110 lines
3.8 KiB
C++
110 lines
3.8 KiB
C++
#include "global.h"
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#include "ScreenTitleMenu.h"
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#include "ScreenManager.h"
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#include "RageUtil.h"
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#include "GamePreferences.h"
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#include "RageLog.h"
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#include "AnnouncerManager.h"
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#include "GameState.h"
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#include "ThemeManager.h"
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#include "GameSoundManager.h"
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#include "CodeDetector.h"
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#include "Game.h"
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#include "InputMapper.h"
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#include "InputEventPlus.h"
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#include "LocalizedString.h"
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#include "GameLoop.h"
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#define COIN_MODE_CHANGE_SCREEN THEME->GetMetric (m_sName,"CoinModeChangeScreen")
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REGISTER_SCREEN_CLASS( ScreenTitleMenu );
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ScreenTitleMenu::ScreenTitleMenu()
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{
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/* XXX We really need two common calls:
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* 1) something run when exiting from gameplay (to do this reset),
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* and 2) something run when entering gameplay, to apply default options.
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* Having special cases in attract screens and the title menu to reset
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* things stinks ...
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* [aj] Well... Can't #2 be done in Lua nowadays? and #1 as well? (hi shake)
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*/
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GAMESTATE->Reset();
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this->SubscribeToMessage( GamePreferences::m_CoinMode.GetName()+"Changed" );
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}
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void ScreenTitleMenu::Init()
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{
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ScreenSelectMaster::Init();
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SOUND->PlayOnceFromAnnouncer( "title menu game name" );
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}
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static LocalizedString THEME_ ("ScreenTitleMenu","Theme");
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static LocalizedString ANNOUNCER_ ("ScreenTitleMenu","Announcer");
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void ScreenTitleMenu::Input( const InputEventPlus &input )
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{
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LOG->Trace( "ScreenTitleMenu::Input( %d-%d )", input.DeviceI.device, input.DeviceI.button ); // debugging gameport joystick problem
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if( m_In.IsTransitioning() || m_Cancel.IsTransitioning() ) /* not m_Out */
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return;
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if( input.type == IET_FIRST_PRESS )
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{
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// detect codes
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if( CodeDetector::EnteredCode(input.GameI.controller,CODE_NEXT_THEME) ||
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CodeDetector::EnteredCode(input.GameI.controller,CODE_NEXT_THEME2) )
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{
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GameLoop::ChangeTheme( THEME->GetNextSelectableTheme(), m_sName );
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}
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if( CodeDetector::EnteredCode(input.GameI.controller,CODE_NEXT_ANNOUNCER) ||
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CodeDetector::EnteredCode(input.GameI.controller,CODE_NEXT_ANNOUNCER2) )
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{
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ANNOUNCER->NextAnnouncer();
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RString sName = ANNOUNCER->GetCurAnnouncerName();
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if( sName=="" ) sName = "(none)";
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SCREENMAN->SystemMessage( ANNOUNCER_.GetValue()+": "+sName );
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SCREENMAN->SetNewScreen( m_sName );
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}
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}
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ScreenSelectMaster::Input( input );
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}
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void ScreenTitleMenu::HandleMessage( const Message &msg )
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{
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if( msg == GamePreferences::m_CoinMode.GetName()+"Changed" )
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{
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/* If the CoinMode was changed, we need to reload this screen
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* so that the right m_aGameCommands will show */
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SCREENMAN->SetNewScreen( COIN_MODE_CHANGE_SCREEN );
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}
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ScreenSelectMaster::HandleMessage( msg );
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}
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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