200 lines
5.6 KiB
C++
200 lines
5.6 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenPlayerOptions
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ScreenPlayerOptions.h"
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#include "ScreenManager.h"
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#include "RageLog.h"
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#include "GameState.h"
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#include "ThemeManager.h"
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#include "AnnouncerManager.h"
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#include "RageSounds.h"
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#include "ScreenSongOptions.h"
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#include "PrefsManager.h"
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#include "CodeDetector.h"
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#define PREV_SCREEN THEME->GetMetric ("ScreenPlayerOptions","PrevScreen")
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#define NEXT_SCREEN THEME->GetMetric ("ScreenPlayerOptions","NextScreen")
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ScreenPlayerOptions::ScreenPlayerOptions( CString sClassName ) :
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ScreenOptionsMaster( sClassName )
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{
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LOG->Trace( "ScreenPlayerOptions::ScreenPlayerOptions()" );
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m_bAskOptionsMessage =
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!GAMESTATE->m_bEditing && PREFSMAN->m_ShowSongOptions == PrefsManager::ASK;
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/* If we're going to "press start for more options" or skipping options
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* entirely, we need a different fade out. XXX: this is a hack */
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if( PREFSMAN->m_ShowSongOptions == PrefsManager::NO || GAMESTATE->m_bEditing )
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m_Out.Load( THEME->GetPathToB("ScreenPlayerOptions direct out") ); /* direct to stage */
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else if( m_bAskOptionsMessage )
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{
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m_Out.Load( THEME->GetPathToB("ScreenPlayerOptions option out") ); /* optional song options */
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m_sprOptionsMessage.Load( THEME->GetPathToG("ScreenPlayerOptions options") );
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m_sprOptionsMessage.StopAnimating();
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m_sprOptionsMessage.SetXY( CENTER_X, CENTER_Y );
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m_sprOptionsMessage.SetZoom( 1 );
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m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
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//this->AddChild( &m_sprOptionsMessage ); // we have to draw this manually over the top of transitions
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}
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m_bAcceptedChoices = false;
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m_bGoToOptions = ( PREFSMAN->m_ShowSongOptions == PrefsManager::YES );
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("player options intro") );
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FOREACH_HumanPlayer( pn )
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{
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m_sprCancelAll[pn].LoadAndSetName( "ScreenPlayerOptions", ssprintf("CancelAllP%d",pn+1) );
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SET_XY_AND_ON_COMMAND( m_sprCancelAll[pn] );
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this->AddChild( m_sprCancelAll[pn] );
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}
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UpdateDisqualified();
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}
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void ScreenPlayerOptions::GoToPrevState()
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{
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if( GAMESTATE->m_bEditing )
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SCREENMAN->PopTopScreen();
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else
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SCREENMAN->SetNewScreen( PREV_SCREEN );
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}
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void ScreenPlayerOptions::GoToNextState()
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{
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if( GAMESTATE->m_bEditing )
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SCREENMAN->PopTopScreen();
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else
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{
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GAMESTATE->AdjustFailType();
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if( m_bGoToOptions )
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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else
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SCREENMAN->SetNewScreen( ScreenSongOptions::GetNextScreen() );
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}
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}
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void ScreenPlayerOptions::Update( float fDelta )
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{
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ScreenOptionsMaster::Update( fDelta );
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if( m_bAskOptionsMessage )
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m_sprOptionsMessage.Update( fDelta );
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}
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void ScreenPlayerOptions::DrawPrimitives()
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{
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ScreenOptionsMaster::DrawPrimitives();
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if( m_bAskOptionsMessage )
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m_sprOptionsMessage.Draw();
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}
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void ScreenPlayerOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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if( m_bAskOptionsMessage &&
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type == IET_FIRST_PRESS &&
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!m_In.IsTransitioning() &&
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MenuI.IsValid() &&
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MenuI.button == MENU_BUTTON_START )
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{
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if( m_bAcceptedChoices && !m_bGoToOptions )
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{
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m_bGoToOptions = true;
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m_sprOptionsMessage.SetState( 1 );
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SCREENMAN->PlayStartSound();
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}
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}
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PlayerNumber pn = StyleI.player;
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if( GAMESTATE->IsHumanPlayer(StyleI.player) && CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_CANCEL_ALL_PLAYER_OPTIONS) )
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{
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SOUND->PlayOnce( THEME->GetPathToS("ScreenPlayerOptions cancel all") );
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// apply the game default mods, but not the Profile saved mods
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GAMESTATE->m_PlayerOptions[pn].Init();
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GAMESTATE->m_PlayerOptions[pn].FromString( PREFSMAN->m_sDefaultModifiers );
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UtilCommand( m_sprCancelAll[pn], m_sName, "Show" );
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this->ImportOptionsForPlayer( pn );
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this->PositionUnderlines();
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this->UpdateDisqualified();
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}
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ScreenOptionsMaster::Input( DeviceI, type, GameI, MenuI, StyleI );
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// UGLY: Update m_Disqualified whenever Start is pressed
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if( MenuI.IsValid() && MenuI.button == MENU_BUTTON_START )
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UpdateDisqualified();
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}
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void ScreenPlayerOptions::HandleScreenMessage( const ScreenMessage SM )
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{
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if( m_bAskOptionsMessage )
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{
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switch( SM )
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{
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case SM_BeginFadingOut: // when the user accepts the page of options
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{
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m_bAcceptedChoices = true;
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float fShowSeconds = m_Out.GetLengthSeconds();
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// show "hold START for options"
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m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
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m_sprOptionsMessage.BeginTweening( 0.15f ); // fade in
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m_sprOptionsMessage.SetZoomY( 1 );
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m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,1) );
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m_sprOptionsMessage.BeginTweening( fShowSeconds-0.3f ); // sleep
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m_sprOptionsMessage.BeginTweening( 0.15f ); // fade out
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m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
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m_sprOptionsMessage.SetZoomY( 0 );
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}
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break;
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}
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}
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ScreenOptionsMaster::HandleScreenMessage( SM );
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}
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void ScreenPlayerOptions::UpdateDisqualified()
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{
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// save current player options
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PlayerOptions po[2];
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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po[p] = GAMESTATE->m_PlayerOptions[p];
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}
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}
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// export the currently selection options, which will fill GAMESTATE->m_PlayerOptions
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ScreenOptionsMaster::ExportOptions();
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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bool bIsHandicap = GAMESTATE->IsDisqualified((PlayerNumber)p);
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m_sprDisqualify[p]->SetHidden( !bIsHandicap );
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// restore previous player options in case the user escapes back after this
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GAMESTATE->m_PlayerOptions[p] = po[p];
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}
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}
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}
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