115 lines
3.8 KiB
C++
115 lines
3.8 KiB
C++
#include "global.h"
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#include "ScreenDemonstration.h"
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#include "RageLog.h"
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#include "ThemeManager.h"
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#include "GameState.h"
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#include "SongManager.h"
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#include "StepMania.h"
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#include "ScreenAttract.h" // for AttractInput()
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#include "ScreenManager.h"
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#include "RageSoundManager.h"
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#include "GameSoundManager.h"
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#include "GameManager.h"
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#define SECONDS_TO_SHOW THEME->GetMetricF("ScreenDemonstration","SecondsToShow")
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#define NEXT_SCREEN THEME->GetMetric("ScreenDemonstration","NextScreen")
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const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+10); // MUST be same as in ScreenGameplay
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bool PrepareForDemonstration() // always return true.
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{
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GAMESTATE->m_pCurStyle = GAMEMAN->GetDemonstrationStyleForGame(GAMESTATE->m_CurGame);
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GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR;
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/* If needed, turn sound off. We need to do this before the ScreenGameplay ctor,
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* since changes to sound volume aren't guaranteed to take effect if done *after*
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* the sound starts playing. */
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if( !GAMESTATE->IsTimeToPlayAttractSounds() )
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SOUNDMAN->SetPrefs( 0 ); // silent
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return true;
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}
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ScreenDemonstration::ScreenDemonstration( CString sName ) : ScreenJukebox( sName, PrepareForDemonstration() ) // this is a hack to get some code to execute before the ScreenGameplay constructor
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{
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LOG->Trace( "ScreenDemonstration::ScreenDemonstration()" );
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if( GAMESTATE->m_pCurSong == NULL ) // we didn't find a song.
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{
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HandleScreenMessage( SM_GoToNextScreen ); // Abort demonstration.
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return;
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}
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m_Overlay.LoadFromAniDir( THEME->GetPathToB("ScreenDemonstration overlay") );
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this->AddChild( &m_Overlay );
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this->MoveToTail( &m_In );
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this->MoveToTail( &m_Out );
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ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that drive "ready", "go", etc.
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GAMESTATE->m_bPastHereWeGo = true;
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m_DancingState = STATE_DANCING;
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this->PostScreenMessage( SM_BeginFadingOut, SECONDS_TO_SHOW );
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}
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void ScreenDemonstration::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_NotesEnded:
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case SM_BeginFadingOut:
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if(!m_Out.IsTransitioning())
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m_Out.StartTransitioning( SM_GoToNextScreen );
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return;
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case SM_GainFocus:
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if( !GAMESTATE->IsTimeToPlayAttractSounds() )
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SOUNDMAN->SetPrefs( 0 ); // silent
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break;
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case SM_LoseFocus:
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SOUNDMAN->SetPrefs( PREFSMAN->m_fSoundVolume ); // turn volume back on
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break;
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case SM_GoToNextScreen:
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m_soundMusic.Stop();
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GAMESTATE->Reset();
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SOUNDMAN->SetPrefs( PREFSMAN->m_fSoundVolume ); // turn volume back on
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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return;
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}
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ScreenGameplay::HandleScreenMessage( SM );
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}
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/*
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* (c) 2003-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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