Files
itgmania212121/stepmania/src/ScreenEz2SelectStyle.cpp
T
2002-08-28 22:42:40 +00:00

480 lines
14 KiB
C++

#include "stdafx.h"
/****************************************
ScreenEzSelectPlayer,cpp
Desc: See Header
Copyright (C):
Andrew Livy
NOTES: Although cleaner, can still do with
a polish :)
*****************************************/
/* Includes */
#include "ScreenEz2SelectStyle.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "RageMusic.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "GameManager.h"
#include "RageLog.h"
#include "AnnouncerManager.h"
#include "GameConstantsAndTypes.h"
#include "Background.h"
#include "GameState.h"
#include "RageException.h"
#include "RageTimer.h"
/* Constants */
#define HELP_TEXT THEME->GetMetric("ScreenEz2SelectStyle","HelpText")
#define TIMER_SECONDS THEME->GetMetricI("ScreenEz2SelectStyle","TimerSeconds")
#define NEXT_SCREEN THEME->GetMetric("ScreenEz2SelectStyle","NextScreen")
const ScreenMessage SM_GoToPrevScreen = ScreenMessage(SM_User + 1);
const ScreenMessage SM_GoToNextScreen = ScreenMessage(SM_User + 2);
enum DStyles {
DS_EASY,
DS_HARD,
DS_REAL,
DS_CLUB
};
const float OPT_X[NUM_EZ2STYLE_GRAPHICS] = {
CENTER_X+200, // This is the pad X
CENTER_X-200, // This is the pad X
CENTER_X-198, // This is the 1p X
CENTER_X+195, // This is the 2p X
}; // tells us the default X position
const float OPT_Y[NUM_EZ2STYLE_GRAPHICS] = {
CENTER_Y+130,
CENTER_Y+130,
CENTER_Y+115,
CENTER_Y+115,
}; // tells us the default Y position
const float TWEEN_TIME = 0.35f;
float ez2p_lasttimercheck[2];
int ez2p_bounce=0; // used for the bouncing of the '1p' and '2p' images
int ez2p_direct=0; // direction of the bouncing of the '1p' and '2p' images
/************************************
ScreenEz2SelectStyle (Constructor)
Desc: Sets up the screen display
************************************/
ScreenEz2SelectStyle::ScreenEz2SelectStyle()
{
LOG->Trace( "ScreenEz2SelectStyle::ScreenEz2SelectStyle()" );
m_iSelectedStyle=DS_EASY; // start on EASY
// Load in the sprites we will be working with.
for( int i=0; i<NUM_EZ2STYLE_GRAPHICS; i++ )
{
m_sprBackground[i].Load( THEME->GetPathTo("Graphics",ssprintf("select style preview game %d style %d",GAMESTATE->m_CurGame,i)) );
m_sprBackground[i].SetXY( CENTER_X, CENTER_Y );
m_sprBackground[i].SetZoom( 1 );
this->AddSubActor( &m_sprBackground[i] );
}
/* Setup The 1Player Scrolling List */
m_ScrList.SetNumberVisibleElements( 3 );
m_ScrList.CreateNewElement( "select style info game 2 style 1" );
m_ScrList.CreateNewElement( "select style info game 2 style 2" );
m_ScrList.CreateNewElement( "select style info game 2 style 3" );
m_ScrList.CreateNewElement( "select style info game 2 style 0" ); // Excess so that the user is tricked into thinking
m_ScrList.CreateNewElement( "select style info game 2 style 1" ); // the list is infinite
m_ScrList.CreateNewElement( "select style info game 2 style 2" );
m_ScrList.CreateNewElement( "select style info game 2 style 3" );
m_ScrList.CreateNewElement( "select style info game 2 style 0" );
m_ScrList.CreateNewElement( "select style info game 2 style 1" );
m_ScrList.CreateNewElement( "select style info game 2 style 2" );
m_ScrList.CreateNewElement( "select style info game 2 style 3" );
m_ScrList.CreateNewElement( "select style info game 2 style 0" );
m_ScrList.SetXY(CENTER_X, CENTER_Y);
m_ScrList.SetCurrentPosition( DS_EASY );
/* Setup the 2Player Scrolling List */
m_ScrList_2ply.SetNumberVisibleElements( 3 );
m_ScrList_2ply.CreateNewElement( "select style info game 2 style 1" );
m_ScrList_2ply.CreateNewElement( "select style info game 2 style 2" );
m_ScrList_2ply.CreateNewElement( "select style info game 2 style 3" ); // Excess so that the user is tricked into thinking
m_ScrList_2ply.CreateNewElement( "select style info game 2 style 1" ); // the list is infinite
m_ScrList_2ply.CreateNewElement( "select style info game 2 style 2" );
m_ScrList_2ply.CreateNewElement( "select style info game 2 style 3" );
m_ScrList_2ply.CreateNewElement( "select style info game 2 style 1" );
m_ScrList_2ply.CreateNewElement( "select style info game 2 style 2" );
m_ScrList_2ply.CreateNewElement( "select style info game 2 style 3" );
m_ScrList_2ply.SetXY(CENTER_X, CENTER_Y);
m_ScrList_2ply.SetCurrentPosition( DS_EASY );
this->AddSubActor( &m_ScrList );
this->AddSubActor( &m_ScrList_2ply );
// figure out on load which list we should put up.
if (GAMESTATE->m_CurStyle == STYLE_EZ2_SINGLE_VERSUS) // if we are using two players
{
m_ScrList.SetZoom( 0 ); // Hide the list for just 1 player
}
else
{
m_ScrList_2ply.SetZoom( 0 ); // Otherwise hide the 2 player list.
}
// Load in the sprites we will be working with.
for( i=0; i<NUM_EZ2STYLE_GRAPHICS; i++ )
{
CString sOptFileName;
switch( i )
{
case 0: sOptFileName = "select difficulty hard picture"; break;
case 1: sOptFileName = "select difficulty hard picture"; break;
case 2: sOptFileName = "select difficulty medium picture"; break;
case 3: sOptFileName = "select difficulty easy picture"; break;
}
m_sprOpt[i].Load( THEME->GetPathTo("Graphics",sOptFileName) );
m_sprOpt[i].SetXY( OPT_X[i], OPT_Y[i] );
this->AddSubActor( &m_sprOpt[i] );
}
m_Menu.Load(
THEME->GetPathTo("Graphics","select style background"),
THEME->GetPathTo("Graphics","select style top edge"),
HELP_TEXT, true, TIMER_SECONDS
);
this->AddSubActor( &m_Menu );
m_soundSelect.Load( THEME->GetPathTo("Sounds","menu start") );
GAMESTATE->m_bPlayersCanJoin = true;
MUSIC->LoadAndPlayIfNotAlready( THEME->GetPathTo("Sounds","select style music") );
m_Menu.TweenOnScreenFromBlack( SM_None );
}
/************************************
~ScreenEz2SelectStyle (Destructor)
Desc: Writes line to log when screen
is terminated.
************************************/
ScreenEz2SelectStyle::~ScreenEz2SelectStyle()
{
LOG->Trace( "ScreenEz2SelectStyle::~ScreenEz2SelectStyle()" );
}
/************************************
DrawPrimitives
Desc: Draws the screen =P
************************************/
void ScreenEz2SelectStyle::DrawPrimitives()
{
/* if (m_iSelectedPlayer != 2) // no need to animate graphics if we have no graphics to animate ;)
{
AnimateGraphics();
}
*/
AnimateBackground();
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
/************************************
Input
Desc: Handles player input.
************************************/
void ScreenEz2SelectStyle::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
LOG->Trace( "ScreenEz2SelectStyle::Input()" );
if( m_Menu.IsClosing() )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
}
/************************************
HandleScreenMessage
Desc: Handles Screen Messages and changes
game states.
************************************/
void ScreenEz2SelectStyle::HandleScreenMessage( const ScreenMessage SM )
{
Screen::HandleScreenMessage( SM );
switch( SM )
{
case SM_MenuTimer:
m_soundSelect.PlayRandom();
GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
this->SendScreenMessage( SM_GoToNextScreen, 0 );
break;
case SM_GoToPrevScreen:
MUSIC->Stop();
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
case SM_GoToNextScreen:
SCREENMAN->SetNewScreen( NEXT_SCREEN );
break;
}
}
/************************************
MenuBack
Desc: Actions performed when a player
presses the button bound to back
************************************/
void ScreenEz2SelectStyle::MenuBack( PlayerNumber p )
{
MUSIC->Stop();
m_Menu.TweenOffScreenToBlack( SM_GoToPrevScreen, true );
GAMESTATE->m_CurStyle = STYLE_NONE; // Make sure that both players can scroll around title menu...
// m_Fade.CloseWipingLeft( SM_GoToPrevScreen );
// TweenOffScreen();
}
/************************************
MenuDown
Desc: Actions performed when a player
presses the button bound to down
************************************/
void ScreenEz2SelectStyle::MenuDown( PlayerNumber p )
{
MenuStart(p);
}
/************************************
SetFadedStyles
Desc: Fades out non-highlighted items
depending on the users choice.
************************************/
void ScreenEz2SelectStyle::SetFadedStyles()
{
}
/************************************
MenuRight
Desc: Actions performed when a player
presses the button bound to right
************************************/
void ScreenEz2SelectStyle::MenuRight( PlayerNumber p )
{
m_ScrList.ShiftRight();
if (m_iSelectedStyle == 3) // wrap around
m_iSelectedStyle = 0;
else
m_iSelectedStyle++;
switch (m_iSelectedStyle)
{
case DS_EASY: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE; break;
case DS_HARD: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_HARD; break;
case DS_REAL: GAMESTATE->m_CurStyle = STYLE_EZ2_REAL; break;
case DS_CLUB: GAMESTATE->m_CurStyle = STYLE_EZ2_DOUBLE; break;
}
}
/************************************
MenuLeft
Desc: Actions performed when a player
presses the button bound to left
************************************/
void ScreenEz2SelectStyle::MenuLeft( PlayerNumber p )
{
m_ScrList.ShiftLeft();
if (m_iSelectedStyle == 0) // wrap around
m_iSelectedStyle = 3;
else
m_iSelectedStyle--;
switch (m_iSelectedStyle)
{
case DS_EASY: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE; break;
case DS_HARD: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_HARD; break;
case DS_REAL: GAMESTATE->m_CurStyle = STYLE_EZ2_REAL; break;
case DS_CLUB: GAMESTATE->m_CurStyle = STYLE_EZ2_DOUBLE; break;
}
}
/************************************
MenuStart
Desc: Actions performed when a player
presses the button bound to start
************************************/
void ScreenEz2SelectStyle::MenuStart( PlayerNumber p )
{
// if( p!=PLAYER_INVALID && !GAMESTATE->m_bIsJoined[p] )
// {
// SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","menu start") );
// GAMESTATE->m_bIsJoined[p] = true;
// SCREENMAN->RefreshCreditsMessages();
// m_soundSelect.PlayRandom();
// return; // don't fall through
// }
m_soundSelect.PlayRandom();
this->ClearMessageQueue();
GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
// GAMESTATE->m_bPlayersCanJoin = false;
CString sCurStyleName = GAMESTATE->GetCurrentStyleDef()->m_szName;
sCurStyleName.MakeLower();
if( -1!=sCurStyleName.Find("single") ) SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("select style comment single") );
else if( -1!=sCurStyleName.Find("versus") ) SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("select style comment versus") );
else if( -1!=sCurStyleName.Find("double") ) SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("select style comment double") );
else if( -1!=sCurStyleName.Find("couple") ) SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("select style comment couple") );
else if( -1!=sCurStyleName.Find("solo") ) SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("select style comment solo") );
m_Menu.TweenOffScreenToMenu( SM_GoToNextScreen );
}
/************************************
TweenOffScreen
Desc: Squashes graphics before the screen
changes state.
************************************/
void ScreenEz2SelectStyle::TweenOffScreen()
{
}
/************************************
AnimateGraphics
Desc: Animates the 1p/2p selection
************************************/
void ScreenEz2SelectStyle::AnimateGraphics()
{
//if (bounce < 10 && direct == 0 && wait == 2) // Bounce 1p/2p up
/* if (TIMER->GetTimeSinceStart() > ez2p_lasttimercheck[0] + 0.01f && ez2p_direct == 0)
{
ez2p_lasttimercheck[0] = TIMER->GetTimeSinceStart();
ez2p_bounce+=1;
m_sprPly[2].SetXY( OPT_XP[2], OPT_YP[2] - ez2p_bounce);
m_sprPly[3].SetXY( OPT_XP[3], OPT_YP[3] - ez2p_bounce);
if (ez2p_bounce == 10)
{
ez2p_direct = 1;
}
}
else if (TIMER->GetTimeSinceStart() > ez2p_lasttimercheck[0] + 0.01f && ez2p_direct == 1) // bounce 1p/2p down
{
ez2p_lasttimercheck[0] = TIMER->GetTimeSinceStart();
ez2p_bounce-=1;
m_sprPly[2].SetXY( OPT_XP[2], OPT_YP[2] - ez2p_bounce);
m_sprPly[3].SetXY( OPT_XP[3], OPT_YP[3] - ez2p_bounce);
if (ez2p_bounce == 0)
{
ez2p_direct = 0;
}
}
*/
}
/************************************
AnimateBackground
Desc: Animates the Background
************************************/
void ScreenEz2SelectStyle::AnimateBackground()
{
if ((m_iSelectedStyle == 0) || (m_iSelectedPlayer == 2 && m_iSelectedStyle == 3)) // EASY background
{
m_sprBackground[3].SetHeight(SCREEN_HEIGHT * 1.7f);
m_sprBackground[3].SetWidth(SCREEN_WIDTH * 1.7f);
m_sprBackground[3].SetEffectSpinning(1.0f);
}
else if (m_iSelectedStyle == 3 && m_iSelectedPlayer != 2) // CLUB background
{
m_sprBackground[3].SetHeight(0);
m_sprBackground[3].SetWidth(0);
m_sprBackground[3].SetEffectNone();
m_sprBackground[2].SetHeight(SCREEN_HEIGHT * 3.3f);
m_sprBackground[2].SetWidth(SCREEN_WIDTH * 3.3f);
m_sprBackground[2].SetEffectSpinning(0.5f);
m_sprBackground[2].SetXY( CENTER_X, -250 );
}
else if (m_iSelectedStyle == 2) // REAL background
{
m_sprBackground[3].SetHeight(0);
m_sprBackground[3].SetWidth(0);
m_sprBackground[3].SetEffectNone();
m_sprBackground[2].SetHeight(0);
m_sprBackground[2].SetWidth(0);
m_sprBackground[2].SetEffectNone();
m_sprBackground[1].SetHeight(SCREEN_HEIGHT * 1.7f);
m_sprBackground[1].SetWidth(SCREEN_WIDTH * 1.7f);
m_sprBackground[1].SetEffectSpinning(2.1f);
}
else if (m_iSelectedStyle == 1) // HARD background
{
m_sprBackground[3].SetHeight(0);
m_sprBackground[3].SetWidth(0);
m_sprBackground[3].SetEffectNone();
m_sprBackground[2].SetHeight(0);
m_sprBackground[2].SetWidth(0);
m_sprBackground[2].SetEffectNone();
m_sprBackground[1].SetHeight(0);
m_sprBackground[1].SetWidth(0);
m_sprBackground[1].SetEffectNone();
m_sprBackground[0].SetHeight(SCREEN_HEIGHT * 1.7f);
m_sprBackground[0].SetWidth(SCREEN_WIDTH * 1.7f);
m_sprBackground[0].SetEffectSpinning(1.0f);
}
}
/************************************
Update
Desc: Animates the 1p/2p selection
************************************/
void ScreenEz2SelectStyle::Update( float fDeltaTime )
{
Screen::Update( fDeltaTime );
fDeltaTime /= .01f;
ez2_bounce = fmod((ez2_bounce+fDeltaTime), 20);
/* 0..10..19 -> 10..0..9 */
int offset = abs(10-ez2_bounce);
m_sprOpt[2].SetXY( OPT_X[2], OPT_Y[2] - offset);
m_sprOpt[3].SetXY( OPT_X[3], OPT_Y[3] - offset);
}
/************************************
TweenPlyOffScreen
Desc: Squashes Player Graphics off screen
When selected.
************************************/
void ScreenEz2SelectStyle::TweenPlyOffScreen()
{
}