Files
itgmania212121/src/MenuTimer.cpp
T
Devin J. Pohly feb919f0bf Revert memory leak commits
5f7001e: "Added a new branch"
01456ed: "Fixed a lot of memory leaks"
dac4493: "Fixed all remaining memory leaks that I could figure out"
0792db7: "Removed the smnew macro and the call to _CrtSetDbgFlag()"

Some of these caused destructor-time problems due to static initialization
order fiasco and related issues.  Notably, the program would no longer exit on
OSX and had to be killed.

There were probably legitimate fixes in here, but since these are monolithic
commits it's too much work to extract them now.  Let's reapply them
individually and in the forward direction.
2013-04-27 00:05:14 -04:00

250 lines
6.7 KiB
C++

#include "global.h"
#include "MenuTimer.h"
#include "RageLog.h"
#include "RageUtil.h"
#include "ScreenManager.h"
#include "ThemeManager.h"
#include "Font.h"
#include "GameSoundManager.h"
#include "ThemeMetric.h"
#include "ActorUtil.h"
RString WARNING_COMMAND_NAME( size_t i ) { return ssprintf("Warning%dCommand",int(i)); }
static const float TIMER_PAUSE_SECONDS = 99.99f;
MenuTimer::MenuTimer()
{
m_fStallSeconds = 0;
m_fStallSecondsLeft = 0;
m_bPaused = false;
m_bSilent = false;
WARNING_COMMAND = NULL;
}
void MenuTimer::Load( RString sMetricsGroup )
{
m_sprFrame.Load( THEME->GetPathG(sMetricsGroup, "Frame") );
m_sprFrame->SetName( "Frame" );
ActorUtil::LoadAllCommandsAndSetXY( m_sprFrame, sMetricsGroup );
this->AddChild( m_sprFrame );
for( int i=0; i<NUM_MENU_TIMER_TEXTS; i++ )
{
m_text[i].LoadFromFont( THEME->GetPathF(sMetricsGroup,"numbers") );
m_text[i].SetName( ssprintf("Text%d",i+1) );
ActorUtil::LoadAllCommandsAndOnCommand( m_text[i], sMetricsGroup );
this->AddChild( &m_text[i] );
}
m_exprFormatText[0] = THEME->GetMetricR(sMetricsGroup, "Text1FormatFunction");
m_exprFormatText[1] = THEME->GetMetricR(sMetricsGroup, "Text2FormatFunction");
SetSeconds( TIMER_PAUSE_SECONDS );
m_soundBeep.Load( THEME->GetPathS(sMetricsGroup,"tick") );
WARNING_START.Load(sMetricsGroup,"WarningStart");
WARNING_BEEP_START.Load(sMetricsGroup,"WarningBeepStart");
MAX_STALL_SECONDS.Load(sMetricsGroup,"MaxStallSeconds");
HURRY_UP_TRANSITION.Load(sMetricsGroup,"HurryUpTransition");
// clear warning commands out if they already exist. -aj
if(WARNING_COMMAND)
WARNING_COMMAND->Clear();
WARNING_COMMAND = new ThemeMetric1D<apActorCommands>(sMetricsGroup, WARNING_COMMAND_NAME, WARNING_START+1);
m_fStallSecondsLeft = MAX_STALL_SECONDS;
}
void MenuTimer::EnableStealth( bool bStealth )
{
EnableSilent( bStealth );
for( int i=0; i<NUM_MENU_TIMER_TEXTS; i++ )
{
m_text[i].SetVisible( !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;
m_fSecondsLeft = max( 0, m_fSecondsLeft );
const float fNewSecondsLeft = m_fSecondsLeft;
SetText( fNewSecondsLeft );
if( fOldSecondsLeft == fNewSecondsLeft )
return;
if( fOldSecondsLeft > HURRY_UP_TRANSITION && fNewSecondsLeft < HURRY_UP_TRANSITION )
SOUND->PlayOnceFromAnnouncer( "hurry up" );
int iCrossed = (int)floorf(fOldSecondsLeft);
if( fOldSecondsLeft > iCrossed && fNewSecondsLeft < iCrossed ) // crossed
{
if( iCrossed <= WARNING_START )
{
for( int i=0; i<NUM_MENU_TIMER_TEXTS; i++ )
m_text[i].RunCommands( WARNING_COMMAND->GetValue(iCrossed) );
}
if( iCrossed <= WARNING_BEEP_START && m_soundBeep.IsLoaded() && !m_bSilent )
m_soundBeep.Play();
}
if( fNewSecondsLeft == 0 )
{
Stop();
SCREENMAN->PostMessageToTopScreen( SM_MenuTimer, 0 );
for( int i=0; i<NUM_MENU_TIMER_TEXTS; i++ )
m_text[i].StopEffect();
}
}
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( TIMER_PAUSE_SECONDS );
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( float fSeconds )
{
m_fSecondsLeft = fSeconds;
for( int i=0; i<NUM_MENU_TIMER_TEXTS; i++ )
m_text[i].PlayCommand( "On" );
SetText( fSeconds );
}
void MenuTimer::Start()
{
m_bPaused = false;
}
void MenuTimer::SetText( float fSeconds )
{
Lua *L = LUA->Get();
for( int i=0; i<NUM_MENU_TIMER_TEXTS; i++ )
{
// function
m_exprFormatText[i].PushSelf( L );
ASSERT( !lua_isnil(L, -1) );
// 1st parameter
LuaHelpers::Push( L, fSeconds );
// call function with 1 argument and 1 result
RString sError;
if( !LuaHelpers::RunScriptOnStack(L, sError, 1, 1) )
LOG->Warn( "Error running Text%iFormatFunction: %s", i+1, sError.c_str() );
RString sText;
LuaHelpers::Pop( L, sText );
m_text[i].SetText( sText );
}
LUA->Release(L);
}
// lua start
#include "LuaBinding.h"
/** @brief Allow Lua to have access to the MenuTimer. */
class LunaMenuTimer: public Luna<MenuTimer>
{
public:
static int SetSeconds( T* p, lua_State *L ) { p->SetSeconds(FArg(1)); return 0; }
static int GetSeconds( T* p, lua_State *L ) { lua_pushnumber( L, p->GetSeconds() ); return 1; }
static int start( T* p, lua_State *L ) { p->Start(); return 0; }
static int pause( T* p, lua_State *L ) { p->Pause(); return 0; }
static int stop( T* p, lua_State *L ) { p->Stop(); return 0; }
static int disable( T* p, lua_State *L ) { p->Disable(); return 0; }
static int silent( T* p, lua_State *L ) { p->EnableSilent(BArg(1)); return 0; }
static int stealth( T* p, lua_State *L ) { p->EnableStealth(BArg(1)); return 0; }
LunaMenuTimer()
{
ADD_METHOD( SetSeconds );
ADD_METHOD( GetSeconds );
ADD_METHOD( start );
ADD_METHOD( pause );
ADD_METHOD( stop );
ADD_METHOD( disable );
ADD_METHOD( silent );
ADD_METHOD( stealth );
}
};
LUA_REGISTER_DERIVED_CLASS( MenuTimer, ActorFrame )
// lua end
/*
* (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.
*/