dbdab4759e
Still need some assistance for the linker error.
208 lines
5.8 KiB
C++
208 lines
5.8 KiB
C++
#include "global.h"
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#include "ScreenAttract.h"
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#include "ScreenManager.h"
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#include "RageUtil.h"
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#include "StepMania.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
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#include "GameState.h"
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#include "InputMapper.h"
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#include "ThemeManager.h"
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#include "GameSoundManager.h"
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#include "InputEventPlus.h"
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#include "RageSoundManager.h"
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#define START_SCREEN(sScreenName) THEME->GetMetric (sScreenName,"StartScreen")
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ThemeMetric<bool> BACK_GOES_TO_START_SCREEN( "ScreenAttract", "BackGoesToStartScreen" );
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Preference<float> g_fSoundVolumeAttract( "SoundVolumeAttract", 1.0f );
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REGISTER_SCREEN_CLASS( ScreenAttract );
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void ScreenAttract::Init()
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{
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RESET_GAME_STATE.Load( m_sName, "ResetGameState" );
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ATTRACT_VOLUME.Load( m_sName, "AttractVolume" );
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ScreenWithMenuElements::Init();
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}
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void ScreenAttract::BeginScreen()
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{
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if( RESET_GAME_STATE )
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GAMESTATE->Reset();
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GAMESTATE->VisitAttractScreen( m_sName );
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ScreenAttract::SetAttractVolume( ATTRACT_VOLUME );
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ScreenWithMenuElements::BeginScreen();
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}
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void ScreenAttract::Input( const InputEventPlus &input )
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{
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// LOG->Trace( "ScreenAttract::Input()" );
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AttractInput( input, this );
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ScreenWithMenuElements::Input( input );
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}
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void ScreenAttract::SetAttractVolume( bool bInAttract )
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{
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if( bInAttract )
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{
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if( GAMESTATE->IsTimeToPlayAttractSounds() )
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SOUNDMAN->SetVolumeOfNonCriticalSounds( g_fSoundVolumeAttract ); // unmute attract sounds
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else
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SOUNDMAN->SetVolumeOfNonCriticalSounds( 0.0f ); // mute attract sounds
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}
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else
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{
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SOUNDMAN->SetVolumeOfNonCriticalSounds( 1.0f ); // unmute all sounds
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}
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}
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void ScreenAttract::Cancel( ScreenMessage smSendWhenDone )
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{
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LOG->Trace("ScreenAttract::AttractInput: begin fading to START_SCREEN" );
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SetAttractVolume( false ); // unmute attract sounds
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ScreenWithMenuElements::Cancel( smSendWhenDone );
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}
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void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuElements *pScreen )
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{
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if( input.type != IET_FIRST_PRESS )
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return; // don't care
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switch( input.MenuI )
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{
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case GAME_BUTTON_BACK:
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if( !BACK_GOES_TO_START_SCREEN )
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break;
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// fall through
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case GAME_BUTTON_START:
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case GAME_BUTTON_COIN:
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switch( GAMESTATE->GetCoinMode() )
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{
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case CoinMode_Pay:
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LOG->Trace("ScreenAttract::AttractInput: COIN_PAY (%i/%i, %i)",
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GAMESTATE->m_iCoins.Get(),
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PREFSMAN->m_iCoinsPerCredit.Get(),
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GAMESTATE->GetNumSidesJoined() );
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if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit && GAMESTATE->GetNumSidesJoined() == 0 )
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break; // don't fall through
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// fall through
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case CoinMode_Home:
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case CoinMode_Free:
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if( pScreen->IsTransitioning() )
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return;
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// HandleGlobalInputs() already played the coin sound. Don't play it again.
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if( input.MenuI != GAME_BUTTON_COIN )
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SCREENMAN->PlayStartSound();
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pScreen->Cancel( SM_GoToStartScreen );
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break;
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default: FAIL_M("Invalid Coin Mode! Aborting...");
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}
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default: break;
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}
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if( pScreen->IsTransitioning() )
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return;
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switch( input.MenuI )
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{
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case GAME_BUTTON_LEFT:
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case GAME_BUTTON_RIGHT:
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SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 );
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default:
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break;
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}
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// Screen::Input( input );
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}
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void ScreenAttract::StartPlayingMusic()
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{
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ScreenWithMenuElements::StartPlayingMusic();
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}
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void ScreenAttract::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_MenuTimer ||
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SM == SM_BeginFadingOut )
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{
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if( !IsTransitioning() )
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StartTransitioningScreen( SM_GoToNextScreen );
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}
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else if( SM == SM_GoToStartScreen )
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{
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GoToStartScreen( m_sName );
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}
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else if( SM == SM_GoToNextScreen )
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{
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/* Look at the def of the screen we're going to; if it has a music theme
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* element and it's the same as the one we're playing now, don't stop.
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* However, if we're going to interrupt it when we fade in, stop the old
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* music before we fade out. */
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bool bMusicChanging = false;
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if( PLAY_MUSIC )
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bMusicChanging = THEME->GetPathS(m_sName,"music") != THEME->GetPathS(GetNextScreenName(),"music",true); // GetPath optional on the next screen because it may not have music.
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if( bMusicChanging )
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SOUND->StopMusic();
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}
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else if( SM == SM_LoseFocus )
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{
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ScreenAttract::SetAttractVolume( false );
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}
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ScreenWithMenuElements::HandleScreenMessage( SM );
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}
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void ScreenAttract::GoToStartScreen( RString sScreenName )
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{
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SCREENMAN->SetNewScreen( START_SCREEN(sScreenName) );
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}
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// lua start
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#include "LuaBinding.h"
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/** @brief Allow Lua to have access to the ScreenAttract. */
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class LunaScreenAttract: public Luna<ScreenAttract>
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{
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public:
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LunaScreenAttract()
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{
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}
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};
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LUA_REGISTER_DERIVED_CLASS( ScreenAttract, ScreenWithMenuElements )
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// lua end
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/*
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* (c) 2003-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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