104 lines
2.7 KiB
C++
104 lines
2.7 KiB
C++
#ifndef ScreenSelectMaster_H
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#define ScreenSelectMaster_H
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/*
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-----------------------------------------------------------------------------
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Class: ScreenSelectMaster
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Desc: Abstract class for a widget that selects a ModeChoice
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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 "Sprite.h"
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#include "BitmapText.h"
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#include "RageSound.h"
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#include "RandomSample.h"
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#include "ActorUtil.h"
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#include "ActorScroller.h"
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class ScreenSelectMaster : public ScreenSelect
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{
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public:
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ScreenSelectMaster( CString sName );
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virtual void Update( float fDelta );
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virtual void MenuLeft( PlayerNumber pn );
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virtual void MenuRight( PlayerNumber pn );
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virtual void MenuUp( PlayerNumber pn );
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virtual void MenuDown( PlayerNumber pn );
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virtual void MenuStart( PlayerNumber pn );
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void TweenOffScreen();
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void TweenOnScreen();
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virtual void HandleScreenMessage( const ScreenMessage SM );
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protected:
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enum Page { PAGE_1, PAGE_2, NUM_PAGES }; // on PAGE_2, cursors are locked together
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Page GetPage( int iChoiceIndex ) const;
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Page GetCurrentPage() const;
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enum Dirs
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{
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DIR_UP,
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DIR_DOWN,
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DIR_LEFT,
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DIR_RIGHT,
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DIR_AUTO, // when players join and the selection becomes invalid
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NUM_DIRS
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};
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static const char *dirs[NUM_DIRS];
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int m_Next[NUM_DIRS][MAX_CHOICES];
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virtual int GetSelectionIndex( PlayerNumber pn );
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virtual void UpdateSelectableChoices();
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bool Move( PlayerNumber pn, Dirs dir );
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bool ChangePage( int iNewChoice );
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bool ChangeSelection( PlayerNumber pn, int iNewChoice );
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float DoMenuStart( PlayerNumber pn );
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float GetCursorX( PlayerNumber pn, int iPartIndex );
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float GetCursorY( PlayerNumber pn, int iPartIndex );
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AutoActor m_sprExplanation[NUM_PAGES];
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Sprite m_sprMore[NUM_PAGES];
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#define MAX_ICON_PARTS 3
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// icon is the piece shared, per-choice piece
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AutoActor m_sprIcon[MAX_ICON_PARTS][MAX_CHOICES];
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#define MAX_PREVIEW_PARTS 3
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// preview is per-choice, per-player piece
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AutoActor m_sprPreview[MAX_PREVIEW_PARTS][MAX_CHOICES][NUM_PLAYERS];
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#define MAX_CURSOR_PARTS 3
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// cursor is the per-player that's shared by all choices
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Sprite m_sprCursor[MAX_CURSOR_PARTS][NUM_PLAYERS];
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// scroll is the per-player, per-choice piece that's scrolled
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AutoActor m_sprScroll[MAX_CHOICES][NUM_PLAYERS];
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ActorScroller m_Scroller[NUM_PLAYERS];
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RageSound m_soundChange;
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RageSound m_soundSelect;
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RandomSample m_soundDifficult;
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int m_iChoice[NUM_PLAYERS];
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bool m_bChosen[NUM_PLAYERS];
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float m_fLockInputSecs;
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};
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//
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// Aliases
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//
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class ScreenSelectStyle5th : public ScreenSelectMaster
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{
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public:
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ScreenSelectStyle5th( CString sName ): ScreenSelectMaster( sName ) { }
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};
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#endif
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