3aea7c8a3e
RageSoundManager.h -> RageSounds.h
160 lines
4.4 KiB
C++
160 lines
4.4 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenAttract
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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 "ScreenAttract.h"
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#include "ScreenManager.h"
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#include "GameConstantsAndTypes.h"
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#include "RageUtil.h"
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#include "StepMania.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
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#include "SongManager.h"
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#include "AnnouncerManager.h"
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#include "GameState.h"
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#include "GameManager.h"
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#include "InputMapper.h"
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#include "ThemeManager.h"
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#include "SDL_utils.h"
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#include "RageSounds.h"
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#define NEXT_SCREEN THEME->GetMetric(m_sName,"NextScreen")
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ScreenAttract::ScreenAttract( CString sClassName ) : Screen( sClassName )
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{
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LOG->Trace( "ScreenAttract::ScreenAttract(%s)", sClassName.c_str() );
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GAMESTATE->Reset();
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// We have to do initialization in the first update because this->GetElementName() won't
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// work until the object has been fully constructed.
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m_Background.LoadFromAniDir( THEME->GetPathToB(m_sName+" background") );
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this->AddChild( &m_Background );
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m_In.Load( THEME->GetPathToB("ScreenAttract in") );
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m_In.StartTransitioning();
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this->AddChild( &m_In );
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m_Out.Load( THEME->GetPathToB("ScreenAttract out") );
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this->AddChild( &m_Out );
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(m_sName) );
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m_soundStart.Load( THEME->GetPathToS("Common start") );
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SOUND->PlayMusic( THEME->GetPathToS(m_sName + " music") );
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GAMESTATE->m_bPlayersCanJoin = true;
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float fTimeUntilBeginFadingOut = m_Background.GetLengthSeconds() - m_Out.GetLengthSeconds();
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this->PostScreenMessage( SM_BeginFadingOut, fTimeUntilBeginFadingOut );
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}
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ScreenAttract::~ScreenAttract()
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{
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LOG->Trace( "ScreenAttract::~ScreenAttract()" );
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}
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void ScreenAttract::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( "ScreenAttract::Input()" );
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AttractInput( DeviceI, type, GameI, MenuI, StyleI, m_In.IsTransitioning() || m_Out.IsTransitioning() );
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}
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void ScreenAttract::AttractInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI, bool bTransitioning )
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{
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if(type != IET_FIRST_PRESS)
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return; // don't care
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ChangeCoinModeInput( DeviceI, type, GameI, MenuI, StyleI );
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if( MenuI.IsValid() )
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{
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switch( MenuI.button )
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{
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case MENU_BUTTON_START:
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case MENU_BUTTON_BACK:
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case MENU_BUTTON_COIN:
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switch( PREFSMAN->m_iCoinMode )
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{
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case COIN_PAY:
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if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
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break; // don't fall through
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// fall through
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case COIN_HOME:
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case COIN_FREE:
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SOUND->StopMusic();
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/* We already played the it was a coin was inserted. Don't play it again. */
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if( MenuI.button != MENU_BUTTON_COIN )
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SOUND->PlayOnce( THEME->GetPathToS("Common coin") );
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SDL_Delay( 800 ); // do a little pause, like the arcade does
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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default:
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ASSERT(0);
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}
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break;
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}
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}
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if( bTransitioning )
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return;
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if( MenuI.IsValid() )
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{
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switch( MenuI.button )
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{
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case MENU_BUTTON_LEFT:
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case MENU_BUTTON_RIGHT:
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SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 );
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break;
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}
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}
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// Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
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}
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void ScreenAttract::Update( float fDelta )
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{
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Screen::Update(fDelta);
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}
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void ScreenAttract::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_BeginFadingOut:
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if( !m_Out.IsTransitioning() )
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m_Out.StartTransitioning( SM_GoToNextScreen );
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break;
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case SM_GoToNextScreen:
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/* XXX: Look at the def of the screen we're going to; if it has a
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* music theme element and it's the same as the one we're playing
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* now, don't stop. (However, if we're going to interrupt it
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* when we fade in, it's cleaner to stop it before we fade out.) */
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/* Don't stop the music, or else the music will start over from the
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* beginning for consecutive screens with the same music. -Chris */
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/* But if you don't stop it, for screens that have their own unique
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* music, it will constantly loop even after the screen has gone on
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* to the next attract screen. -- Miryokuteki */
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SOUND->PlayMusic( "" );
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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break;
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}
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}
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