#include "global.h" #include "ScreenAttract.h" #include "ScreenManager.h" #include "GameConstantsAndTypes.h" #include "RageUtil.h" #include "StepMania.h" #include "PrefsManager.h" #include "RageLog.h" #include "SongManager.h" #include "AnnouncerManager.h" #include "GameState.h" #include "GameManager.h" #include "InputMapper.h" #include "ThemeManager.h" #include "GameSoundManager.h" #include "CommonMetrics.h" #include "BGAnimation.h" #define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen") #define START_SCREEN THEME->GetMetric ("ScreenAttract","StartScreen") REGISTER_SCREEN_CLASS( ScreenAttract ); ScreenAttract::ScreenAttract( CString sName, bool bResetGameState ) : Screen( sName ) { LOG->Trace( "ScreenAttract::ScreenAttract(%s)", m_sName.c_str() ); // increment times through attract count if( m_sName == INITIAL_SCREEN ) GAMESTATE->m_iNumTimesThroughAttract++; if( bResetGameState ) GAMESTATE->Reset(); // We have to do initialization in the first update because this->GetElementName() won't // work until the object has been fully constructed. 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 ); SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(m_sName) ); } ScreenAttract::~ScreenAttract() { LOG->Trace( "ScreenAttract::~ScreenAttract()" ); } void ScreenAttract::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { // LOG->Trace( "ScreenAttract::Input()" ); AttractInput( DeviceI, type, GameI, MenuI, StyleI, m_In.IsTransitioning() || m_Out.IsTransitioning() ); } void ScreenAttract::AttractInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI, bool bTransitioning ) { if(type != IET_FIRST_PRESS) return; // don't care ChangeCoinModeInput( DeviceI, type, GameI, MenuI, StyleI ); if( MenuI.IsValid() ) { switch( MenuI.button ) { case MENU_BUTTON_START: case MENU_BUTTON_BACK: case MENU_BUTTON_COIN: switch( PREFSMAN->GetCoinMode() ) { case COIN_PAY: LOG->Trace("ScreenAttract::AttractInput: COIN_PAY (%i/%i)", GAMESTATE->m_iCoins, PREFSMAN->m_iCoinsPerCredit ); if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit ) break; // don't fall through // fall through case COIN_HOME: case COIN_FREE: SOUND->StopMusic(); /* HandleGlobalInputs() already played the coin sound. Don't play it again. */ if( MenuI.button != MENU_BUTTON_COIN ) SCREENMAN->PlayCoinSound(); SCREENMAN->SendMessageToTopScreen( SM_StopMusic ); usleep( (int)(JOIN_PAUSE_SECONDS*1000*1000) ); // do a little pause, like the arcade does LOG->Trace("ScreenAttract::AttractInput: go to START_SCREEN" ); SCREENMAN->SetNewScreen( START_SCREEN ); break; default: ASSERT(0); } break; } } if( bTransitioning ) return; if( MenuI.IsValid() ) { switch( MenuI.button ) { case MENU_BUTTON_LEFT: case MENU_BUTTON_RIGHT: SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 ); break; } } // Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); } void ScreenAttract::Update( float fDelta ) { if( IsFirstUpdate() ) { // The shared background isn't loaded until the screen is actually // showing. The background is loaded by the time of the first update. if( AutoBeginFadingOut() ) { BGAnimation &background = *SCREENMAN->m_pSharedBGA; float fTimeUntilBeginFadingOut = background.GetTweenTimeLeft() - m_Out.GetTweenTimeLeft(); if( fTimeUntilBeginFadingOut < 0 ) { LOG->Warn( "Screen '%s' Out BGAnimation (%f seconds) is longer than Background BGAnimation (%f seconds); background BGA will be truncated", m_sName.c_str(), m_Out.GetTweenTimeLeft(), background.GetTweenTimeLeft() ); fTimeUntilBeginFadingOut = 0; } this->PostScreenMessage( SM_BeginFadingOut, fTimeUntilBeginFadingOut ); } if( GAMESTATE->IsTimeToPlayAttractSounds() ) SOUND->PlayMusic( THEME->GetPathS(m_sName,"music") ); else SOUND->PlayMusic( "" ); // stop music } Screen::Update(fDelta); } void ScreenAttract::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_BeginFadingOut: if( !m_Out.IsTransitioning() ) m_Out.StartTransitioning( SM_GoToNextScreen ); break; case 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 bGoingToPlayTheSameMusic = THEME->GetPathS( NEXT_SCREEN, "music", false) == THEME->GetPathS( m_sName, "music", false); if( bGoingToPlayTheSameMusic ) ; // do nothing else SOUND->PlayMusic( "" ); // stop the music SCREENMAN->SetNewScreen( NEXT_SCREEN ); break; } } /* * (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. */