#include "global.h" #include "ScreenSelect.h" #include "ScreenManager.h" #include "PrefsManager.h" #include "GameSoundManager.h" #include "GameConstantsAndTypes.h" #include "PrefsManager.h" #include "SongManager.h" #include "GameManager.h" #include "RageLog.h" #include "AnnouncerManager.h" #include "GameState.h" #include "GameConstantsAndTypes.h" #include "ThemeManager.h" #include "ModeChoice.h" #include "RageDisplay.h" #include "UnlockSystem.h" #include "arch/ArchHooks/ArchHooks.h" #include "LightsManager.h" #define CHOICE_NAMES THEME->GetMetric (m_sName,"ChoiceNames") #define CHOICE( sChoiceName ) THEME->GetMetric (m_sName,ssprintf("Choice%s",sChoiceName.c_str())) #define NUM_CODES THEME->GetMetricI(m_sName,"NumCodes") #define CODE( c ) THEME->GetMetric (m_sName,ssprintf("Code%d",c+1)) #define CODE_ACTION( c ) THEME->GetMetric (m_sName,ssprintf("Code%dAction",c+1)) #define HELP_TEXT THEME->GetMetric (m_sName,"HelpText") #define NEXT_SCREEN( c ) THEME->GetMetric (m_sName,ssprintf("NextScreen%d",c+1)) ScreenSelect::ScreenSelect( CString sClassName ) : ScreenWithMenuElements(sClassName) { LOG->Trace( "ScreenSelect::ScreenSelect()" ); m_sName = sClassName; // // Load choices // { // Instead of using NUM_CHOICES, use a comma-separated list of choices. Each // element in the list is a choice name. This level of indirection // makes it easier to add or remove items without having to change a bunch // of indices. CStringArray asChoiceNames; split( CHOICE_NAMES, ",", asChoiceNames, true ); for( unsigned c=0; cGetPath(BGAnimations, m_sName, mc.m_sName, true); // true="optional" if( sBGAnimationDir == "" ) sBGAnimationDir = THEME->GetPathToB(m_sName+" background"); BGAnimation *pBGA = new BGAnimation; m_vpBGAnimations.push_back( pBGA ); } } // // Load codes // for( int c=0; cSetLightsMode( LIGHTSMODE_MENU ); } ScreenSelect::~ScreenSelect() { LOG->Trace( "ScreenSelect::~ScreenSelect()" ); for( unsigned i=0; iPlayOnceFromDir( ANNOUNCER->GetPathTo(m_sName+" intro") ); SOUND->PlayMusic( THEME->GetPathToS(m_sName+" music") ); } Screen::Update( fDelta ); // GAMESTATE->m_MasterPlayerNumber is set to PLAYER_INVALID when going Back to // the title screen and this screen is updated after. TODO: find out why if( GAMESTATE->m_MasterPlayerNumber != PLAYER_INVALID ) { int iSelection = this->GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber); m_vpBGAnimations[iSelection]->Update( fDelta ); } } void ScreenSelect::DrawPrimitives() { // GAMESTATE->m_MasterPlayerNumber is set to PLAYER_INVALID when going Back to // the title screen and this screen is updated after. TODO: find out why if( GAMESTATE->m_MasterPlayerNumber != PLAYER_INVALID ) { int iSelection = this->GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber); m_vpBGAnimations[iSelection]->Draw(); } Screen::DrawPrimitives(); } void ScreenSelect::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { // LOG->Trace( "ScreenSelect::Input()" ); if( MenuI.button == MENU_BUTTON_COIN || Screen::JoinInput(DeviceI, type, GameI, MenuI, StyleI) ) { if( type == IET_FIRST_PRESS ) this->UpdateSelectableChoices(); return; // don't let the screen handle the MENU_START press } if( IsTransitioning() ) return; for( unsigned i = 0; i < m_aCodes.size(); ++i ) { if( !m_aCodes[i].EnteredCode( GameI.controller ) ) continue; const CString &action = m_aCodeActions[i]; LOG->Trace("entered code for '%s'", action.c_str()); vector parts; split( action, ";", parts, true ); for( unsigned j = 0; j < parts.size(); ++j ) { vector asBits; split( parts[j], ",", asBits, true ); if( !asBits[0].CompareNoCase("unlock") ) UNLOCKMAN->UnlockCode( atoi(asBits[1]) ); if( !asBits[0].CompareNoCase("sound") ) SOUND->PlayOnce( THEME->GetPathToS( asBits[1] ) ); } m_aCodeChoices[i].Apply( MenuI.player ); } Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler } void ScreenSelect::FinalizeChoices() { /* At this point, we're tweening out; we can't change the selection. * We don't want to allow players to join if the style will be set, * since that can change the available selection and is likely to * invalidate the choice we've already made. Hack: apply the style. * (Applying the style may have other side-effects, so it'll be re-applied * in SM_GoToNextScreen.) */ FOREACH_PlayerNumber( p ) if( GAMESTATE->IsHumanPlayer(p) ) { const int sel = GetSelectionIndex( p ); if( m_aModeChoices[sel].m_pStyle ) GAMESTATE->m_pCurStyle = m_aModeChoices[sel].m_pStyle; } SCREENMAN->RefreshCreditsMessages(); } void ScreenSelect::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { /* Screen is starting to tween out. */ case SM_BeginFadingOut: FinalizeChoices(); break; /* It's our turn to tween out. */ case SM_AllDoneChoosing: FinalizeChoices(); if( !IsTransitioning() ) StartTransitioning( SM_GoToNextScreen ); break; case SM_GoToNextScreen: { /* Apply here, not in SM_AllDoneChoosing, because applying can take a very * long time (200+ms), and at SM_AllDoneChoosing, we're still tweening stuff * off-screen. */ FOREACH_PlayerNumber( p ) if( GAMESTATE->IsHumanPlayer(p) ) m_aModeChoices[this->GetSelectionIndex((PlayerNumber)p)].Apply( (PlayerNumber)p ); const int iSelectionIndex = GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber); if( m_aModeChoices[iSelectionIndex].m_sScreen != "" ) SCREENMAN->SetNewScreen( m_aModeChoices[iSelectionIndex ].m_sScreen ); else SCREENMAN->SetNewScreen( NEXT_SCREEN(iSelectionIndex) ); } return; } Screen::HandleScreenMessage( SM ); } void ScreenSelect::MenuBack( PlayerNumber pn ) { SOUND->StopMusic(); Back( SM_GoToPrevScreen ); } /* * (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. */