155 lines
4.1 KiB
C++
155 lines
4.1 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenSelect
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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 "ScreenSelect.h"
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#include "ScreenManager.h"
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#include "PrefsManager.h"
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#include "RageSounds.h"
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#include "GameConstantsAndTypes.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 "AnnouncerManager.h"
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#include "GameState.h"
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#include "GameConstantsAndTypes.h"
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#include "ThemeManager.h"
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#include "ModeChoice.h"
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#include "RageDisplay.h"
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#include "arch/ArchHooks/ArchHooks.h"
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#define NUM_CHOICES THEME->GetMetricI(m_sName,"NumChoices")
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#define CHOICE( choice ) THEME->GetMetric (m_sName,ssprintf("Choice%d",choice+1))
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#define HELP_TEXT THEME->GetMetric (m_sName,"HelpText")
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#define NEXT_SCREEN( choice ) THEME->GetMetric (m_sName,ssprintf("NextScreen%d",choice+1))
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ScreenSelect::ScreenSelect( CString sClassName ) : Screen(sClassName)
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{
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LOG->Trace( "ScreenSelect::ScreenSelect()" );
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m_sName = sClassName;
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GAMESTATE->m_bPlayersCanJoin = false;
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// Set this true later if we discover a choice that chooses the Style
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for( int c=0; c<NUM_CHOICES; c++ )
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{
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CString sChoice = CHOICE(c);
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ModeChoice mc;
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mc.Load( c, sChoice );
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m_aModeChoices.push_back( mc );
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CString sBGAnimationDir = THEME->GetPathTo(BGAnimations, ssprintf("%s %s",m_sName.c_str(),mc.m_sName.c_str()), true); // true="optional"
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if( sBGAnimationDir == "" )
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sBGAnimationDir = THEME->GetPathToB(m_sName+" background");
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m_BGAnimations[c].LoadFromAniDir( sBGAnimationDir );
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}
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m_Menu.Load( sClassName );
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this->AddChild( &m_Menu );
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}
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ScreenSelect::~ScreenSelect()
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{
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LOG->Trace( "ScreenSelect::~ScreenSelect()" );
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}
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void ScreenSelect::Update( float fDelta )
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{
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if(m_bFirstUpdate)
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{
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/* Don't play sounds during the ctor, since derived classes havn't loaded yet. */
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(m_sName+" intro") );
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SOUND->PlayMusic( THEME->GetPathToS(m_sName+" music") );
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}
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Screen::Update( fDelta );
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int iSelection = this->GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber);
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m_BGAnimations[iSelection].Update( fDelta );
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}
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void ScreenSelect::DrawPrimitives()
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{
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int iSelection = this->GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber);
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m_BGAnimations[iSelection].Draw();
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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 ScreenSelect::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( "ScreenSelect::Input()" );
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if( Screen::JoinInput(DeviceI, type, GameI, MenuI, StyleI) )
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{
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this->UpdateSelectableChoices();
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return;
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}
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if( m_Menu.IsTransitioning() )
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return;
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
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}
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void ScreenSelect::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_AllDoneChoosing:
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{
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GAMESTATE->m_bPlayersCanJoin = false;
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SCREENMAN->RefreshCreditsMessages();
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if( !m_Menu.IsTransitioning() )
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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}
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break;
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case SM_MenuTimer:
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsHumanPlayer(p) )
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MenuStart( (PlayerNumber)p );
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}
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break;
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case SM_GoToPrevScreen:
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SOUND->StopMusic();
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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case SM_GoToNextScreen:
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{
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/* Apply here, not in SM_AllDoneChoosing, because applying can take a very
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* long time (200+ms), and at SM_AllDoneChoosing, we're still tweening stuff
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* off-screen. */
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsHumanPlayer(p) )
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m_aModeChoices[this->GetSelectionIndex((PlayerNumber)p)].Apply( (PlayerNumber)p );
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int iSelectionIndex = GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber);
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SCREENMAN->SetNewScreen( NEXT_SCREEN(iSelectionIndex) );
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}
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break;
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}
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}
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void ScreenSelect::MenuBack( PlayerNumber pn )
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{
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SOUND->StopMusic();
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m_Menu.Back( SM_GoToPrevScreen );
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}
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