#include "global.h" #include "ScreenTitleMenu.h" #include "ScreenAttract.h" #include "ScreenManager.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 "ThemeManager.h" #include "GameSoundManager.h" #include "CodeDetector.h" #include "RageTextureManager.h" #include "UnlockManager.h" #include "ProductInfo.h" #include "LightsManager.h" #include "CommonMetrics.h" #include "Game.h" #include "ScreenOptionsMasterPrefs.h" #define MAX_STAGES_TEXT THEME->GetMetric (m_sName,"MaxStagesText") #define COIN_MODE_CHANGE_SCREEN THEME->GetMetric (m_sName,"CoinModeChangeScreen") REGISTER_SCREEN_CLASS( ScreenTitleMenu ); ScreenTitleMenu::ScreenTitleMenu( CString sScreenName ) : ScreenSelectMaster( sScreenName ) { LOG->Trace( "ScreenTitleMenu::ScreenTitleMenu()" ); // Don't show screen title menu (says "Press Start") // if there are 0 credits and inserted and CoinMode is pay. if( GAMESTATE->GetCoinMode() == COIN_MODE_PAY && GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit ) { SCREENMAN->SetNewScreen( INITIAL_SCREEN ); return; } /* XXX We really need two common calls: 1, something run when exiting from gameplay * (to do this reset), and 2, something run when entering gameplay, to apply default * options. Having special cases in attract screens and the title menu to reset * things stinks ... */ GAMESTATE->Reset(); // TRICKY: Do this after GameState::Reset. LIGHTSMAN->SetLightsMode( LIGHTSMODE_JOINING ); this->SubscribeToMessage( PREFSMAN->m_CoinMode.GetName()+"Changed" ); } void ScreenTitleMenu::Init() { ScreenSelectMaster::Init(); m_sprLogo.Load( THEME->GetPathG(m_sName,GAMESTATE->GetCurrentGame()->m_szName) ); m_sprLogo->SetName( "Logo" ); m_sprLogo->SetDrawOrder( -1 ); this->AddChild( m_sprLogo ); SET_XY_AND_ON_COMMAND( m_sprLogo ); m_textVersion.LoadFromFont( THEME->GetPathF("Common","normal") ); m_textVersion.SetName( "Version" ); m_textVersion.SetText( PRODUCT_VER ); this->AddChild( &m_textVersion ); SET_XY_AND_ON_COMMAND( m_textVersion ); m_textSongs.LoadFromFont( THEME->GetPathF("Common","normal") ); m_textSongs.SetName( "Songs" ); CString text = ssprintf("%d songs in %d groups, %d courses", SONGMAN->GetNumSongs(), SONGMAN->GetNumGroups(), SONGMAN->GetNumCourses() ); if( PREFSMAN->m_bUseUnlockSystem ) text += ssprintf(", %d unlocks", UNLOCKMAN->GetNumUnlocks() ); m_textSongs.SetText( text ); this->AddChild( &m_textSongs ); SET_XY_AND_ON_COMMAND( m_textSongs ); m_textMaxStages.LoadFromFont( THEME->GetPathF(m_sName,"MaxStages") ); m_textMaxStages.SetName( "MaxStages" ); CString sText = GAMESTATE->IsEventMode() ? CString("event mode") : ssprintf( "%d %s%s max", PREFSMAN->m_iSongsPerPlay.Get(), MAX_STAGES_TEXT.c_str(), (PREFSMAN->m_iSongsPerPlay>1)?"s":"" ); m_textMaxStages.SetText( sText ); this->AddChild( &m_textMaxStages ); SET_XY_AND_ON_COMMAND( m_textMaxStages ); m_textLifeDifficulty.LoadFromFont( THEME->GetPathF(m_sName,"LifeDifficulty") ); m_textLifeDifficulty.SetName( "LifeDifficulty" ); int iLifeDifficulty; LifeDifficulty( iLifeDifficulty, true, NULL ); iLifeDifficulty++; // LifeDifficulty returns an index m_textLifeDifficulty.SetText( ssprintf( "life difficulty %d", iLifeDifficulty ) ); this->AddChild( &m_textLifeDifficulty ); SET_XY_AND_ON_COMMAND( m_textLifeDifficulty ); this->SortByDrawOrder(); SOUND->PlayOnceFromAnnouncer( "title menu game name" ); } ScreenTitleMenu::~ScreenTitleMenu() { LOG->Trace( "ScreenTitleMenu::~ScreenTitleMenu()" ); } void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { LOG->Trace( "ScreenTitleMenu::Input( %d-%d )", DeviceI.device, DeviceI.button ); // debugging gameport joystick problem if( type == IET_FIRST_PRESS ) { if( m_In.IsTransitioning() || m_Cancel.IsTransitioning() ) /* not m_Out */ return; // // detect codes // if( CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_THEME) || CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_THEME2) ) { THEME->NextTheme(); ApplyGraphicOptions(); // update window title and icon SCREENMAN->SystemMessage( "Theme: "+THEME->GetCurThemeName() ); SCREENMAN->SetNewScreen( m_sName ); TEXTUREMAN->DoDelayedDelete(); } if( CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_ANNOUNCER) || CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_ANNOUNCER2) ) { ANNOUNCER->NextAnnouncer(); CString sName = ANNOUNCER->GetCurAnnouncerName(); if( sName=="" ) sName = "(none)"; SCREENMAN->SystemMessage( "Announcer: "+sName ); SCREENMAN->SetNewScreen( m_sName ); } if( CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_GAME) || CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_GAME2) ) { vector vGames; GAMEMAN->GetEnabledGames( vGames ); ASSERT( !vGames.empty() ); vector::iterator iter = find(vGames.begin(),vGames.end(),GAMESTATE->m_pCurGame); ASSERT( iter != vGames.end() ); iter++; // move to the next game // wrap if( iter == vGames.end() ) iter = vGames.begin(); GAMESTATE->m_pCurGame = *iter; /* Reload the theme if it's changed, but don't back to the initial screen. */ ResetGame(); SCREENMAN->SystemMessage( CString("Game: ") + GAMESTATE->GetCurrentGame()->m_szName ); SCREENMAN->SetNewScreen( m_sName ); } } ScreenSelectMaster::Input( DeviceI, type, GameI, MenuI, StyleI ); } void ScreenTitleMenu::HandleMessage( const CString& sMessage ) { if( sMessage == PREFSMAN->m_CoinMode.GetName()+"Changed" ) { /* If the CoinMode was changed, we need to reload this screen * so that the right m_aGameCommands will show */ SCREENMAN->SetNewScreen( COIN_MODE_CHANGE_SCREEN ); } } /* * (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. */