Files
itgmania212121/stepmania/src/ScreenTitleMenu.cpp
T
2005-08-06 05:43:24 +00:00

261 lines
7.8 KiB
C++

#include "global.h"
#include "ScreenTitleMenu.h"
#include "ScreenManager.h"
#include "RageUtil.h"
#include "StepMania.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "AnnouncerManager.h"
#include "GameState.h"
#include "GameManager.h"
#include "ThemeManager.h"
#include "GameSoundManager.h"
#include "CodeDetector.h"
#include "RageTextureManager.h"
#include "LightsManager.h"
#include "Game.h"
#include "InputMapper.h"
#include "ProfileManager.h"
#define COIN_MODE_CHANGE_SCREEN THEME->GetMetric (m_sName,"CoinModeChangeScreen")
REGISTER_SCREEN_CLASS( ScreenTitleMenu );
ScreenTitleMenu::ScreenTitleMenu( CString sScreenName ) :
ScreenSelectMaster( sScreenName )
{
LOG->Trace( "ScreenTitleMenu::ScreenTitleMenu()" );
/* XXX We really need two common calls: 1, something run when exiting from gameplay
* (to do this reset), and 2, something run when entering gameplay, to apply default
* options. Having special cases in attract screens and the title menu to reset
* things stinks ... */
GAMESTATE->Reset();
// TRICKY: Do this after GameState::Reset.
LIGHTSMAN->SetLightsMode( LIGHTSMODE_JOINING );
this->SubscribeToMessage( PREFSMAN->m_CoinMode.GetName()+"Changed" );
}
void ScreenTitleMenu::Init()
{
m_bSelectIsDown = false; // used by LoadHelpText which is called by ScreenWithMenuElements::Init()
ScreenSelectMaster::Init();
m_soundSelectPressed.Load( THEME->GetPathS(m_sName,"select down"), true );
m_soundProfileChange.Load( THEME->GetPathS(m_sName,"profile change"), true );
m_soundProfileSwap.Load( THEME->GetPathS(m_sName,"profile swap"), true );
this->SortByDrawOrder();
SOUND->PlayOnceFromAnnouncer( "title menu game name" );
}
ScreenTitleMenu::~ScreenTitleMenu()
{
LOG->Trace( "ScreenTitleMenu::~ScreenTitleMenu()" );
}
void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
LOG->Trace( "ScreenTitleMenu::Input( %d-%d )", DeviceI.device, DeviceI.button ); // debugging gameport joystick problem
if( m_In.IsTransitioning() || m_Cancel.IsTransitioning() ) /* not m_Out */
return;
if( type == IET_FIRST_PRESS )
{
//
// detect codes
//
if( CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_THEME) ||
CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_THEME2) )
{
THEME->NextTheme();
ApplyGraphicOptions(); // update window title and icon
SCREENMAN->SystemMessage( "Theme: "+THEME->GetCurThemeName() );
SCREENMAN->SetNewScreen( m_sName );
TEXTUREMAN->DoDelayedDelete();
}
if( CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_ANNOUNCER) ||
CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_ANNOUNCER2) )
{
ANNOUNCER->NextAnnouncer();
CString sName = ANNOUNCER->GetCurAnnouncerName();
if( sName=="" ) sName = "(none)";
SCREENMAN->SystemMessage( "Announcer: "+sName );
SCREENMAN->SetNewScreen( m_sName );
}
if( CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_GAME) ||
CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_GAME2) )
{
vector<const Game*> vGames;
GAMEMAN->GetEnabledGames( vGames );
ASSERT( !vGames.empty() );
vector<const Game*>::iterator iter = find(vGames.begin(),vGames.end(),GAMESTATE->m_pCurGame);
ASSERT( iter != vGames.end() );
iter++; // move to the next game
// wrap
if( iter == vGames.end() )
iter = vGames.begin();
GAMESTATE->m_pCurGame = *iter;
/* Reload the theme if it's changed, but don't back to the initial screen. */
ResetGame();
SCREENMAN->SystemMessage( CString("Game: ") + GAMESTATE->GetCurrentGame()->m_szName );
SCREENMAN->SetNewScreen( m_sName );
}
}
if( MenuI.IsValid() )
{
LoadHelpText();
PlayerNumber pn = MenuI.player;
bool bSelectIsDown = false;
FOREACH_PlayerNumber( p )
bSelectIsDown |= INPUTMAPPER->IsButtonDown( MenuInput(p, MENU_BUTTON_SELECT) );
if( bSelectIsDown )
{
if( type == IET_FIRST_PRESS )
{
switch( MenuI.button )
{
case MENU_BUTTON_LEFT:
ChangeDefaultLocalProfile( pn, -1 );
MESSAGEMAN->Broadcast( ssprintf("MenuLeftP%d",pn+1) );
break;
case MENU_BUTTON_RIGHT:
ChangeDefaultLocalProfile( pn, +1 );
MESSAGEMAN->Broadcast( ssprintf("MenuRightP%d",pn+1) );
break;
case MENU_BUTTON_DOWN:
SwapDefaultLocalProfiles();
break;
}
}
return;
}
}
ScreenSelectMaster::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenTitleMenu::HandleMessage( const CString& sMessage )
{
if( sMessage == PREFSMAN->m_CoinMode.GetName()+"Changed" )
{
/* If the CoinMode was changed, we need to reload this screen
* so that the right m_aGameCommands will show */
SCREENMAN->SetNewScreen( COIN_MODE_CHANGE_SCREEN );
}
}
void ScreenTitleMenu::LoadHelpText()
{
ScreenWithMenuElements::LoadHelpText();
bool bSelectIsDown = false;
FOREACH_PlayerNumber( p )
bSelectIsDown |= INPUTMAPPER->IsButtonDown( MenuInput(p, MENU_BUTTON_SELECT) );
if( bSelectIsDown )
LOG->Trace( "bSelectIsDown" );
/* If m_soundSelectPressed isn't loaded yet, wait until it is before we do this. */
if( m_bSelectIsDown != bSelectIsDown && m_soundSelectPressed.IsLoaded() )
{
if( bSelectIsDown )
m_soundSelectPressed.Play();
m_bSelectIsDown = bSelectIsDown;
if( bSelectIsDown )
MESSAGEMAN->Broadcast( "SelectMenuOn" );
else
MESSAGEMAN->Broadcast( "SelectMenuOff" );
}
}
void ScreenTitleMenu::ChangeDefaultLocalProfile( PlayerNumber pn, int iDir )
{
CString sCurrent = PREFSMAN->GetDefaultLocalProfileID(pn);
vector<CString> vsProfileID;
PROFILEMAN->GetLocalProfileIDs( vsProfileID );
if( vsProfileID.empty() )
return;
int iIndex = 0;
vector<CString>::const_iterator iter = find( vsProfileID.begin(), vsProfileID.end(), sCurrent );
if( iter != vsProfileID.end() )
{
iIndex = iter - vsProfileID.begin();
for( int i=0; i<PROFILEMAN->GetNumLocalProfiles(); i++ )
{
iIndex += iDir;
wrap( iIndex, vsProfileID.size() );
sCurrent = vsProfileID[iIndex];
bool bAnyOtherIsUsingThisProfile = false;
FOREACH_PlayerNumber( p )
{
if( p!=pn && PREFSMAN->GetDefaultLocalProfileID(p).Get() == sCurrent )
{
bAnyOtherIsUsingThisProfile = true;
break;
}
}
if( !bAnyOtherIsUsingThisProfile )
break;
}
}
m_soundProfileChange.Play();
PREFSMAN->GetDefaultLocalProfileID(pn).Set( sCurrent );
}
void ScreenTitleMenu::SwapDefaultLocalProfiles()
{
CString s1 = PREFSMAN->GetDefaultLocalProfileID(PLAYER_1);
CString s2 = PREFSMAN->GetDefaultLocalProfileID(PLAYER_2);
PREFSMAN->GetDefaultLocalProfileID(PLAYER_1).Set( s2 );
PREFSMAN->GetDefaultLocalProfileID(PLAYER_2).Set( s1 );
m_soundProfileSwap.Play();
}
/*
* (c) 2001-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/