Files
itgmania212121/stepmania/src/ScreenGameOver.cpp
T
Chris Danford 1627422e09 fix ScreenEvaluationCourse glitches
Change ScreenManager message sending methods for more precise control:
 - SendMessageToTopScreen: handle the message immediately
 - PostMessageToTopScreen: post message to queue for processing next update
2003-03-25 21:17:29 +00:00

66 lines
1.5 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenGameOver
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenGameOver.h"
#include "ScreenManager.h"
#include "AnnouncerManager.h"
#include "GameState.h"
#include "RageSoundManager.h"
#include "ThemeManager.h"
const ScreenMessage SM_StartFadingOut = ScreenMessage(SM_User + 1);
const ScreenMessage SM_PlayAnnouncer = ScreenMessage(SM_User + 3);
ScreenGameOver::ScreenGameOver()
{
GAMESTATE->Reset();
m_Background.LoadFromAniDir( THEME->GetPathTo("BGAnimations","ScreenGameOver background") );
this->AddChild( &m_Background );
m_Fade.OpenWipingRight( SM_None );
this->AddChild( &m_Fade );
SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","ScreenGameOver music") );
this->PostScreenMessage( SM_PlayAnnouncer, 0.5 );
this->PostScreenMessage( SM_StartFadingOut, 5 );
}
void ScreenGameOver::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_PlayAnnouncer:
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("game over") );
break;
case SM_StartFadingOut:
m_Fade.CloseWipingRight( SM_GoToNextScreen );
break;
case SM_GoToNextScreen:
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
}
}
void ScreenGameOver::MenuStart( PlayerNumber pn )
{
if( m_Fade.IsClosing() )
return;
this->ClearMessageQueue();
this->PostScreenMessage( SM_StartFadingOut, 0 );
}