dfc67cd84d
for it easier (vs. Transition::StartTransitioning). (Trying to simplify tweening; this may go back later.)
298 lines
8.5 KiB
C++
298 lines
8.5 KiB
C++
#include "global.h"
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#include "ScreenSelect.h"
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#include "ScreenManager.h"
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#include "GameSoundManager.h"
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#include "RageLog.h"
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#include "AnnouncerManager.h"
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#include "GameState.h"
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#include "ThemeManager.h"
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#include "GameCommand.h"
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#include "LightsManager.h"
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#include "Command.h"
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#include "InputEventPlus.h"
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#define CHOICE_NAMES THEME->GetMetric (m_sName,"ChoiceNames")
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#define CHOICE( s ) THEME->GetMetricM(m_sName,ssprintf("Choice%s",s.c_str()))
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#define CODE_NAMES THEME->GetMetric (m_sName,"CodeNames")
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#define CODE( s ) THEME->GetMetric (m_sName,ssprintf("Code%s",s.c_str()))
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#define CODE_ACTION( s ) THEME->GetMetricM(m_sName,ssprintf("Code%sAction",s.c_str()))
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#define IDLE_TIMEOUT_SCREEN THEME->GetMetric (m_sName,"IdleTimeoutScreen")
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#define UPDATE_ON_MESSAGE THEME->GetMetric (m_sName,"UpdateOnMessage")
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ScreenSelect::ScreenSelect( CString sClassName ) :
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ScreenWithMenuElements(sClassName),
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IDLE_COMMENT_SECONDS(m_sName,"IdleCommentSeconds"),
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IDLE_TIMEOUT_SECONDS(m_sName,"IdleTimeoutSeconds"),
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ALLOW_DISABLED_PLAYER_INPUT(m_sName,"AllowDisabledPlayerInput")
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{
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LOG->Trace( "ScreenSelect::ScreenSelect()" );
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}
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void ScreenSelect::Init()
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{
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ScreenWithMenuElements::Init();
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//
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// Load messages to update on
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//
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split( UPDATE_ON_MESSAGE, ",", m_asSubscribedMessages );
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for( unsigned i = 0; i < m_asSubscribedMessages.size(); ++i )
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MESSAGEMAN->Subscribe( this, m_asSubscribedMessages[i] );
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//
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// Load choices
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//
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{
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// Instead of using NUM_CHOICES, use a comma-separated list of choices. Each
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// element in the list is a choice name. This level of indirection
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// makes it easier to add or remove items without having to change a bunch
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// of indices.
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CStringArray asChoiceNames;
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split( CHOICE_NAMES, ",", asChoiceNames, true );
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for( unsigned c=0; c<asChoiceNames.size(); c++ )
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{
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CString sChoiceName = asChoiceNames[c];
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GameCommand mc;
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mc.m_sName = sChoiceName;
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mc.Load( c, CHOICE(sChoiceName) );
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m_aGameCommands.push_back( mc );
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}
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}
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//
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// Load codes
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//
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{
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CStringArray vsCodeNames;
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split( CODE_NAMES, ",", vsCodeNames, true );
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for( unsigned c=0; c<vsCodeNames.size(); c++ )
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{
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CString sCodeName = vsCodeNames[c];
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CodeItem code;
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if( !code.Load( CODE(sCodeName) ) )
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continue;
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m_aCodes.push_back( code );
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GameCommand mc;
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mc.Load( c, CODE_ACTION(sCodeName) );
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m_aCodeChoices.push_back( mc );
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}
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}
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if( !m_aGameCommands.size() )
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RageException::Throw( "Screen \"%s\" does not set any choices", m_sName.c_str() );
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}
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void ScreenSelect::BeginScreen()
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{
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ScreenWithMenuElements::BeginScreen();
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m_bTimeToFinalizePlayers = false;
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// derived classes can override if they want
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU );
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}
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ScreenSelect::~ScreenSelect()
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{
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LOG->Trace( "ScreenSelect::~ScreenSelect()" );
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for( unsigned i = 0; i < m_asSubscribedMessages.size(); ++i )
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MESSAGEMAN->Unsubscribe( this, m_asSubscribedMessages[i] );
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}
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void ScreenSelect::Update( float fDelta )
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{
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if( !IsTransitioning() )
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{
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if( IDLE_COMMENT_SECONDS > 0 && m_timerIdleComment.PeekDeltaTime() >= IDLE_COMMENT_SECONDS )
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{
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SOUND->PlayOnceFromAnnouncer( m_sName+" IdleComment" );
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m_timerIdleComment.GetDeltaTime();
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}
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// don't time out on this screen is coin mode is pay.
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// If we're here, then there's a credit in the machine.
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if( GAMESTATE->GetCoinMode() != COIN_MODE_PAY )
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{
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if( IDLE_TIMEOUT_SECONDS > 0 && m_timerIdleTimeout.PeekDeltaTime() >= IDLE_TIMEOUT_SECONDS )
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{
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SCREENMAN->SetNewScreen( IDLE_TIMEOUT_SCREEN );
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m_timerIdleTimeout.GetDeltaTime();
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return;
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}
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}
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}
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ScreenWithMenuElements::Update( fDelta );
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}
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void ScreenSelect::DrawPrimitives()
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{
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Screen::DrawPrimitives();
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}
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void ScreenSelect::Input( const InputEventPlus &input )
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{
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// LOG->Trace( "ScreenSelect::Input()" );
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/* Reset the demonstration timer when a key is pressed. */
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m_timerIdleComment.GetDeltaTime();
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m_timerIdleTimeout.GetDeltaTime();
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// HACK: Don't process JoinInput on the TitleMenu. Otherwise, if the user presses start
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// on a choice that doesn't move to a new screen, the player will be joined and the
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// user will still be on the title menu.
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bool bAllowJoinInput = !ALLOW_DISABLED_PLAYER_INPUT;
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if( input.MenuI.button == MENU_BUTTON_COIN ||
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(bAllowJoinInput && Screen::JoinInput(input.MenuI)) )
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{
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if( input.type == IET_FIRST_PRESS )
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this->UpdateSelectableChoices();
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if( !ALLOW_DISABLED_PLAYER_INPUT )
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return; // don't let the screen handle the MENU_START press
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}
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// block input of disabled players
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if( !ALLOW_DISABLED_PLAYER_INPUT && !GAMESTATE->IsPlayerEnabled(input.MenuI.player) )
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return;
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if( IsTransitioning() )
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return;
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for( unsigned i = 0; i < m_aCodes.size(); ++i )
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{
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if( !m_aCodes[i].EnteredCode( input.GameI.controller ) )
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continue;
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LOG->Trace("entered code for index %d", i);
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m_aCodeChoices[i].Apply( input.MenuI.player );
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}
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Screen::Input( input ); // default input handler
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}
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void ScreenSelect::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_BeginFadingOut ) /* Screen is starting to tween out. */
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{
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/*
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* Don't call GameCommand::Apply once per player on screens that
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* have a shared selection. This can cause change messages to be broadcast
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* multiple times. Detect whether all players have the same choice, and
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* if so, call ApplyToAll instead.
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* TODO: Think of a better way to handle this.
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*/
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int iMastersIndex = this->GetSelectionIndex( GAMESTATE->m_MasterPlayerNumber );
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bool bAllPlayersChoseTheSame = true;
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FOREACH_HumanPlayer( p )
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{
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if( this->GetSelectionIndex(p) != iMastersIndex )
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{
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bAllPlayersChoseTheSame = false;
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break;
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}
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}
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/* When applying, do make a copy of the GameCommand. That way,
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* GetAndClearScreen doesn't mangle m_sScreen on our real copy. */
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if( bAllPlayersChoseTheSame )
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{
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GameCommand gc = m_aGameCommands[iMastersIndex];
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CString sThisScreen = gc.GetAndClearScreen();
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if( m_sNextScreen == "" )
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m_sNextScreen = sThisScreen;
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gc.ApplyToAllPlayers();
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}
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else
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{
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FOREACH_HumanPlayer( p )
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{
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int iIndex = this->GetSelectionIndex(p);
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GameCommand gc = m_aGameCommands[iIndex];
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CString sThisScreen = gc.GetAndClearScreen();
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if( m_sNextScreen == "" )
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m_sNextScreen = sThisScreen;
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gc.Apply( p );
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}
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}
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SCREENMAN->RefreshCreditsMessages();
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//
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// Finalize players if we set a style on this screen.
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//
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FOREACH_HumanPlayer( p )
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{
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const int sel = GetSelectionIndex( p );
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if( m_aGameCommands[sel].m_pStyle )
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{
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m_bTimeToFinalizePlayers = true;
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break;
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}
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}
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SCREENMAN->ConcurrentlyPrepareScreen( m_sNextScreen );
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}
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else if( SM == SM_AllDoneChoosing ) /* It's our turn to tween out. */
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{
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if( !IsTransitioning() )
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StartTransitioningScreen( SM_GoToNextScreen );
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}
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else if( SM == SM_GoToNextScreen )
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{
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/* Finalizing players can take a long time, since it reads profile data. Do it
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* here.(XXX: this should be done in a separate screen.) */
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if( m_bTimeToFinalizePlayers )
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GAMESTATE->PlayersFinalized();
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}
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Screen::HandleScreenMessage( SM );
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}
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void ScreenSelect::HandleMessage( const CString &sMessage )
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{
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this->UpdateSelectableChoices();
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Screen::HandleMessage( sMessage );
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}
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void ScreenSelect::MenuBack( PlayerNumber pn )
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{
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SOUND->StopMusic();
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Cancel( SM_GoToPrevScreen );
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}
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/*
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* (c) 2001-2004 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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