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