#include "global.h" #include "ScreenAttract.h" #include "ScreenManager.h" #include "RageUtil.h" #include "StepMania.h" #include "PrefsManager.h" #include "RageLog.h" #include "GameState.h" #include "InputMapper.h" #include "ThemeManager.h" #include "GameSoundManager.h" #include "InputEventPlus.h" #include "RageSoundManager.h" #define START_SCREEN(sScreenName) THEME->GetMetric (sScreenName,"StartScreen") ThemeMetric BACK_GOES_TO_START_SCREEN( "ScreenAttract", "BackGoesToStartScreen" ); Preference g_fSoundVolumeAttract( "SoundVolumeAttract", 1.0f ); REGISTER_SCREEN_CLASS( ScreenAttract ); void ScreenAttract::Init() { RESET_GAME_STATE.Load( m_sName, "ResetGameState" ); ATTRACT_VOLUME.Load( m_sName, "AttractVolume" ); ScreenWithMenuElements::Init(); } void ScreenAttract::BeginScreen() { if( RESET_GAME_STATE ) GAMESTATE->Reset(); GAMESTATE->VisitAttractScreen( m_sName ); ScreenAttract::SetAttractVolume( ATTRACT_VOLUME ); ScreenWithMenuElements::BeginScreen(); } void ScreenAttract::Input( const InputEventPlus &input ) { // LOG->Trace( "ScreenAttract::Input()" ); AttractInput( input, this ); ScreenWithMenuElements::Input( input ); } void ScreenAttract::SetAttractVolume( bool bInAttract ) { if( bInAttract ) { if( GAMESTATE->IsTimeToPlayAttractSounds() ) SOUNDMAN->SetVolumeOfNonCriticalSounds( g_fSoundVolumeAttract ); // unmute attract sounds else SOUNDMAN->SetVolumeOfNonCriticalSounds( 0.0f ); // mute attract sounds } else { SOUNDMAN->SetVolumeOfNonCriticalSounds( 1.0f ); // unmute all sounds } } void ScreenAttract::Cancel( ScreenMessage smSendWhenDone ) { LOG->Trace("ScreenAttract::AttractInput: begin fading to START_SCREEN" ); SetAttractVolume( false ); // unmute attract sounds ScreenWithMenuElements::Cancel( smSendWhenDone ); } void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuElements *pScreen ) { if( input.type != IET_FIRST_PRESS ) return; // don't care switch( input.MenuI ) { case GAME_BUTTON_BACK: if( !(bool)BACK_GOES_TO_START_SCREEN ) break; // fall through case GAME_BUTTON_START: case GAME_BUTTON_COIN: switch( GAMESTATE->GetCoinMode() ) { case CoinMode_Pay: LOG->Trace("ScreenAttract::AttractInput: COIN_PAY (%i/%i, %i)", GAMESTATE->m_iCoins.Get(), PREFSMAN->m_iCoinsPerCredit.Get(), GAMESTATE->GetNumSidesJoined() ); if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit && GAMESTATE->GetNumSidesJoined() == 0 ) break; // don't fall through // fall through case CoinMode_Home: case CoinMode_Free: if( pScreen->IsTransitioning() ) return; // HandleGlobalInputs() already played the coin sound. Don't play it again. if( input.MenuI != GAME_BUTTON_COIN ) SCREENMAN->PlayStartSound(); pScreen->Cancel( SM_GoToStartScreen ); break; default: ASSERT(0); } break; } if( pScreen->IsTransitioning() ) return; switch( input.MenuI ) { case GAME_BUTTON_LEFT: case GAME_BUTTON_RIGHT: SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 ); break; } // Screen::Input( input ); } void ScreenAttract::StartPlayingMusic() { ScreenWithMenuElements::StartPlayingMusic(); } void ScreenAttract::HandleScreenMessage( const ScreenMessage SM ) { if( SM == SM_MenuTimer || SM == SM_BeginFadingOut ) { if( !IsTransitioning() ) StartTransitioningScreen( SM_GoToNextScreen ); } else if( SM == SM_GoToStartScreen ) { GoToStartScreen( m_sName ); } else if( SM == SM_GoToNextScreen ) { /* Look at the def of the screen we're going to; if it has a music theme * element and it's the same as the one we're playing now, don't stop. * However, if we're going to interrupt it when we fade in, stop the old * music before we fade out. */ bool bMusicChanging = false; if( PLAY_MUSIC ) bMusicChanging = THEME->GetPathS(m_sName,"music") != THEME->GetPathS(GetNextScreenName(),"music",true); // GetPath optional on the next screen because it may not have music. if( bMusicChanging ) SOUND->StopMusic(); } else if( SM == SM_LoseFocus ) { ScreenAttract::SetAttractVolume( false ); } ScreenWithMenuElements::HandleScreenMessage( SM ); } void ScreenAttract::GoToStartScreen( RString sScreenName ) { SCREENMAN->SetNewScreen( START_SCREEN(sScreenName) ); } // lua start #include "LuaBinding.h" class LunaScreenAttract: public Luna { public: LunaScreenAttract() { } }; LUA_REGISTER_DERIVED_CLASS( ScreenAttract, ScreenWithMenuElements ) // lua end /* * (c) 2003-2004 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. */