356 lines
12 KiB
C++
356 lines
12 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenTitleMenu
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Desc: See header.
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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 "ScreenTitleMenu.h"
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#include "ScreenAttract.h"
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#include "ScreenManager.h"
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#include "GameConstantsAndTypes.h"
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#include "RageUtil.h"
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#include "StepMania.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
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#include "SongManager.h"
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#include "AnnouncerManager.h"
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#include "GameState.h"
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#include "GameManager.h"
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#include "InputMapper.h"
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#include "ThemeManager.h"
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#include "RageSounds.h"
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#include "CodeDetector.h"
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#include "RageTextureManager.h"
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#include "UnlockSystem.h"
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#include "ProductInfo.h"
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//#include "NetworkManager.h"
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#define LOGO_ON_COMMAND THEME->GetMetric("ScreenTitleMenu","LogoOnCommand")
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#define LOGO_HOME_ON_COMMAND THEME->GetMetric("ScreenTitleMenu","LogoHomeOnCommand")
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#define VERSION_ON_COMMAND THEME->GetMetric("ScreenTitleMenu","VersionOnCommand")
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#define SONGS_ON_COMMAND THEME->GetMetric("ScreenTitleMenu","SongsOnCommand")
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#define HELP_X THEME->GetMetricF("ScreenTitleMenu","HelpX")
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#define HELP_Y THEME->GetMetricF("ScreenTitleMenu","HelpY")
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#define CHOICES_X THEME->GetMetricF("ScreenTitleMenu","ChoicesX")
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#define CHOICES_START_Y THEME->GetMetricF("ScreenTitleMenu","ChoicesStartY")
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#define CHOICES_SPACING_Y THEME->GetMetricF("ScreenTitleMenu","ChoicesSpacingY")
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#define CHOICES_SHADOW_LENGTH THEME->GetMetricF("ScreenTitleMenu","ChoicesShadowLength")
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#define COLOR_NOT_SELECTED THEME->GetMetricC("ScreenTitleMenu","ColorNotSelected")
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#define COLOR_SELECTED THEME->GetMetricC("ScreenTitleMenu","ColorSelected")
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#define ZOOM_NOT_SELECTED THEME->GetMetricF("ScreenTitleMenu","ZoomNotSelected")
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#define ZOOM_SELECTED THEME->GetMetricF("ScreenTitleMenu","ZoomSelected")
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#define MENU_TEXT_ALIGN THEME->GetMetricI("ScreenTitleMenu","MenuTextAlign")
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#define SECONDS_BETWEEN_COMMENTS THEME->GetMetricF("ScreenTitleMenu","SecondsBetweenComments")
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#define SECONDS_BEFORE_ATTRACT THEME->GetMetricF("ScreenTitleMenu","SecondsBeforeAttract")
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#define HELP_TEXT( coin_mode ) THEME->GetMetric("ScreenTitleMenu","HelpText"+Capitalize(CoinModeToString(coin_mode)))
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#define MENU_ITEM_CREATE THEME->GetMetric("ScreenTitleMenu","MenuCommandOnCreate")
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#define MENU_ITEM_SELECT_DELAY THEME->GetMetricF("ScreenTitleMenu","MenuCommandSelectDelay")
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#define NAME( choice ) THEME->GetMetric (m_sName,ssprintf("Name%d",choice+1))
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const ScreenMessage SM_PlayComment = ScreenMessage(SM_User+1);
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const ScreenMessage SM_GoToAttractLoop = ScreenMessage(SM_User+13);
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ScreenTitleMenu::ScreenTitleMenu( CString sClassName ) : ScreenSelect( sClassName )
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{
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LOG->Trace( "ScreenTitleMenu::ScreenTitleMenu()" );
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/* XXX We really need two common calls: 1, something run when exiting from gameplay
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* (to do this reset), and 2, something run when entering gameplay, to apply default
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* options. Having special cases in attract screens and the title menu to reset
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* things stinks ... */
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GAMESTATE->Reset();
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GAMESTATE->m_bPlayersCanJoin = true;
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CodeDetector::RefreshCacheItems();
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if( PREFSMAN->m_iCoinMode != COIN_HOME )
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{
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switch( PREFSMAN->m_Premium )
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{
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case PrefsManager::DOUBLES_PREMIUM:
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m_Premium.LoadFromAniDir( THEME->GetPathToB("ScreenTitleMenu doubles premium") );
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this->AddChild( &m_Premium );
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break;
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case PrefsManager::JOINT_PREMIUM:
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m_Premium.LoadFromAniDir( THEME->GetPathToB("ScreenTitleMenu joint premium") );
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this->AddChild( &m_Premium );
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break;
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}
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}
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m_sprLogo.Load( THEME->GetPathToG(ssprintf("ScreenLogo %s",GAMESTATE->GetCurrentGameDef()->m_szName)) );
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m_sprLogo.Command( PREFSMAN->m_iCoinMode==COIN_HOME ? LOGO_HOME_ON_COMMAND : LOGO_ON_COMMAND );
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this->AddChild( &m_sprLogo );
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m_textVersion.LoadFromFont( THEME->GetPathToF("Common normal") );
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m_textVersion.Command( VERSION_ON_COMMAND );
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m_textVersion.SetText( PRODUCT_VER );
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this->AddChild( &m_textVersion );
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m_textSongs.LoadFromFont( THEME->GetPathToF("Common normal") );
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m_textSongs.Command( SONGS_ON_COMMAND );
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CString text = ssprintf("%d songs in %d groups, %d courses", SONGMAN->GetNumSongs(), SONGMAN->GetNumGroups(), SONGMAN->GetNumCourses() );
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if( PREFSMAN->m_bUseUnlockSystem )
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text += ssprintf(", %d unlocks", UNLOCKSYS->GetNumUnlocks() );
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m_textSongs.SetText( text );
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this->AddChild( &m_textSongs );
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CString sCoinMode = CoinModeToString((CoinMode)PREFSMAN->m_iCoinMode);
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m_CoinMode.LoadFromAniDir( THEME->GetPathToB("ScreenTitleMenu "+sCoinMode) );
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this->AddChild( &m_CoinMode );
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m_textHelp.LoadFromFont( THEME->GetPathToF("ScreenTitleMenu help") );
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m_textHelp.SetText( HELP_TEXT((CoinMode)PREFSMAN->m_iCoinMode) );
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m_textHelp.SetXY( HELP_X, HELP_Y );
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m_textHelp.SetZoom( 0.5f );
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m_textHelp.SetEffectDiffuseBlink();
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m_textHelp.EnableShadow( true );
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m_textHelp.SetShadowLength( 2 );
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this->AddChild( &m_textHelp );
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switch( PREFSMAN->m_iCoinMode )
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{
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case COIN_HOME:
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{
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for( unsigned i=0; i<m_aModeChoices.size(); i++ )
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{
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m_textChoice[i].LoadFromFont( THEME->GetPathToF("ScreenTitleMenu choices") );
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m_textChoice[i].SetHorizAlign( (enum Actor::HorizAlign)MENU_TEXT_ALIGN );
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m_textChoice[i].SetText( NAME(i) );
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m_textChoice[i].SetXY( CHOICES_X, CHOICES_START_Y + i*CHOICES_SPACING_Y );
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m_textChoice[i].SetShadowLength( CHOICES_SHADOW_LENGTH );
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m_textChoice[i].EnableShadow( true );
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this->AddChild( &m_textChoice[i] );
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}
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}
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break;
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case COIN_PAY:
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case COIN_FREE:
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break;
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default:
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ASSERT(0);
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}
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// m_AttractOut.Load( THEME->GetPathToB("ScreenTitleMenu out") );
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// this->AddChild( &m_AttractOut );
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// m_BeginOut.Load( THEME->GetPathToB("ScreenTitleMenu begin out") );
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// this->AddChild( &m_BeginOut );
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("title menu game name") );
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m_soundChange.Load( THEME->GetPathToS("ScreenTitleMenu change"),true );
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m_soundSelect.Load( THEME->GetPathToS("Common start") );
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m_soundInvalid.Load( THEME->GetPathToS("Common invalid") );
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m_Choice = 0;
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for( unsigned i=0; i<m_aModeChoices.size(); i++ )
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if( i != m_Choice )
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{
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m_textChoice[i].SetZoom( ZOOM_NOT_SELECTED );
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m_textChoice[i].Command( MENU_ITEM_CREATE );
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}
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else
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GainFocus( m_Choice );
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SOUND->PlayMusic( THEME->GetPathToS("ScreenTitleMenu music") );
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this->PostScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS);
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// this->MoveToTail( &m_AttractOut ); // put it in the back so it covers up the stuff we just added
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}
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ScreenTitleMenu::~ScreenTitleMenu()
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{
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LOG->Trace( "ScreenTitleMenu::~ScreenTitleMenu()" );
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}
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void ScreenTitleMenu::UpdateSelectableChoices()
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{
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}
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void ScreenTitleMenu::MoveCursor( bool up )
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{
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if( PREFSMAN->m_iCoinMode != COIN_HOME )
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return;
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// if( m_BeginOut.IsTransitioning() )
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// return;
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TimeToDemonstration.GetDeltaTime(); /* Reset the demonstration timer when a key is pressed. */
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LoseFocus( m_Choice );
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m_Choice += (up? -1:+1);
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wrap( (int&)m_Choice, m_aModeChoices.size() );
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m_soundChange.Play();
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GainFocus( m_Choice );
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}
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void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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LOG->Trace( "ScreenTitleMenu::Input( %d-%d )", DeviceI.device, DeviceI.button ); // debugging gameport joystick problem
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if( type != IET_FIRST_PRESS )
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return;
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/* If the CoinMode was changed, we need to reload this screen
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* so that the right m_aModeChoices will show */
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if( ScreenAttract::ChangeCoinModeInput( DeviceI, type, GameI, MenuI, StyleI ) )
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{
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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return;
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}
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if( !MenuI.IsValid() )
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return;
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if( m_Menu.m_In.IsTransitioning() || m_Menu.m_Back.IsTransitioning() ) /* not m_Menu.m_Out */
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return;
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switch( MenuI.button )
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{
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case MENU_BUTTON_UP:
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MoveCursor( true );
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break;
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case MENU_BUTTON_DOWN:
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MoveCursor( false );
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break;
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case MENU_BUTTON_BACK:
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if( m_Menu.m_Out.IsTransitioning() )
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break;
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m_Menu.Back( SM_GoToAttractLoop );
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break;
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case MENU_BUTTON_START:
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/* return if the choice is invalid */
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const ModeChoice &mc = m_aModeChoices[m_Choice];
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CString why;
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if( !mc.IsPlayable( &why ) )
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{
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m_soundInvalid.Play();
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if( why != "" )
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SCREENMAN->SystemMessage( why );
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return;
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}
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if( Screen::JoinInput( DeviceI, type, GameI, MenuI, StyleI ) )
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if( !m_Menu.m_Out.IsTransitioning() )
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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}
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// detect codes
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if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_THEME) ||
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CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_THEME2) )
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{
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THEME->NextTheme();
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ApplyGraphicOptions(); // update window title and icon
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SCREENMAN->SystemMessage( "Theme: "+THEME->GetCurThemeName() );
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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TEXTUREMAN->DoDelayedDelete();
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}
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if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_ANNOUNCER) ||
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CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_ANNOUNCER2) )
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{
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ANNOUNCER->NextAnnouncer();
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CString sName = ANNOUNCER->GetCurAnnouncerName();
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if( sName=="" ) sName = "(none)";
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SCREENMAN->SystemMessage( "Announcer: "+sName );
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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}
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if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_GAME) ||
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CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_GAME2) )
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{
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for( int i=0; i<NUM_GAMES; i++ )
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{
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GAMESTATE->m_CurGame = (Game)(GAMESTATE->m_CurGame+1);
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wrap( (int&)GAMESTATE->m_CurGame, NUM_GAMES );
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if( GAMEMAN->IsGameEnabled(GAMESTATE->m_CurGame) )
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break; // found the first enabled game. Stop searching.
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}
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/* Reload the theme if it's changed, but don't back to the initial screen. */
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ResetGame( false );
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SCREENMAN->SystemMessage( ssprintf("Game: %s",GAMESTATE->GetCurrentGameDef()->m_szName) );
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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}
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// Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
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}
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void ScreenTitleMenu::Update( float fDelta )
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{
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if(TimeToDemonstration.PeekDeltaTime() >= SECONDS_BEFORE_ATTRACT)
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{
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this->PostScreenMessage( SM_GoToAttractLoop, 0 );
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TimeToDemonstration.GetDeltaTime();
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}
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Screen::Update(fDelta);
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}
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void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_PlayComment:
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("title menu attract") );
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this->PostScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS );
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break;
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case SM_GoToNextScreen:
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/* XXX: Bad hack: we only want to set default options if we're actually
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* going into the game. We don't want to set it if we're going into the
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* editor menu, since that never resets options (so it'll maintain changes
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* when entering and exiting the editor), and the editor probably shouldn't
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* use default options. */
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if( m_Choice == 0 )
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{
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// apply default options
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for( int p=0; p<NUM_PLAYERS; p++ )
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GAMESTATE->m_PlayerOptions[p].FromString( PREFSMAN->m_sDefaultModifiers );
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GAMESTATE->m_SongOptions.FromString( PREFSMAN->m_sDefaultModifiers );
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}
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m_aModeChoices[m_Choice].ApplyToAllPlayers();
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break;
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case SM_GoToAttractLoop:
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SCREENMAN->SetNewScreen( "ScreenCompany" );
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break;
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}
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}
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void ScreenTitleMenu::LoseFocus( int iChoiceIndex )
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{
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m_textChoice[iChoiceIndex].SetEffectNone();
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m_textChoice[iChoiceIndex].StopTweening();
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m_textChoice[iChoiceIndex].BeginTweening( 0.3f );
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m_textChoice[iChoiceIndex].SetZoom( ZOOM_NOT_SELECTED );
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}
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void ScreenTitleMenu::GainFocus( int iChoiceIndex )
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{
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m_textChoice[iChoiceIndex].StopTweening();
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m_textChoice[iChoiceIndex].BeginTweening( 0.3f );
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m_textChoice[iChoiceIndex].SetZoom( ZOOM_SELECTED );
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RageColor color1, color2;
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color1 = COLOR_SELECTED;
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color2 = color1 * 0.5f;
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color2.a = 1;
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m_textChoice[iChoiceIndex].SetEffectDiffuseShift( 0.5f, color1, color2 );
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}
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