Files
itgmania212121/stepmania/src/ScreenManager.cpp
T

344 lines
12 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: ScreenManager
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenManager.h"
#include "IniFile.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "GameState.h"
#include "RageException.h"
#include "DXUtil.h"
ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our program
#define STATS_X THEME->GetMetricF("ScreenManager","StatsX")
#define STATS_Y THEME->GetMetricF("ScreenManager","StatsY")
#define CREDITS_P1_X THEME->GetMetricF("ScreenManager","CreditsP1X")
#define CREDITS_P1_Y THEME->GetMetricF("ScreenManager","CreditsP1Y")
#define CREDITS_P2_X THEME->GetMetricF("ScreenManager","CreditsP2X")
#define CREDITS_P2_Y THEME->GetMetricF("ScreenManager","CreditsP2Y")
float CREDITS_X( int p ) {
switch( p ) {
case PLAYER_1: return CREDITS_P1_X;
case PLAYER_2: return CREDITS_P2_X;
default: ASSERT(0); return 0;
}
}
float CREDITS_Y( int p ) {
switch( p ) {
case PLAYER_1: return CREDITS_P1_Y;
case PLAYER_2: return CREDITS_P2_Y;
default: ASSERT(0); return 0;
}
}
ScreenManager::ScreenManager()
{
m_ScreenBuffered = NULL;
m_textStats.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textStats.SetXY( STATS_X, STATS_Y );
m_textStats.SetHorizAlign( Actor::align_right );
m_textStats.SetVertAlign( Actor::align_top );
m_textStats.SetZoom( 0.5f );
m_textStats.SetShadowLength( 2 );
for( int p=0; p<NUM_PLAYERS; p++ )
{
m_textCreditInfo[p].LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textCreditInfo[p].SetXY( CREDITS_X(p), CREDITS_Y(p) );
m_textCreditInfo[p].SetZoom( 0.5f );
m_textCreditInfo[p].SetDiffuse( D3DXCOLOR(1,1,1,1) );
m_textCreditInfo[p].SetShadowLength( 2 );
}
m_textSystemMessage.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textSystemMessage.SetHorizAlign( Actor::align_left );
m_textSystemMessage.SetVertAlign( Actor::align_top );
m_textSystemMessage.SetXY( 4.0f, 4.0f );
m_textSystemMessage.SetZoom( 0.5f );
m_textSystemMessage.SetShadowLength( 2 );
m_textSystemMessage.SetDiffuse( D3DXCOLOR(1,1,1,0) );
}
ScreenManager::~ScreenManager()
{
LOG->Trace( "ScreenManager::~ScreenManager()" );
EmptyDeleteQueue();
// delete current states
for( int i=0; i<m_ScreenStack.GetSize(); i++ )
SAFE_DELETE( m_ScreenStack[i] );
SAFE_DELETE( m_ScreenBuffered );
}
void ScreenManager::EmptyDeleteQueue()
{
// delete all ScreensToDelete
for( int i=0; i<m_ScreensToDelete.GetSize(); i++ )
SAFE_DELETE( m_ScreensToDelete[i] );
m_ScreensToDelete.RemoveAll();
}
void ScreenManager::Update( float fDeltaTime )
{
m_textSystemMessage.Update( fDeltaTime );
m_textStats.Update( fDeltaTime );
for( int p=0; p<NUM_PLAYERS; p++ )
m_textCreditInfo[p].Update( fDeltaTime );
EmptyDeleteQueue();
// Update all windows in the stack
for( int i=0; i<m_ScreenStack.GetSize(); i++ ) {
/* Screens take some time to load. If we don't do this, then screens
* receive an initial update that includes all of the time they spent
* loading, which will chop off their tweens.
*
* We don't want to simply cap update times; for example, the stage
* screen sets a 4 second timer, preps the gameplay screen, and then
* displays the prepped screen after the timer runs out; this lets the
* load time be masked (as long as the load takes less than 4 seconds).
* If we cap that large update delta from the screen load, the update
* to load the new screen will come after 4 seconds plus the load time.
*
* So, let's just drop the first update for every screen.
*/
if(m_ScreenStack[i]->FirstUpdate())
continue;
m_ScreenStack[i]->Update( fDeltaTime );
}
}
void ScreenManager::Restore()
{
// Draw all CurrentScreens (back to front)
for( int i=0; i<m_ScreenStack.GetSize(); i++ )
m_ScreenStack[i]->Restore();
}
void ScreenManager::Invalidate()
{
for( int i=0; i<m_ScreenStack.GetSize(); i++ )
m_ScreenStack[i]->Invalidate();
}
void ScreenManager::Draw()
{
// Draw all CurrentScreens (back to front)
for( int i=0; i<m_ScreenStack.GetSize(); i++ )
m_ScreenStack[i]->Draw();
if( m_textSystemMessage.GetDiffuse().a != 0 )
m_textSystemMessage.Draw();
if( PREFSMAN && PREFSMAN->m_bShowStats )
{
m_textStats.SetText( ssprintf("%d FPS\n%d TPF\n%d DPF", DISPLAY->GetFPS(),DISPLAY->GetTPF(),DISPLAY->GetDPF()) );
m_textStats.Draw();
}
for( int p=0; p<NUM_PLAYERS; p++ )
m_textCreditInfo[p].Draw();
}
void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
LOG->Trace( "ScreenManager::Input( %d-%d, %d-%d, %d-%d, %d-%d )",
DeviceI.device, DeviceI.button, GameI.controller, GameI.button, MenuI.player, MenuI.button, StyleI.player, StyleI.col );
// pass input only to topmost state
if( m_ScreenStack.GetSize() > 0 )
m_ScreenStack[m_ScreenStack.GetSize()-1]->Input( DeviceI, type, GameI, MenuI, StyleI );
}
// Screen classes
#include "ScreenAppearanceOptions.h"
#include "ScreenCaution.h"
#include "ScreenEdit.h"
#include "ScreenEditMenu.h"
#include "ScreenEvaluation.h"
#include "ScreenEz2SelectPlayer.h"
#include "ScreenEz2SelectStyle.h"
#include "ScreenGameOptions.h"
#include "ScreenGameOver.h"
#include "ScreenGameplay.h"
#include "ScreenGraphicOptions.h"
#include "ScreenHowToPlay.h"
#include "ScreenMapInstruments.h"
#include "ScreenMusicScroll.h"
#include "ScreenPlayerOptions.h"
#include "ScreenSandbox.h"
#include "ScreenSelectCourse.h"
#include "ScreenSelectDifficulty.h"
#include "ScreenSelectGame.h"
#include "ScreenSelectGroup.h"
#include "ScreenSelectMusic.h"
#include "ScreenSelectStyle5th.h"
#include "ScreenSelectStyle.h"
#include "ScreenSongOptions.h"
#include "ScreenStage.h"
#include "ScreenTitleMenu.h"
#include "ScreenPrompt.h"
#include "ScreenTextEntry.h"
Screen* ScreenManager::MakeNewScreen( CString sClassName )
{
if( 0==stricmp(sClassName, "ScreenAppearanceOptions") )return new ScreenAppearanceOptions;
else if( 0==stricmp(sClassName, "ScreenCaution") ) return new ScreenCaution;
else if( 0==stricmp(sClassName, "ScreenEdit") ) return new ScreenEdit;
else if( 0==stricmp(sClassName, "ScreenEditMenu") ) return new ScreenEditMenu;
else if( 0==stricmp(sClassName, "ScreenEvaluation") ) return new ScreenEvaluation;
else if( 0==stricmp(sClassName, "ScreenFinalEvaluation") ) return new ScreenFinalEvaluation;
else if( 0==stricmp(sClassName, "ScreenEz2SelectPlayer") ) return new ScreenEz2SelectPlayer;
else if( 0==stricmp(sClassName, "ScreenEz2SelectStyle") ) return new ScreenEz2SelectStyle;
else if( 0==stricmp(sClassName, "ScreenGameOptions") ) return new ScreenGameOptions;
else if( 0==stricmp(sClassName, "ScreenGameOver") ) return new ScreenGameOver;
else if( 0==stricmp(sClassName, "ScreenGameplay") ) return new ScreenGameplay;
else if( 0==stricmp(sClassName, "ScreenGraphicOptions") ) return new ScreenGraphicOptions;
else if( 0==stricmp(sClassName, "ScreenHowToPlay") ) return new ScreenHowToPlay;
else if( 0==stricmp(sClassName, "ScreenMapInstruments") ) return new ScreenMapInstruments;
else if( 0==stricmp(sClassName, "ScreenMusicScroll") ) return new ScreenMusicScroll;
else if( 0==stricmp(sClassName, "ScreenPlayerOptions") ) return new ScreenPlayerOptions;
else if( 0==stricmp(sClassName, "ScreenSandbox") ) return new ScreenSandbox;
else if( 0==stricmp(sClassName, "ScreenSelectCourse") ) return new ScreenSelectCourse;
else if( 0==stricmp(sClassName, "ScreenSelectDifficulty") ) return new ScreenSelectDifficulty;
else if( 0==stricmp(sClassName, "ScreenSelectGame") ) return new ScreenSelectGame;
else if( 0==stricmp(sClassName, "ScreenSelectGroup") ) return new ScreenSelectGroup;
else if( 0==stricmp(sClassName, "ScreenSelectMusic") ) return new ScreenSelectMusic;
else if( 0==stricmp(sClassName, "ScreenSelectStyle5th") ) return new ScreenSelectStyle5th;
else if( 0==stricmp(sClassName, "ScreenSelectStyle") ) return new ScreenSelectStyle;
else if( 0==stricmp(sClassName, "ScreenSongOptions") ) return new ScreenSongOptions;
else if( 0==stricmp(sClassName, "ScreenStage") ) return new ScreenStage;
else if( 0==stricmp(sClassName, "ScreenTitleMenu") ) return new ScreenTitleMenu;
else
throw RageException( "Invalid Screen class name '%s'", sClassName );
}
void ScreenManager::PrepNewScreen( CString sClassName )
{
if(!sClassName.GetLength()) {
ASSERT( m_ScreenBuffered != NULL);
SetNewScreen( m_ScreenBuffered );
m_ScreenBuffered = NULL;
} else {
ASSERT(m_ScreenBuffered == NULL);
m_ScreenBuffered = MakeNewScreen(sClassName);
}
}
void ScreenManager::SetNewScreen( Screen *pNewScreen )
{
// move current screen to ScreenToDelete
RefreshCreditsMessages();
m_ScreensToDelete.Copy( m_ScreenStack );
m_ScreenStack.RemoveAll();
m_ScreenStack.Add( pNewScreen );
}
void ScreenManager::SetNewScreen( CString sClassName )
{
/* If we prepped a screen but didn't use it, nuke it. */
SAFE_DELETE( m_ScreenBuffered );
/* Explicitely flush the directory cache each time we load a new screen.
* Perhaps we should only do this in debug? */
FlushDirCache();
float f = DXUtil_Timer(TIMER_GETAPPTIME);
// It makes sense that ScreenManager should allocate memory for a new screen since it
// deletes it later on. This also convention will reduce includes because screens won't
// have to include each other's headers of other screens.
Screen* pNewScreen = MakeNewScreen(sClassName);
LOG->Trace( "Loaded %s in %f", sClassName, DXUtil_Timer(TIMER_GETAPPTIME)-f);
SetNewScreen( pNewScreen );
}
void ScreenManager::Prompt( ScreenMessage SM_SendWhenDone, CString sText, bool bYesNo, bool bDefaultAnswer, void(*OnYes)(), void(*OnNo)() )
{
FlushDirCache();
// add the new state onto the back of the array
m_ScreenStack.Add( new ScreenPrompt(SM_SendWhenDone, sText, bYesNo, bDefaultAnswer, OnYes, OnNo) );
}
void ScreenManager::TextEntry( ScreenMessage SM_SendWhenDone, CString sQuestion, CString sInitialAnswer, void(*OnOK)(CString sAnswer), void(*OnCanel)() )
{
FlushDirCache();
// add the new state onto the back of the array
m_ScreenStack.Add( new ScreenTextEntry(SM_SendWhenDone, sQuestion, sInitialAnswer, OnOK, OnCanel) );
}
void ScreenManager::PopTopScreen( ScreenMessage SM )
{
Screen* pScreenToPop = m_ScreenStack[m_ScreenStack.GetSize()-1]; // top menu
//pScreenToPop->HandleScreenMessage( SM_LosingInputFocus );
m_ScreenStack.RemoveAt(m_ScreenStack.GetSize()-1);
m_ScreensToDelete.Add( pScreenToPop );
Screen* pNewTopScreen = m_ScreenStack[m_ScreenStack.GetSize()-1];
pNewTopScreen->HandleScreenMessage( SM );
}
void ScreenManager::SendMessageToTopScreen( ScreenMessage SM, float fDelay )
{
Screen* pTopScreen = m_ScreenStack[m_ScreenStack.GetSize()-1];
pTopScreen->SendScreenMessage( SM, fDelay );
}
void ScreenManager::SystemMessage( CString sMessage )
{
// Look for an open spot
m_textSystemMessage.StopTweening();
m_textSystemMessage.SetText( sMessage );
m_textSystemMessage.SetDiffuse( D3DXCOLOR(1,1,1,1) );
m_textSystemMessage.BeginTweening( 5 );
m_textSystemMessage.BeginTweening( 1 );
m_textSystemMessage.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
LOG->Trace( "WARNING: Didn't find an empty system messages slot." );
}
/*
void ScreenManager::OverrideCreditsMessage( PlayerNumber pn, CString sNewString )
{
m_textCreditInfo[p].SetText( sNewString );
}
*/
void ScreenManager::RefreshCreditsMessages()
{
// update joined
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( GAMESTATE->m_bSideIsJoined[p] ) m_textCreditInfo[p].SetText( "" );
else if( GAMESTATE->m_bPlayersCanJoin ) m_textCreditInfo[p].SetText( "PRESS START" );
else m_textCreditInfo[p].SetText( "CREDIT(s) 0 / 0" );
}
}