Files
itgmania212121/stepmania/src/MenuTimer.cpp
T
Chris Danford bcbe615c0d Pass ActorCommand structures to Actor instead of unparsed command strings.
This way, we can potentially do the parsing early and not parse inside of Actor as the command is executing.
2004-11-06 23:13:47 +00:00

181 lines
4.9 KiB
C++

#include "global.h"
#include "MenuTimer.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "ScreenManager.h"
#include "AnnouncerManager.h"
#include "ThemeManager.h"
#include "Font.h"
#include "GameSoundManager.h"
#include "ThemeMetric.h"
static const ThemeMetric<int> WARNING_START ("MenuTimer","WarningStart");
static const ThemeMetric<int> WARNING_BEEP_START ("MenuTimer","WarningBeepStart");
#define WARNING_COMMAND(i) THEME->GetMetricA ("MenuTimer", ssprintf("WarningCommand%i",i))
static const ThemeMetric<ActorCommands> ON_COMMAND ("MenuTimer","OnCommand");
static const int TIMER_SECONDS = 99;
static const int MAX_STALL_SECONDS = 30;
MenuTimer::MenuTimer()
{
m_fStallSeconds = 0;
m_fStallSecondsLeft = MAX_STALL_SECONDS;
m_bPaused = false;
m_textDigit1.LoadFromFont( THEME->GetPathToF("MenuTimer") );
m_textDigit2.LoadFromFont( THEME->GetPathToF("MenuTimer") );
const float fCharWidth = (float) m_textDigit1.m_pFont->GetLineWidthInSourcePixels(L"0");
m_textDigit1.SetX( -fCharWidth/2 );
m_textDigit2.SetX( +fCharWidth/2 );
this->AddChild( &m_textDigit1 );
this->AddChild( &m_textDigit2 );
SetSeconds( TIMER_SECONDS );
m_soundBeep.Load( THEME->GetPathToS("MenuTimer tick") );
}
void MenuTimer::EnableStealth( bool bStealth )
{
if( bStealth )
m_soundBeep.Unload(); // unload the sound
else
m_soundBeep.Load( THEME->GetPathToS("MenuTimer tick") ); // reload the sound
m_textDigit1.SetHidden( bStealth );
m_textDigit2.SetHidden( bStealth );
}
void MenuTimer::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
if( m_bPaused )
return;
// run down the stall time if any
if( m_fStallSeconds > 0 )
m_fStallSeconds = max( m_fStallSeconds - fDeltaTime, 0 );
if( m_fStallSeconds > 0 )
return;
const float fOldSecondsLeft = m_fSecondsLeft;
m_fSecondsLeft -= fDeltaTime;
CLAMP( m_fSecondsLeft, 0, 99 );
const float fNewSecondsLeft = m_fSecondsLeft;
const int iOldDisplay = (int)(fOldSecondsLeft + 0.99f);
const int iNewDisplay = (int)(fNewSecondsLeft + 0.99f);
if( fOldSecondsLeft > 5.5 && fNewSecondsLeft < 5.5 ) // transition to below 5.5
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("hurry up") );
if( iOldDisplay == iNewDisplay )
return;
SetText( iNewDisplay );
if( iNewDisplay <= WARNING_START )
{
m_textDigit1.Command( WARNING_COMMAND(iNewDisplay) );
m_textDigit2.Command( WARNING_COMMAND(iNewDisplay) );
}
if( iNewDisplay == 0 )
{
Stop();
SCREENMAN->PostMessageToTopScreen( SM_MenuTimer, 0 );
m_textDigit1.SetEffectNone();
m_textDigit2.SetEffectNone();
}
if( iNewDisplay <= WARNING_BEEP_START )
m_soundBeep.Play();
}
void MenuTimer::Pause()
{
m_bPaused = true;
}
void MenuTimer::Stop()
{
/* Don't call SetSeconds if we're already at 0: let the existing tweens finish. */
if( m_fSecondsLeft >= 1 )
SetSeconds( 0 );
Pause();
}
void MenuTimer::Disable()
{
SetSeconds( 99 );
Pause();
}
void MenuTimer::Stall()
{
/* Max amount of stall time we'll use: */
const float Amt = min( 0.5f, m_fStallSecondsLeft );
/* Amount of stall time to add: */
const float ToAdd = Amt - m_fStallSeconds;
m_fStallSeconds += ToAdd;
m_fStallSecondsLeft -= ToAdd;
}
void MenuTimer::SetSeconds( int iSeconds )
{
m_fSecondsLeft = (float)iSeconds;
CLAMP( m_fSecondsLeft, 0, 99 );
m_textDigit1.Command( ON_COMMAND );
m_textDigit2.Command( ON_COMMAND );
SetText( iSeconds );
}
void MenuTimer::Start()
{
m_bPaused = false;
}
void MenuTimer::SetText( int iSeconds )
{
const int iDigit1 = (int)(iSeconds)/10;
const int iDigit2 = (int)(iSeconds)%10;
m_textDigit1.SetText( ssprintf("%d",iDigit1) );
m_textDigit2.SetText( ssprintf("%d",iDigit2) );
}
/*
* (c) 2002-2004 Chris Danford
* 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.
*/