Renamed ScreenSelectMax* back to their old names Replaced all hard-coded transitions with TransitionBGAnimations
258 lines
7.0 KiB
C++
258 lines
7.0 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenSelect
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Desc: See Header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ScreenSelect.h"
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#include "ScreenManager.h"
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#include "PrefsManager.h"
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#include "RageSoundManager.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "GameManager.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 "GameConstantsAndTypes.h"
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#include "ThemeManager.h"
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#include "ModeChoice.h"
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#define CHOICES THEME->GetMetric (m_sClassName,"Choices")
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#define HELP_TEXT THEME->GetMetric (m_sClassName,"HelpText")
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#define TIMER_SECONDS THEME->GetMetricI(m_sClassName,"TimerSeconds")
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#define NEXT_SCREEN( choice ) THEME->GetMetric (m_sClassName,ssprintf("NextScreen%d",choice+1))
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ScreenSelect::ScreenSelect( CString sClassName )
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{
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LOG->Trace( "ScreenSelect::ScreenSelect()" );
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m_sClassName = sClassName;
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GAMESTATE->m_bPlayersCanJoin = false;
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// Set this true later if we discover a choice that chooses the Style
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CStringArray asChoices;
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split( CHOICES, ",", asChoices );
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for( unsigned c=0; c<asChoices.size(); c++ )
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{
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CString sChoice = asChoices[c];
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ModeChoice mc = { // fill this in below
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GAME_INVALID,
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STYLE_INVALID,
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PLAY_MODE_INVALID,
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DIFFICULTY_INVALID,
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"",
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1 };
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strncpy( mc.name, sChoice, sizeof(mc.name) );
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bool bChoiceIsInvalid = false;
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CStringArray asBits;
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split( sChoice, "-", asBits );
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for( unsigned b=0; b<asBits.size(); b++ )
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{
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CString sBit = asBits[b];
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Game game = GAMEMAN->StringToGameType( sBit );
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if( game != GAME_INVALID )
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{
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mc.game = game;
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continue;
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}
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Style style = GAMEMAN->GameAndStringToStyle( GAMESTATE->m_CurGame, sBit );
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if( style != STYLE_INVALID )
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{
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mc.style = style;
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// There is a choices that allows players to choose a style. Allow joining.
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GAMESTATE->m_bPlayersCanJoin = true;
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continue;
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}
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PlayMode pm = StringToPlayMode( sBit );
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if( pm != PLAY_MODE_INVALID )
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{
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mc.pm = pm;
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continue;
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}
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Difficulty dc = StringToDifficulty( sBit );
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if( dc != DIFFICULTY_INVALID )
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{
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mc.dc = dc;
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continue;
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}
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LOG->Warn( "The choice token '%s' is not recognized as a Game, Style, PlayMode, or Difficulty. The choice containing this token will be ignored.", sBit.GetString() );
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bChoiceIsInvalid |= true;
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}
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if( mc.style != STYLE_INVALID )
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{
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const StyleDef* pStyleDef = GAMEMAN->GetStyleDefForStyle(mc.style);
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switch( pStyleDef->m_StyleType )
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{
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case StyleDef::ONE_PLAYER_ONE_CREDIT:
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mc.numSidesJoinedToPlay = 1;
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break;
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case StyleDef::TWO_PLAYERS_TWO_CREDITS:
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case StyleDef::ONE_PLAYER_TWO_CREDITS:
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mc.numSidesJoinedToPlay = 2;
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break;
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default:
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ASSERT(0);
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}
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}
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if( ! bChoiceIsInvalid )
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m_aModeChoices.push_back( mc );
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CString sBGAnimationDir = THEME->GetPathToOptional("BGAnimations",ssprintf("%s %s",m_sClassName.GetString(),mc.name));
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if( sBGAnimationDir == "" )
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sBGAnimationDir = THEME->GetPathTo("BGAnimations",m_sClassName+" background");
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m_BGAnimations[c].LoadFromAniDir( sBGAnimationDir );
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}
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m_Menu.Load( sClassName, true, false ); // don't load any BGAnimation. We have our own.
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this->AddChild( &m_Menu );
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo(m_sClassName+" intro") );
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SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds",m_sClassName+" music") );
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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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}
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void ScreenSelect::Update( float fDelta )
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{
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Screen::Update( fDelta );
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m_BGAnimations[ this->GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber) ].Update( fDelta );
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}
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void ScreenSelect::DrawPrimitives()
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{
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m_BGAnimations[ this->GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber) ].Draw();
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m_Menu.DrawBottomLayer();
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Screen::DrawPrimitives();
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m_Menu.DrawTopLayer();
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}
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void ScreenSelect::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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LOG->Trace( "ScreenSelect::Input()" );
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if( MenuI.IsValid() && MenuI.button==MENU_BUTTON_START )
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{
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PlayerNumber pn = MenuI.player;
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if( GAMESTATE->m_bPlayersCanJoin )
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{
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if( pn!=PLAYER_INVALID && !GAMESTATE->m_bSideIsJoined[pn] )
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{
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/* I think JP should allow playing two-pad singleplayer modes (doubles),
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* but not two-pad two-player modes (battle). (Battle mode isn't "joint".)
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* That means we should leave player-entry logic alone and simply enable
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* couples mode if JP is on and only one person has clicked in. (However,
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* that means we'll display couples even if we don't really know if we have
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* a second pad, which is a little annoying.)
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*
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* Also, credit deduction should be handled in StepMania.cpp (along with
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* the coin logic) using GAMESTATE->m_bPlayersCanJoin, since there
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* are other screens you can join (eg ScreenCaution). -glenn */
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/* Joint premium on a DDR machine does allow two player modes with a single
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* credit. -Chris */
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if( PREFSMAN->m_CoinMode == PrefsManager::COIN_PAY )
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{
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if( !PREFSMAN->m_bJointPremium )
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{
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if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
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{
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/* Joint Premium is NOT enabled, and we do not have enough credits */
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return;
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}
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/* Joint Premium is NOT enabled, but we have enough credits. Pay up! */
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GAMESTATE->m_iCoins -= PREFSMAN->m_iCoinsPerCredit;
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}
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}
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/* If credits had to be used, it's already taken care of.. add the player */
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SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","Common start") );
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GAMESTATE->m_bSideIsJoined[pn] = true;
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SCREENMAN->RefreshCreditsMessages();
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this->UpdateSelectableChoices();
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return;
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}
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}
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}
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if( m_Menu.IsTransitioning() )
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return;
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // 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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switch( SM )
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{
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case SM_AllDoneChoosing:
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled((PlayerNumber)p) )
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GAMESTATE->ApplyModeChoice( m_aModeChoices[this->GetSelectionIndex((PlayerNumber)p)], (PlayerNumber)p );
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GAMESTATE->m_bPlayersCanJoin = false;
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SCREENMAN->RefreshCreditsMessages();
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if( !m_Menu.IsTransitioning() )
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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}
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break;
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case SM_MenuTimer:
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) )
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MenuStart( (PlayerNumber)p );
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}
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break;
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case SM_GoToPrevScreen:
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SOUNDMAN->StopMusic();
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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case SM_GoToNextScreen:
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{
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int iSelectionIndex = GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber);
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SCREENMAN->SetNewScreen( NEXT_SCREEN(iSelectionIndex) );
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}
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break;
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}
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}
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void ScreenSelect::MenuBack( PlayerNumber pn )
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{
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SOUNDMAN->StopMusic();
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m_Menu.Back( SM_GoToPrevScreen );
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}
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