414 lines
13 KiB
C++
414 lines
13 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenSelectStyle
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Desc: Testing the Screen class.
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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 "ScreenSelectStyle.h"
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#include "ScreenManager.h"
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#include "PrefsManager.h"
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#include "RageSoundManager.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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#define JOINT_PREMIUM_BANNER_X THEME->GetMetricF("ScreenSelectStyle","JointPremiumBannerX")
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#define JOINT_PREMIUM_BANNER_Y THEME->GetMetricF("ScreenSelectStyle","JointPremiumBannerY")
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#define ICONS_START_X THEME->GetMetricF("ScreenSelectStyle","IconsStartX")
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#define ICONS_SPACING_X THEME->GetMetricF("ScreenSelectStyle","IconsSpacingX")
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#define ICONS_START_Y THEME->GetMetricF("ScreenSelectStyle","IconsStartY")
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#define ICONS_SPACING_Y THEME->GetMetricF("ScreenSelectStyle","IconsSpacingY")
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#define EXPLANATION_X THEME->GetMetricF("ScreenSelectStyle","ExplanationX")
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#define EXPLANATION_Y THEME->GetMetricF("ScreenSelectStyle","ExplanationY")
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#define INFO_X THEME->GetMetricF("ScreenSelectStyle","InfoX")
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#define INFO_Y THEME->GetMetricF("ScreenSelectStyle","InfoY")
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#define PREVIEW_X THEME->GetMetricF("ScreenSelectStyle","PreviewX")
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#define PREVIEW_Y THEME->GetMetricF("ScreenSelectStyle","PreviewY")
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#define HELP_TEXT THEME->GetMetric("ScreenSelectStyle","HelpText")
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#define TIMER_SECONDS THEME->GetMetricI("ScreenSelectStyle","TimerSeconds")
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#define NEXT_SCREEN THEME->GetMetric("ScreenSelectStyle","NextScreen")
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ScreenSelectStyle::ScreenSelectStyle()
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{
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LOG->Trace( "ScreenSelectStyle::ScreenSelectStyle()" );
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// Reset the current style and game
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GAMESTATE->m_CurStyle = STYLE_INVALID;
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GAMESTATE->m_bPlayersCanJoin = true;
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GAMEMAN->GetStylesForGame( GAMESTATE->m_CurGame, m_aPossibleStyles );
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ASSERT( !m_aPossibleStyles.empty() ); // every game should have at least one Style, or else why have the Game? :-)
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m_iSelection = 0;
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unsigned i;
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for( i=0; i<m_aPossibleStyles.size(); i++ )
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{
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CString IconPath = THEME->GetPathToOptional("Graphics",ssprintf("select style icons %s",GAMESTATE->GetCurrentGameDef()->m_szName) );
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if(IconPath.empty())
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{
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BitmapText *b = new BitmapText;
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b->LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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b->SetText(GAMEMAN->GetStyleDefForStyle( m_aPossibleStyles[i] )->m_szName);
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b->SetDiffuse(RageColor(.5,.5,.5,1));
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b->SetZoom(0.5f);
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m_sprIcon[i] = b;
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IconsAreText = true;
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}
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else
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{
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Sprite *s = new Sprite;
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s->Load( IconPath );
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s->StopAnimating();
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s->SetState( i );
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m_sprIcon[i] = s;
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IconsAreText = false;
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}
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m_sprIcon[i]->SetXY( ICONS_START_X + i*ICONS_SPACING_X, ICONS_START_Y + i*ICONS_SPACING_Y );
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this->AddChild( m_sprIcon[i] );
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}
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UpdateEnabledDisabled();
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m_sprExplanation.Load( THEME->GetPathTo("Graphics","select style explanation") );
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m_sprExplanation.SetXY( EXPLANATION_X, EXPLANATION_Y );
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this->AddChild( &m_sprExplanation );
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m_sprPreview.SetXY( PREVIEW_X, PREVIEW_Y );
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this->AddChild( &m_sprPreview );
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m_sprInfo.SetXY( INFO_X, INFO_Y );
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this->AddChild( &m_sprInfo );
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if( PREFSMAN->m_bJointPremium )
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{
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m_sprJointPremium.Load( THEME->GetPathTo("Graphics","select style joint premium banner") );
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m_sprJointPremium.SetXY( JOINT_PREMIUM_BANNER_X, JOINT_PREMIUM_BANNER_Y );
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this->AddChild( &m_sprJointPremium );
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}
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const GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
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const StyleDef* pStyleDef = GAMEMAN->GetStyleDefForStyle( m_aPossibleStyles[m_iSelection] );
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// Load dummy Sprites
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for( i=0; i<m_aPossibleStyles.size(); i++ )
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{
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m_sprDummyPreview[i].Load( THEME->GetPathToOptional("Graphics",ssprintf("select style preview %s %s",pGameDef->m_szName,pStyleDef->m_szName)) );
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m_sprDummyInfo[i].Load( THEME->GetPathToOptional("Graphics",ssprintf("select style info %s %s",pGameDef->m_szName,pStyleDef->m_szName)) );
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}
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m_Menu.Load(
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THEME->GetPathTo("BGAnimations","select style"),
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THEME->GetPathTo("Graphics","select style top edge"),
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HELP_TEXT, false, true, TIMER_SECONDS
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);
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this->AddChild( &m_Menu );
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m_soundChange.Load( THEME->GetPathTo("Sounds","select style change") );
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m_soundSelect.Load( THEME->GetPathTo("Sounds","menu start") );
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select style intro") );
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SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","select style music") );
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AfterChange();
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TweenOnScreen();
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m_Menu.TweenOnScreenFromBlack( SM_None );
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}
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ScreenSelectStyle::~ScreenSelectStyle()
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{
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LOG->Trace( "ScreenSelectStyle::~ScreenSelectStyle()" );
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for( unsigned i=0; i<m_aPossibleStyles.size(); i++ )
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delete m_sprIcon[i];
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}
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void ScreenSelectStyle::DrawPrimitives()
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{
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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 ScreenSelectStyle::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( "ScreenSelectStyle::Input()" );
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if( m_Menu.IsClosing() )
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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 ScreenSelectStyle::HandleScreenMessage( const ScreenMessage SM )
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{
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Screen::HandleScreenMessage( SM );
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switch( SM )
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{
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case SM_MenuTimer:
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MenuStart(PLAYER_INVALID);
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break;
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case SM_GoToPrevScreen:
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SOUNDMAN->StopMusic();
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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case SM_GoToNextScreen:
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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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void ScreenSelectStyle::BeforeChange()
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{
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m_sprIcon[m_iSelection]->SetEffectNone();
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}
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void ScreenSelectStyle::AfterChange()
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{
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m_sprIcon[m_iSelection]->SetEffectGlowing();
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const GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
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const StyleDef* pStyleDef = GAMEMAN->GetStyleDefForStyle( m_aPossibleStyles[m_iSelection] );
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// Tween Preview
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m_sprPreview.Load( THEME->GetPathToOptional("Graphics",ssprintf("select style preview %s %s",pGameDef->m_szName,pStyleDef->m_szName)) );
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m_sprPreview.StopTweening();
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m_sprPreview.SetGlow( RageColor(1,1,1,0) );
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m_sprPreview.SetDiffuse( RageColor(1,1,1,0) );
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m_sprPreview.BeginTweening( 0.25f ); // sleep
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m_sprPreview.BeginTweening( 0.2f ); // fade to white
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m_sprPreview.SetTweenGlow( RageColor(1,1,1,1) );
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m_sprPreview.SetTweenDiffuse( RageColor(1,1,1,0) );
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m_sprPreview.BeginTweening( 0.01f ); // turn color on
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m_sprPreview.SetTweenDiffuse( RageColor(1,1,1,1) );
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m_sprPreview.BeginTweening( 0.2f ); // fade to color
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m_sprPreview.SetTweenGlow( RageColor(1,1,1,0) );
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m_sprPreview.SetTweenDiffuse( RageColor(1,1,1,1) );
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// Tween Info
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m_sprInfo.Load( THEME->GetPathToOptional("Graphics",ssprintf("select style info %s %s",pGameDef->m_szName,pStyleDef->m_szName)) );
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m_sprInfo.StopTweening();
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m_sprInfo.SetZoomY( 0 );
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m_sprInfo.BeginTweening( 0.5f, Actor::TWEEN_BOUNCE_END );
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m_sprInfo.SetTweenZoomY( 1 );
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}
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void ScreenSelectStyle::MenuLeft( PlayerNumber pn )
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{
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// search for a style to the left of the current selection that is enabled
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int iSwitchToStyleIndex = -1; // -1 means none found
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for( int i=m_iSelection-1; i>=0; i-- )
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{
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if( IsEnabled(i) )
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{
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iSwitchToStyleIndex = i;
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break;
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}
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}
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if( iSwitchToStyleIndex == -1 )
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return;
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BeforeChange();
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m_iSelection = iSwitchToStyleIndex;
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m_soundChange.PlayRandom();
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AfterChange();
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}
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void ScreenSelectStyle::MenuRight( PlayerNumber pn )
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{
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// search for a style to the right of the current selection that is enabled
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int iSwitchToStyleIndex = -1; // -1 means none found
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for( unsigned i=m_iSelection+1; i<m_aPossibleStyles.size(); i++ )
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{
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if( IsEnabled(i) )
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{
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iSwitchToStyleIndex = i;
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break;
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}
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}
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if( iSwitchToStyleIndex == -1 )
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return;
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BeforeChange();
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m_iSelection = iSwitchToStyleIndex;
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m_soundChange.PlayRandom();
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AfterChange();
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}
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void ScreenSelectStyle::MenuStart( PlayerNumber pn )
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{
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if( pn!=PLAYER_INVALID && !GAMESTATE->m_bSideIsJoined[pn] )
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{
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/* I think JP should allow playing two-pad singleplayer modes (doubles),
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* but not two-pad two-player modes (battle). (Battle mode isn't "joint".)
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* That means we should leave player-entry logic alone and simply enable
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* couples mode if JP is on and only one person has clicked in. (However,
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* that means we'll display couples even if we don't really know if we have
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* a second pad, which is a little annoying.)
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*
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* Also, credit deduction should be handled in StepMania.cpp (along with
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* the coin logic) using GAMESTATE->m_bPlayersCanJoin, since there
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* are other screens you can join (eg ScreenCaution). -glenn */
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if( PREFSMAN->m_CoinMode == PrefsManager::COIN_PAY )
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{
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if( !PREFSMAN->m_bJointPremium )
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{
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if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
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{
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/* Joint Premium is NOT enabled, and we do not have enough credits */
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return;
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}
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/* Joint Premium is NOT enabled, but we have enough credits. Pay up! */
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GAMESTATE->m_iCoins -= PREFSMAN->m_iCoinsPerCredit;
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}
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}
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/* If credits had to be used, it's already taken care of.. add the player */
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SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","menu start") );
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GAMESTATE->m_bSideIsJoined[pn] = true;
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SCREENMAN->RefreshCreditsMessages();
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UpdateEnabledDisabled();
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return; // don't fall through
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}
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GAMESTATE->m_CurStyle = GetSelectedStyle();
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CString sCurStyleName = GAMESTATE->GetCurrentStyleDef()->m_szName;
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sCurStyleName.MakeLower();
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if( -1!=sCurStyleName.Find("single") ) SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select style comment single") );
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else if( -1!=sCurStyleName.Find("versus") ) SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select style comment versus") );
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else if( -1!=sCurStyleName.Find("double") ) SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select style comment double") );
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else if( -1!=sCurStyleName.Find("couple") ) SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select style comment couple") );
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else if( -1!=sCurStyleName.Find("solo") ) SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select style comment solo") );
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m_Menu.TweenOffScreenToMenu( SM_GoToNextScreen );
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GAMESTATE->m_bPlayersCanJoin = false;
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SCREENMAN->RefreshCreditsMessages();
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m_soundSelect.PlayRandom();
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m_Menu.StopTimer();
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TweenOffScreen();
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}
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void ScreenSelectStyle::MenuBack( PlayerNumber pn )
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{
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SOUNDMAN->StopMusic();
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m_Menu.TweenOffScreenToBlack( SM_GoToPrevScreen, true );
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// m_Fade.CloseWipingLeft( SM_GoToPrevScreen );
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// TweenOffScreen();
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}
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void ScreenSelectStyle::TweenOnScreen()
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{
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for( unsigned i=0; i<m_aPossibleStyles.size(); i++ )
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m_sprIcon[i]->FadeOn( (m_aPossibleStyles.size()-i)*0.05f, "Left Accelerate", MENU_ELEMENTS_TWEEN_TIME );
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m_sprExplanation.FadeOn( 0, "Right Accelerate", MENU_ELEMENTS_TWEEN_TIME );
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m_sprJointPremium.FadeOn( 0, "FadeIn", MENU_ELEMENTS_TWEEN_TIME );
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// let AfterChange tween Preview and Info
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}
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void ScreenSelectStyle::TweenOffScreen()
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{
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for( unsigned i=0; i<m_aPossibleStyles.size(); i++ )
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m_sprIcon[i]->FadeOff( 0, "FoldY", MENU_ELEMENTS_TWEEN_TIME );
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m_sprExplanation.FadeOff( 0, "FoldY", MENU_ELEMENTS_TWEEN_TIME );
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m_sprPreview.FadeOff( 0, "FoldY", MENU_ELEMENTS_TWEEN_TIME );
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m_sprInfo.FadeOff( 0, "FoldY", MENU_ELEMENTS_TWEEN_TIME );
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m_sprJointPremium.FadeOff( 0, "FadeOut", MENU_ELEMENTS_TWEEN_TIME );
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}
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bool ScreenSelectStyle::IsEnabled( int iStyleIndex )
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{
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Style style = m_aPossibleStyles[iStyleIndex];
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int iNumSidesJoined = 0;
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for( int c=0; c<2; c++ )
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if( GAMESTATE->m_bSideIsJoined[c] )
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iNumSidesJoined++; // left side, and right side
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switch( GAMEMAN->GetStyleDefForStyle(style)->m_StyleType )
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{
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case StyleDef::ONE_PLAYER_ONE_CREDIT: return iNumSidesJoined==1;
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case StyleDef::ONE_PLAYER_TWO_CREDITS: return iNumSidesJoined==2;
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case StyleDef::TWO_PLAYERS_TWO_CREDITS: return iNumSidesJoined==2;
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default: ASSERT(0); return false;
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}
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}
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void ScreenSelectStyle::UpdateEnabledDisabled()
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{
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unsigned i;
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/* XXX: If a player joins during the tween-in, this diffuse change
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* will be undone by the tween. Hmm. */
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for( i=0; i<m_aPossibleStyles.size(); i++ )
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{
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/* If the icon is text, use a dimmer diffuse, or we won't be
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* able to see the glow. */
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if( IsEnabled(i) )
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m_sprIcon[i]->SetDiffuse( IconsAreText? RageColor(0.75f, 0.75f, 0.75f, 1):
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RageColor(1,1,1,1) );
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else
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m_sprIcon[i]->SetDiffuse( RageColor(0.25f,0.25f,0.25f,1) );
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}
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// Select first enabled style
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BeforeChange();
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int iSwitchToStyleIndex = -1; // -1 means none found
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for( i=0; i<m_aPossibleStyles.size(); i++ )
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{
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if( IsEnabled(i) )
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{
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iSwitchToStyleIndex = i;
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break;
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}
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}
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ASSERT( iSwitchToStyleIndex != -1 ); // no styles are enabled. We're stuck! This should never happen
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m_iSelection = iSwitchToStyleIndex;
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AfterChange();
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}
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