#include "global.h" #include "ScreenTestInput.h" #include "ScreenManager.h" #include "RageLog.h" #include "InputMapper.h" #include "GameState.h" #include "GameSoundManager.h" #include "ThemeManager.h" #include "Game.h" #include "ScreenDimensions.h" #include "GameManager.h" #include "PrefsManager.h" REGISTER_SCREEN_CLASS( ScreenTestInput ); ScreenTestInput::ScreenTestInput( CString sClassName ) : ScreenWithMenuElements( sClassName ) { LOG->Trace( "ScreenTestInput::ScreenTestInput()" ); } void ScreenTestInput::Init() { ScreenWithMenuElements::Init(); m_textInputs.LoadFromFont( THEME->GetPathF("Common","normal") ); m_textInputs.SetXY( SCREEN_CENTER_X-250, SCREEN_CENTER_Y ); m_textInputs.SetDiffuse( RageColor(1,1,1,1) ); m_textInputs.SetZoom( 0.7f ); m_textInputs.SetHorizAlign( Actor::align_left ); this->AddChild( &m_textInputs ); SOUND->PlayMusic( THEME->GetPathS("ScreenTestInput","music") ); } ScreenTestInput::~ScreenTestInput() { LOG->Trace( "ScreenTestInput::~ScreenTestInput()" ); } void ScreenTestInput::Update( float fDeltaTime ) { Screen::Update( fDeltaTime ); CStringArray asInputs; DeviceInput di; FOREACH_InputDevice( d ) { for( int b=0; bIsBeingPressed(di) ) continue; CString sTemp; sTemp += di.toString(); GameInput gi; if( INPUTMAPPER->DeviceToGame(di,gi) ) { CString sName = GAMESTATE->GetCurrentGame()->m_szButtonNames[gi.button]; sTemp += ssprintf(" - Controller %d %s", gi.controller+1, sName.c_str() ); if( !PREFSMAN->m_bOnlyDedicatedMenuButtons ) { CString sSecondary = GAMEMAN->GetMenuButtonSecondaryFunction( GAMESTATE->GetCurrentGame(), gi.button ); if( !sSecondary.empty() ) sTemp += ssprintf(" - (%s secondary)", sSecondary.c_str() ); } } else { sTemp += " - not mapped"; } asInputs.push_back( sTemp ); } } m_textInputs.SetText( join( "\n", asInputs ) ); } void ScreenTestInput::DrawPrimitives() { Screen::DrawPrimitives(); } void ScreenTestInput::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { if( type != IET_FIRST_PRESS && type != IET_SLOW_REPEAT ) return; // ignore Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default handler } void ScreenTestInput::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_GoToNextScreen: case SM_GoToPrevScreen: SCREENMAN->SetNewScreen( "ScreenOptionsMenu" ); break; } } void ScreenTestInput::MenuStart( PlayerNumber pn ) { MenuBack(pn); } void ScreenTestInput::MenuBack( PlayerNumber pn ) { if(!IsTransitioning()) { SCREENMAN->PlayStartSound(); StartTransitioning( SM_GoToPrevScreen ); } } /* * (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. */