ed19821e09
Make Command smaller and more generic. Parse arguments on use, not in Command::Load.
265 lines
8.2 KiB
C++
265 lines
8.2 KiB
C++
#include "global.h"
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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 "GameSoundManager.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "SongManager.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 "GameCommand.h"
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#include "RageDisplay.h"
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#include "UnlockSystem.h"
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#include "arch/ArchHooks/ArchHooks.h"
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#include "LightsManager.h"
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#define CHOICE_NAMES THEME->GetMetric (m_sName,"ChoiceNames")
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#define CHOICE( sChoiceName ) THEME->GetMetric (m_sName,ssprintf("Choice%s",sChoiceName.c_str()))
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#define NUM_CODES THEME->GetMetricI(m_sName,"NumCodes")
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#define CODE( c ) THEME->GetMetric (m_sName,ssprintf("Code%d",c+1))
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#define CODE_ACTION( c ) THEME->GetMetric (m_sName,ssprintf("Code%dAction",c+1))
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#define HELP_TEXT THEME->GetMetric (m_sName,"HelpText")
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#define NEXT_SCREEN( c ) THEME->GetMetric (m_sName,ssprintf("NextScreen%d",c+1))
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ScreenSelect::ScreenSelect( CString sClassName ) : ScreenWithMenuElements(sClassName)
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{
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LOG->Trace( "ScreenSelect::ScreenSelect()" );
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m_sName = sClassName;
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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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CString sChoice = CHOICE(sChoiceName);
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GameCommand mc;
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mc.m_sName = sChoiceName;
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mc.Load( c, ParseCommands(sChoice) );
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m_aGameCommands.push_back( mc );
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CString sBGAnimationDir = THEME->GetPath(BGAnimations, m_sName, mc.m_sName, true); // true="optional"
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if( sBGAnimationDir == "" )
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sBGAnimationDir = THEME->GetPathToB(m_sName+" background");
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BGAnimation *pBGA = new BGAnimation;
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m_vpBGAnimations.push_back( pBGA );
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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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for( int c=0; c<NUM_CODES; c++ )
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{
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CodeItem code;
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if( !code.Load( CODE(c) ) )
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continue;
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m_aCodes.push_back( code );
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m_aCodeActions.push_back( CODE_ACTION(c) );
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GameCommand mc;
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mc.Load( c, ParseCommands(CODE_ACTION(c)) );
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m_aCodeChoices.push_back( mc );
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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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// 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_vpBGAnimations.size(); i++ )
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SAFE_DELETE( m_vpBGAnimations[i] );
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m_vpBGAnimations.clear();
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}
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void ScreenSelect::Update( float fDelta )
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{
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if(m_bFirstUpdate)
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{
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/* Don't play sounds during the ctor, since derived classes havn't loaded yet. */
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(m_sName+" intro") );
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SOUND->PlayMusic( THEME->GetPathToS(m_sName+" music") );
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}
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Screen::Update( fDelta );
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// GAMESTATE->m_MasterPlayerNumber is set to PLAYER_INVALID when going Back to
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// the title screen and this screen is updated after. TODO: find out why
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if( GAMESTATE->m_MasterPlayerNumber != PLAYER_INVALID )
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{
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int iSelection = this->GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber);
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m_vpBGAnimations[iSelection]->Update( fDelta );
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}
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}
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void ScreenSelect::DrawPrimitives()
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{
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// GAMESTATE->m_MasterPlayerNumber is set to PLAYER_INVALID when going Back to
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// the title screen and this screen is updated after. TODO: find out why
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if( GAMESTATE->m_MasterPlayerNumber != PLAYER_INVALID )
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{
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int iSelection = this->GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber);
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m_vpBGAnimations[iSelection]->Draw();
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}
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Screen::DrawPrimitives();
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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.button == MENU_BUTTON_COIN ||
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Screen::JoinInput(DeviceI, type, GameI, MenuI, StyleI) )
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{
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if( type == IET_FIRST_PRESS )
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this->UpdateSelectableChoices();
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return; // don't let the screen handle the MENU_START press
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}
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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( GameI.controller ) )
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continue;
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const CString &action = m_aCodeActions[i];
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LOG->Trace("entered code for '%s'", action.c_str());
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vector<CString> parts;
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split( action, ";", parts, true );
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for( unsigned j = 0; j < parts.size(); ++j )
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{
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vector<CString> asBits;
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split( parts[j], ",", asBits, true );
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if( !asBits[0].CompareNoCase("unlock") )
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UNLOCKMAN->UnlockCode( atoi(asBits[1]) );
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if( !asBits[0].CompareNoCase("sound") )
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SOUND->PlayOnce( THEME->GetPathToS( asBits[1] ) );
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}
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m_aCodeChoices[i].Apply( MenuI.player );
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}
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
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}
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void ScreenSelect::FinalizeChoices()
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{
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/* At this point, we're tweening out; we can't change the selection.
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* We don't want to allow players to join if the style will be set,
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* since that can change the available selection and is likely to
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* invalidate the choice we've already made. Hack: apply the style.
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* (Applying the style may have other side-effects, so it'll be re-applied
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* in SM_GoToNextScreen.) */
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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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GAMESTATE->m_pCurStyle = m_aGameCommands[sel].m_pStyle;
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}
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SCREENMAN->RefreshCreditsMessages();
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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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/* Screen is starting to tween out. */
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case SM_BeginFadingOut:
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FinalizeChoices();
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break;
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/* It's our turn to tween out. */
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case SM_AllDoneChoosing:
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FinalizeChoices();
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if( !IsTransitioning() )
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StartTransitioning( SM_GoToNextScreen );
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break;
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case SM_GoToNextScreen:
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{
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/* Apply here, not in SM_AllDoneChoosing, because applying can take a very
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* long time (200+ms), and at SM_AllDoneChoosing, we're still tweening stuff
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* off-screen. */
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FOREACH_HumanPlayer( p )
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m_aGameCommands[this->GetSelectionIndex(p)].Apply( p );
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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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GAMESTATE->PlayersFinalized();
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break;
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}
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}
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const int iSelectionIndex = GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber);
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if( m_aGameCommands[iSelectionIndex].m_sScreen != "" )
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SCREENMAN->SetNewScreen( m_aGameCommands[iSelectionIndex ].m_sScreen );
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else
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SCREENMAN->SetNewScreen( NEXT_SCREEN(iSelectionIndex) );
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}
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return;
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}
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Screen::HandleScreenMessage( SM );
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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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Back( 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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