Files
itgmania212121/stepmania/src/ScreenSelect.cpp
T
2003-07-20 05:58:35 +00:00

214 lines
6.3 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenSelect
Desc: See Header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenSelect.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "RageSoundManager.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "GameManager.h"
#include "RageLog.h"
#include "AnnouncerManager.h"
#include "GameState.h"
#include "GameConstantsAndTypes.h"
#include "ThemeManager.h"
#include "ModeChoice.h"
#include "RageDisplay.h"
#include "arch/ArchHooks/ArchHooks.h"
#define CHOICES THEME->GetMetric (m_sName,"Choices")
#define HELP_TEXT THEME->GetMetric (m_sName,"HelpText")
#define TIMER_SECONDS THEME->GetMetricI(m_sName,"TimerSeconds")
#define NEXT_SCREEN( choice ) THEME->GetMetric (m_sName,ssprintf("NextScreen%d",choice+1))
// Temporary hack: specify announcer in selection
#define SPECIFY_ANNOUNCER THEME->HasMetric(m_sName,"Announcer1")
#define ANNOUNCER( choice ) THEME->GetMetric (m_sName,ssprintf("Announcer%d",choice+1))
ScreenSelect::ScreenSelect( CString sClassName ) : Screen(sClassName)
{
LOG->Trace( "ScreenSelect::ScreenSelect()" );
m_sName = sClassName;
GAMESTATE->m_bPlayersCanJoin = false;
// Set this true later if we discover a choice that chooses the Style
CStringArray asChoices;
split( CHOICES, ",", asChoices );
for( unsigned c=0; c<asChoices.size(); c++ )
{
ModeChoice mc;
if( SPECIFY_ANNOUNCER )
mc.sAnnouncer = ANNOUNCER( c );
if( mc.FromString(asChoices[c]) )
m_aModeChoices.push_back( mc );
CString sBGAnimationDir = THEME->GetPathTo(BGAnimations, ssprintf("%s %s",m_sName.c_str(),mc.name), true); // true="optional"
if( sBGAnimationDir == "" )
sBGAnimationDir = THEME->GetPathToB(m_sName+" background");
m_BGAnimations[c].LoadFromAniDir( sBGAnimationDir );
}
m_Menu.Load( sClassName );
this->AddChild( &m_Menu );
}
ScreenSelect::~ScreenSelect()
{
LOG->Trace( "ScreenSelect::~ScreenSelect()" );
}
void ScreenSelect::Update( float fDelta )
{
if(m_bFirstUpdate)
{
/* Don't play sounds during the ctor, since derived classes havn't loaded yet. */
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo(m_sName+" intro") );
SOUNDMAN->PlayMusic( THEME->GetPathToS(m_sName+" music") );
}
Screen::Update( fDelta );
m_BGAnimations[ this->GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber) ].Update( fDelta );
}
void ScreenSelect::DrawPrimitives()
{
m_BGAnimations[ this->GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber) ].Draw();
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
void ScreenSelect::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
// LOG->Trace( "ScreenSelect::Input()" );
if( MenuI.IsValid() && MenuI.button==MENU_BUTTON_START )
{
PlayerNumber pn = MenuI.player;
if( GAMESTATE->m_bPlayersCanJoin )
{
if( pn!=PLAYER_INVALID && !GAMESTATE->m_bSideIsJoined[pn] )
{
/* I think JP should allow playing two-pad singleplayer modes (doubles),
* but not two-pad two-player modes (battle). (Battle mode isn't "joint".)
* That means we should leave player-entry logic alone and simply enable
* couples mode if JP is on and only one person has clicked in. (However,
* that means we'll display couples even if we don't really know if we have
* a second pad, which is a little annoying.)
*
* Also, credit deduction should be handled in StepMania.cpp (along with
* the coin logic) using GAMESTATE->m_bPlayersCanJoin, since there
* are other screens you can join (eg ScreenCaution). -glenn */
/* Joint premium on a DDR machine does allow two player modes with a single
* credit. -Chris
*/
/* Indeed, I can see three different premium settings here:
AnyPlayersTwoCoins (2 coins for doubles and 2 coins for versus)
OnePlayerOneCoin (1 coin for doubles, but 2 coins for versus (like pump and ez2))
TwoPlayerOneCoin (1 coin for doubles / versus play)
perhaps we should change the joint premium system to work this way?
That way we can support all gametypes.
*/
if( PREFSMAN->m_iCoinMode == COIN_PAY )
{
if( !PREFSMAN->m_bJointPremium )
{
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
{
/* Joint Premium is NOT enabled, and we do not have enough credits */
return;
}
/* Joint Premium is NOT enabled, but we have enough credits. Pay up! */
GAMESTATE->m_iCoins -= PREFSMAN->m_iCoinsPerCredit;
}
}
/* If credits had to be used, it's already taken care of.. add the player */
SOUNDMAN->PlayOnce( THEME->GetPathToS("Common start") );
GAMESTATE->m_bSideIsJoined[pn] = true;
SCREENMAN->RefreshCreditsMessages();
this->UpdateSelectableChoices();
return;
}
}
}
// For some reason the menu likes to take 10 seconds to transition O_o
// quite noticeable pause... and in the meantime the player is sitting there
// wondering why their keys aren't working... even ESC... @_@
if( m_Menu.IsTransitioning() )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
}
void ScreenSelect::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_AllDoneChoosing:
{
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) )
m_aModeChoices[this->GetSelectionIndex((PlayerNumber)p)].Apply( (PlayerNumber)p );
GAMESTATE->m_bPlayersCanJoin = false;
SCREENMAN->RefreshCreditsMessages();
if( !m_Menu.IsTransitioning() )
m_Menu.StartTransitioning( SM_GoToNextScreen );
}
break;
case SM_MenuTimer:
{
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) )
MenuStart( (PlayerNumber)p );
}
break;
case SM_GoToPrevScreen:
SOUNDMAN->StopMusic();
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
case SM_GoToNextScreen:
{
int iSelectionIndex = GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber);
SCREENMAN->SetNewScreen( NEXT_SCREEN(iSelectionIndex) );
}
break;
}
}
void ScreenSelect::MenuBack( PlayerNumber pn )
{
SOUNDMAN->StopMusic();
m_Menu.Back( SM_GoToPrevScreen );
}