Files
itgmania212121/stepmania/src/ScreenSelectGame.cpp
T
2003-03-11 21:33:11 +00:00

118 lines
2.8 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
File: ScreenSelectGame.cpp
Desc: Select a song.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
-----------------------------------------------------------------------------
*/
#include "ScreenSelectGame.h"
#include "RageSoundManager.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "GameManager.h"
#include "GameState.h"
#include "InputMapper.h"
#include "ThemeManager.h"
#include "StepMania.h"
enum {
SG_GAME = 0,
NUM_SELECT_GAME_LINES
};
OptionRowData g_SelectGameLines[NUM_SELECT_GAME_LINES] =
{
{ "Game", 0, { "" } }
};
ScreenSelectGame::ScreenSelectGame() :
ScreenOptions("ScreenSelectGame",false)
{
LOG->Trace( "ScreenSelectGame::ScreenSelectGame()" );
/* populate g_SelectGameLines */
vector<Game> aGames;
GAMEMAN->GetEnabledGames( aGames );
unsigned i;
for( i=0; i<aGames.size(); i++ )
{
Game game = aGames[i];
CString sGameName = GAMEMAN->GetGameDefForGame(game)->m_szName;
strcpy( g_SelectGameLines[0].szOptionsText[i], sGameName );
}
g_SelectGameLines[0].iNumOptions = i;
// fill g_InputOptionsLines with explanation text
for( i=0; i<NUM_SELECT_GAME_LINES; i++ )
{
CString sLineName = g_SelectGameLines[i].szTitle;
sLineName.Replace("\n","");
sLineName.Replace(" ","");
strcpy( g_SelectGameLines[i].szExplanation, THEME->GetMetric("ScreenSelectGame",sLineName) );
}
Init(
INPUTMODE_BOTH,
g_SelectGameLines,
NUM_SELECT_GAME_LINES,
false );
m_Menu.m_MenuTimer.Disable();
SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","ScreenSelectGame music") );
}
void ScreenSelectGame::ImportOptions()
{
/* Search the list of games for the currently active game. If it's
* not there, we might have set a game and then the user removed its
* note skins; reset it to the first available. */
vector<Game> aGames;
GAMEMAN->GetEnabledGames( aGames );
ASSERT(!aGames.empty());
m_iSelectedOption[0][SG_GAME] = 0;
for(unsigned sel = 0; sel < aGames.size(); ++sel)
if(aGames[sel] == GAMESTATE->m_CurGame) m_iSelectedOption[0][SG_GAME] = sel;
}
void ScreenSelectGame::ExportOptions()
{
LOG->Trace("ScreenSelectGame::ExportOptions()");
INPUTMAPPER->SaveMappingsToDisk(); // save mappings before switching the game
PREFSMAN->SaveGamePrefsToDisk();
// Switch the current style to the frist style of the selected game
int iSelection = m_iSelectedOption[0][SG_GAME];
vector<Game> aGames;
GAMEMAN->GetEnabledGames( aGames );
Game game = aGames[iSelection];
GAMESTATE->m_CurGame = game;
PREFSMAN->ReadGamePrefsFromDisk();
INPUTMAPPER->ReadMappingsFromDisk();
}
void ScreenSelectGame::GoToPrevState()
{
ResetGame();
}
void ScreenSelectGame::GoToNextState()
{
ResetGame();
}