Files
itgmania212121/stepmania/src/ScreenSelectCharacter.h
T
Glenn Maynard 037618529c A lot of screens have TweenOffScreen functions; SWME has that, and it's not
virtual, so the names are clashing and confusing.  This should probably just
be virtual.  As an incremental step to that, rename all derived TweenOnScreen
and TweenOffScreen screen functions to TweenOursOnScreen and
TweenOursOffScreen.
2005-07-14 22:23:39 +00:00

95 lines
3.3 KiB
C++

/* ScreenSelectCharacter - Deprecated. Replaced by ScreenSelectMaster. */
#ifndef SCREEN_SELECT_CHARACTER_H
#define SCREEN_SELECT_CHARACTER_H
#include "ScreenWithMenuElements.h"
#include "Sprite.h"
#include "RandomSample.h"
#include "GameConstantsAndTypes.h"
#include "OptionIcon.h"
#include "Banner.h"
#define MAX_CHAR_ICONS_TO_SHOW 11
class ScreenSelectCharacter : public ScreenWithMenuElements
{
public:
ScreenSelectCharacter( CString sName );
virtual void Init();
virtual ~ScreenSelectCharacter();
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 TweenOursOffScreen();
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 );
bool AllAreFinishedChoosing() const;
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
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;
};
#endif
/*
* (c) 2003-2004 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.
*/