1627422e09
Change ScreenManager message sending methods for more precise control: - SendMessageToTopScreen: handle the message immediately - PostMessageToTopScreen: post message to queue for processing next update
66 lines
1.5 KiB
C++
66 lines
1.5 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenGameOver
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Desc: See header.
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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 "ScreenGameOver.h"
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#include "ScreenManager.h"
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#include "AnnouncerManager.h"
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#include "GameState.h"
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#include "RageSoundManager.h"
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#include "ThemeManager.h"
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const ScreenMessage SM_StartFadingOut = ScreenMessage(SM_User + 1);
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const ScreenMessage SM_PlayAnnouncer = ScreenMessage(SM_User + 3);
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ScreenGameOver::ScreenGameOver()
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{
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GAMESTATE->Reset();
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m_Background.LoadFromAniDir( THEME->GetPathTo("BGAnimations","ScreenGameOver background") );
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this->AddChild( &m_Background );
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m_Fade.OpenWipingRight( SM_None );
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this->AddChild( &m_Fade );
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SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","ScreenGameOver music") );
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this->PostScreenMessage( SM_PlayAnnouncer, 0.5 );
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this->PostScreenMessage( SM_StartFadingOut, 5 );
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}
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void ScreenGameOver::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_PlayAnnouncer:
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("game over") );
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break;
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case SM_StartFadingOut:
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m_Fade.CloseWipingRight( SM_GoToNextScreen );
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break;
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case SM_GoToNextScreen:
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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}
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}
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void ScreenGameOver::MenuStart( PlayerNumber pn )
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{
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if( m_Fade.IsClosing() )
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return;
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this->ClearMessageQueue();
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this->PostScreenMessage( SM_StartFadingOut, 0 );
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}
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