Files
itgmania212121/stepmania/src/ScreenTitleMenu.h
T
Chris Danford 82199383a8 Change event mode to a CoinMode (since using COIN_PAY and EventMode at the same time doesn't make sense).
Split ScreenLogo and ScreenTitleMenu.
In ScreenTitleMenu, add a different animation if using COIN_HOME (for SMMAX2).
Added codes at TitleMenu to change Theme and Announcer.
2003-04-13 04:50:08 +00:00

92 lines
1.8 KiB
C++

/*
-----------------------------------------------------------------------------
Class: ScreenTitleMenu
Desc: The main title screen and menu.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Screen.h"
#include "Transition.h"
#include "Sprite.h"
#include "BitmapText.h"
#include "RageSound.h"
#include "BGAnimation.h"
#include "RageTimer.h"
#include "RandomSample.h"
class ScreenTitleMenu : public Screen
{
public:
ScreenTitleMenu();
virtual ~ScreenTitleMenu();
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void Update( float fDelta );
virtual void HandleScreenMessage( const ScreenMessage SM );
enum Choice
{
CHOICE_GAME_START = 0,
CHOICE_SELECT_GAME,
CHOICE_OPTIONS,
CHOICE_EDIT,
CHOICE_JUKEBOX,
#ifdef DEBUG
CHOICE_SANDBOX,
#endif
CHOICE_EXIT,
NUM_CHOICES // leave this at the end!
};
CString ChoiceToString( Choice c )
{
const CString s[NUM_CHOICES] = {
"GAME START",
"SELECT GAME",
"OPTIONS",
"EDIT/SYNC SONGS",
"JUKEBOX",
#ifdef DEBUG
"SANDBOX",
#endif
"EXIT"
};
return s[c];
}
private:
void GainFocus( int iChoiceIndex );
void LoseFocus( int iChoiceIndex );
Choice m_Choice;
BGAnimation m_Background;
Sprite m_sprLogo;
BitmapText m_textVersion;
BitmapText m_textSongs;
BitmapText m_textHelp;
BitmapText m_textChoice[NUM_CHOICES];
RandomSample m_soundAttract;
RageSound m_soundChange;
RageSound m_soundSelect;
RageSound m_soundInvalid;
RageTimer TimeToDemonstration;
BGAnimation m_CoinMode;
BGAnimation m_JointPremium;
Transition m_In;
Transition m_Out;
};