "ScreenSelectDifficulty.h" #include "ScreenSelectDifficultyEX.h" #include "ScreenSelectGame.h" #include "ScreenSelectGroup.h" #include "ScreenSelectMusic.h" #include "ScreenSelectStyle5th.h" #include "ScreenSelectStyle.h" #include "ScreenSongOptions.h" #include "ScreenSoundOptions.h" #include "ScreenStage.h" #include "ScreenTest.h" #include "ScreenTestFonts.h" #include "ScreenTestSound.h" #include "ScreenTitleMenu.h" #include "ScreenEz2SelectMusic.h" #include "ScreenWarning.h" #include "ScreenRanking.h" #include "ScreenMemoryCard.h" #include "ScreenCompany.h" #include "ScreenIntroMovie.h" #include "ScreenAlbums.h" #include "ScreenLogo.h" #include "ScreenUnlock.h" #include "ScreenDemonstration.h" #include "ScreenInstructions.h" #include "ScreenNameEntry.h" #include "ScreenJukebox.h" #include "ScreenJukeboxMenu.h" #include "ScreenOptionsMenu.h" #include "ScreenGameplayOptions.h" #include "ScreenStyleSplash.h" #include "ScreenAutogenOptions.h" Screen* Screen::Create( CString sClassName ) { Screen *ret = NULL; if( 0==stricmp(sClassName, "ScreenAppearanceOptions") ) ret = new ScreenAppearanceOptions; else if( 0==stricmp(sClassName, "ScreenCaution") ) ret = new ScreenCaution; else if( 0==stricmp(sClassName, "ScreenEdit") ) ret = new ScreenEdit; else if( 0==stricmp(sClassName, "ScreenEditMenu") ) ret = new ScreenEditMenu; else if( 0==stricmp(sClassName, "ScreenEvaluationStage") ) ret = new ScreenEvaluationStage; else if( 0==stricmp(sClassName, "ScreenEvaluationSummary") ) ret = new ScreenEvaluationSummary; else if( 0==stricmp(sClassName, "ScreenEvaluationNonstop") ) ret = new ScreenEvaluationNonstop; else if( 0==stricmp(sClassName, "ScreenEvaluationOni") ) ret = new ScreenEvaluationOni; else if( 0==stricmp(sClassName, "ScreenEvaluationEndless") ) ret = new ScreenEvaluationEndless; else if( 0==stricmp(sClassName, "ScreenEz2SelectPlayer") ) ret = new ScreenEz2SelectPlayer; else if( 0==stricmp(sClassName, "ScreenSelectMode") ) ret = new ScreenSelectMode; else if( 0==stricmp(sClassName, "ScreenGameOver") ) ret = new ScreenGameOver; else if( 0==stricmp(sClassName, "ScreenGameplay") ) ret = new ScreenGameplay; else if( 0==stricmp(sClassName, "ScreenGraphicOptions") ) ret = new ScreenGraphicOptions; else if( 0==stricmp(sClassName, "ScreenHowToPlay") ) ret = new ScreenHowToPlay; else if( 0==stricmp(sClassName, "ScreenInputOptions") ) ret = new ScreenInputOptions; else if( 0==stricmp(sClassName, "ScreenMachineOptions") ) ret = new ScreenMachineOptions; else if( 0==stricmp(sClassName, "ScreenMapControllers") ) ret = new ScreenMapControllers; else if( 0==stricmp(sClassName, "ScreenInputOptions") ) ret = new ScreenInputOptions; else if( 0==stricmp(sClassName, "ScreenMusicScroll") ) ret = new ScreenMusicScroll; else if( 0==stricmp(sClassName, "ScreenPlayerOptions") ) ret = new ScreenPlayerOptions; else if( 0==stricmp(sClassName, "ScreenSelectCourse") ) ret = new ScreenSelectCourse; else if( 0==stricmp(sClassName, "ScreenSelectDifficulty") ) ret = new ScreenSelectDifficulty; else if( 0==stricmp(sClassName, "ScreenSelectDifficultyEX") ) ret = new ScreenSelectDifficultyEX; else if( 0==stricmp(sClassName, "ScreenSelectGame") ) ret = new ScreenSelectGame; else if( 0==stricmp(sClassName, "ScreenSelectGroup") ) ret = new ScreenSelectGroup; else if( 0==stricmp(sClassName, "ScreenSelectMusic") ) ret = new ScreenSelectMusic; else if( 0==stricmp(sClassName, "ScreenSelectStyle5th") ) ret = new ScreenSelectStyle5th; else if( 0==stricmp(sClassName, "ScreenSelectStyle") ) ret = new ScreenSelectStyle; else if( 0==stricmp(sClassName, "ScreenSongOptions") ) ret = new ScreenSongOptions; else if( 0==stricmp(sClassName, "ScreenStage") ) ret = new ScreenStage; else if( 0==stricmp(sClassName, "ScreenTest") ) ret = new ScreenTest; else if( 0==stricmp(sClassName, "ScreenTestFonts") ) ret = new ScreenTestFonts; else if( 0==stricmp(sClassName, "ScreenTestSound") ) ret = new ScreenTestSound; else if( 0==stricmp(sClassName, "ScreenTitleMenu") ) ret = new ScreenTitleMenu; else if( 0==stricmp(sClassName, "ScreenEz2SelectMusic") ) ret = new ScreenEz2SelectMusic; else if( 0==stricmp(sClassName, "ScreenWarning") ) ret = new ScreenWarning; else if( 0==stricmp(sClassName, "ScreenRanking") ) ret = new ScreenRanking; else if( 0==stricmp(sClassName, "ScreenMemoryCard") ) ret = new ScreenMemoryCard; else if( 0==stricmp(sClassName, "ScreenCompany") ) ret = new ScreenCompany; else if( 0==stricmp(sClassName, "ScreenIntroMovie") ) ret = new ScreenIntroMovie; else if( 0==stricmp(sClassName, "ScreenAlbums") ) ret = new ScreenAlbums; else if( 0==stricmp(sClassName, "ScreenLogo") ) ret = new ScreenLogo; else if( 0==stricmp(sClassName, "ScreenUnlock") ) ret = new ScreenUnlock; else if( 0==stricmp(sClassName, "ScreenDemonstration") ) ret = (ScreenGameplay*)new ScreenDemonstration; else if( 0==stricmp(sClassName, "ScreenInstructions") ) ret = new ScreenInstructions; else if( 0==stricmp(sClassName, "ScreenNameEntry") ) ret = new ScreenNameEntry; else if( 0==stricmp(sClassName, "ScreenJukebox") ) ret = new ScreenJukebox; else if( 0==stricmp(sClassName, "ScreenJukeboxMenu") ) ret = new ScreenJukeboxMenu; else if( 0==stricmp(sClassName, "ScreenOptionsMenu") ) ret = new ScreenOptionsMenu; else if( 0==stricmp(sClassName, "ScreenSoundOptions") ) ret = new ScreenSoundOptions; else if( 0==stricmp(sClassName, "ScreenGameplayOptions") ) ret = new ScreenGameplayOptions; else if( 0==stricmp(sClassName, "ScreenStyleSplash") ) ret = new ScreenStyleSplash; else if( 0==stricmp(sClassName, "ScreenAutogenOptions") ) ret = new ScreenAutogenOptions; else RageException::Throw( "Invalid Screen class name '%s'", sClassName.GetString() ); return ret; }