Files
itgmania212121/stepmania/src/ScreenSelectStyle.cpp
T
Glenn Maynard b51b0cfb4c Use Init() for all screens, so we can set state before the base class
members are loaded--they'll see resets, score finalization, etc.  It
also results in smaller code, due to a g++ bug that causes constructors
to be emitted several times.
2005-02-23 06:29:05 +00:00

310 lines
8.3 KiB
C++

#include "global.h"
#include "ScreenSelectStyle.h"
#include "GameManager.h"
#include "GameSoundManager.h"
#include "NetworkSyncManager.h"
#include "ThemeManager.h"
#include "PrefsManager.h"
#include "ScreenManager.h"
#include "GameState.h"
#include "AnnouncerManager.h"
#include "ActorUtil.h"
#include "LightsManager.h"
#include "CommonMetrics.h"
#include "Command.h"
#define ICON_GAIN_FOCUS_COMMAND THEME->GetMetricA(m_sName,"IconGainFocusCommand")
#define ICON_LOSE_FOCUS_COMMAND THEME->GetMetricA(m_sName,"IconLoseFocusCommand")
#define DISABLED_COLOR THEME->GetMetricC(m_sName,"DisabledColor")
REGISTER_SCREEN_CLASS( ScreenSelectStyle );
ScreenSelectStyle::ScreenSelectStyle( CString sClassName ) : ScreenSelect( sClassName )
{
LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU );
}
void ScreenSelectStyle::Init()
{
ScreenSelect::Init();
m_iSelection = 0;
for( unsigned i=0; i<m_aGameCommands.size(); i++ )
{
const GameCommand& mc = m_aGameCommands[i];
//
// Load icon
//
CString sIconPath = THEME->GetPathG(m_sName,ssprintf("icon%d",i+1));
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->GetPathF("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 sPicturePath = THEME->GetPathG(m_sName, ssprintf("picture%d",i+1));
if( sPicturePath != "" )
{
m_sprPicture[i].SetName( "Picture" );
m_sprPicture[i].Load( sPicturePath );
m_sprPicture[i].SetDiffuse( RageColor(1,1,1,0) );
this->AddChild( &m_sprPicture[i] );
}
//
// Load info
//
CString sInfoPath = THEME->GetPathG(m_sName,ssprintf("info%d",i+1));
if( sInfoPath != "" )
{
m_sprInfo[i].SetName( "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->GetPathG(m_sName,"warning") );
this->AddChild( &m_sprWarning );
m_sprExplanation.SetName( "Explanation" );
m_sprExplanation.Load( THEME->GetPathG(m_sName,"explanation") );
this->AddChild( &m_sprExplanation );
// fix Z ordering of Picture and Info so that they draw on top
for( unsigned i=0; i<this->m_aGameCommands.size(); i++ )
this->MoveToTail( &m_sprPicture[i] );
for( unsigned i=0; i<this->m_aGameCommands.size(); i++ )
this->MoveToTail( &m_sprInfo[i] );
this->UpdateSelectableChoices();
m_sprPremium.SetName( "Premium" );
switch( GAMESTATE->GetPremium() )
{
case PREMIUM_DOUBLES:
m_sprPremium.Load( THEME->GetPathG(m_sName,"doubles premium") );
this->AddChild( &m_sprPremium );
break;
case PREMIUM_JOINT:
m_sprPremium.Load( THEME->GetPathG(m_sName,"joint premium") );
this->AddChild( &m_sprPremium );
break;
}
m_soundChange.Load( THEME->GetPathS(m_sName,"change"), true );
//
// TweenOnScreen
//
for( unsigned i=0; i<m_aGameCommands.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->SortByDrawOrder();
}
void ScreenSelectStyle::MenuLeft( PlayerNumber pn )
{
int iSwitchToIndex = -1; // -1 means none found
for( int i=m_iSelection-1; i>=0; i-- )
{
if( m_aGameCommands[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_aGameCommands.size(); i++ )
{
if( m_aGameCommands[i].IsPlayable() )
{
iSwitchToIndex = i;
break;
}
}
if( iSwitchToIndex == -1 )
return;
BeforeChange();
m_iSelection = iSwitchToIndex;
m_soundChange.Play();
AfterChange();
}
void ScreenSelectStyle::MenuStart( PlayerNumber pn )
{
/* Stop all tweens where they are, since we might have selected before
* we finished tweening in. */
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->StopTweening();
SCREENMAN->PlayStartSound();
SCREENMAN->SendMessageToTopScreen( SM_AllDoneChoosing );
const GameCommand& mc = m_aGameCommands[GetSelectionIndex(pn)];
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(ssprintf("%s comment %s",m_sName.c_str(),mc.m_sName.c_str())) );
//
// TweenOffScreen
//
for( unsigned i=0; i<m_aGameCommands.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()
{
for( unsigned i=0; i<m_aGameCommands.size(); i++ )
{
/* If the icon is text, use a dimmer diffuse, or we won't be
* able to see the glow. */
if( m_aGameCommands[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 the first enabled choice.
BeforeChange();
int iSwitchToStyleIndex = -1; // -1 means none found
for( unsigned i=0; i<m_aGameCommands.size(); i++ )
{
const GameCommand& mc = m_aGameCommands[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( INITIAL_SCREEN );
return;
}
m_iSelection = iSwitchToStyleIndex;
AfterChange();
}
void ScreenSelectStyle::BeforeChange()
{
// dim/hide old selection
m_sprIcon[m_iSelection].RunCommands( ICON_LOSE_FOCUS_COMMAND );
m_textIcon[m_iSelection].RunCommands( 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].RunCommands( ICON_GAIN_FOCUS_COMMAND );
m_textIcon[m_iSelection].RunCommands( 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] );
}
/*
* (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.
*/