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itgmania212121/stepmania/src/ScreenManager.cpp
T

340 lines
12 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: ScreenManager
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenManager.h"
#include "IniFile.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "GameState.h"
#include "RageException.h"
#include "RageTimer.h"
#include "ThemeManager.h"
ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our program
#define STATS_X THEME->GetMetricF("ScreenManager","StatsX")
#define STATS_Y THEME->GetMetricF("ScreenManager","StatsY")
#define CREDITS_X( p ) THEME->GetMetricF("ScreenManager",ssprintf("CreditsP%dX",p+1))
#define CREDITS_Y( p ) THEME->GetMetricF("ScreenManager",ssprintf("CreditsP%dY",p+1))
#define CREDITS_COLOR THEME->GetMetricC("ScreenManager","CreditsColor")
#define CREDITS_SHADOW_LENGTH THEME->GetMetricF("ScreenManager","CreditsShadowLength")
#define CREDITS_ZOOM THEME->GetMetricF("ScreenManager","CreditsZoom")
ScreenManager::ScreenManager()
{
m_ScreenBuffered = NULL;
m_textStats.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textStats.SetXY( STATS_X, STATS_Y );
m_textStats.SetHorizAlign( Actor::align_right );
m_textStats.SetVertAlign( Actor::align_top );
m_textStats.SetZoom( 0.5f );
m_textStats.SetShadowLength( 2 );
// set credits properties on RefreshCreditsMessage
m_textSystemMessage.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textSystemMessage.SetHorizAlign( Actor::align_left );
m_textSystemMessage.SetVertAlign( Actor::align_top );
m_textSystemMessage.SetXY( 4.0f, 4.0f );
m_textSystemMessage.SetZoom( 0.5f );
m_textSystemMessage.SetShadowLength( 2 );
m_textSystemMessage.SetDiffuse( RageColor(1,1,1,0) );
}
ScreenManager::~ScreenManager()
{
LOG->Trace( "ScreenManager::~ScreenManager()" );
EmptyDeleteQueue();
// delete current states
for( unsigned i=0; i<m_ScreenStack.size(); i++ )
SAFE_DELETE( m_ScreenStack[i] );
SAFE_DELETE( m_ScreenBuffered );
}
void ScreenManager::EmptyDeleteQueue()
{
// delete all ScreensToDelete
for( unsigned i=0; i<m_ScreensToDelete.size(); i++ )
SAFE_DELETE( m_ScreensToDelete[i] );
m_ScreensToDelete.clear();
}
void ScreenManager::Update( float fDeltaTime )
{
m_textSystemMessage.Update( fDeltaTime );
m_textStats.Update( fDeltaTime );
for( int p=0; p<NUM_PLAYERS; p++ )
m_textCreditInfo[p].Update( fDeltaTime );
EmptyDeleteQueue();
// Update all windows in the stack
for( unsigned i=0; i<m_ScreenStack.size(); i++ ) {
/* Screens take some time to load. If we don't do this, then screens
* receive an initial update that includes all of the time they spent
* loading, which will chop off their tweens.
*
* We don't want to simply cap update times; for example, the stage
* screen sets a 4 second timer, preps the gameplay screen, and then
* displays the prepped screen after the timer runs out; this lets the
* load time be masked (as long as the load takes less than 4 seconds).
* If we cap that large update delta from the screen load, the update
* to load the new screen will come after 4 seconds plus the load time.
*
* So, let's just drop the first update for every screen.
*/
if(m_ScreenStack[i]->FirstUpdate())
continue;
m_ScreenStack[i]->Update( fDeltaTime );
}
}
void ScreenManager::Restore()
{
// Draw all CurrentScreens (back to front)
for( unsigned i=0; i<m_ScreenStack.size(); i++ )
m_ScreenStack[i]->Restore();
}
void ScreenManager::Invalidate()
{
for( unsigned i=0; i<m_ScreenStack.size(); i++ )
m_ScreenStack[i]->Invalidate();
}
void ScreenManager::Draw()
{
// Draw all CurrentScreens (back to front)
for( unsigned i=0; i<m_ScreenStack.size(); i++ )
m_ScreenStack[i]->Draw();
if( m_textSystemMessage.GetDiffuse().a != 0 )
m_textSystemMessage.Draw();
if( PREFSMAN && PREFSMAN->m_bShowStats )
{
m_textStats.SetText( "??? FPS" );
m_textStats.Draw();
}
for( int p=0; p<NUM_PLAYERS; p++ )
m_textCreditInfo[p].Draw();
}
void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
// LOG->Trace( "ScreenManager::Input( %d-%d, %d-%d, %d-%d, %d-%d )",
// DeviceI.device, DeviceI.button, GameI.controller, GameI.button, MenuI.player, MenuI.button, StyleI.player, StyleI.col );
// pass input only to topmost state
if( !m_ScreenStack.empty() )
m_ScreenStack.back()->Input( DeviceI, type, GameI, MenuI, StyleI );
}
// Screen classes
#include "ScreenAppearanceOptions.h"
#include "ScreenCaution.h"
#include "ScreenEdit.h"
#include "ScreenEditMenu.h"
#include "ScreenEvaluation.h"
#include "ScreenEz2SelectPlayer.h"
#include "ScreenSelectMode.h"
#include "ScreenGameOver.h"
#include "ScreenGameplay.h"
#include "ScreenGraphicOptions.h"
#include "ScreenHowToPlay.h"
#include "ScreenInputOptions.h"
#include "ScreenMachineOptions.h"
#include "ScreenMapControllers.h"
#include "ScreenMusicScroll.h"
#include "ScreenPlayerOptions.h"
#include "ScreenSandbox.h"
#include "ScreenSelectCourse.h"
#include "ScreenSelectDifficulty.h"
#include "ScreenSelectGame.h"
#include "ScreenSelectGroup.h"
#include "ScreenSelectMusic.h"
#include "ScreenSelectStyle5th.h"
#include "ScreenSelectStyle.h"
#include "ScreenSongOptions.h"
#include "ScreenStage.h"
#include "ScreenTitleMenu.h"
#include "ScreenEz2SelectMusic.h"
#include "ScreenPrompt.h"
#include "ScreenTextEntry.h"
Screen* ScreenManager::MakeNewScreen( CString sClassName )
{
#define RETURN_IF_MATCH(className) if(0==stricmp(sClassName,"##className##")) return new className
if( 0==stricmp(sClassName, "ScreenAppearanceOptions") )return new ScreenAppearanceOptions;
else if( 0==stricmp(sClassName, "ScreenCaution") ) return new ScreenCaution;
else if( 0==stricmp(sClassName, "ScreenEdit") ) return new ScreenEdit;
else if( 0==stricmp(sClassName, "ScreenEditMenu") ) return new ScreenEditMenu;
else if( 0==stricmp(sClassName, "ScreenEvaluation") ) return new ScreenEvaluation;
else if( 0==stricmp(sClassName, "ScreenFinalEvaluation") ) return new ScreenFinalEvaluation;
else if( 0==stricmp(sClassName, "ScreenEz2SelectPlayer") ) return new ScreenEz2SelectPlayer;
else if( 0==stricmp(sClassName, "ScreenSelectMode") ) return new ScreenSelectMode;
else if( 0==stricmp(sClassName, "ScreenGameOver") ) return new ScreenGameOver;
else if( 0==stricmp(sClassName, "ScreenGameplay") ) return new ScreenGameplay;
else if( 0==stricmp(sClassName, "ScreenGraphicOptions") ) return new ScreenGraphicOptions;
else if( 0==stricmp(sClassName, "ScreenHowToPlay") ) return new ScreenHowToPlay;
else if( 0==stricmp(sClassName, "ScreenInputOptions") ) return new ScreenInputOptions;
else if( 0==stricmp(sClassName, "ScreenMachineOptions") ) return new ScreenMachineOptions;
else if( 0==stricmp(sClassName, "ScreenMapControllers") ) return new ScreenMapControllers;
else if( 0==stricmp(sClassName, "ScreenInputOptions") ) return new ScreenInputOptions;
else if( 0==stricmp(sClassName, "ScreenMusicScroll") ) return new ScreenMusicScroll;
else if( 0==stricmp(sClassName, "ScreenPlayerOptions") ) return new ScreenPlayerOptions;
else if( 0==stricmp(sClassName, "ScreenSandbox") ) return new ScreenSandbox;
else if( 0==stricmp(sClassName, "ScreenSelectCourse") ) return new ScreenSelectCourse;
else if( 0==stricmp(sClassName, "ScreenSelectDifficulty") ) return new ScreenSelectDifficulty;
else if( 0==stricmp(sClassName, "ScreenSelectGame") ) return new ScreenSelectGame;
else if( 0==stricmp(sClassName, "ScreenSelectGroup") ) return new ScreenSelectGroup;
else if( 0==stricmp(sClassName, "ScreenSelectMusic") ) return new ScreenSelectMusic;
else if( 0==stricmp(sClassName, "ScreenSelectStyle5th") ) return new ScreenSelectStyle5th;
else if( 0==stricmp(sClassName, "ScreenSelectStyle") ) return new ScreenSelectStyle;
else if( 0==stricmp(sClassName, "ScreenSongOptions") ) return new ScreenSongOptions;
else if( 0==stricmp(sClassName, "ScreenStage") ) return new ScreenStage;
else if( 0==stricmp(sClassName, "ScreenTitleMenu") ) return new ScreenTitleMenu;
// else if( 0==stricmp(sClassName, "ScreenEz2SelectMusic") ) return new ScreenEz2SelectMusic;
else
throw RageException( "Invalid Screen class name '%s'", sClassName.GetString() );
}
void ScreenManager::PrepNewScreen( CString sClassName )
{
ASSERT(m_ScreenBuffered == NULL);
m_ScreenBuffered = MakeNewScreen(sClassName);
}
void ScreenManager::LoadPreppedScreen()
{
ASSERT( m_ScreenBuffered != NULL);
SetNewScreen( m_ScreenBuffered );
m_ScreenBuffered = NULL;
}
void ScreenManager::SetNewScreen( Screen *pNewScreen )
{
RefreshCreditsMessages();
// move current screen(s) to ScreenToDelete
m_ScreensToDelete.insert(m_ScreensToDelete.end(), m_ScreenStack.begin(), m_ScreenStack.end());
m_ScreenStack.clear();
m_ScreenStack.push_back( pNewScreen );
}
void ScreenManager::SetNewScreen( CString sClassName )
{
/* If we prepped a screen but didn't use it, nuke it. */
SAFE_DELETE( m_ScreenBuffered );
/* Explicitely flush the directory cache each time we load a new screen.
* Perhaps we should only do this in debug? */
FlushDirCache();
RageTimer t;
// It makes sense that ScreenManager should allocate memory for a new screen since it
// deletes it later on. This also convention will reduce includes because screens won't
// have to include each other's headers of other screens.
Screen* pNewScreen = MakeNewScreen(sClassName);
LOG->Trace( "Loaded %s in %f", sClassName.GetString(), t.GetDeltaTime());
SetNewScreen( pNewScreen );
}
void ScreenManager::Prompt( ScreenMessage SM_SendWhenDone, CString sText, bool bYesNo, bool bDefaultAnswer, void(*OnYes)(), void(*OnNo)() )
{
FlushDirCache();
// add the new state onto the back of the array
m_ScreenStack.push_back( new ScreenPrompt(SM_SendWhenDone, sText, bYesNo, bDefaultAnswer, OnYes, OnNo) );
}
void ScreenManager::TextEntry( ScreenMessage SM_SendWhenDone, CString sQuestion, CString sInitialAnswer, void(*OnOK)(CString sAnswer), void(*OnCanel)() )
{
FlushDirCache();
// add the new state onto the back of the array
m_ScreenStack.push_back( new ScreenTextEntry(SM_SendWhenDone, sQuestion, sInitialAnswer, OnOK, OnCanel) );
}
void ScreenManager::PopTopScreen( ScreenMessage SM )
{
Screen* pScreenToPop = m_ScreenStack.back(); // top menu
//pScreenToPop->HandleScreenMessage( SM_LosingInputFocus );
m_ScreenStack.erase(m_ScreenStack.end()-1, m_ScreenStack.end());
m_ScreensToDelete.push_back( pScreenToPop );
Screen* pNewTopScreen = m_ScreenStack[m_ScreenStack.size()-1];
pNewTopScreen->HandleScreenMessage( SM );
}
void ScreenManager::SendMessageToTopScreen( ScreenMessage SM, float fDelay )
{
Screen* pTopScreen = m_ScreenStack.back();
pTopScreen->SendScreenMessage( SM, fDelay );
}
void ScreenManager::SystemMessage( CString sMessage )
{
// Look for an open spot
m_textSystemMessage.StopTweening();
m_textSystemMessage.SetText( sMessage );
m_textSystemMessage.SetDiffuse( RageColor(1,1,1,1) );
m_textSystemMessage.BeginTweening( 5 );
m_textSystemMessage.BeginTweening( 1 );
m_textSystemMessage.SetTweenDiffuse( RageColor(1,1,1,0) );
LOG->Trace( "WARNING: Didn't find an empty system messages slot." );
}
/*
void ScreenManager::OverrideCreditsMessage( PlayerNumber pn, CString sNewString )
{
m_textCreditInfo[p].SetText( sNewString );
}
*/
void ScreenManager::RefreshCreditsMessages()
{
// update joined
for( int p=0; p<NUM_PLAYERS; p++ )
{
m_textCreditInfo[p].LoadFromFont( THEME->GetPathTo("Fonts","credits") );
m_textCreditInfo[p].SetXY( CREDITS_X(p), CREDITS_Y(p) );
m_textCreditInfo[p].SetZoom( CREDITS_ZOOM );
m_textCreditInfo[p].SetDiffuse( CREDITS_COLOR );
m_textCreditInfo[p].SetShadowLength( CREDITS_SHADOW_LENGTH );
if( GAMESTATE->m_bSideIsJoined[p] ) m_textCreditInfo[p].SetText( "" );
else if( GAMESTATE->m_bPlayersCanJoin ) m_textCreditInfo[p].SetText( "PRESS START" );
else m_textCreditInfo[p].SetText( "CREDIT(S) 0 / 0" );
}
}