683 lines
20 KiB
C++
683 lines
20 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenManager
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Desc: See header.
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Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
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Chris Danford
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Tim Hentenaar
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Glenn Maynard
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-----------------------------------------------------------------------------
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*/
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#include "ScreenManager.h"
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#include "IniFile.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
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#include "ActorUtil.h"
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#include "GameState.h"
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#include "RageException.h"
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#include "RageTimer.h"
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#include "RageSounds.h"
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#include "ThemeManager.h"
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#include "RageDisplay.h"
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#include "Screen.h"
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#include "SongManager.h"
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#include "BitmapText.h"
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#include "Quad.h"
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#include "RageTextureManager.h"
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#include "ProfileManager.h"
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#include "ThemeManager.h"
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#include "MemoryCardManager.h"
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ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our program
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#define CREDITS_PRESS_START THEME->GetMetric ("ScreenSystemLayer","CreditsPressStart")
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#define CREDITS_INSERT_CARD THEME->GetMetric ("ScreenSystemLayer","CreditsInsertCard")
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#define CREDITS_CARD_ERROR THEME->GetMetric ("ScreenSystemLayer","CreditsCardError")
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#define CREDITS_CARD_TOO_LATE THEME->GetMetric ("ScreenSystemLayer","CreditsCardTooLate")
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#define CREDITS_FREE_PLAY THEME->GetMetric ("ScreenSystemLayer","CreditsFreePlay")
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#define CREDITS_CREDITS THEME->GetMetric ("ScreenSystemLayer","CreditsCredits")
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#define CREDITS_NOT_PRESENT THEME->GetMetric ("ScreenSystemLayer","CreditsNotPresent")
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#define CREDITS_JOIN_ONLY THEME->GetMetricB("ScreenSystemLayer","CreditsJoinOnly")
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const int NUM_SKIPS_TO_SHOW = 5;
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/* This screen is drawn on top of everything else, and receives updates,
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* but not input. */
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class ScreenSystemLayer: public Screen
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{
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BitmapText m_textStats;
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BitmapText m_textMessage;
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BitmapText m_textCredits[NUM_PLAYERS];
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BitmapText m_textTime;
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BitmapText m_textSkips[NUM_SKIPS_TO_SHOW];
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int m_LastSkip;
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Quad m_SkipBackground;
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RageTimer SkipTimer;
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void UpdateTimestampAndSkips();
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public:
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ScreenSystemLayer();
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void SystemMessage( CString sMessage );
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void SystemMessageNoAnimate( CString sMessage );
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void ReloadCreditsText();
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void RefreshCreditsMessages();
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void Update( float fDeltaTime );
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};
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ScreenSystemLayer::ScreenSystemLayer() : Screen("ScreenSystemLayer")
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{
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this->AddChild(&m_textMessage);
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this->AddChild(&m_textStats);
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this->AddChild(&m_textTime);
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for( int p=0; p<NUM_PLAYERS; p++ )
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this->AddChild(&m_textCredits[p]);
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/* "Was that a skip?" This displays a message when an update takes
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* abnormally long, to quantify skips more precisely, verify them
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* when they're subtle, and show the time it happened, so you can pinpoint
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* the time in the log. Put a dim quad behind it to make it easier to
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* read. */
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m_LastSkip = 0;
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const float SKIP_LEFT = 320.0f, SKIP_TOP = 60.0f,
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SKIP_WIDTH = 160.0f, SKIP_Y_DIST = 16.0f;
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m_SkipBackground.StretchTo(RectF(SKIP_LEFT-8, SKIP_TOP-8,
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SKIP_LEFT+SKIP_WIDTH, SKIP_TOP+SKIP_Y_DIST*NUM_SKIPS_TO_SHOW));
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m_SkipBackground.SetDiffuse( RageColor(0,0,0,0) );
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this->AddChild(&m_SkipBackground);
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for( int i=0; i<NUM_SKIPS_TO_SHOW; i++ )
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{
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/* This is somewhat big. Let's put it on the right side, where it'll
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* obscure the 2P side during gameplay; there's nowhere to put it that
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* doesn't obscure something, and it's just a diagnostic. */
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m_textSkips[i].LoadFromFont( THEME->GetPathToF("Common normal") );
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m_textSkips[i].SetXY( SKIP_LEFT, SKIP_TOP + SKIP_Y_DIST*i );
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m_textSkips[i].SetHorizAlign( Actor::align_left );
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m_textSkips[i].SetVertAlign( Actor::align_top );
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m_textSkips[i].SetZoom( 0.5f );
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m_textSkips[i].SetDiffuse( RageColor(1,1,1,0) );
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m_textSkips[i].EnableShadow(false);
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this->AddChild(&m_textSkips[i]);
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}
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ReloadCreditsText();
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/* This will be done when we set up the first screen, after GAMESTATE->Reset has
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* been called. */
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// RefreshCreditsMessages();
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}
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void ScreenSystemLayer::ReloadCreditsText()
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{
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m_textMessage.LoadFromFont( THEME->GetPathToF("ScreenSystemLayer message") );
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m_textMessage.SetName( "Message" );
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SET_XY_AND_ON_COMMAND( m_textMessage );
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m_textStats.LoadFromFont( THEME->GetPathToF("ScreenSystemLayer stats") );
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m_textStats.SetName( "Stats" );
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SET_XY_AND_ON_COMMAND( m_textStats );
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m_textTime.LoadFromFont( THEME->GetPathToF("ScreenSystemLayer time") );
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m_textTime.SetName( "Time" );
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SET_XY_AND_ON_COMMAND( m_textTime );
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_textCredits[p].LoadFromFont( THEME->GetPathToF("ScreenManager credits") );
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m_textCredits[p].SetName( ssprintf("CreditsP%d",p+1) );
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SET_XY_AND_ON_COMMAND( &m_textCredits[p] );
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}
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}
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void ScreenSystemLayer::SystemMessage( CString sMessage )
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{
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m_textMessage.FinishTweening();
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m_textMessage.SetText( sMessage );
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m_textMessage.SetDiffuseAlpha( 1 );
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m_textMessage.SetX( -640 );
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m_textMessage.BeginTweening( 0.5f );
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m_textMessage.SetX( 4 );
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m_textMessage.BeginTweening( 5 );
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m_textMessage.BeginTweening( 0.5f );
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m_textMessage.SetDiffuse( RageColor(1,1,1,0) );
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}
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void ScreenSystemLayer::SystemMessageNoAnimate( CString sMessage )
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{
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m_textMessage.FinishTweening();
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m_textMessage.SetText( sMessage );
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m_textMessage.SetX( 4 );
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m_textMessage.SetDiffuseAlpha( 1 );
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m_textMessage.BeginTweening( 5 );
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m_textMessage.BeginTweening( 0.5f );
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m_textMessage.SetDiffuse( RageColor(1,1,1,0) );
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}
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void ScreenSystemLayer::RefreshCreditsMessages()
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{
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// update joined
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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CString sCredits;
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if( GAMESTATE->m_bIsOnSystemMenu ) // no mem card
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{
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sCredits = "";
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}
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else if( GAMESTATE->m_bSideIsJoined[p] )
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{
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MemoryCardState mcs = MEMCARDMAN->GetCardState( (PlayerNumber)p );
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Profile* pProfile = PROFILEMAN->GetProfile( (PlayerNumber)p );
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if( pProfile )
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{
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sCredits = pProfile->GetDisplayName();
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}
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else
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{
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switch( mcs )
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{
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case MEMORY_CARD_STATE_NO_CARD:
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if( GAMESTATE->PlayersCanJoin() )
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sCredits = CREDITS_INSERT_CARD;
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else
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sCredits = "";
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break;
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case MEMORY_CARD_STATE_WRITE_ERROR:
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sCredits = CREDITS_CARD_ERROR;
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break;
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case MEMORY_CARD_STATE_TOO_LATE:
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sCredits = CREDITS_CARD_TOO_LATE;
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break;
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case MEMORY_CARD_STATE_READY:
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sCredits = "";
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break;
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default:
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ASSERT(0);
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}
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}
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}
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else
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{
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switch( PREFSMAN->m_iCoinMode )
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{
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case COIN_HOME:
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if( GAMESTATE->PlayersCanJoin() )
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sCredits = CREDITS_PRESS_START;
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else
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sCredits = CREDITS_NOT_PRESENT;
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break;
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case COIN_PAY:
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{
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int Coins = GAMESTATE->m_iCoins % PREFSMAN->m_iCoinsPerCredit;
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sCredits = ssprintf("%s %d", CREDITS_CREDITS.c_str(), GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit);
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if (Coins)
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sCredits += ssprintf(" %d/%d", Coins, PREFSMAN->m_iCoinsPerCredit );
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}
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break;
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case COIN_FREE:
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if( GAMESTATE->PlayersCanJoin() )
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sCredits = CREDITS_FREE_PLAY;
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else
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sCredits = CREDITS_NOT_PRESENT;
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break;
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default:
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ASSERT(0);
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}
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}
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if( CREDITS_JOIN_ONLY && !GAMESTATE->PlayersCanJoin() )
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sCredits = "";
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m_textCredits[p].SetText( sCredits );
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}
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}
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void ScreenSystemLayer::UpdateTimestampAndSkips()
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{
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if(!PREFSMAN->m_bTimestamping)
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{
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/* Hide: */
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m_textTime.SetDiffuse( RageColor(1,1,1,0) );
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m_SkipBackground.SetDiffuse( RageColor(0,0,0,0) );
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return;
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}
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m_SkipBackground.SetDiffuse(RageColor(0,0,0,0.4f));
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CString time(SecondsToTime(RageTimer::GetTimeSinceStart()));
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/* Use our own timer, so we ignore `/tab. */
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const float UpdateTime = SkipTimer.GetDeltaTime();
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/* FPS is 0 for a little while after we load a screen; don't report
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* during this time. Do clear the timer, though, so we don't report
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* a big "skip" after this period passes. */
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if(DISPLAY->GetFPS())
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{
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/* We want to display skips. We expect to get updates of about 1.0/FPS ms. */
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const float ExpectedUpdate = 1.0f / DISPLAY->GetFPS();
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/* These are thresholds for severity of skips. The smallest
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* is slightly above expected, to tolerate normal jitter. */
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const float Thresholds[] = {
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ExpectedUpdate * 2.0f, ExpectedUpdate * 4.0f, 0.1f, -1
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};
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int skip = 0;
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while(Thresholds[skip] != -1 && UpdateTime > Thresholds[skip])
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skip++;
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if(skip)
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{
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static const RageColor colors[] = {
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RageColor(0,0,0,0), /* unused */
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RageColor(0.2f,0.2f,1,1), /* light blue */
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RageColor(1,1,0,1), /* yellow */
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RageColor(1,0.2f,0.2f,1) /* light red */
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};
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m_textSkips[m_LastSkip].SetText(ssprintf("%s: %.0fms (%.0f)",
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time.c_str(), 1000*UpdateTime, UpdateTime/ExpectedUpdate));
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m_textSkips[m_LastSkip].StopTweening();
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m_textSkips[m_LastSkip].SetDiffuse(RageColor(1,1,1,1));
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m_textSkips[m_LastSkip].BeginTweening(0.2f);
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m_textSkips[m_LastSkip].SetDiffuse(colors[skip]);
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m_textSkips[m_LastSkip].BeginTweening(3.0f);
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m_textSkips[m_LastSkip].BeginTweening(0.2f);
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m_textSkips[m_LastSkip].SetDiffuse(RageColor(1,1,1,0));
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m_LastSkip++;
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m_LastSkip %= NUM_SKIPS_TO_SHOW;
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}
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}
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m_textTime.SetText( time );
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m_textTime.SetDiffuse( RageColor(1,0,1,1) );
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}
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void ScreenSystemLayer::Update( float fDeltaTime )
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{
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Screen::Update(fDeltaTime);
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if( PREFSMAN && PREFSMAN->m_bShowStats )
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{
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m_textStats.SetDiffuse( RageColor(1,1,1,0.7f) );
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/* If FPS == 0, we don't have stats yet. */
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if(DISPLAY->GetFPS())
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m_textStats.SetText( ssprintf(
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"%i FPS\n%i av FPS\n%i VPF",
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DISPLAY->GetFPS(), DISPLAY->GetCumFPS(),
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DISPLAY->GetVPF()) );
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else
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m_textStats.SetText( "-- FPS\n-- av FPS\n-- VPF" );
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} else
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m_textStats.SetDiffuse( RageColor(1,1,1,0) ); /* hide */
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UpdateTimestampAndSkips();
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}
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ScreenManager::ScreenManager()
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{
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m_SystemLayer = new ScreenSystemLayer;
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m_ScreenBuffered = NULL;
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m_MessageSendOnPop = SM_None;
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}
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ScreenManager::~ScreenManager()
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{
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LOG->Trace( "ScreenManager::~ScreenManager()" );
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EmptyDeleteQueue();
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// delete current Screens
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for( unsigned i=0; i<m_ScreenStack.size(); i++ )
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delete m_ScreenStack[i];
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delete m_ScreenBuffered;
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delete m_SystemLayer;
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}
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void ScreenManager::EmptyDeleteQueue()
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{
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if(!m_ScreensToDelete.size())
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return;
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// delete all ScreensToDelete
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for( unsigned i=0; i<m_ScreensToDelete.size(); i++ )
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SAFE_DELETE( m_ScreensToDelete[i] );
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m_ScreensToDelete.clear();
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/* Now that we've actually deleted a screen, it makes sense to clear out
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* cached textures. */
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TEXTUREMAN->DeleteCachedTextures();
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TEXTUREMAN->DiagnosticOutput();
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}
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/* XXX: Big hack:
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* All screens must receive at least one update before they draw.
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* However, no screen should ever receive an update until it's ready
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* to be drawn; otherwise Gameplay will queue music to start even though
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* Stage might still be delaying for a while, throwing off timing.
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*
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* This is tricky with prepped screens. We can't do an Update(0) in
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* LoadPreppedScreen, since that'll cause the delete queue to be cleared
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* while the screen is on the stack, and possibly other odd things.
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* So, update before we draw, which is also a hack (rendering shouldn't
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* change state!). Only do this when we have to, so we don't double
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* the number of updates. */
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static bool g_TopNeedsNeedsNullUpdate = false;
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static bool g_SkipRendering = false;
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void ScreenManager::Update( float fDeltaTime )
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{
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// Only update the topmost screen on the stack.
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/* Screens take some time to load. If we don't do this, then screens
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* receive an initial update that includes all of the time they spent
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* loading, which will chop off their tweens.
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*
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* We don't want to simply cap update times; for example, the stage
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* screen sets a 4 second timer, preps the gameplay screen, and then
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* displays the prepped screen after the timer runs out; this lets the
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* load time be masked (as long as the load takes less than 4 seconds).
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* If we cap that large update delta from the screen load, the update
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* to load the new screen will come after 4 seconds plus the load time.
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*
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* So, let's just zero the first update for every screen.
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*
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* XXX: If a new Screen is set during this Update, that new screen is Drawn
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* before its first Update.
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*/
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ASSERT( !m_ScreenStack.empty() || m_DelayedScreen != "" ); // Why play the game if there is nothing showing?
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if( !m_ScreenStack.empty() )
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{
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Screen* pScreen = m_ScreenStack[m_ScreenStack.size()-1];
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if( pScreen->IsFirstUpdate() )
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pScreen->Update( 0 );
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else
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pScreen->Update( fDeltaTime );
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}
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m_SystemLayer->Update( fDeltaTime );
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EmptyDeleteQueue();
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if(m_DelayedScreen.size() != 0)
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{
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/* We have a screen to display. Delete the current screens and load it. */
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m_ScreensToDelete.insert(m_ScreensToDelete.end(), m_ScreenStack.begin(), m_ScreenStack.end());
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m_ScreenStack.clear();
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EmptyDeleteQueue();
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/* This is the purpose of delayed screen loads: clear out the texture cache
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* now, while there's (mostly) nothing loaded. */
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TEXTUREMAN->DeleteCachedTextures();
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TEXTUREMAN->DiagnosticOutput();
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LoadDelayedScreen();
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/* Ack. We can't Update(0), since we want to skip the *next* update
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* (which is the one that will have all this load time in it). We
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* can't draw it until we've updated it. Let's simply not render
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* the next frame, so we'll come around quickly and handle it correctly. */
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g_SkipRendering = true;
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}
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}
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void ScreenManager::Draw()
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{
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DISPLAY->BeginFrame();
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if(g_SkipRendering)
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{
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/* Leave the frame there (if any). */
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g_SkipRendering = false;
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return;
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}
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if(g_TopNeedsNeedsNullUpdate)
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{
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g_TopNeedsNeedsNullUpdate = false;
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m_ScreenStack.back()->Update( 0 );
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}
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if( !m_ScreenStack.empty() && !m_ScreenStack.back()->IsTransparent() ) // top screen isn't transparent
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m_ScreenStack.back()->Draw();
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else
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for( unsigned i=0; i<m_ScreenStack.size(); i++ ) // Draw all screens bottom to top
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m_ScreenStack[i]->Draw();
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m_SystemLayer->Draw();
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DISPLAY->EndFrame();
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}
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void ScreenManager::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( "ScreenManager::Input( %d-%d, %d-%d, %d-%d, %d-%d )",
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// DeviceI.device, DeviceI.button, GameI.controller, GameI.button, MenuI.player, MenuI.button, StyleI.player, StyleI.col );
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// pass input only to topmost state
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if( !m_ScreenStack.empty() )
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m_ScreenStack.back()->Input( DeviceI, type, GameI, MenuI, StyleI );
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}
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Screen* ScreenManager::MakeNewScreen( CString sClassName )
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{
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/* By default, RageSounds handles the song timer. When we change screens, reset this;
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* screens turn this off in their ctor if they handle timers themselves (gameplay, edit). */
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SOUND->HandleSongTimer( true );
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/* Cleanup song data. This can free up a fair bit of memory, so do it before
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* creating the new screen, to lower peak memory usage slightly. */
|
|
SONGMAN->Cleanup();
|
|
|
|
Screen *ret = Screen::Create( sClassName );
|
|
|
|
/* Loading probably took a little while. Let's reset stats. This prevents us
|
|
* from displaying an unnaturally low FPS value, and the next FPS value we
|
|
* display will be accurate, which makes skips in the initial tween-ins more
|
|
* apparent. */
|
|
DISPLAY->ResetStats();
|
|
|
|
return ret;
|
|
}
|
|
|
|
void ScreenManager::PrepNewScreen( CString sClassName )
|
|
{
|
|
ASSERT(m_ScreenBuffered == NULL);
|
|
m_ScreenBuffered = MakeNewScreen(sClassName);
|
|
}
|
|
|
|
void ScreenManager::LoadPreppedScreen()
|
|
{
|
|
ASSERT( m_ScreenBuffered != NULL);
|
|
SetNewScreen( m_ScreenBuffered );
|
|
|
|
// Need to update the new screen once, or else it will be
|
|
// drawn before ever being Update()d.
|
|
g_TopNeedsNeedsNullUpdate = true;
|
|
|
|
m_ScreenBuffered = NULL;
|
|
}
|
|
|
|
void ScreenManager::DeletePreppedScreen()
|
|
{
|
|
SAFE_DELETE( m_ScreenBuffered );
|
|
TEXTUREMAN->DeleteCachedTextures();
|
|
}
|
|
|
|
void ScreenManager::SetNewScreen( Screen *pNewScreen )
|
|
{
|
|
RefreshCreditsMessages();
|
|
THEME->ReloadMetricsIfNecessary();
|
|
|
|
// move current screen(s) to ScreenToDelete
|
|
m_ScreensToDelete.insert(m_ScreensToDelete.end(), m_ScreenStack.begin(), m_ScreenStack.end());
|
|
m_ScreenStack.clear();
|
|
|
|
m_ScreenStack.push_back( pNewScreen );
|
|
|
|
PostMessageToTopScreen( SM_GainFocus, 0 );
|
|
}
|
|
|
|
void ScreenManager::SetNewScreen( CString sClassName )
|
|
{
|
|
m_DelayedScreen = sClassName;
|
|
|
|
/* If we're not delaying screen loads, load it now. Otherwise, we'll load
|
|
* it on the next iteration. Only delay if we already have a screen
|
|
* loaded; otherwise, there's no reason to delay. */
|
|
if(!PREFSMAN->m_bDelayedScreenLoad) // || m_ScreenStack.empty() )
|
|
LoadDelayedScreen();
|
|
}
|
|
|
|
void ScreenManager::LoadDelayedScreen()
|
|
{
|
|
retry:
|
|
CString sClassName = m_DelayedScreen;
|
|
m_DelayedScreen = "";
|
|
|
|
/* If we prepped a screen but didn't use it, nuke it. */
|
|
SAFE_DELETE( m_ScreenBuffered );
|
|
|
|
RageTimer t;
|
|
|
|
Screen* pOldTopScreen = m_ScreenStack.empty() ? NULL : m_ScreenStack.back();
|
|
|
|
// 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.
|
|
LOG->Trace( "Loading screen %s", sClassName.c_str() );
|
|
Screen* pNewScreen = MakeNewScreen(sClassName);
|
|
LOG->Trace( "Loaded %s in %f", sClassName.c_str(), t.GetDeltaTime());
|
|
|
|
if( pOldTopScreen!=NULL && m_ScreenStack.back()!=pOldTopScreen )
|
|
{
|
|
// While constructing this Screen, it's constructor called
|
|
// SetNewScreen again! That SetNewScreen Command should
|
|
// override this older one.
|
|
SAFE_DELETE( pNewScreen );
|
|
return;
|
|
}
|
|
|
|
if( PREFSMAN->m_bDelayedScreenLoad && m_DelayedScreen != "" )
|
|
{
|
|
/* Same deal: the ctor called SetNewScreen again. Delete the screen
|
|
* we just made, but don't delay again. */
|
|
SAFE_DELETE( pNewScreen );
|
|
goto retry;
|
|
}
|
|
|
|
/* If this is a system menu, don't let the operator key touch it!
|
|
However, if you add an options screen, please include it here -- Miryokuteki */
|
|
if( sClassName == "ScreenOptionsMenu" ||
|
|
sClassName == "ScreenMachineOptions" ||
|
|
sClassName == "ScreenInputOptions" ||
|
|
sClassName == "ScreenGraphicOptions" ||
|
|
sClassName == "ScreenGameplayOptions" ||
|
|
sClassName == "ScreenMapControllers" ||
|
|
sClassName == "ScreenAppearanceOptions" ||
|
|
sClassName == "ScreenEdit" ||
|
|
sClassName == "ScreenEditMenu" ||
|
|
sClassName == "ScreenSoundOptions" )
|
|
GAMESTATE->m_bIsOnSystemMenu = true;
|
|
else
|
|
GAMESTATE->m_bIsOnSystemMenu = false;
|
|
|
|
SetNewScreen( pNewScreen );
|
|
}
|
|
|
|
void ScreenManager::AddNewScreenToTop( CString sClassName, ScreenMessage messageSendOnPop )
|
|
{
|
|
Screen* pNewScreen = MakeNewScreen(sClassName);
|
|
m_ScreenStack.push_back( pNewScreen );
|
|
m_MessageSendOnPop = messageSendOnPop;
|
|
}
|
|
|
|
#include "ScreenPrompt.h"
|
|
#include "ScreenTextEntry.h"
|
|
#include "ScreenMiniMenu.h"
|
|
|
|
void ScreenManager::Prompt( ScreenMessage SM_SendWhenDone, CString sText, bool bYesNo, bool bDefaultAnswer, void(*OnYes)(void*), void(*OnNo)(void*), void* pCallbackData )
|
|
{
|
|
// add the new state onto the back of the array
|
|
m_ScreenStack.push_back( new ScreenPrompt(SM_SendWhenDone, sText, bYesNo, bDefaultAnswer, OnYes, OnNo, pCallbackData) );
|
|
}
|
|
|
|
void ScreenManager::TextEntry( ScreenMessage SM_SendWhenDone, CString sQuestion, CString sInitialAnswer, void(*OnOK)(CString sAnswer), void(*OnCanel)() )
|
|
{
|
|
// add the new state onto the back of the array
|
|
m_ScreenStack.push_back( new ScreenTextEntry("ScreenTextEntry", SM_SendWhenDone, sQuestion, sInitialAnswer, OnOK, OnCanel) );
|
|
}
|
|
|
|
void ScreenManager::MiniMenu( Menu* pDef, ScreenMessage SM_SendOnOK, ScreenMessage SM_SendOnCancel )
|
|
{
|
|
// add the new state onto the back of the array
|
|
m_ScreenStack.push_back( new ScreenMiniMenu(pDef, SM_SendOnOK, SM_SendOnCancel) );
|
|
}
|
|
|
|
void ScreenManager::PopTopScreen( ScreenMessage SM )
|
|
{
|
|
Screen* pScreenToPop = m_ScreenStack.back(); // top menu
|
|
pScreenToPop->HandleScreenMessage( SM_LoseFocus );
|
|
m_ScreenStack.erase(m_ScreenStack.end()-1, m_ScreenStack.end());
|
|
m_ScreensToDelete.push_back( pScreenToPop );
|
|
|
|
/* Post to the new top. This must be done now; otherwise, we'll have a single
|
|
* frame between popping and these messages, which can result in a frame where eg.
|
|
* input is accepted where it shouldn't be. */
|
|
SendMessageToTopScreen( SM );
|
|
SendMessageToTopScreen( SM_GainFocus );
|
|
SendMessageToTopScreen( m_MessageSendOnPop );
|
|
m_MessageSendOnPop = SM_None;
|
|
}
|
|
|
|
void ScreenManager::PostMessageToTopScreen( ScreenMessage SM, float fDelay )
|
|
{
|
|
Screen* pTopScreen = m_ScreenStack.back();
|
|
pTopScreen->PostScreenMessage( SM, fDelay );
|
|
}
|
|
|
|
void ScreenManager::SendMessageToTopScreen( ScreenMessage SM )
|
|
{
|
|
Screen* pTopScreen = m_ScreenStack.back();
|
|
pTopScreen->HandleScreenMessage( SM );
|
|
}
|
|
|
|
|
|
void ScreenManager::SystemMessage( CString sMessage )
|
|
{
|
|
LOG->Trace( "%s", sMessage.c_str() );
|
|
m_SystemLayer->SystemMessage( sMessage );
|
|
}
|
|
|
|
void ScreenManager::SystemMessageNoAnimate( CString sMessage )
|
|
{
|
|
LOG->Trace( "%s", sMessage.c_str() );
|
|
m_SystemLayer->SystemMessageNoAnimate( sMessage );
|
|
}
|
|
|
|
void ScreenManager::RefreshCreditsMessages()
|
|
{
|
|
m_SystemLayer->RefreshCreditsMessages();
|
|
}
|
|
|
|
void ScreenManager::ReloadCreditsText()
|
|
{
|
|
m_SystemLayer->ReloadCreditsText();
|
|
}
|
|
|