136 lines
4.1 KiB
C++
136 lines
4.1 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenPlayerOptions
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ScreenPlayerOptions.h"
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#include "ScreenManager.h"
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#include "RageLog.h"
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#include "GameState.h"
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#include "ThemeManager.h"
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#include "AnnouncerManager.h"
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#include "RageSounds.h"
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#include "ScreenSongOptions.h"
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#include "PrefsManager.h"
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#define PREV_SCREEN( play_mode ) THEME->GetMetric ("ScreenPlayerOptions","PrevScreen"+Capitalize(PlayModeToString(play_mode)))
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#define NEXT_SCREEN( play_mode ) THEME->GetMetric ("ScreenPlayerOptions","NextScreen"+Capitalize(PlayModeToString(play_mode)))
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ScreenPlayerOptions::ScreenPlayerOptions( CString sClassName ) :
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ScreenOptionsMaster( sClassName )
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{
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LOG->Trace( "ScreenPlayerOptions::ScreenPlayerOptions()" );
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/* If we're going to "press start for more options" or skipping options
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* entirely, we need a different fade out. XXX: this is a hack */
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if(PREFSMAN->m_ShowSongOptions == PrefsManager::NO)
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m_Menu.m_Out.Load( THEME->GetPathToB("ScreenPlayerOptions direct out") ); /* direct to stage */
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else if(PREFSMAN->m_ShowSongOptions == PrefsManager::ASK)
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m_Menu.m_Out.Load( THEME->GetPathToB("ScreenPlayerOptions option out") ); /* optional song options */
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m_sprOptionsMessage.Load( THEME->GetPathToG("ScreenPlayerOptions options") );
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m_sprOptionsMessage.StopAnimating();
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m_sprOptionsMessage.SetXY( CENTER_X, CENTER_Y );
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m_sprOptionsMessage.SetZoom( 1 );
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m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
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//this->AddChild( &m_sprOptionsMessage ); // we have to draw this manually over the top of transitions
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m_bAcceptedChoices = false;
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m_bGoToOptions = ( PREFSMAN->m_ShowSongOptions == PrefsManager::YES );
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("player options intro") );
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}
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void ScreenPlayerOptions::GoToPrevState()
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{
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if( GAMESTATE->m_bEditing )
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SCREENMAN->PopTopScreen();
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else
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SCREENMAN->SetNewScreen( PREV_SCREEN(GAMESTATE->m_PlayMode) );
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}
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void ScreenPlayerOptions::GoToNextState()
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{
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if( GAMESTATE->m_bEditing )
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SCREENMAN->PopTopScreen();
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else
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{
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GAMESTATE->AdjustFailType();
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if( m_bGoToOptions )
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SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) );
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else
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SCREENMAN->SetNewScreen( ScreenSongOptions::GetNextScreen() );
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}
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}
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void ScreenPlayerOptions::Update( float fDelta )
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{
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ScreenOptionsMaster::Update( fDelta );
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m_sprOptionsMessage.Update( fDelta );
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}
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void ScreenPlayerOptions::DrawPrimitives()
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{
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ScreenOptionsMaster::DrawPrimitives();
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m_sprOptionsMessage.Draw();
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}
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void ScreenPlayerOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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if( !GAMESTATE->m_bEditing &&
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type == IET_FIRST_PRESS &&
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!m_Menu.m_In.IsTransitioning() &&
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MenuI.IsValid() &&
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MenuI.button == MENU_BUTTON_START &&
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PREFSMAN->m_ShowSongOptions == PrefsManager::ASK )
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{
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if( m_bAcceptedChoices && !m_bGoToOptions )
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{
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m_bGoToOptions = true;
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m_sprOptionsMessage.SetState( 1 );
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SOUND->PlayOnce( THEME->GetPathToS("Common start") );
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}
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}
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ScreenOptionsMaster::Input( DeviceI, type, GameI, MenuI, StyleI );
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}
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void ScreenPlayerOptions::HandleScreenMessage( const ScreenMessage SM )
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{
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if( PREFSMAN->m_ShowSongOptions == PrefsManager::ASK )
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{
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switch( SM )
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{
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case SM_BeginFadingOut: // when the user accepts the page of options
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{
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m_bAcceptedChoices = true;
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float fShowSeconds = m_Menu.m_Out.GetLengthSeconds();
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// show "hold START for options"
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m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
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m_sprOptionsMessage.BeginTweening( 0.15f ); // fade in
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m_sprOptionsMessage.SetZoomY( 1 );
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m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,1) );
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m_sprOptionsMessage.BeginTweening( fShowSeconds-0.3f ); // sleep
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m_sprOptionsMessage.BeginTweening( 0.15f ); // fade out
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m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
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m_sprOptionsMessage.SetZoomY( 0 );
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}
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break;
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}
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}
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ScreenOptionsMaster::HandleScreenMessage( SM );
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}
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