Files
itgmania212121/src/ScreenAttract.cpp
T
Jason Felds dbdab4759e [Xcode4] May as well fix switch warnings.
Still need some assistance for the linker error.
2011-07-20 11:11:04 -04:00

208 lines
5.8 KiB
C++

#include "global.h"
#include "ScreenAttract.h"
#include "ScreenManager.h"
#include "RageUtil.h"
#include "StepMania.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "GameState.h"
#include "InputMapper.h"
#include "ThemeManager.h"
#include "GameSoundManager.h"
#include "InputEventPlus.h"
#include "RageSoundManager.h"
#define START_SCREEN(sScreenName) THEME->GetMetric (sScreenName,"StartScreen")
ThemeMetric<bool> BACK_GOES_TO_START_SCREEN( "ScreenAttract", "BackGoesToStartScreen" );
Preference<float> g_fSoundVolumeAttract( "SoundVolumeAttract", 1.0f );
REGISTER_SCREEN_CLASS( ScreenAttract );
void ScreenAttract::Init()
{
RESET_GAME_STATE.Load( m_sName, "ResetGameState" );
ATTRACT_VOLUME.Load( m_sName, "AttractVolume" );
ScreenWithMenuElements::Init();
}
void ScreenAttract::BeginScreen()
{
if( RESET_GAME_STATE )
GAMESTATE->Reset();
GAMESTATE->VisitAttractScreen( m_sName );
ScreenAttract::SetAttractVolume( ATTRACT_VOLUME );
ScreenWithMenuElements::BeginScreen();
}
void ScreenAttract::Input( const InputEventPlus &input )
{
// LOG->Trace( "ScreenAttract::Input()" );
AttractInput( input, this );
ScreenWithMenuElements::Input( input );
}
void ScreenAttract::SetAttractVolume( bool bInAttract )
{
if( bInAttract )
{
if( GAMESTATE->IsTimeToPlayAttractSounds() )
SOUNDMAN->SetVolumeOfNonCriticalSounds( g_fSoundVolumeAttract ); // unmute attract sounds
else
SOUNDMAN->SetVolumeOfNonCriticalSounds( 0.0f ); // mute attract sounds
}
else
{
SOUNDMAN->SetVolumeOfNonCriticalSounds( 1.0f ); // unmute all sounds
}
}
void ScreenAttract::Cancel( ScreenMessage smSendWhenDone )
{
LOG->Trace("ScreenAttract::AttractInput: begin fading to START_SCREEN" );
SetAttractVolume( false ); // unmute attract sounds
ScreenWithMenuElements::Cancel( smSendWhenDone );
}
void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuElements *pScreen )
{
if( input.type != IET_FIRST_PRESS )
return; // don't care
switch( input.MenuI )
{
case GAME_BUTTON_BACK:
if( !BACK_GOES_TO_START_SCREEN )
break;
// fall through
case GAME_BUTTON_START:
case GAME_BUTTON_COIN:
switch( GAMESTATE->GetCoinMode() )
{
case CoinMode_Pay:
LOG->Trace("ScreenAttract::AttractInput: COIN_PAY (%i/%i, %i)",
GAMESTATE->m_iCoins.Get(),
PREFSMAN->m_iCoinsPerCredit.Get(),
GAMESTATE->GetNumSidesJoined() );
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit && GAMESTATE->GetNumSidesJoined() == 0 )
break; // don't fall through
// fall through
case CoinMode_Home:
case CoinMode_Free:
if( pScreen->IsTransitioning() )
return;
// HandleGlobalInputs() already played the coin sound. Don't play it again.
if( input.MenuI != GAME_BUTTON_COIN )
SCREENMAN->PlayStartSound();
pScreen->Cancel( SM_GoToStartScreen );
break;
default: FAIL_M("Invalid Coin Mode! Aborting...");
}
default: break;
}
if( pScreen->IsTransitioning() )
return;
switch( input.MenuI )
{
case GAME_BUTTON_LEFT:
case GAME_BUTTON_RIGHT:
SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 );
default:
break;
}
// Screen::Input( input );
}
void ScreenAttract::StartPlayingMusic()
{
ScreenWithMenuElements::StartPlayingMusic();
}
void ScreenAttract::HandleScreenMessage( const ScreenMessage SM )
{
if( SM == SM_MenuTimer ||
SM == SM_BeginFadingOut )
{
if( !IsTransitioning() )
StartTransitioningScreen( SM_GoToNextScreen );
}
else if( SM == SM_GoToStartScreen )
{
GoToStartScreen( m_sName );
}
else if( SM == 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 bMusicChanging = false;
if( PLAY_MUSIC )
bMusicChanging = THEME->GetPathS(m_sName,"music") != THEME->GetPathS(GetNextScreenName(),"music",true); // GetPath optional on the next screen because it may not have music.
if( bMusicChanging )
SOUND->StopMusic();
}
else if( SM == SM_LoseFocus )
{
ScreenAttract::SetAttractVolume( false );
}
ScreenWithMenuElements::HandleScreenMessage( SM );
}
void ScreenAttract::GoToStartScreen( RString sScreenName )
{
SCREENMAN->SetNewScreen( START_SCREEN(sScreenName) );
}
// lua start
#include "LuaBinding.h"
/** @brief Allow Lua to have access to the ScreenAttract. */
class LunaScreenAttract: public Luna<ScreenAttract>
{
public:
LunaScreenAttract()
{
}
};
LUA_REGISTER_DERIVED_CLASS( ScreenAttract, ScreenWithMenuElements )
// lua end
/*
* (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.
*/