Files
itgmania212121/stepmania/src/MenuTimer.cpp
T
Chris Danford 2929bacb08 show per-diffculty award on Eval screen every time it's received (not just the first time)
clean up ScreenEval PR and MR graphics
clean up Actor shadow parameters
2004-03-20 02:59:08 +00:00

168 lines
3.9 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: MenuTimer
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "MenuTimer.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "ScreenManager.h"
#include "AnnouncerManager.h"
#include "ThemeManager.h"
#include "Font.h"
#include "RageSounds.h"
#define WARNING_START THEME->GetMetricI("MenuTimer","WarningStart")
#define WARNING_BEEP_START THEME->GetMetricI("MenuTimer","WarningBeepStart")
#define WARNING_COMMAND(i) THEME->GetMetric ("MenuTimer", ssprintf("WarningCommand%i",i))
#define ON_COMMAND THEME->GetMetric ("MenuTimer","OnCommand")
static const int TIMER_SECONDS = 99;
static const int MAX_STALL_SECONDS = 30;
MenuTimer::MenuTimer()
{
m_fStallSeconds = 0;
m_fStallSecondsLeft = MAX_STALL_SECONDS;
m_bPaused = false;
m_textDigit1.LoadFromNumbers( THEME->GetPathToN("MenuTimer") );
m_textDigit2.LoadFromNumbers( THEME->GetPathToN("MenuTimer") );
const float fCharWidth = (float) m_textDigit1.m_pFont->GetLineWidthInSourcePixels(L"0");
m_textDigit1.SetX( -fCharWidth/2 );
m_textDigit2.SetX( +fCharWidth/2 );
this->AddChild( &m_textDigit1 );
this->AddChild( &m_textDigit2 );
SetSeconds( TIMER_SECONDS );
m_soundBeep.Load( THEME->GetPathToS("MenuTimer tick") );
}
void MenuTimer::EnableStealth( bool bStealth )
{
if( bStealth )
m_soundBeep.Unload(); // unload the sound
else
m_soundBeep.Load( THEME->GetPathToS("MenuTimer tick") ); // reload the sound
m_textDigit1.SetHidden( bStealth );
m_textDigit2.SetHidden( bStealth );
}
void MenuTimer::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
if( m_bPaused )
return;
// run down the stall time if any
if( m_fStallSeconds > 0 )
m_fStallSeconds = max( m_fStallSeconds - fDeltaTime, 0 );
if( m_fStallSeconds > 0 )
return;
const float fOldSecondsLeft = m_fSecondsLeft;
m_fSecondsLeft -= fDeltaTime;
CLAMP( m_fSecondsLeft, 0, 99 );
const float fNewSecondsLeft = m_fSecondsLeft;
const int iOldDisplay = (int)(fOldSecondsLeft + 0.99f);
const int iNewDisplay = (int)(fNewSecondsLeft + 0.99f);
if( fOldSecondsLeft > 5.5 && fNewSecondsLeft < 5.5 ) // transition to below 5.5
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("hurry up") );
if( iOldDisplay == iNewDisplay )
return;
SetText( iNewDisplay );
if( iNewDisplay <= WARNING_START )
{
m_textDigit1.Command( WARNING_COMMAND(iNewDisplay) );
m_textDigit2.Command( WARNING_COMMAND(iNewDisplay) );
}
if( iNewDisplay == 0 )
{
Stop();
SCREENMAN->PostMessageToTopScreen( SM_MenuTimer, 0 );
m_textDigit1.SetEffectNone();
m_textDigit2.SetEffectNone();
}
if( iNewDisplay <= WARNING_BEEP_START )
m_soundBeep.Play();
}
void MenuTimer::Pause()
{
m_bPaused = true;
}
void MenuTimer::Stop()
{
/* Don't call SetSeconds if we're already at 0: let the existing tweens finish. */
if( m_fSecondsLeft >= 1 )
SetSeconds( 0 );
Pause();
}
void MenuTimer::Disable()
{
SetSeconds( 99 );
Pause();
}
void MenuTimer::Stall()
{
/* Max amount of stall time we'll use: */
const float Amt = min( 0.5f, m_fStallSecondsLeft );
/* Amount of stall time to add: */
const float ToAdd = Amt - m_fStallSeconds;
m_fStallSeconds += ToAdd;
m_fStallSecondsLeft -= ToAdd;
}
void MenuTimer::SetSeconds( int iSeconds )
{
m_fSecondsLeft = (float)iSeconds;
CLAMP( m_fSecondsLeft, 0, 99 );
m_textDigit1.Command( ON_COMMAND );
m_textDigit2.Command( ON_COMMAND );
m_textDigit1.SetShadowLength( 4 );
m_textDigit2.SetShadowLength( 4 );
SetText( iSeconds );
}
void MenuTimer::Start()
{
m_bPaused = false;
}
void MenuTimer::SetText( int iSeconds )
{
const int iDigit1 = (int)(iSeconds)/10;
const int iDigit2 = (int)(iSeconds)%10;
m_textDigit1.SetText( ssprintf("%d",iDigit1) );
m_textDigit2.SetText( ssprintf("%d",iDigit2) );
}