Files
itgmania212121/stepmania/src/ScreenSelectStyle.cpp
T
Chris Danford 0ca0f86d7e clean up lights
2004-03-23 06:11:10 +00:00

298 lines
7.6 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenSelectStyle
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenSelectStyle.h"
#include "GameManager.h"
#include "RageSounds.h"
#include "ThemeManager.h"
#include "PrefsManager.h"
#include "ScreenManager.h"
#include "GameState.h"
#include "AnnouncerManager.h"
#include "ActorUtil.h"
#include "LightsManager.h"
#define ICON_GAIN_FOCUS_COMMAND THEME->GetMetric (m_sName,"IconGainFocusCommand")
#define ICON_LOSE_FOCUS_COMMAND THEME->GetMetric (m_sName,"IconLoseFocusCommand")
#define DISABLED_COLOR THEME->GetMetricC(m_sName,"DisabledColor")
ScreenSelectStyle::ScreenSelectStyle( CString sClassName ) : ScreenSelect( sClassName )
{
m_iSelection = 0;
LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU );
unsigned i;
for( i=0; i<m_aModeChoices.size(); i++ )
{
const ModeChoice& mc = m_aModeChoices[i];
//
// Load icon
//
CString sIconElementName = ssprintf("%s icon%d",m_sName.c_str(), i+1);
CString sIconPath = THEME->GetPathToG(sIconElementName);
m_textIcon[i].SetName( ssprintf("Icon%d",i+1) );
m_sprIcon[i].SetName( ssprintf("Icon%d",i+1) );
if( sIconPath.empty() ) // element doesn't exist
{
m_textIcon[i].LoadFromFont( THEME->GetPathToF("Common normal") );
m_textIcon[i].SetText( mc.m_sName );
m_textIcon[i].SetZoom(0.5f);
this->AddChild( &m_textIcon[i] );
}
else
{
m_sprIcon[i].Load( sIconPath );
this->AddChild( &m_sprIcon[i] );
}
//
// Load Picture
//
CString sPictureElementName = ssprintf("%s picture%d",m_sName.c_str(),i+1);
CString sPicturePath = THEME->GetPathToG(sPictureElementName);
if( sPicturePath != "" )
{
m_sprPicture[i].SetName( ssprintf("Picture") );
m_sprPicture[i].Load( sPicturePath );
m_sprPicture[i].SetDiffuse( RageColor(1,1,1,0) );
this->AddChild( &m_sprPicture[i] );
}
//
// Load info
//
CString sInfoElementName = ssprintf("%s info%d",m_sName.c_str(),i+1);
CString sInfoPath = THEME->GetPathToG(sInfoElementName);
if( sInfoPath != "" )
{
m_sprInfo[i].SetName( ssprintf("Info") );
m_sprInfo[i].Load( sInfoPath );
m_sprInfo[i].SetDiffuse( RageColor(1,1,1,0) );
this->AddChild( &m_sprInfo[i] );
}
}
m_sprWarning.SetName( "Warning" );
m_sprWarning.Load( THEME->GetPathToG(m_sName+" warning") );
this->AddChild( &m_sprWarning );
m_sprExplanation.SetName( "Explanation" );
m_sprExplanation.Load( THEME->GetPathToG(m_sName + " explanation") );
this->AddChild( &m_sprExplanation );
// fix Z ordering of Picture and Info so that they draw on top
for( i=0; i<this->m_aModeChoices.size(); i++ )
this->MoveToTail( &m_sprPicture[i] );
for( i=0; i<this->m_aModeChoices.size(); i++ )
this->MoveToTail( &m_sprInfo[i] );
this->UpdateSelectableChoices();
m_sprPremium.SetName( "Premium" );
switch( PREFSMAN->m_Premium )
{
case PrefsManager::DOUBLES_PREMIUM:
m_sprPremium.Load( THEME->GetPathToG(m_sName + " doubles premium") );
this->AddChild( &m_sprPremium );
break;
case PrefsManager::JOINT_PREMIUM:
m_sprPremium.Load( THEME->GetPathToG(m_sName + " joint premium") );
this->AddChild( &m_sprPremium );
break;
}
m_soundChange.Load( THEME->GetPathToS(m_sName + " change") );
m_soundSelect.Load( THEME->GetPathToS("Common start") );
//
// TweenOnScreen
//
for( i=0; i<m_aModeChoices.size(); i++ )
{
SET_XY_AND_ON_COMMAND( m_textIcon[i] );
SET_XY_AND_ON_COMMAND( m_sprIcon[i] );
}
SET_XY_AND_ON_COMMAND( m_sprExplanation );
SET_XY_AND_ON_COMMAND( m_sprWarning );
SET_XY_AND_ON_COMMAND( m_sprPremium );
// let AfterChange tween Picture and Info
this->SortByZ();
}
void ScreenSelectStyle::MenuLeft( PlayerNumber pn )
{
int iSwitchToIndex = -1; // -1 means none found
for( int i=m_iSelection-1; i>=0; i-- )
{
if( m_aModeChoices[i].IsPlayable() )
{
iSwitchToIndex = i;
break;
}
}
if( iSwitchToIndex == -1 )
return;
BeforeChange();
m_iSelection = iSwitchToIndex;
m_soundChange.Play();
AfterChange();
}
void ScreenSelectStyle::MenuRight( PlayerNumber pn )
{
int iSwitchToIndex = -1; // -1 means none found
for( unsigned i=m_iSelection+1; i<m_aModeChoices.size(); i++ )
{
if( m_aModeChoices[i].IsPlayable() )
{
iSwitchToIndex = i;
break;
}
}
if( iSwitchToIndex == -1 )
return;
BeforeChange();
m_iSelection = iSwitchToIndex;
m_soundChange.Play();
AfterChange();
}
void ScreenSelectStyle::MenuStart( PlayerNumber pn )
{
m_soundSelect.Play();
SCREENMAN->PostMessageToTopScreen( SM_AllDoneChoosing, 0 );
const ModeChoice& mc = m_aModeChoices[GetSelectionIndex(pn)];
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(ssprintf("%s comment %s",m_sName.c_str(),mc.m_sName.c_str())) );
//
// TweenOffScreen
//
unsigned i;
/* Stop all tweens where they are, since we might have selected before
* we finished tweening in. */
for( i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->StopTweening();
for( i=0; i<m_aModeChoices.size(); i++ )
{
OFF_COMMAND( m_sprIcon[i] );
OFF_COMMAND( m_textIcon[i] );
}
OFF_COMMAND( m_sprExplanation );
OFF_COMMAND( m_sprWarning );
OFF_COMMAND( m_sprPicture[m_iSelection] );
OFF_COMMAND( m_sprInfo[m_iSelection] );
OFF_COMMAND( m_sprPremium );
}
int ScreenSelectStyle::GetSelectionIndex( PlayerNumber pn )
{
return m_iSelection;
}
void ScreenSelectStyle::UpdateSelectableChoices()
{
unsigned i;
/* If a player joins during the tween-in, this diffuse change
* will be undone by the tween. Hmm.
*
* This is fixed now, since SetDiffuse() will affect the latest
* tween, if we're currently tweening. */
for( i=0; i<m_aModeChoices.size(); i++ )
{
/* If the icon is text, use a dimmer diffuse, or we won't be
* able to see the glow. */
if( m_aModeChoices[i].IsPlayable() )
{
m_sprIcon[i].SetDiffuse( RageColor(1,1,1,1) );
m_textIcon[i].SetDiffuse( RageColor(0.5f,0.5f,0.5f,1) ); // gray so glow is visible
}
else
{
m_sprIcon[i].SetDiffuse( DISABLED_COLOR );
m_textIcon[i].SetDiffuse( DISABLED_COLOR );
}
}
// Select first enabled choie
BeforeChange();
int iSwitchToStyleIndex = -1; // -1 means none found
for( i=0; i<m_aModeChoices.size(); i++ )
{
const ModeChoice& mc = m_aModeChoices[i];
if( mc.IsPlayable() )
{
iSwitchToStyleIndex = i;
break;
}
}
if( iSwitchToStyleIndex == -1 )// no styles are enabled. We're stuck!
{
DEBUG_ASSERT(0);
SCREENMAN->SystemMessage( "No Styles are selectable." );
SCREENMAN->SetNewScreen( THEME->GetMetric("Common","InitialScreen") );
return;
}
m_iSelection = iSwitchToStyleIndex;
AfterChange();
}
void ScreenSelectStyle::BeforeChange()
{
// dim/hide old selection
m_sprIcon[m_iSelection].Command( ICON_LOSE_FOCUS_COMMAND );
m_textIcon[m_iSelection].Command( ICON_LOSE_FOCUS_COMMAND );
m_sprPicture[m_iSelection].StopTweening();
m_sprInfo[m_iSelection].StopTweening();
m_sprPicture[m_iSelection].SetDiffuse( RageColor(1,1,1,0) );
m_sprInfo[m_iSelection].SetDiffuse( RageColor(1,1,1,0) );
m_sprPicture[m_iSelection].SetGlow( RageColor(1,1,1,0) );
m_sprInfo[m_iSelection].SetGlow( RageColor(1,1,1,0) );
}
void ScreenSelectStyle::AfterChange()
{
m_sprIcon[m_iSelection].Command( ICON_GAIN_FOCUS_COMMAND );
m_textIcon[m_iSelection].Command( ICON_GAIN_FOCUS_COMMAND );
m_sprPicture[m_iSelection].SetDiffuse( RageColor(1,1,1,1) );
m_sprInfo[m_iSelection].SetDiffuse( RageColor(1,1,1,1) );
m_sprPicture[m_iSelection].SetZoom( 1 );
m_sprInfo[m_iSelection].SetZoom( 1 );
SET_XY_AND_ON_COMMAND( m_sprPicture[m_iSelection] );
SET_XY_AND_ON_COMMAND( m_sprInfo[m_iSelection] );
}