13d6d5f116
stuff needs testing.
164 lines
4.1 KiB
C++
164 lines
4.1 KiB
C++
#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenEditMenu
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Desc: The main title screen and menu.
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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 "ScreenEditMenu.h"
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#include "SongManager.h"
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#include "ScreenManager.h"
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#include "GameConstantsAndTypes.h"
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#include "RageUtil.h"
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#include "PrefsManager.h"
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#include "GameManager.h"
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#include "RageLog.h"
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#include "GameState.h"
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#include "RageMusic.h"
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//
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// Defines specific to ScreenEditMenu
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//
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#define EXPLANATION_X THEME->GetMetricF("ScreenEditMenu","ExplanationX")
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#define EXPLANATION_Y THEME->GetMetricF("ScreenEditMenu","ExplanationY")
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#define EXPLANATION_TEXT THEME->GetMetric("ScreenEditMenu","ExplanationText")
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#define HELP_TEXT THEME->GetMetric("ScreenEditMenu","HelpText")
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const ScreenMessage SM_GoToPrevScreen = ScreenMessage(SM_User+1);
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const ScreenMessage SM_GoToNextScreen = ScreenMessage(SM_User+2);
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ScreenEditMenu::ScreenEditMenu()
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{
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LOG->Trace( "ScreenEditMenu::ScreenEditMenu()" );
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GAMESTATE->m_CurStyle = STYLE_NONE;
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Selector.SetXY( 0, 0 );
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// Selector.AllowNewNotes();
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this->AddChild( &Selector );
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m_Menu.Load(
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THEME->GetPathTo("Graphics","edit menu background"),
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THEME->GetPathTo("Graphics","edit menu top edge"),
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HELP_TEXT, false, false, 99
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);
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this->AddChild( &m_Menu );
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m_textExplanation.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_textExplanation.SetXY( EXPLANATION_X, EXPLANATION_Y );
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m_textExplanation.SetText( EXPLANATION_TEXT );
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m_textExplanation.SetZoom( 0.7f );
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this->AddChild( &m_textExplanation );
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m_Fade.SetOpened();
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this->AddChild( &m_Fade);
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MUSIC->LoadAndPlayIfNotAlready( THEME->GetPathTo("Sounds","edit menu music") );
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m_soundSelect.Load( THEME->GetPathTo("Sounds","menu start") );
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m_Menu.TweenOnScreenFromBlack( SM_None );
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}
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ScreenEditMenu::~ScreenEditMenu()
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{
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LOG->Trace( "ScreenEditMenu::~ScreenEditMenu()" );
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}
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void ScreenEditMenu::DrawPrimitives()
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{
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m_Menu.DrawBottomLayer();
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Screen::DrawPrimitives();
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m_Menu.DrawTopLayer();
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}
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void ScreenEditMenu::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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LOG->Trace( "ScreenEditMenu::Input()" );
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
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}
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void ScreenEditMenu::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_GoToPrevScreen:
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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case SM_GoToNextScreen:
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// set the current style based on the notes type
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// Dro Kulix:
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// A centralized solution for this switching mess...
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// (See GameConstantsAndTypes.h)
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//
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// Chris:
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// Find the first Style that will play the selected notes type.
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// Set the current Style, then let ScreenEdit infer the desired
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// NotesType from that Style.
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Style style = Selector.GetSelectedStyle();
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GAMESTATE->m_CurStyle = style;
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GAMESTATE->m_CurGame = GAMEMAN->GetStyleDefForStyle(style)->m_Game;
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SCREENMAN->SetNewScreen( "ScreenEdit" );
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break;
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}
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}
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void ScreenEditMenu::MenuUp( PlayerNumber pn )
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{
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Selector.Up();
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}
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void ScreenEditMenu::MenuDown( PlayerNumber pn )
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{
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Selector.Down();
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}
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void ScreenEditMenu::MenuLeft( PlayerNumber pn, const InputEventType type )
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{
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Selector.Left();
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}
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void ScreenEditMenu::MenuRight( PlayerNumber pn, const InputEventType type )
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{
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Selector.Right();
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}
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void ScreenEditMenu::MenuStart( PlayerNumber pn )
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{
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MUSIC->Stop();
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GAMESTATE->m_pCurSong = Selector.GetSelectedSong();
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// find the first style that matches this notes type
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GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
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GAMESTATE->m_CurStyle = Selector.GetSelectedStyle();
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GAMESTATE->m_pCurNotes[PLAYER_1] = Selector.GetSelectedNotes();
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m_soundSelect.PlayRandom();
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m_Menu.TweenOffScreenToBlack( SM_GoToNextScreen, false );
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m_Fade.CloseWipingRight( SM_None );
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}
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void ScreenEditMenu::MenuBack( PlayerNumber pn )
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{
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m_Menu.TweenOffScreenToBlack( SM_None, true );
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MUSIC->Stop();
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m_Fade.CloseWipingLeft( SM_GoToPrevScreen );
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}
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