Files
itgmania212121/stepmania/src/ScreenDemonstration.cpp
T
2003-10-07 17:57:52 +00:00

127 lines
3.6 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenDemonstration
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenDemonstration.h"
#include "RageLog.h"
#include "ThemeManager.h"
#include "GameState.h"
#include "SongManager.h"
#include "StepMania.h"
#include "ScreenAttract.h" // for AttractInput()
#include "ScreenManager.h"
#define SHOW_RANDOM_MODIFIERS THEME->GetMetricF("ScreenDemonstration","SecondsToShow")
#define SECONDS_TO_SHOW THEME->GetMetricF("ScreenDemonstration","SecondsToShow")
#define NEXT_SCREEN THEME->GetMetric("ScreenDemonstration","NextScreen")
const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+10); // MUST be same as in ScreenGameplay
bool PrepareForDemonstration() // always return true.
{
switch( GAMESTATE->m_CurGame )
{
case GAME_DANCE: GAMESTATE->m_CurStyle = STYLE_DANCE_VERSUS; break;
case GAME_PUMP: GAMESTATE->m_CurStyle = STYLE_PUMP_VERSUS; break;
case GAME_EZ2: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_VERSUS; break;
case GAME_PARA: GAMESTATE->m_CurStyle = STYLE_PARA_SINGLE; break;
case GAME_DS3DDX: GAMESTATE->m_CurStyle = STYLE_DS3DDX_SINGLE; break;
case GAME_BM: GAMESTATE->m_CurStyle = STYLE_BM_SINGLE; break;
case GAME_MANIAX: GAMESTATE->m_CurStyle = STYLE_MANIAX_SINGLE; break;
case GAME_PNM: GAMESTATE->m_CurStyle = STYLE_PNM_NINE; break;
default: ASSERT(0);
}
GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
return true;
}
ScreenDemonstration::ScreenDemonstration( CString sName ) : ScreenJukebox( sName, PrepareForDemonstration() ) // this is a hack to get some code to execute before the ScreenGameplay constructor
{
LOG->Trace( "ScreenDemonstration::ScreenDemonstration()" );
if( GAMESTATE->m_pCurSong == NULL ) // we didn't find a song.
{
HandleScreenMessage( SM_GoToNextScreen ); // Abort demonstration.
return;
}
m_Overlay.LoadFromAniDir( THEME->GetPathToB("ScreenDemonstration overlay") );
this->AddChild( &m_Overlay );
this->MoveToTail( &m_In );
this->MoveToTail( &m_Out );
ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that drive "ready", "go", etc.
GAMESTATE->m_bPastHereWeGo = true;
m_DancingState = STATE_DANCING;
this->PostScreenMessage( SM_BeginFadingOut, SECONDS_TO_SHOW );
}
ScreenDemonstration::~ScreenDemonstration()
{
}
void ScreenDemonstration::Update( float fDeltaTime )
{
ScreenGameplay::Update( fDeltaTime );
}
void ScreenDemonstration::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
//LOG->Trace( "ScreenDemonstration::Input()" );
if( MenuI.IsValid() && type == IET_FIRST_PRESS )
{
switch( MenuI.button )
{
case MENU_BUTTON_COIN:
case MENU_BUTTON_START:
case MENU_BUTTON_BACK:
if( PREFSMAN->m_iCoinMode == COIN_PAY )
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
break; // don't fall through
m_soundMusic.Stop();
break;
}
}
ScreenAttract::AttractInput( DeviceI, type, GameI, MenuI, StyleI, m_In.IsTransitioning() || m_Out.IsTransitioning() );
}
void ScreenDemonstration::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_NotesEnded:
case SM_BeginFadingOut:
if(!m_Out.IsTransitioning())
m_Out.StartTransitioning( SM_GoToNextScreen );
return;
case SM_GoToNextScreen:
m_soundMusic.Stop();
GAMESTATE->Reset();
SCREENMAN->SetNewScreen( NEXT_SCREEN );
return;
}
ScreenGameplay::HandleScreenMessage( SM );
}