Files
itgmania212121/stepmania/src/Screen.cpp
T
2006-01-22 01:00:06 +00:00

358 lines
11 KiB
C++

#include "global.h"
#include "Screen.h"
#include "GameManager.h"
#include "GameState.h"
#include "PrefsManager.h"
#include "RageSound.h"
#include "RageLog.h"
#include "ThemeManager.h"
#include "ScreenManager.h"
#include "GameSoundManager.h"
#include "ActorUtil.h"
#include "InputEventPlus.h"
#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
#define PREV_SCREEN THEME->GetMetric (m_sName,"PrevScreen")
#define PREPARE_SCREENS THEME->GetMetric (m_sName,"PrepareScreens")
#define PERSIST_SCREENS THEME->GetMetric (m_sName,"PersistScreens")
#define GROUPED_SCREENS THEME->GetMetric (m_sName,"GroupedScreens")
void Screen::InitScreen( Screen *pScreen )
{
/* Set the name of the loading screen. */
ActorUtil::ActorParam LoadingScreen( "LoadingScreen", pScreen->GetName() );
pScreen->Init();
}
Screen::~Screen()
{
}
bool Screen::SortMessagesByDelayRemaining(const Screen::QueuedScreenMessage &m1,
const Screen::QueuedScreenMessage &m2)
{
return m1.fDelayRemaining < m2.fDelayRemaining;
}
void Screen::Init()
{
ALLOW_OPERATOR_MENU_BUTTON.Load( m_sName, "AllowOperatorMenuButton" );
SetFOV( 0 );
m_smSendOnPop = SM_None;
ActorUtil::LoadAllCommandsFromName( *this, m_sName, "Screen" );
this->PlayCommand( "Init" );
vector<RString> asList;
split( PREPARE_SCREENS, ",", asList );
for( unsigned i = 0; i < asList.size(); ++i )
{
LOG->Trace( "Screen \"%s\" preparing \"%s\"", m_sName.c_str(), asList[i].c_str() );
SCREENMAN->PrepareScreen( asList[i] );
}
asList.clear();
split( GROUPED_SCREENS, ",", asList );
for( unsigned i = 0; i < asList.size(); ++i )
SCREENMAN->GroupScreen( asList[i] );
asList.clear();
split( PERSIST_SCREENS, ",", asList );
for( unsigned i = 0; i < asList.size(); ++i )
SCREENMAN->PersistantScreen( asList[i] );
}
void Screen::BeginScreen()
{
/* Screens set these when they determine their next screen dynamically. Reset them
* here, so a reused screen doesn't inherit these from the last time it was used. */
m_sNextScreen = RString();
m_sPrevScreen = RString();
this->RunCommands( THEME->GetMetricA(m_sName, "ScreenOnCommand") );
}
void Screen::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
/*
* We need to ensure two things:
* 1. Messages must be sent in the order of delay. If two messages are sent
* simultaneously, one with a .001 delay and another with a .002 delay, the
* .001 delay message must be sent first.
* 2. Messages to be delivered simultaneously must be sent in the order queued.
*
* Sort by time to ensure #1; use a stable sort to ensure #2.
*/
stable_sort(m_QueuedMessages.begin(), m_QueuedMessages.end(), SortMessagesByDelayRemaining);
/* Update the times of queued ScreenMessages. */
for( unsigned i=0; i<m_QueuedMessages.size(); i++ )
{
/* Hack:
*
* If we simply subtract time and then send messages, we have a problem.
* Messages are queued to arrive at specific times, and those times line
* up with things like tweens finishing. If we send the message at the
* exact time given, then it'll be on the same cycle that would be rendering
* the last frame of a tween (such as an object going off the screen). However,
* when we send the message, we're likely to set up a new screen, which
* causes everything to stop in place; this results in actors occasionally
* not quite finishing their tweens.
*
* Let's delay all messages that have a non-zero time an extra frame.
*/
if( m_QueuedMessages[i].fDelayRemaining > 0.0001f )
{
m_QueuedMessages[i].fDelayRemaining -= fDeltaTime;
m_QueuedMessages[i].fDelayRemaining = max( m_QueuedMessages[i].fDelayRemaining, 0.0001f );
}
else
{
m_QueuedMessages[i].fDelayRemaining -= fDeltaTime;
}
}
/* Now dispatch messages. If the number of messages on the queue changes
* within HandleScreenMessage, someone cleared messages on the queue. This
* means we have no idea where 'i' is, so start over. Since we applied time
* already, this won't cause messages to be mistimed. */
for( unsigned i=0; i<m_QueuedMessages.size(); i++ )
{
if( m_QueuedMessages[i].fDelayRemaining > 0.0f )
continue; /* not yet */
/* Remove the message from the list. */
const ScreenMessage SM = m_QueuedMessages[i].SM;
m_QueuedMessages.erase( m_QueuedMessages.begin()+i );
i--;
unsigned iSize = m_QueuedMessages.size();
// send this sucker!
CHECKPOINT_M( ssprintf("ScreenMessage(%i)", SM) );
this->HandleScreenMessage( SM );
/* If the size changed, start over. */
if( iSize != m_QueuedMessages.size() )
i = 0;
}
}
void Screen::MenuUp( const InputEventPlus &input ) { if(input.type==IET_FIRST_PRESS) MenuUp(input.MenuI.player); }
void Screen::MenuDown( const InputEventPlus &input ) { if(input.type==IET_FIRST_PRESS) MenuDown(input.MenuI.player); }
void Screen::MenuLeft( const InputEventPlus &input ) { if(input.type==IET_FIRST_PRESS) MenuLeft(input.MenuI.player); }
void Screen::MenuRight( const InputEventPlus &input ) { if(input.type==IET_FIRST_PRESS) MenuRight(input.MenuI.player); }
void Screen::MenuStart( const InputEventPlus &input ) { if(input.type==IET_FIRST_PRESS) MenuStart(input.MenuI.player); }
void Screen::MenuSelect( const InputEventPlus &input ) { if(input.type==IET_FIRST_PRESS) MenuSelect(input.MenuI.player); }
void Screen::MenuBack( const InputEventPlus &input )
{
if(!PREFSMAN->m_bDelayedBack || input.type==IET_SLOW_REPEAT || input.type==IET_FAST_REPEAT)
MenuBack( input.MenuI.player) ;
}
void Screen::MenuCoin( const InputEventPlus &input ) { if(input.type==IET_FIRST_PRESS) MenuCoin(input.MenuI.player); }
/* ScreenManager sends input here first. Overlay screens can use it to get a first
* pass at input. Return true if the input was handled and should not be passed
* to lower screens, or false if not handled. If true is returned, Input() will
* not be called, either. Normal screens should not overload this function. */
bool Screen::OverlayInput( const InputEventPlus &input )
{
return false;
}
void Screen::Input( const InputEventPlus &input )
{
/* Don't send release messages with the default handler. */
switch( input.type )
{
case IET_FIRST_PRESS:
case IET_SLOW_REPEAT:
case IET_FAST_REPEAT:
break; /* OK */
default:
return; // don't care
}
/* Don't make the user hold the back button if they're pressing escape and escape is the back button. */
if( input.MenuI.button == MENU_BUTTON_BACK && input.DeviceI.device == DEVICE_KEYBOARD && input.DeviceI.button == KEY_ESC )
{
this->MenuBack( input.MenuI.player );
return;
}
// default input handler used by most menus
if( !input.MenuI.IsValid() )
return;
switch( input.MenuI.button )
{
case MENU_BUTTON_UP: this->MenuUp ( input ); return;
case MENU_BUTTON_DOWN: this->MenuDown ( input ); return;
case MENU_BUTTON_LEFT: this->MenuLeft ( input ); return;
case MENU_BUTTON_RIGHT: this->MenuRight ( input ); return;
case MENU_BUTTON_BACK: this->MenuBack ( input ); return;
case MENU_BUTTON_START: this->MenuStart ( input ); return;
case MENU_BUTTON_SELECT:this->MenuSelect( input ); return;
case MENU_BUTTON_COIN: this->MenuCoin ( input ); return;
}
}
void Screen::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_MenuTimer:
FOREACH_HumanPlayer(p)
MenuStart( p );
break;
case SM_GoToNextScreen:
if( SCREENMAN->IsStackedScreen(this) )
SCREENMAN->PopTopScreen( m_smSendOnPop );
else
SCREENMAN->SetNewScreen( GetNextScreen() );
break;
case SM_GoToPrevScreen:
if( SCREENMAN->IsStackedScreen(this) )
SCREENMAN->PopTopScreen( m_smSendOnPop );
else
SCREENMAN->SetNewScreen( GetPrevScreen() );
break;
}
}
RString Screen::GetNextScreen() const
{
if( !m_sNextScreen.empty() )
return m_sNextScreen;
return NEXT_SCREEN;
}
RString Screen::GetPrevScreen() const
{
if( !m_sPrevScreen.empty() )
return m_sPrevScreen;
return PREV_SCREEN;
}
bool Screen::JoinInput( const MenuInput &MenuI )
{
if( !GAMESTATE->PlayersCanJoin() )
return false;
if( MenuI.IsValid() && MenuI.button==MENU_BUTTON_START )
{
/* If this side is already in, don't re-join (and re-pay!). */
if(GAMESTATE->m_bSideIsJoined[MenuI.player])
return false;
/* subtract coins */
int iCoinsNeededToJoin = GAMESTATE->GetCoinsNeededToJoin();
if( GAMESTATE->m_iCoins < iCoinsNeededToJoin )
return false; // not enough coins
else
GAMESTATE->m_iCoins -= iCoinsNeededToJoin;
// HACK: Only play start sound for the 2nd player who joins. The
// start sound for the 1st player will be played by ScreenTitleMenu
// when the player makes a selection on the screen.
if( GAMESTATE->GetNumSidesJoined() > 0 )
SCREENMAN->PlayStartSound();
GAMESTATE->JoinPlayer( MenuI.player );
// don't load memory card profiles here. It's slow and can cause a big skip.
/* Don't load the local profile, either. It causes a 150+ms skip on my A64 3000+,
* so it probably causes a skip for everyone. We probably shouldn't load this here,
* anyway: leave it unloaded and display "INSERT CARD" until the normal time, and
* load the local profile at the time we would have loaded the memory card if none
* was inserted (via LoadFirstAvailableProfile). */
// PROFILEMAN->LoadLocalProfileFromMachine( MenuI.player );
SCREENMAN->RefreshCreditsMessages();
return true;
}
return false;
}
void Screen::MenuCoin( PlayerNumber pn )
{
// This is now handled globally by Stepmania.cpp -- Miryokuteki
}
void Screen::PostScreenMessage( const ScreenMessage SM, float fDelay )
{
ASSERT( fDelay >= 0.0 );
QueuedScreenMessage QSM;
QSM.SM = SM;
QSM.fDelayRemaining = fDelay;
m_QueuedMessages.push_back( QSM );
}
void Screen::ClearMessageQueue()
{
m_QueuedMessages.clear();
}
void Screen::ClearMessageQueue( const ScreenMessage SM )
{
for( int i=m_QueuedMessages.size()-1; i>=0; i-- )
if( m_QueuedMessages[i].SM == SM )
m_QueuedMessages.erase( m_QueuedMessages.begin()+i );
}
// lua start
#include "LuaBinding.h"
class LunaScreen: public Luna<Screen>
{
public:
LunaScreen() { LUA->Register( Register ); }
static void Register( Lua *L )
{
Luna<T>::Register( L );
}
};
LUA_REGISTER_DERIVED_CLASS( Screen, ActorFrame )
// lua end
/*
* (c) 2001-2004 Chris Danford, Glenn Maynard
* 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.
*/