#include "global.h" #include "ScreenWithMenuElements.h" #include "MenuTimer.h" #include "RageLog.h" #include "ThemeManager.h" #include "GameState.h" #include "PrefsManager.h" #include "ScreenManager.h" #include "GameSoundManager.h" #include "MemoryCardDisplay.h" #include "InputEventPlus.h" #include "arch/Dialog/Dialog.h" // wow I import this for JUST ONE THING. -aj #define TIMER_STEALTH THEME->GetMetricB(m_sName,"TimerStealth") #define SHOW_STAGE_DISPLAY THEME->GetMetricB(m_sName,"ShowStageDisplay") #define MEMORY_CARD_ICONS THEME->GetMetricB(m_sName,"MemoryCardIcons") #define FORCE_TIMER THEME->GetMetricB(m_sName,"ForceTimer") #define STOP_MUSIC_ON_BACK THEME->GetMetricB(m_sName,"StopMusicOnBack") #define WAIT_FOR_CHILDREN_BEFORE_TWEENING_OUT THEME->GetMetricB(m_sName,"WaitForChildrenBeforeTweeningOut") REGISTER_SCREEN_CLASS( ScreenWithMenuElements ); ScreenWithMenuElements::ScreenWithMenuElements() { m_MenuTimer = NULL; FOREACH_PlayerNumber( p ) m_MemoryCardDisplay[p] = NULL; m_MenuTimer = NULL; } void ScreenWithMenuElements::Init() { PLAY_MUSIC.Load( m_sName, "PlayMusic" ); MUSIC_ALIGN_BEAT.Load( m_sName, "MusicAlignBeat" ); CANCEL_TRANSITIONS_OUT.Load( m_sName, "CancelTransitionsOut" ); TIMER_SECONDS.Load( m_sName, "TimerSeconds" ); TIMER_METRICS_GROUP.Load( m_sName, "TimerMetricsGroup" ); Screen::Init(); ASSERT( this->m_SubActors.empty() ); // don't call Init twice! if( MEMORY_CARD_ICONS ) { FOREACH_PlayerNumber( p ) { ASSERT( m_MemoryCardDisplay[p] == NULL ); m_MemoryCardDisplay[p] = new MemoryCardDisplay; m_MemoryCardDisplay[p]->Load( p ); m_MemoryCardDisplay[p]->SetName( ssprintf("MemoryCardDisplayP%d",p+1) ); LOAD_ALL_COMMANDS_AND_SET_XY( m_MemoryCardDisplay[p] ); this->AddChild( m_MemoryCardDisplay[p] ); } } if( TIMER_SECONDS != -1 ) { ASSERT( m_MenuTimer == NULL ); // don't load twice m_MenuTimer = new MenuTimer; m_MenuTimer->Load( TIMER_METRICS_GROUP.GetValue() ); m_MenuTimer->SetName( "Timer" ); if( TIMER_STEALTH ) m_MenuTimer->EnableStealth( true ); LOAD_ALL_COMMANDS_AND_SET_XY( m_MenuTimer ); ResetTimer(); this->AddChild( m_MenuTimer ); } /* TODO: Remove overlay and underlay in favor of more flexible decorations */ // Decorations don't let you use UpdateCommand, so don't ever // remove underlay and overlay, otherwise good themes break. -aj m_sprUnderlay.Load( THEME->GetPathB(m_sName,"underlay") ); m_sprUnderlay->SetName("Underlay"); m_sprUnderlay->SetDrawOrder( DRAW_ORDER_UNDERLAY ); this->AddChild( m_sprUnderlay ); LOAD_ALL_COMMANDS( m_sprUnderlay ); m_sprOverlay.Load( THEME->GetPathB(m_sName,"overlay") ); m_sprOverlay->SetName("Overlay"); m_sprOverlay->SetDrawOrder( DRAW_ORDER_OVERLAY ); this->AddChild( m_sprOverlay ); LOAD_ALL_COMMANDS( m_sprOverlay ); // decorations { AutoActor decorations; decorations.LoadB( m_sName, "decorations" ); decorations->SetName("Decorations"); decorations->SetDrawOrder( DRAW_ORDER_DECORATIONS ); ActorFrame *pFrame = dynamic_cast(static_cast(decorations)); if( pFrame ) { m_vDecorations = pFrame->GetChildren(); FOREACH( Actor*, m_vDecorations, child ) this->AddChild( *child ); pFrame->RemoveAllChildren(); } } m_In.SetName( "In" ); m_In.Load( THEME->GetPathB(m_sName,"in") ); m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); this->AddChild( &m_In ); LOAD_ALL_COMMANDS( m_In ); m_Out.SetName( "Out" ); m_Out.Load( THEME->GetPathB(m_sName,"out") ); m_Out.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); this->AddChild( &m_Out ); LOAD_ALL_COMMANDS( m_Out ); m_Cancel.SetName( "Cancel" ); m_Cancel.Load( THEME->GetPathB(m_sName,"cancel") ); m_Cancel.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); this->AddChild( &m_Cancel ); LOAD_ALL_COMMANDS( m_Cancel ); // Grab the music path here; don't GetPath during BeginScreen. if( PLAY_MUSIC ) m_sPathToMusic = THEME->GetPathS( m_sName, "music" ); } void ScreenWithMenuElements::BeginScreen() { Screen::BeginScreen(); m_In.Reset(); m_Out.Reset(); m_Cancel.Reset(); TweenOnScreen(); this->SortByDrawOrder(); m_In.StartTransitioning( SM_DoneFadingIn ); SOUND->PlayOnceFromAnnouncer( m_sName+" intro" ); StartPlayingMusic(); /* Evaluate FirstUpdateCommand. */ this->PlayCommand( "FirstUpdate" ); /* If AutoJoin and a player is already joined, then try to join a player. (If no players * are joined, they'll join on the first JoinInput.) */ if( GAMESTATE->GetCoinMode() == CoinMode_Pay && GAMESTATE->m_bAutoJoin.Get() ) { if( GAMESTATE->GetNumSidesJoined() > 0 && GAMESTATE->JoinPlayers() ) SCREENMAN->PlayStartSound(); } } void ScreenWithMenuElements::HandleScreenMessage( const ScreenMessage SM ) { if( SM == SM_MenuTimer ) { FOREACH_HumanPlayer(p) { InputEventPlus iep; iep.pn = p; MenuStart( iep ); } } Screen::HandleScreenMessage( SM ); } ScreenWithMenuElements::~ScreenWithMenuElements() { SAFE_DELETE( m_MenuTimer ); FOREACH_PlayerNumber( p ) { if( m_MemoryCardDisplay[p] != NULL ) SAFE_DELETE( m_MemoryCardDisplay[p] ); } FOREACH( Actor*, m_vDecorations, actor ) delete *actor; } void ScreenWithMenuElements::SetHelpText( RString s ) { Message msg("SetHelpText"); msg.SetParam( "Text", s ); this->HandleMessage( msg ); } void ScreenWithMenuElements::StartPlayingMusic() { /* Some screens should leave the music alone (eg. ScreenPlayerOptions music * sample left over from ScreenSelectMusic). */ if( PLAY_MUSIC ) { GameSoundManager::PlayMusicParams pmp; FileType ft = ActorUtil::GetFileType( m_sPathToMusic ); /* If m_sPathToMusic points to a Lua file, parse it and make sure it * returns a string pointing to a sound. Otherwise, if it points to * a normal music file, use the normal playback code. -aj * TODO: Make Lua music files accept playback params. */ if( ft == FT_Lua ) { RString sScript; RString sError; if( GetFileContents(m_sPathToMusic, sScript) ) { Lua *L = LUA->Get(); if( !LuaHelpers::RunScript(L, sScript, "@"+m_sPathToMusic, sError, 0, 1) ) { LUA->Release( L ); sError = ssprintf( "Lua runtime error: %s", sError.c_str() ); Dialog::OK( sError, "LUA_ERROR" ); return; } else { // there are two possible ways to load a music file via Lua. // 1) return the path to the sound // (themer has to use THEME:GetPathS()) RString sMusicPathFromLua; LuaHelpers::Pop(L, sMusicPathFromLua); if( !sMusicPathFromLua.empty() ) { pmp.sFile = sMusicPathFromLua; pmp.bAlignBeat = MUSIC_ALIGN_BEAT; // TODO: load other params into pmp here -aj SOUND->PlayMusic( pmp ); } else { // 2) perhaps it's a table with some params? unsure if I want to support // this just yet. -aj LOG->Trace("Lua music script did not return a path to a sound."); } LUA->Release( L ); } } else { LOG->Trace("run script failed hardcore, lol"); } } else { pmp.sFile = m_sPathToMusic; pmp.bAlignBeat = MUSIC_ALIGN_BEAT; SOUND->PlayMusic( pmp ); } } } void ScreenWithMenuElements::Update( float fDeltaTime ) { Screen::Update( fDeltaTime ); } void ScreenWithMenuElements::ResetTimer() { if( m_MenuTimer == NULL ) return; if( TIMER_SECONDS > 0.0f && (PREFSMAN->m_bMenuTimer || FORCE_TIMER) ) { m_MenuTimer->SetSeconds( TIMER_SECONDS ); m_MenuTimer->Start(); } else { m_MenuTimer->Disable(); } } void ScreenWithMenuElements::StartTransitioningScreen( ScreenMessage smSendWhenDone ) { TweenOffScreen(); m_Out.StartTransitioning( smSendWhenDone ); if( WAIT_FOR_CHILDREN_BEFORE_TWEENING_OUT ) { // Time the transition so that it finishes exactly when all actors have // finished tweening. float fSecondsUntilFinished = GetTweenTimeLeft(); float fSecondsUntilBeginOff = max( fSecondsUntilFinished - m_Out.GetTweenTimeLeft(), 0 ); m_Out.SetHibernate( fSecondsUntilBeginOff ); } } void ScreenWithMenuElements::TweenOnScreen() { this->PlayCommand( "On" ); } void ScreenWithMenuElements::TweenOffScreen() { if( m_MenuTimer ) { m_MenuTimer->SetSeconds( 0 ); m_MenuTimer->Stop(); } this->PlayCommand( "Off" ); // If we're a stacked screen, then there's someone else between us and the // background, so don't tween it off. if( !SCREENMAN->IsStackedScreen(this) ) SCREENMAN->PlaySharedBackgroundOffCommand(); } void ScreenWithMenuElements::Cancel( ScreenMessage smSendWhenDone ) { m_sNextScreen = GetPrevScreen(); if( CANCEL_TRANSITIONS_OUT ) { StartTransitioningScreen( smSendWhenDone ); COMMAND( m_Out, "Cancel" ); return; } this->PlayCommand( "Cancel" ); if( m_Cancel.IsTransitioning() ) return; // ignore if( STOP_MUSIC_ON_BACK ) SOUND->StopMusic(); if( m_MenuTimer ) m_MenuTimer->Stop(); m_Cancel.StartTransitioning( smSendWhenDone ); COMMAND( m_Cancel, "Cancel" ); } bool ScreenWithMenuElements::IsTransitioning() { return m_In.IsTransitioning() || m_Out.IsTransitioning() || m_Cancel.IsTransitioning(); } void ScreenWithMenuElements::StopTimer() { if( m_MenuTimer ) m_MenuTimer->Stop(); } REGISTER_SCREEN_CLASS( ScreenWithMenuElementsSimple ); void ScreenWithMenuElementsSimple::MenuStart( const InputEventPlus &input ) { if( IsTransitioning() ) return; if( m_fLockInputSecs > 0 ) return; StartTransitioningScreen( SM_GoToNextScreen ); } void ScreenWithMenuElementsSimple::MenuBack( const InputEventPlus &input ) { if( IsTransitioning() ) return; if( m_fLockInputSecs > 0 ) return; Cancel( SM_GoToPrevScreen ); } // lua start #include "LuaBinding.h" /** @brief Allow Lua to have access to the ScreenWithMenuElements. */ class LunaScreenWithMenuElements: public Luna { public: static int Cancel( T* p, lua_State *L ) { p->Cancel( SM_GoToPrevScreen ); return 0; } LunaScreenWithMenuElements() { ADD_METHOD( Cancel ); } }; LUA_REGISTER_DERIVED_CLASS( ScreenWithMenuElements, Screen ) /** @brief Allow Lua to have access to the ScreenWithMenuElementsSimple. */ class LunaScreenWithMenuElementsSimple: public Luna { public: LunaScreenWithMenuElementsSimple() { } }; LUA_REGISTER_DERIVED_CLASS( ScreenWithMenuElementsSimple, ScreenWithMenuElements ) // lua end /* * (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. */