57e02f2b75
add "applydefaultoptions" command clean up CoinMode and Premium enums
311 lines
8.5 KiB
C++
311 lines
8.5 KiB
C++
#include "global.h"
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#include "ScreenSelectStyle.h"
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#include "GameManager.h"
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#include "GameSoundManager.h"
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#include "NetworkSyncManager.h"
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#include "ThemeManager.h"
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#include "PrefsManager.h"
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#include "ScreenManager.h"
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#include "GameState.h"
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#include "AnnouncerManager.h"
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#include "ActorUtil.h"
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#include "LightsManager.h"
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#include "CommonMetrics.h"
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#define ICON_GAIN_FOCUS_COMMAND THEME->GetMetricA(m_sName,"IconGainFocusCommand")
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#define ICON_LOSE_FOCUS_COMMAND THEME->GetMetricA(m_sName,"IconLoseFocusCommand")
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#define DISABLED_COLOR THEME->GetMetricC(m_sName,"DisabledColor")
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REGISTER_SCREEN_CLASS( ScreenSelectStyle );
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ScreenSelectStyle::ScreenSelectStyle( CString sClassName ) : ScreenSelect( sClassName )
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{
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m_iSelection = 0;
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU );
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for( unsigned i=0; i<m_aGameCommands.size(); i++ )
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{
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const GameCommand& mc = m_aGameCommands[i];
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//
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// Load icon
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//
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CString sIconElementName = ssprintf("%s icon%d",m_sName.c_str(), i+1);
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CString sIconPath = THEME->GetPathToG(sIconElementName);
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m_textIcon[i].SetName( ssprintf("Icon%d",i+1) );
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m_sprIcon[i].SetName( ssprintf("Icon%d",i+1) );
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if( sIconPath.empty() ) // element doesn't exist
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{
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m_textIcon[i].LoadFromFont( THEME->GetPathToF("Common normal") );
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m_textIcon[i].SetText( mc.m_sName );
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m_textIcon[i].SetZoom(0.5f);
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this->AddChild( &m_textIcon[i] );
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}
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else
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{
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m_sprIcon[i].Load( sIconPath );
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this->AddChild( &m_sprIcon[i] );
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}
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//
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// Load Picture
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//
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CString sPictureElementName = ssprintf("%s picture%d",m_sName.c_str(),i+1);
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CString sPicturePath = THEME->GetPathToG(sPictureElementName);
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if( sPicturePath != "" )
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{
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m_sprPicture[i].SetName( ssprintf("Picture") );
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m_sprPicture[i].Load( sPicturePath );
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m_sprPicture[i].SetDiffuse( RageColor(1,1,1,0) );
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this->AddChild( &m_sprPicture[i] );
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}
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//
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// Load info
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//
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CString sInfoElementName = ssprintf("%s info%d",m_sName.c_str(),i+1);
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CString sInfoPath = THEME->GetPathToG(sInfoElementName);
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if( sInfoPath != "" )
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{
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m_sprInfo[i].SetName( ssprintf("Info") );
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m_sprInfo[i].Load( sInfoPath );
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m_sprInfo[i].SetDiffuse( RageColor(1,1,1,0) );
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this->AddChild( &m_sprInfo[i] );
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}
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}
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m_sprWarning.SetName( "Warning" );
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m_sprWarning.Load( THEME->GetPathToG(m_sName+" warning") );
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this->AddChild( &m_sprWarning );
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m_sprExplanation.SetName( "Explanation" );
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m_sprExplanation.Load( THEME->GetPathToG(m_sName + " explanation") );
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this->AddChild( &m_sprExplanation );
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// fix Z ordering of Picture and Info so that they draw on top
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for( unsigned i=0; i<this->m_aGameCommands.size(); i++ )
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this->MoveToTail( &m_sprPicture[i] );
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for( unsigned i=0; i<this->m_aGameCommands.size(); i++ )
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this->MoveToTail( &m_sprInfo[i] );
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this->UpdateSelectableChoices();
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m_sprPremium.SetName( "Premium" );
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switch( PREFSMAN->GetPremium() )
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{
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case PREMIUM_DOUBLES:
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m_sprPremium.Load( THEME->GetPathToG(m_sName + " doubles premium") );
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this->AddChild( &m_sprPremium );
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break;
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case PREMIUM_JOINT:
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m_sprPremium.Load( THEME->GetPathToG(m_sName + " joint premium") );
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this->AddChild( &m_sprPremium );
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break;
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}
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m_soundChange.Load( THEME->GetPathToS(m_sName + " change"), true );
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//
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// TweenOnScreen
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//
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for( unsigned i=0; i<m_aGameCommands.size(); i++ )
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{
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SET_XY_AND_ON_COMMAND( m_textIcon[i] );
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SET_XY_AND_ON_COMMAND( m_sprIcon[i] );
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}
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SET_XY_AND_ON_COMMAND( m_sprExplanation );
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SET_XY_AND_ON_COMMAND( m_sprWarning );
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SET_XY_AND_ON_COMMAND( m_sprPremium );
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// let AfterChange tween Picture and Info
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this->SortByDrawOrder();
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}
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void ScreenSelectStyle::MenuLeft( PlayerNumber pn )
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{
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int iSwitchToIndex = -1; // -1 means none found
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for( int i=m_iSelection-1; i>=0; i-- )
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{
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if( m_aGameCommands[i].IsPlayable() )
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{
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iSwitchToIndex = i;
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break;
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}
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}
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if( iSwitchToIndex == -1 )
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return;
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BeforeChange();
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m_iSelection = iSwitchToIndex;
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m_soundChange.Play();
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AfterChange();
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}
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void ScreenSelectStyle::MenuRight( PlayerNumber pn )
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{
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int iSwitchToIndex = -1; // -1 means none found
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for( unsigned i=m_iSelection+1; i<m_aGameCommands.size(); i++ )
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{
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if( m_aGameCommands[i].IsPlayable() )
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{
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iSwitchToIndex = i;
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break;
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}
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}
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if( iSwitchToIndex == -1 )
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return;
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BeforeChange();
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m_iSelection = iSwitchToIndex;
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m_soundChange.Play();
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AfterChange();
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}
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void ScreenSelectStyle::MenuStart( PlayerNumber pn )
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{
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/* Stop all tweens where they are, since we might have selected before
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* we finished tweening in. */
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->StopTweening();
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//Report All Stlye-dependant info
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NSMAN->ReportStyle();
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SCREENMAN->PlayStartSound();
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SCREENMAN->SendMessageToTopScreen( SM_AllDoneChoosing );
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const GameCommand& mc = m_aGameCommands[GetSelectionIndex(pn)];
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(ssprintf("%s comment %s",m_sName.c_str(),mc.m_sName.c_str())) );
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//
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// TweenOffScreen
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//
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for( unsigned i=0; i<m_aGameCommands.size(); i++ )
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{
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OFF_COMMAND( m_sprIcon[i] );
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OFF_COMMAND( m_textIcon[i] );
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}
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OFF_COMMAND( m_sprExplanation );
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OFF_COMMAND( m_sprWarning );
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OFF_COMMAND( m_sprPicture[m_iSelection] );
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OFF_COMMAND( m_sprInfo[m_iSelection] );
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OFF_COMMAND( m_sprPremium );
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}
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int ScreenSelectStyle::GetSelectionIndex( PlayerNumber pn )
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{
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return m_iSelection;
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}
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void ScreenSelectStyle::UpdateSelectableChoices()
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{
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for( unsigned i=0; i<m_aGameCommands.size(); i++ )
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{
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/* If the icon is text, use a dimmer diffuse, or we won't be
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* able to see the glow. */
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if( m_aGameCommands[i].IsPlayable() )
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{
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m_sprIcon[i].SetDiffuse( RageColor(1,1,1,1) );
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m_textIcon[i].SetDiffuse( RageColor(0.5f,0.5f,0.5f,1) ); // gray so glow is visible
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}
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else
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{
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m_sprIcon[i].SetDiffuse( DISABLED_COLOR );
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m_textIcon[i].SetDiffuse( DISABLED_COLOR );
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}
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}
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// Select the first enabled choice.
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BeforeChange();
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int iSwitchToStyleIndex = -1; // -1 means none found
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for( unsigned i=0; i<m_aGameCommands.size(); i++ )
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{
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const GameCommand& mc = m_aGameCommands[i];
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if( mc.IsPlayable() )
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{
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iSwitchToStyleIndex = i;
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break;
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}
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}
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if( iSwitchToStyleIndex == -1 )// no styles are enabled. We're stuck!
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{
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DEBUG_ASSERT(0);
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SCREENMAN->SystemMessage( "No Styles are selectable." );
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SCREENMAN->SetNewScreen( INITIAL_SCREEN );
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return;
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}
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m_iSelection = iSwitchToStyleIndex;
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AfterChange();
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}
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void ScreenSelectStyle::BeforeChange()
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{
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// dim/hide old selection
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m_sprIcon[m_iSelection].RunCommands( ICON_LOSE_FOCUS_COMMAND );
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m_textIcon[m_iSelection].RunCommands( ICON_LOSE_FOCUS_COMMAND );
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m_sprPicture[m_iSelection].StopTweening();
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m_sprInfo[m_iSelection].StopTweening();
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m_sprPicture[m_iSelection].SetDiffuse( RageColor(1,1,1,0) );
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m_sprInfo[m_iSelection].SetDiffuse( RageColor(1,1,1,0) );
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m_sprPicture[m_iSelection].SetGlow( RageColor(1,1,1,0) );
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m_sprInfo[m_iSelection].SetGlow( RageColor(1,1,1,0) );
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}
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void ScreenSelectStyle::AfterChange()
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{
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m_sprIcon[m_iSelection].RunCommands( ICON_GAIN_FOCUS_COMMAND );
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m_textIcon[m_iSelection].RunCommands( ICON_GAIN_FOCUS_COMMAND );
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m_sprPicture[m_iSelection].SetDiffuse( RageColor(1,1,1,1) );
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m_sprInfo[m_iSelection].SetDiffuse( RageColor(1,1,1,1) );
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m_sprPicture[m_iSelection].SetZoom( 1 );
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m_sprInfo[m_iSelection].SetZoom( 1 );
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SET_XY_AND_ON_COMMAND( m_sprPicture[m_iSelection] );
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SET_XY_AND_ON_COMMAND( m_sprInfo[m_iSelection] );
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}
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/*
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* (c) 2001-2004 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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