Files
itgmania212121/stepmania/src/ScreenHowToPlay.cpp
T

133 lines
3.3 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: ScreenHowToPlay
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenHowToPlay.h"
#include "RageTextureManager.h"
#include "RageUtil.h"
#include "RageMusic.h"
#include "ScreenManager.h"
#include "GameConstantsAndTypes.h"
#include "RageLog.h"
#include "GameState.h"
#define HELP_TEXT THEME->GetMetric("ScreenHowToPlay","HelpText")
#define TIMER_SECONDS THEME->GetMetricI("ScreenHowToPlay","TimerSeconds")
#define NEXT_SCREEN_ARCADE THEME->GetMetric("ScreenHowToPlay","NextScreenArcade")
#define NEXT_SCREEN_ONI THEME->GetMetric("ScreenHowToPlay","NextScreenOni")
const ScreenMessage SM_GoToNextScreen = ScreenMessage(SM_User + 1);
ScreenHowToPlay::ScreenHowToPlay()
{
LOG->Trace( "ScreenHowToPlay::ScreenHowToPlay()" );
m_Menu.Load(
THEME->GetPathTo("Graphics","How To Play Background"),
THEME->GetPathTo("Graphics","How To Play Top Edge"),
HELP_TEXT, true, TIMER_SECONDS
);
m_Menu.TweenOnScreenFromMenu( SM_None );
this->AddSubActor( &m_Menu );
CString sHowToPlayPath;
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_ENDLESS:
sHowToPlayPath = THEME->GetPathTo("Graphics","How To Play Arcade");
break;
case PLAY_MODE_ONI:
sHowToPlayPath = THEME->GetPathTo("Graphics","How To Play Arcade");
break;
default:
ASSERT(0);
}
m_sprHowToPlay.Load( sHowToPlayPath );
m_sprHowToPlay.SetXY( CENTER_X, CENTER_Y );
this->AddSubActor( &m_sprHowToPlay );
m_sprHowToPlay.SetX( SCREEN_LEFT-SCREEN_WIDTH );
m_sprHowToPlay.BeginTweeningQueued( 0.4f ); // sleep
m_sprHowToPlay.BeginTweeningQueued( 0.6f, Actor::TWEEN_BIAS_BEGIN );
m_sprHowToPlay.SetTweenX( CENTER_X );
MUSIC->LoadAndPlayIfNotAlready( THEME->GetPathTo("Sounds","how to play music") );
}
ScreenHowToPlay::~ScreenHowToPlay()
{
LOG->Trace( "ScreenHowToPlay::~ScreenHowToPlay()" );
}
void ScreenHowToPlay::Update( float fDeltaTime )
{
//LOG->Trace( "ScreenHowToPlay::Update(%f)", fDeltaTime );
Screen::Update( fDeltaTime );
}
void ScreenHowToPlay::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
void ScreenHowToPlay::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( m_Menu.IsClosing() )
return;
// default input handler
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenHowToPlay::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_MenuTimer:
this->MenuStart(PLAYER_1);
break;
case SM_GoToNextScreen:
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
SCREENMAN->SetNewScreen( NEXT_SCREEN_ARCADE );
break;
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
SCREENMAN->SetNewScreen( NEXT_SCREEN_ONI );
break;
default:
ASSERT(0);
}
break;
}
}
void ScreenHowToPlay::MenuBack( PlayerNumber p )
{
}
void ScreenHowToPlay::MenuStart( PlayerNumber p )
{
m_Menu.TweenOffScreenToMenu( SM_GoToNextScreen );
m_sprHowToPlay.BeginTweening( 0.3f, Actor::TWEEN_BIAS_END );
m_sprHowToPlay.SetTweenX( SCREEN_RIGHT+m_sprHowToPlay.GetUnzoomedWidth()/2 );
}