Files
itgmania212121/stepmania/src/ScreenTitleMenu.cpp
T
Glenn Maynard 763a95b6f8 cleanup
2005-06-25 02:39:02 +00:00

171 lines
5.9 KiB
C++

#include "global.h"
#include "ScreenTitleMenu.h"
#include "ScreenAttract.h"
#include "ScreenManager.h"
#include "RageUtil.h"
#include "StepMania.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "SongManager.h"
#include "AnnouncerManager.h"
#include "GameState.h"
#include "GameManager.h"
#include "ThemeManager.h"
#include "GameSoundManager.h"
#include "CodeDetector.h"
#include "RageTextureManager.h"
#include "UnlockManager.h"
#include "ProductInfo.h"
#include "LightsManager.h"
#include "CommonMetrics.h"
#include "Game.h"
#define COIN_MODE_CHANGE_SCREEN THEME->GetMetric (m_sName,"CoinModeChangeScreen")
REGISTER_SCREEN_CLASS( ScreenTitleMenu );
ScreenTitleMenu::ScreenTitleMenu( CString sScreenName ) :
ScreenSelectMaster( sScreenName )
{
LOG->Trace( "ScreenTitleMenu::ScreenTitleMenu()" );
/* XXX We really need two common calls: 1, something run when exiting from gameplay
* (to do this reset), and 2, something run when entering gameplay, to apply default
* options. Having special cases in attract screens and the title menu to reset
* things stinks ... */
GAMESTATE->Reset();
// TRICKY: Do this after GameState::Reset.
LIGHTSMAN->SetLightsMode( LIGHTSMODE_JOINING );
this->SubscribeToMessage( PREFSMAN->m_CoinMode.GetName()+"Changed" );
}
void ScreenTitleMenu::Init()
{
ScreenSelectMaster::Init();
m_sprLogo.Load( THEME->GetPathG(m_sName,GAMESTATE->GetCurrentGame()->m_szName) );
m_sprLogo->SetName( "Logo" );
m_sprLogo->SetDrawOrder( -1 );
this->AddChild( m_sprLogo );
SET_XY_AND_ON_COMMAND( m_sprLogo );
m_textVersion.LoadFromFont( THEME->GetPathF("Common","normal") );
m_textVersion.SetName( "Version" );
m_textVersion.SetText( PRODUCT_VER );
this->AddChild( &m_textVersion );
SET_XY_AND_ON_COMMAND( m_textVersion );
m_textSongs.LoadFromFont( THEME->GetPathF("Common","normal") );
m_textSongs.SetName( "Songs" );
CString text = ssprintf("%d songs in %d groups, %d courses in %d groups", SONGMAN->GetNumSongs(), SONGMAN->GetNumSongGroups(), SONGMAN->GetNumCourses(), SONGMAN->GetNumCourseGroups() );
if( PREFSMAN->m_bUseUnlockSystem )
text += ssprintf(", %d unlocks", UNLOCKMAN->GetNumUnlocks() );
m_textSongs.SetText( text );
this->AddChild( &m_textSongs );
SET_XY_AND_ON_COMMAND( m_textSongs );
this->SortByDrawOrder();
SOUND->PlayOnceFromAnnouncer( "title menu game name" );
}
ScreenTitleMenu::~ScreenTitleMenu()
{
LOG->Trace( "ScreenTitleMenu::~ScreenTitleMenu()" );
}
void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
LOG->Trace( "ScreenTitleMenu::Input( %d-%d )", DeviceI.device, DeviceI.button ); // debugging gameport joystick problem
if( type == IET_FIRST_PRESS )
{
if( m_In.IsTransitioning() || m_Cancel.IsTransitioning() ) /* not m_Out */
return;
//
// detect codes
//
if( CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_THEME) ||
CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_THEME2) )
{
THEME->NextTheme();
ApplyGraphicOptions(); // update window title and icon
SCREENMAN->SystemMessage( "Theme: "+THEME->GetCurThemeName() );
SCREENMAN->SetNewScreen( m_sName );
TEXTUREMAN->DoDelayedDelete();
}
if( CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_ANNOUNCER) ||
CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_ANNOUNCER2) )
{
ANNOUNCER->NextAnnouncer();
CString sName = ANNOUNCER->GetCurAnnouncerName();
if( sName=="" ) sName = "(none)";
SCREENMAN->SystemMessage( "Announcer: "+sName );
SCREENMAN->SetNewScreen( m_sName );
}
if( CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_GAME) ||
CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_GAME2) )
{
vector<const Game*> vGames;
GAMEMAN->GetEnabledGames( vGames );
ASSERT( !vGames.empty() );
vector<const Game*>::iterator iter = find(vGames.begin(),vGames.end(),GAMESTATE->m_pCurGame);
ASSERT( iter != vGames.end() );
iter++; // move to the next game
// wrap
if( iter == vGames.end() )
iter = vGames.begin();
GAMESTATE->m_pCurGame = *iter;
/* Reload the theme if it's changed, but don't back to the initial screen. */
ResetGame();
SCREENMAN->SystemMessage( CString("Game: ") + GAMESTATE->GetCurrentGame()->m_szName );
SCREENMAN->SetNewScreen( m_sName );
}
}
ScreenSelectMaster::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenTitleMenu::HandleMessage( const CString& sMessage )
{
if( sMessage == PREFSMAN->m_CoinMode.GetName()+"Changed" )
{
/* If the CoinMode was changed, we need to reload this screen
* so that the right m_aGameCommands will show */
SCREENMAN->SetNewScreen( COIN_MODE_CHANGE_SCREEN );
}
}
/*
* (c) 2001-2004 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.
*/