Files
itgmania212121/stepmania/src/Screen.cpp
T
2003-01-26 20:49:05 +00:00

139 lines
3.6 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: Screen
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Screen.h"
#include "GameManager.h"
#include "GameState.h"
#include "PrefsManager.h"
#include "RageSound.h"
#include "ThemeManager.h"
#include "ScreenManager.h"
Screen::Screen()
{
}
Screen::~Screen()
{
}
void Screen::AddChild( Actor* pActor )
{
// add only if the actor is on screen
// float fX = pActor->GetX();
// float fY = pActor->GetY();
// if( SCREEN_LEFT>=fX && fX<=SCREEN_RIGHT && SCREEN_TOP>=fY && fY<=SCREEN_BOTTOM )
ActorFrame::AddChild( pActor );
}
void Screen::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
// update the times of queued ScreenMessages and send if timer has expired
// The order you remove messages in must be very careful! Sending a message can
// potentially clear all m_QueuedMessages, and set a new state!
for( unsigned i=0; i<m_QueuedMessages.size(); i++ )
{
/* Er, wait. Shouldn't we subtract first? This will make messages
* get delayed an extra frame. -glenn */
if( m_QueuedMessages[i].fDelayRemaining <= 0.0f ) // send this sucker!
{
this->HandleScreenMessage( m_QueuedMessages[i].SM );
m_QueuedMessages.erase( m_QueuedMessages.begin()+i,
m_QueuedMessages.begin()+i+1 );
i--;
}
else
{
m_QueuedMessages[i].fDelayRemaining -= fDeltaTime;
}
}
}
void Screen::MenuBack( PlayerNumber pn, const InputEventType type )
{
if(!PREFSMAN->m_bDelayedEscape || type==IET_SLOW_REPEAT || type==IET_FAST_REPEAT)
MenuBack(pn);
}
void Screen::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
/* Don't send release messages with the default handler. */
if(type == IET_RELEASE) return; // don't care
/* Don't make the user hold the back button if they're pressing escape. */
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_ESCAPE )
{
this->MenuBack( MenuI.player );
return;
}
// default input handler used by most menus
if( !MenuI.IsValid() )
return;
if( !GAMESTATE->IsPlayerEnabled(MenuI.player) )
return;
switch( MenuI.button )
{
case MENU_BUTTON_UP: this->MenuUp( MenuI.player, type ); return;
case MENU_BUTTON_DOWN: this->MenuDown( MenuI.player, type ); return;
case MENU_BUTTON_LEFT: this->MenuLeft( MenuI.player, type ); return;
case MENU_BUTTON_RIGHT: this->MenuRight( MenuI.player, type ); return;
case MENU_BUTTON_BACK: this->MenuBack( MenuI.player, type ); return;
case MENU_BUTTON_START: this->MenuStart( MenuI.player, type ); return;
case MENU_BUTTON_COIN: this->MenuCoin( MenuI.player, type ); return;
}
}
void Screen::MenuCoin( PlayerNumber pn )
{
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_PAY:
GAMESTATE->m_iCoins++;
SCREENMAN->RefreshCreditsMessages();
// fall through
case PrefsManager::COIN_HOME:
case PrefsManager::COIN_FREE:
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","insert coin") );
break;
default:
ASSERT(0);
}
}
void Screen::SendScreenMessage( 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-- )
m_QueuedMessages.erase( m_QueuedMessages.begin()+i );
}