Files
itgmania212121/stepmania/src/ScreenSelectCharacter.h
T
2003-09-27 22:30:51 +00:00

79 lines
2.2 KiB
C++

/*
-----------------------------------------------------------------------------
File: ScreenSelectCharacter.h
Desc: Set the current song group by selecting from a list.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Screen.h"
#include "Sprite.h"
#include "RandomSample.h"
#include "MenuElements.h"
#include "OptionIcon.h"
#include "Banner.h"
#define MAX_CHAR_ICONS_TO_SHOW 11
class ScreenSelectCharacter : public Screen
{
public:
ScreenSelectCharacter( CString sName );
virtual ~ScreenSelectCharacter();
virtual void DrawPrimitives();
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void HandleScreenMessage( const ScreenMessage SM );
void MenuLeft( PlayerNumber pn );
void MenuRight( PlayerNumber pn );
void MenuUp( PlayerNumber pn );
void MenuDown( PlayerNumber pn );
void MenuStart( PlayerNumber pn );
void MenuBack( PlayerNumber pn );
void TweenOffScreen();
void TweenOnScreen();
private:
// These functions take the PlayerNumber of the player making the selections,
// which is not necessarily the same as the PlayerNumber that the options are being
// chosen for. If only one player is joined, they will pick their choices, then
// the CPU's choices.
void BeforeRowChange( PlayerNumber pn );
void AfterRowChange( PlayerNumber pn );
void AfterValueChange( PlayerNumber pn );
void Move( PlayerNumber pn, int deltaValue );
int m_iSelectedCharacter[NUM_PLAYERS];
enum {
CHOOSING_HUMAN_CHARACTER,
CHOOSING_CPU_CHARACTER,
FINISHED_CHOOSING
} m_SelectionRow[NUM_PLAYERS];
PlayerNumber GetAffectedPlayerNumber( PlayerNumber pn ); // returns the number of the player that pn is selecting for
MenuElements m_Menu;
Sprite m_sprTitle[NUM_PLAYERS];
Banner m_sprIcons[NUM_PLAYERS][MAX_CHAR_ICONS_TO_SHOW];
Sprite m_sprCard[NUM_PLAYERS];
Sprite m_sprCardArrows[NUM_PLAYERS];
Sprite m_sprAttackFrame[NUM_PLAYERS];
OptionIcon m_AttackIcons[NUM_PLAYERS][NUM_ATTACK_LEVELS][NUM_ATTACKS_PER_LEVEL];
Sprite m_sprExplanation;
RandomSample m_soundChange;
RandomSample m_soundSelect;
};