#include "global.h" #include "ScreenStage.h" #include "ActorUtil.h" #include "ScreenManager.h" #include "RageLog.h" #include "GameConstantsAndTypes.h" #include "AnnouncerManager.h" #include "GameState.h" #include "GameSoundManager.h" #include "ThemeManager.h" #include "LightsManager.h" #define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen") #define MINIMUM_DELAY THEME->GetMetricF(m_sName,"MinimumDelay") AutoScreenMessage( SM_PrepScreen ) REGISTER_SCREEN_CLASS( ScreenStage ); ScreenStage::ScreenStage( CString sClassName ) : Screen( sClassName ) { } void ScreenStage::Init() { Screen::Init(); ALLOW_BACK.Load( m_sName, "AllowBack" ); m_bZeroDeltaOnNextUpdate = false; SOUND->StopMusic(); LIGHTSMAN->SetLightsMode( LIGHTSMODE_STAGE ); m_sprOverlay.Load( THEME->GetPathB(m_sName,"overlay") ); m_sprOverlay->SetName( "Overlay" ); m_sprOverlay->SetDrawOrder( DRAW_ORDER_OVERLAY ); ON_COMMAND( m_sprOverlay ); this->AddChild( m_sprOverlay ); m_In.Load( THEME->GetPathB(m_sName,"in") ); m_In.StartTransitioning(); m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); this->AddChild( &m_In ); m_Out.Load( THEME->GetPathB(m_sName,"out") ); m_Out.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); this->AddChild( &m_Out ); m_Cancel.Load( THEME->GetPathB(m_sName,"cancel") ); m_Cancel.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); this->AddChild( &m_Cancel ); SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("stage "+StageToString(GAMESTATE->GetCurrentStage())) ); this->SortByDrawOrder(); } void ScreenStage::HandleScreenMessage( const ScreenMessage SM ) { if( SM == SM_PrepScreen ) { RageTimer length; SCREENMAN->PrepareScreen( NEXT_SCREEN ); float fScreenLoadSeconds = length.GetDeltaTime(); /* The screen load took fScreenLoadSeconds. Move on to the next screen after * no less than MINIMUM_DELAY seconds. */ this->PostScreenMessage( SM_BeginFadingOut, max( 0, MINIMUM_DELAY-fScreenLoadSeconds) ); return; } else if( SM == SM_BeginFadingOut ) { if( SCREENMAN->IsConcurrentlyLoading() || m_sprOverlay->GetTweenTimeLeft() ) return; /* Clear any other SM_BeginFadingOut messages. */ this->ClearMessageQueue( SM_BeginFadingOut ); m_Out.StartTransitioning(); this->PostScreenMessage( SM_GoToNextScreen, this->GetTweenTimeLeft() ); return; } Screen::HandleScreenMessage( SM ); } void ScreenStage::Update( float fDeltaTime ) { if( this->IsFirstUpdate() ) { if( SCREENMAN->ConcurrentlyPrepareScreen(NEXT_SCREEN, SM_BeginFadingOut) ) { /* Continue when both the screen finishes loading and the tween finishes. */ this->PostScreenMessage( SM_BeginFadingOut, m_sprOverlay->GetTweenTimeLeft() ); } else { /* Prep the new screen once m_In is complete. */ this->PostScreenMessage( SM_PrepScreen, m_sprOverlay->GetTweenTimeLeft() ); } } if( m_bZeroDeltaOnNextUpdate ) { m_bZeroDeltaOnNextUpdate = false; fDeltaTime = 0; } Screen::Update( fDeltaTime ); } void ScreenStage::MenuBack( PlayerNumber pn ) { if( m_In.IsTransitioning() || m_Out.IsTransitioning() || m_Cancel.IsTransitioning() ) return; if( !ALLOW_BACK ) return; this->ClearMessageQueue(); m_Cancel.StartTransitioning( SM_GoToPrevScreen ); /* If a Back is buffered while we're prepping the screen (very common), we'll * get it right after the prep finishes. However, the next update will contain * the time spent prepping the screen. Zero the next delta, so the update is * seen. */ m_bZeroDeltaOnNextUpdate = true; } /* * (c) 2001-2004 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. */