#include "global.h" #include "ScreenStyleSplash.h" #include "GameConstantsAndTypes.h" #include "PrefsManager.h" #include "GameSoundManager.h" #include "ScreenManager.h" #include "ThemeManager.h" #include "GameState.h" #include "GameManager.h" #include "RageLog.h" #include "Game.h" #include "Style.h" #define NEXT_SCREEN THEME->GetMetric("ScreenStyleSplash","NextScreen") #define NONSTOP_SCREEN THEME->GetMetric("ScreenStyleSplash","NonstopScreen") #define ONI_SCREEN THEME->GetMetric("ScreenStyleSplash","OniScreen") const ScreenMessage SM_DoneOpening = ScreenMessage(SM_User-7); const ScreenMessage SM_StartClosing = ScreenMessage(SM_User-8); ScreenStyleSplash::ScreenStyleSplash( CString sName ) : ScreenWithMenuElements( sName ) { SOUND->StopMusic(); CString sGameName = GAMESTATE->GetCurrentGame()->m_szName; CString sStyleName = GAMESTATE->GetCurrentStyle()->m_szName; LOG->Trace( ssprintf("ScreenStyleSplash: Displaying Splash for style: %s", sStyleName.c_str())); int iDifficulty = GAMESTATE->m_PreferredDifficulty[0]; if( GAMESTATE->m_bSideIsJoined[PLAYER_1] ) { iDifficulty = GAMESTATE->m_PreferredDifficulty[PLAYER_1]; } else { iDifficulty = GAMESTATE->m_PreferredDifficulty[PLAYER_2]; } m_Background.LoadFromAniDir( THEME->GetPathToB(ssprintf("ScreenStyleSplash-%s-%s-%d",sGameName.c_str(),sStyleName.c_str(),iDifficulty) ) ); this->AddChild( &m_Background ); this->PostScreenMessage( SM_StartClosing, 2 ); } void ScreenStyleSplash::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { if( IsTransitioning() ) return; Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); } void ScreenStyleSplash::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_StartClosing: if( !IsTransitioning() ) StartTransitioning( SM_GoToNextScreen ); break; case SM_DoneOpening: break; case SM_GoToPrevScreen: SCREENMAN->SetNewScreen( "ScreenTitleMenu" ); break; case SM_GoToNextScreen: SCREENMAN->SetNewScreen( NEXT_SCREEN ); break; } } void ScreenStyleSplash::MenuStart( PlayerNumber pn ) { StartTransitioning( SM_GoToNextScreen ); } void ScreenStyleSplash::MenuBack( PlayerNumber pn ) { if(IsTransitioning()) return; this->ClearMessageQueue(); Back( SM_GoToPrevScreen ); SOUND->PlayOnce( THEME->GetPathToS("menu back") ); } void ScreenStyleSplash::DrawPrimitives() { Screen::DrawPrimitives(); } /* * (c) 2001-2004 Chris Danford, "Frieza" * 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. */