932 lines
26 KiB
C++
932 lines
26 KiB
C++
#include "global.h"
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#include "ScreenSelectMaster.h"
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#include "ScreenManager.h"
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#include "PrefsManager.h"
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#include "GameManager.h"
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#include "ThemeManager.h"
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#include "GameSoundManager.h"
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#include "GameState.h"
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#include "AnnouncerManager.h"
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#include "GameCommand.h"
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#include "ActorUtil.h"
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#include "RageLog.h"
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#include <set>
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#include "Foreach.h"
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#include "RageSoundManager.h"
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AutoScreenMessage( SM_PlayPostSwitchPage )
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CString CURSOR_OFFSET_X_FROM_ICON_NAME( size_t p, size_t part ) { return ssprintf("CursorPart%dP%dOffsetXFromIcon",int(part+1),int(p+1)); }
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CString CURSOR_OFFSET_Y_FROM_ICON_NAME( size_t p, size_t part ) { return ssprintf("CursorPart%dP%dOffsetYFromIcon",int(part+1),int(p+1)); }
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/* e.g. "OptionOrderLeft=0:1,1:2,2:3,3:4" */
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CString OPTION_ORDER_NAME( size_t dir ) { return "OptionOrder"+MenuDirToString((MenuDir)dir); }
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REGISTER_SCREEN_CLASS( ScreenSelectMaster );
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ScreenSelectMaster::ScreenSelectMaster( CString sClassName ) : ScreenSelect( sClassName ),
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NUM_ICON_PARTS(m_sName,"NumIconParts"),
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NUM_PREVIEW_PARTS(m_sName,"NumPreviewParts"),
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NUM_CURSOR_PARTS(m_sName,"NumCursorParts"),
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SHARED_PREVIEW_AND_CURSOR(m_sName,"SharedPreviewAndCursor"),
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NUM_CHOICES_ON_PAGE_1(m_sName,"NumChoicesOnPage1"),
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CURSOR_OFFSET_X_FROM_ICON(m_sName,CURSOR_OFFSET_X_FROM_ICON_NAME,NUM_PLAYERS,NUM_CURSOR_PARTS),
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CURSOR_OFFSET_Y_FROM_ICON(m_sName,CURSOR_OFFSET_Y_FROM_ICON_NAME,NUM_PLAYERS,NUM_CURSOR_PARTS),
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OVERRIDE_LOCK_INPUT_SECONDS(m_sName,"OverrideLockInputSeconds"),
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LOCK_INPUT_SECONDS(m_sName,"LockInputSeconds"),
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PRE_SWITCH_PAGE_SECONDS(m_sName,"PreSwitchPageSeconds"),
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POST_SWITCH_PAGE_SECONDS(m_sName,"PostSwitchPageSeconds"),
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OVERRIDE_SLEEP_AFTER_TWEEN_OFF_SECONDS(m_sName,"OverrideSleepAfterTweenOffSeconds"),
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SLEEP_AFTER_TWEEN_OFF_SECONDS(m_sName,"SleepAfterTweenOffSeconds"),
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OPTION_ORDER(m_sName,OPTION_ORDER_NAME,NUM_MENU_DIRS),
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WRAP_CURSOR(m_sName,"WrapCursor"),
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WRAP_SCROLLER(m_sName,"WrapScroller"),
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SCROLLER_FAST_CATCHUP(m_sName,"ScrollerFastCatchup"),
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ALLOW_REPEATING_INPUT(m_sName,"AllowRepeatingInput"),
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SHOW_SCROLLER(m_sName,"ShowScroller"),
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SCROLLER_SECONDS_PER_ITEM(m_sName,"ScrollerSecondsPerItem"),
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SCROLLER_NUM_ITEMS_TO_DRAW(m_sName,"ScrollerNumItemsToDraw"),
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SCROLLER_TRANSFORM(m_sName,"ScrollerTransform"),
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DEFAULT_CHOICE(m_sName,"DefaultChoice")
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{
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}
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void ScreenSelectMaster::Init()
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{
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ScreenSelect::Init();
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// TODO: Move default choice to ScreenSelect
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int iDefaultChoice = -1;
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for( unsigned c=0; c<m_aGameCommands.size(); c++ )
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{
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const GameCommand& mc = m_aGameCommands[c];
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if( mc.m_sName == (CString) DEFAULT_CHOICE )
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{
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iDefaultChoice = c;
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break;
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}
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}
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FOREACH_PlayerNumber( p )
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{
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m_iChoice[p] = (iDefaultChoice!=-1) ? iDefaultChoice : 0;
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m_bChosen[p] = false;
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}
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// init cursor
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if( SHARED_PREVIEW_AND_CURSOR )
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{
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for( int i=0; i<NUM_CURSOR_PARTS; i++ )
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{
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m_sprCursor[i][0].Load( THEME->GetPathG(m_sName,ssprintf("Cursor Part%d",i+1)) );
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m_sprCursor[i][0]->SetName( ssprintf("CursorPart%d",i+1) );
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this->AddChild( m_sprCursor[i][0] );
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}
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}
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else
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{
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for( int i=0; i<NUM_CURSOR_PARTS; i++ )
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{
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FOREACH_HumanPlayer( p )
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{
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m_sprCursor[i][p].Load( THEME->GetPathG(m_sName,ssprintf("Cursor Part%d P%d",i+1,p+1)) );
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m_sprCursor[i][p]->SetName( ssprintf("CursorPart%dP%d",i+1,p+1) );
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this->AddChild( m_sprCursor[i][p] );
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}
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}
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}
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// init scroll
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if( SHOW_SCROLLER )
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{
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if( SHARED_PREVIEW_AND_CURSOR )
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{
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m_Scroller[0].Load3(
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SCROLLER_SECONDS_PER_ITEM,
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SCROLLER_NUM_ITEMS_TO_DRAW,
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SCROLLER_FAST_CATCHUP,
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SCROLLER_TRANSFORM,
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false );
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m_Scroller[0].SetName( "Scroller" );
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this->AddChild( &m_Scroller[0] );
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for( unsigned c=0; c<m_aGameCommands.size(); c++ )
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{
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const GameCommand& mc = m_aGameCommands[c];
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m_sprScroll[c][0].Load( THEME->GetPathG(m_sName,ssprintf("Scroll Choice%s",mc.m_sName.c_str())) );
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m_sprScroll[c][0]->SetName( ssprintf("Scroll") );
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m_Scroller[0].AddChild( m_sprScroll[c][0] );
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}
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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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m_Scroller[p].Load3(
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SCROLLER_SECONDS_PER_ITEM,
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SCROLLER_NUM_ITEMS_TO_DRAW,
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SCROLLER_FAST_CATCHUP,
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SCROLLER_TRANSFORM,
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false );
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m_Scroller[p].SetName( ssprintf("ScrollerP%d",p+1) );
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this->AddChild( &m_Scroller[p] );
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for( unsigned c=0; c<m_aGameCommands.size(); c++ )
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{
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const GameCommand& mc = m_aGameCommands[c];
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m_sprScroll[c][p].Load( THEME->GetPathG(m_sName,ssprintf("Scroll Choice%s P%d",mc.m_sName.c_str(),p+1)) );
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m_sprScroll[c][p]->SetName( ssprintf("ScrollP%d",p+1) );
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m_Scroller[p].AddChild( m_sprScroll[c][p] );
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}
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}
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}
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}
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for( unsigned c=0; c<m_aGameCommands.size(); c++ )
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{
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const GameCommand& mc = m_aGameCommands[c];
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// init icon
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for( int i=0; i<NUM_ICON_PARTS; i++ )
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{
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m_sprIcon[i][c].Load( THEME->GetPathG(m_sName,ssprintf("Icon Part%d Choice%s",i+1,mc.m_sName.c_str())) );
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m_sprIcon[i][c]->SetName( ssprintf("IconPart%dChoice%s",i+1,mc.m_sName.c_str()) );
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this->AddChild( m_sprIcon[i][c] );
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}
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// init preview
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if( SHARED_PREVIEW_AND_CURSOR )
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{
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for( int i=0; i<NUM_PREVIEW_PARTS; i++ )
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{
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m_sprPreview[i][c][0].Load( THEME->GetPathG(m_sName,ssprintf("Preview Part%d Choice%s",i+1,mc.m_sName.c_str())) );
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m_sprPreview[i][c][0]->SetName( ssprintf("PreviewPart%d",i+1) );
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this->AddChild( m_sprPreview[i][c][0] );
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}
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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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for( int i=0; i<NUM_PREVIEW_PARTS; i++ )
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{
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m_sprPreview[i][c][p].Load( THEME->GetPathG(m_sName,ssprintf("Preview Part%d Choice%s P%d",i+1,mc.m_sName.c_str(),p+1)) );
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m_sprPreview[i][c][p]->SetName( ssprintf("PreviewPart%dP%d",i+1,p+1) );
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this->AddChild( m_sprPreview[i][c][p] );
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}
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}
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}
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}
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for( int page=0; page<NUM_PAGES; page++ )
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{
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m_sprMore[page].Load( THEME->GetPathG(m_sName, ssprintf("more page%d",page+1)) );
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m_sprMore[page]->SetName( ssprintf("MorePage%d",page+1) );
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this->AddChild( m_sprMore[page] );
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m_sprExplanation[page].Load( THEME->GetPathG(m_sName, ssprintf("explanation page%d",page+1)) );
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m_sprExplanation[page]->SetName( ssprintf("ExplanationPage%d",page+1) );
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this->AddChild( m_sprExplanation[page] );
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}
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FOREACH_PlayerNumber( p )
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{
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CLAMP( m_iChoice[p], 0, (int)m_aGameCommands.size()-1 );
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m_bChosen[p] = false;
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}
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m_soundChange.Load( THEME->GetPathS(m_sName,"change"), true );
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m_soundDifficult.Load( ANNOUNCER->GetPathTo("select difficulty challenge") );
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m_soundStart.Load( THEME->GetPathS(m_sName,"start") );
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// init m_Next order info
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FOREACH_MenuDir( dir )
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{
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/* Reasonable defaults: */
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for( unsigned c = 0; c < m_aGameCommands.size(); ++c )
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{
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int add;
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switch( dir )
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{
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case MENU_DIR_UP:
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case MENU_DIR_LEFT: add = -1; break;
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default: add = +1; break;
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}
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m_Next[dir][c] = c + add;
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/* Always wrap around MENU_DIR_AUTO. */
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if( dir == MENU_DIR_AUTO || (bool)WRAP_CURSOR )
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wrap( m_Next[dir][c], m_aGameCommands.size() );
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else
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m_Next[dir][c] = clamp( m_Next[dir][c], 0, (int)m_aGameCommands.size()-1 );
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}
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const CString order = OPTION_ORDER.GetValue( dir );
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vector<CString> parts;
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split( order, ",", parts, true );
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if( parts.size() == 0 )
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continue;
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for( unsigned part = 0; part < parts.size(); ++part )
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{
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unsigned from, to;
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if( sscanf( parts[part], "%u:%u", &from, &to ) != 2 )
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{
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LOG->Warn( "%s::OptionOrder%s parse error", m_sName.c_str(), MenuDirToString(dir).c_str() );
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continue;
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}
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--from;
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--to;
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if( from >= m_aGameCommands.size() ||
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to >= m_aGameCommands.size() )
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{
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LOG->Warn( "%s::OptionOrder%s out of range", m_sName.c_str(), MenuDirToString(dir).c_str() );
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continue;
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}
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m_Next[dir][from] = to;
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}
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}
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this->UpdateSelectableChoices();
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TweenOnScreen();
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m_fLockInputSecs = (bool)OVERRIDE_LOCK_INPUT_SECONDS ? LOCK_INPUT_SECONDS : this->GetTweenTimeLeft();
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if( m_fLockInputSecs == 0 )
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m_fLockInputSecs = 0.0001f; // always lock for a tiny amount of time so that we throw away any queued inputs during the load.
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}
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void ScreenSelectMaster::Update( float fDelta )
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{
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ScreenSelect::Update( fDelta );
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m_fLockInputSecs = max( 0, m_fLockInputSecs-fDelta );
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}
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void ScreenSelectMaster::HandleScreenMessage( const ScreenMessage SM )
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{
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ScreenSelect::HandleScreenMessage( SM );
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if( SM == SM_PlayPostSwitchPage )
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{
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if( SHARED_PREVIEW_AND_CURSOR )
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{
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for( int i=0; i<NUM_CURSOR_PARTS; i++ )
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{
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m_sprCursor[i][0]->SetXY( GetCursorX((PlayerNumber)0,i), GetCursorY((PlayerNumber)0,i) );
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COMMAND( m_sprCursor[i][0], "PostSwitchPage" );
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}
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}
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else
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{
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for( int i=0; i<NUM_CURSOR_PARTS; i++ )
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FOREACH_HumanPlayer( p )
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{
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m_sprCursor[i][p]->SetXY( GetCursorX(p,i), GetCursorY(p,i) );
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COMMAND( m_sprCursor[i][p], "PostSwitchPage" );
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}
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}
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if( SHARED_PREVIEW_AND_CURSOR )
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{
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for( int i=0; i<NUM_PREVIEW_PARTS; i++ )
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COMMAND( m_sprPreview[i][m_iChoice[0]][0], "PostSwitchPage" );
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}
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else
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{
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for( int i=0; i<NUM_PREVIEW_PARTS; i++ )
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FOREACH_HumanPlayer( p )
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COMMAND( m_sprPreview[i][m_iChoice[p]][p], "PostSwitchPage" );
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}
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m_fLockInputSecs = POST_SWITCH_PAGE_SECONDS;
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}
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else if( SM == SM_BeginFadingOut )
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{
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TweenOffScreen();
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/*
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* We start our own tween-out (TweenOffScreen), wait some amount of time, then
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* start the base tween (ScreenWithMenuElements, called from SM_AllDoneChoosing);
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* we move on when that finishes. This is a pain to tweak, especially now
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* that elements essentially owned by the derived class are starting to tween
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* in the ScreenWithMenuElements tween (underlay, overlay); we have to tweak the
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* duration of the "out" transition to determine how long to wait after fSecs
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* before moving on.
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*
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* Send a command to all children, so we can run overlay and underlay tweens at the
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* same time as the elements controlled by TweenOffScreen. Run this here, so
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* it affects the result of GetTweenTimeLeft().
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*/
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this->PlayCommand( "TweenOff" );
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float fSecs = 0;
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/* This can be used to allow overlap between the main tween-off and the MenuElements
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* tweenoff. */
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if( OVERRIDE_SLEEP_AFTER_TWEEN_OFF_SECONDS )
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fSecs = SLEEP_AFTER_TWEEN_OFF_SECONDS;
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else
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fSecs = GetTweenTimeLeft();
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fSecs = max( fSecs, 0 );
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SCREENMAN->PostMessageToTopScreen( SM_AllDoneChoosing, fSecs ); // nofify parent that we're finished
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StopTimer();
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}
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}
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int ScreenSelectMaster::GetSelectionIndex( PlayerNumber pn )
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{
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return m_iChoice[pn];
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}
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void ScreenSelectMaster::UpdateSelectableChoices()
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{
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for( unsigned c=0; c<m_aGameCommands.size(); c++ )
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for( int i=0; i<NUM_ICON_PARTS; i++ )
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COMMAND( m_sprIcon[i][c], m_aGameCommands[c].IsPlayable()? "Enabled":"Disabled" );
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/*
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* If no options are playable at all, just wait. Some external
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* stimulus may make options available (such as coin insertion).
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*
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* If any options are playable, make sure one is selected.
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*/
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FOREACH_HumanPlayer( p )
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if( !m_aGameCommands[m_iChoice[p]].IsPlayable() )
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Move( p, MENU_DIR_AUTO );
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}
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bool ScreenSelectMaster::AnyOptionsArePlayable() const
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{
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for( unsigned i = 0; i < m_aGameCommands.size(); ++i )
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if( m_aGameCommands[i].IsPlayable() )
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return true;
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return false;
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}
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bool ScreenSelectMaster::Move( PlayerNumber pn, MenuDir dir )
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{
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if( !AnyOptionsArePlayable() )
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return false;
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int iSwitchToIndex = m_iChoice[pn];
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set<int> seen;
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do
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{
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iSwitchToIndex = m_Next[dir][iSwitchToIndex];
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if( iSwitchToIndex == -1 )
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return false; // can't go that way
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if( seen.find(iSwitchToIndex) != seen.end() )
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return false; // went full circle and none found
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seen.insert( iSwitchToIndex );
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}
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while( !m_aGameCommands[iSwitchToIndex].IsPlayable() );
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return ChangeSelection( pn, dir, iSwitchToIndex );
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}
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void ScreenSelectMaster::MenuLeft( PlayerNumber pn, const InputEventType type )
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{
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if( m_fLockInputSecs > 0 || m_bChosen[pn] )
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return;
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if( type == IET_RELEASE )
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return;
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if( !ALLOW_REPEATING_INPUT && type != IET_FIRST_PRESS )
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return;
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if( Move(pn, MENU_DIR_LEFT) )
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{
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m_soundChange.Play();
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MESSAGEMAN->Broadcast( (Message)(MESSAGE_MENU_LEFT_P1+pn) );
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}
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}
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void ScreenSelectMaster::MenuRight( PlayerNumber pn, const InputEventType type )
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{
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if( m_fLockInputSecs > 0 || m_bChosen[pn] )
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return;
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if( type == IET_RELEASE )
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return;
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if( !ALLOW_REPEATING_INPUT && type != IET_FIRST_PRESS )
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return;
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if( Move(pn, MENU_DIR_RIGHT) )
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{
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m_soundChange.Play();
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MESSAGEMAN->Broadcast( (Message)(MESSAGE_MENU_RIGHT_P1+pn) );
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}
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}
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void ScreenSelectMaster::MenuUp( PlayerNumber pn, const InputEventType type )
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{
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if( m_fLockInputSecs > 0 || m_bChosen[pn] )
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return;
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if( type == IET_RELEASE )
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return;
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if( !ALLOW_REPEATING_INPUT && type != IET_FIRST_PRESS )
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return;
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if( Move(pn, MENU_DIR_UP) )
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{
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m_soundChange.Play();
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MESSAGEMAN->Broadcast( (Message)(MESSAGE_MENU_UP_P1+pn) );
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}
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}
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void ScreenSelectMaster::MenuDown( PlayerNumber pn, const InputEventType type )
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{
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if( m_fLockInputSecs > 0 || m_bChosen[pn] )
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return;
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if( type == IET_RELEASE )
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return;
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if( !ALLOW_REPEATING_INPUT && type != IET_FIRST_PRESS )
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return;
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if( Move(pn, MENU_DIR_DOWN) )
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{
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m_soundChange.Play();
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MESSAGEMAN->Broadcast( (Message)(MESSAGE_MENU_DOWN_P1+pn) );
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}
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}
|
|
|
|
bool ScreenSelectMaster::ChangePage( int iNewChoice )
|
|
{
|
|
Page newPage = GetPage(iNewChoice);
|
|
|
|
// If anyone has already chosen, don't allow changing of pages
|
|
FOREACH_PlayerNumber( p )
|
|
if( GAMESTATE->IsHumanPlayer(p) && m_bChosen[p] )
|
|
return false;
|
|
|
|
if( SHARED_PREVIEW_AND_CURSOR )
|
|
{
|
|
for( int i=0; i<NUM_CURSOR_PARTS; i++ )
|
|
COMMAND( m_sprCursor[i][0], "PreSwitchPage" );
|
|
}
|
|
else
|
|
{
|
|
for( int i=0; i<NUM_CURSOR_PARTS; i++ )
|
|
FOREACH_PlayerNumber( p )
|
|
if( GAMESTATE->IsHumanPlayer(p) )
|
|
COMMAND( m_sprCursor[i][p], "PreSwitchPage" );
|
|
}
|
|
|
|
const CString sIconAndExplanationCommand = ssprintf( "SwitchToPage%d", newPage+1 );
|
|
|
|
for( unsigned c=0; c<m_aGameCommands.size(); c++ )
|
|
for( int i=0; i<NUM_ICON_PARTS; i++ )
|
|
COMMAND( m_sprIcon[i][c], sIconAndExplanationCommand );
|
|
|
|
if( SHARED_PREVIEW_AND_CURSOR )
|
|
{
|
|
int iChoice = m_iChoice[GAMESTATE->m_MasterPlayerNumber];
|
|
for( int i=0; i<NUM_PREVIEW_PARTS; i++ )
|
|
COMMAND( m_sprPreview[i][iChoice][0], "PreSwitchPage" );
|
|
}
|
|
else
|
|
{
|
|
for( int i=0; i<NUM_PREVIEW_PARTS; i++ )
|
|
FOREACH_HumanPlayer( p )
|
|
{
|
|
int iChoice = m_iChoice[p];
|
|
COMMAND( m_sprPreview[i][iChoice][p], "PreSwitchPage" );
|
|
}
|
|
}
|
|
|
|
for( int page=0; page<NUM_PAGES; page++ )
|
|
{
|
|
COMMAND( m_sprExplanation[page], sIconAndExplanationCommand );
|
|
COMMAND( m_sprMore[page], sIconAndExplanationCommand );
|
|
}
|
|
|
|
|
|
|
|
if( newPage == PAGE_2 )
|
|
{
|
|
// XXX: only play this once (I thought we already did that?)
|
|
// DDR plays it on every change to page 2. -Chris
|
|
/* That sounds ugly if you go back and forth quickly. -g */
|
|
// DDR locks input while it's scrolling. Should we do the same? -Chris
|
|
m_soundDifficult.Stop();
|
|
m_soundDifficult.PlayRandom();
|
|
}
|
|
|
|
// change both players
|
|
FOREACH_PlayerNumber( p )
|
|
m_iChoice[p] = iNewChoice;
|
|
|
|
m_fLockInputSecs = PRE_SWITCH_PAGE_SECONDS;
|
|
this->PostScreenMessage( SM_PlayPostSwitchPage, PRE_SWITCH_PAGE_SECONDS );
|
|
return true;
|
|
}
|
|
|
|
bool ScreenSelectMaster::ChangeSelection( PlayerNumber pn, MenuDir dir, int iNewChoice )
|
|
{
|
|
if( iNewChoice == m_iChoice[pn] )
|
|
return false; // already there
|
|
|
|
if( GetPage(m_iChoice[pn]) != GetPage(iNewChoice) )
|
|
return ChangePage( iNewChoice );
|
|
|
|
FOREACH_PlayerNumber( p )
|
|
{
|
|
const int iOldChoice = m_iChoice[p];
|
|
|
|
/* Set the new m_iChoice even for disabled players, since a player might
|
|
* join on a SHARED_PREVIEW_AND_CURSOR after the cursor has been moved. */
|
|
m_iChoice[p] = iNewChoice;
|
|
|
|
if( p!=pn )
|
|
continue; // skip
|
|
|
|
if( SHARED_PREVIEW_AND_CURSOR )
|
|
{
|
|
for( int i=0; i<NUM_PREVIEW_PARTS; i++ )
|
|
{
|
|
COMMAND( m_sprPreview[i][iOldChoice][0], "LoseFocus" );
|
|
COMMAND( m_sprPreview[i][iNewChoice][0], "GainFocus" );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for( int i=0; i<NUM_PREVIEW_PARTS; i++ )
|
|
{
|
|
COMMAND( m_sprPreview[i][iOldChoice][p], "LoseFocus" );
|
|
COMMAND( m_sprPreview[i][iNewChoice][p], "GainFocus" );
|
|
}
|
|
}
|
|
|
|
{
|
|
/* XXX: If !SharedPreviewAndCursor, this is incorrect. (Nothing uses
|
|
* both icon focus and !SharedPreviewAndCursor right now.) */
|
|
for( int i=0; i<NUM_ICON_PARTS; i++ )
|
|
{
|
|
COMMAND( m_sprIcon[i][iOldChoice], "LoseFocus" );
|
|
COMMAND( m_sprIcon[i][iNewChoice], "GainFocus" );
|
|
}
|
|
}
|
|
|
|
if( SHARED_PREVIEW_AND_CURSOR )
|
|
{
|
|
for( int i=0; i<NUM_CURSOR_PARTS; i++ )
|
|
{
|
|
COMMAND( m_sprCursor[i][0], "Change" );
|
|
m_sprCursor[i][0]->SetXY( GetCursorX((PlayerNumber)0,i), GetCursorY((PlayerNumber)0,i) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for( int i=0; i<NUM_CURSOR_PARTS; i++ )
|
|
{
|
|
COMMAND( m_sprCursor[i][p], "Change" );
|
|
m_sprCursor[i][p]->SetXY( GetCursorX(p,i), GetCursorY(p,i) );
|
|
}
|
|
}
|
|
|
|
if( SHOW_SCROLLER )
|
|
{
|
|
if( WRAP_SCROLLER )
|
|
{
|
|
// HACK: We can't tell from the option orders whether or not we wrapped.
|
|
// For now, assume that the order is increasing left to right.
|
|
int iPressedDir = (dir == MENU_DIR_LEFT) ? -1 : +1;
|
|
int iActualDir = (iOldChoice < iNewChoice) ? +1 : -1;
|
|
|
|
if( iPressedDir != iActualDir ) // wrapped
|
|
{
|
|
ActorScroller &scroller = SHARED_PREVIEW_AND_CURSOR ? m_Scroller[0] : m_Scroller[p];
|
|
float fItem = scroller.GetCurrentItem();
|
|
int iNumChoices = m_aGameCommands.size();
|
|
fItem += iActualDir * iNumChoices;
|
|
scroller.SetCurrentAndDestinationItem( fItem );
|
|
}
|
|
}
|
|
|
|
if( SHARED_PREVIEW_AND_CURSOR )
|
|
m_Scroller[0].SetDestinationItem( (float)iNewChoice );
|
|
else
|
|
m_Scroller[p].SetDestinationItem( (float)iNewChoice );
|
|
|
|
if( SHARED_PREVIEW_AND_CURSOR )
|
|
for( unsigned c=0; c<m_aGameCommands.size(); c++ )
|
|
COMMAND( *m_sprScroll[c][0], int(c) == m_iChoice[0]? "GainFocus":"LoseFocus" );
|
|
else
|
|
for( unsigned c=0; c<m_aGameCommands.size(); c++ )
|
|
COMMAND( *m_sprScroll[c][p], int(c) == m_iChoice[p]? "GainFocus":"LoseFocus" );
|
|
}
|
|
}
|
|
|
|
|
|
return true;
|
|
}
|
|
|
|
ScreenSelectMaster::Page ScreenSelectMaster::GetPage( int iChoiceIndex ) const
|
|
{
|
|
return iChoiceIndex < NUM_CHOICES_ON_PAGE_1? PAGE_1:PAGE_2;
|
|
}
|
|
|
|
ScreenSelectMaster::Page ScreenSelectMaster::GetCurrentPage() const
|
|
{
|
|
// Both players are guaranteed to be on the same page.
|
|
return GetPage( m_iChoice[GAMESTATE->m_MasterPlayerNumber] );
|
|
}
|
|
|
|
|
|
float ScreenSelectMaster::DoMenuStart( PlayerNumber pn )
|
|
{
|
|
if( m_bChosen[pn] )
|
|
return 0;
|
|
|
|
bool bAnyChosen = false;
|
|
FOREACH_PlayerNumber( p )
|
|
bAnyChosen |= m_bChosen[p];
|
|
|
|
m_bChosen[pn] = true;
|
|
|
|
MESSAGEMAN->Broadcast( (Message)(MESSAGE_MADE_CHOICE_P1+pn) );
|
|
|
|
bool bIsFirstToChoose = bAnyChosen;
|
|
|
|
float fSecs = 0;
|
|
|
|
if( bIsFirstToChoose )
|
|
{
|
|
for( int page=0; page<NUM_PAGES; page++ )
|
|
{
|
|
OFF_COMMAND( m_sprMore[page] );
|
|
fSecs = max( fSecs, m_sprMore[page]->GetTweenTimeLeft() );
|
|
}
|
|
|
|
int iIndex = SHARED_PREVIEW_AND_CURSOR ? 0 : pn;
|
|
|
|
for( int i=0; i<NUM_CURSOR_PARTS; i++ )
|
|
{
|
|
COMMAND( m_sprCursor[i][pn], "Choose");
|
|
fSecs = max( fSecs, m_sprCursor[i][iIndex]->GetTweenTimeLeft() );
|
|
}
|
|
}
|
|
|
|
return fSecs;
|
|
}
|
|
|
|
void ScreenSelectMaster::MenuStart( PlayerNumber pn )
|
|
{
|
|
// If the player isn't already joined, try to join them.
|
|
// Allow a player to join even if input is locked or someone has already already chosen.
|
|
MenuInput MenuI;
|
|
MenuI.player = pn;
|
|
MenuI.button = MENU_BUTTON_START;
|
|
Screen::JoinInput( MenuI );
|
|
|
|
if( m_fLockInputSecs > 0 )
|
|
return;
|
|
if( m_bChosen[pn] )
|
|
return;
|
|
|
|
GameCommand &mc = m_aGameCommands[m_iChoice[pn]];
|
|
|
|
/* If no options are playable, then we're just waiting for one to become available.
|
|
* If any options are playable, then the selection must be playable. */
|
|
if( !AnyOptionsArePlayable() )
|
|
return;
|
|
|
|
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(ssprintf("%s comment %s",m_sName.c_str(), mc.m_sName.c_str())) );
|
|
|
|
/* Play a copy of the sound, so it'll finish playing even if we leave the screen immediately. */
|
|
if( mc.m_sSoundPath.empty() )
|
|
SOUNDMAN->PlayCopyOfSound( m_soundStart );
|
|
|
|
if( mc.m_sScreen.empty() )
|
|
{
|
|
mc.ApplyToAllPlayers();
|
|
return;
|
|
}
|
|
|
|
float fSecs = 0;
|
|
bool bAllDone = true;
|
|
if( (bool)SHARED_PREVIEW_AND_CURSOR || GetCurrentPage() == PAGE_2 )
|
|
{
|
|
/* Only one player has to pick. Choose this for all the other players, too. */
|
|
FOREACH_PlayerNumber( p )
|
|
{
|
|
ASSERT( !m_bChosen[p] );
|
|
fSecs = max( fSecs, DoMenuStart(p) ); // no harm in calling this for an unjoined player
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fSecs = max( fSecs, DoMenuStart(pn) );
|
|
// check to see if everyone has chosen
|
|
FOREACH_HumanPlayer( p )
|
|
bAllDone &= m_bChosen[p];
|
|
}
|
|
|
|
if( bAllDone )
|
|
this->PostScreenMessage( SM_BeginFadingOut, fSecs );// tell our owner it's time to move on
|
|
}
|
|
|
|
/*
|
|
* We want all items to always run OnCommand and either GainFocus or LoseFocus on
|
|
* tween-in. If we only run OnCommand, then it has to contain a copy of either
|
|
* GainFocus or LoseFocus, which implies that the default setting is hard-coded in
|
|
* the theme. Always run both.
|
|
*
|
|
* However, the actual tween-in is OnCommand; we don't always want to actually run
|
|
* through the Gain/LoseFocus tweens during initial tween-in. So, we run the focus
|
|
* command first, do a FinishTweening to pop it in place, and then run OnCommand.
|
|
* This means that the focus command should be position neutral; eg. only use "addx",
|
|
* not "x".
|
|
*/
|
|
void ScreenSelectMaster::TweenOnScreen()
|
|
{
|
|
for( unsigned c=0; c<m_aGameCommands.size(); c++ )
|
|
{
|
|
for( int i=0; i<NUM_ICON_PARTS; i++ )
|
|
{
|
|
COMMAND( m_sprIcon[i][c], (int(c) == m_iChoice[0])? "GainFocus":"LoseFocus" );
|
|
m_sprIcon[i][c]->FinishTweening();
|
|
SET_XY_AND_ON_COMMAND( m_sprIcon[i][c] );
|
|
}
|
|
|
|
if( SHARED_PREVIEW_AND_CURSOR )
|
|
{
|
|
int p=0;
|
|
for( int i=0; i<NUM_PREVIEW_PARTS; i++ )
|
|
{
|
|
COMMAND( m_sprPreview[i][c][p], (int(c) == m_iChoice[p])? "GainFocus":"LoseFocus" );
|
|
m_sprPreview[i][c][p]->FinishTweening();
|
|
SET_XY_AND_ON_COMMAND( m_sprPreview[i][c][p] );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FOREACH_HumanPlayer( p )
|
|
for( int i=0; i<NUM_PREVIEW_PARTS; i++ )
|
|
{
|
|
COMMAND( m_sprPreview[i][c][p], int(c) == m_iChoice[p]? "GainFocus":"LoseFocus" );
|
|
m_sprPreview[i][c][p]->FinishTweening();
|
|
SET_XY_AND_ON_COMMAND( m_sprPreview[i][c][p] );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Need to SetXY of Cursor after Icons since it depends on the Icons' positions.
|
|
if( SHARED_PREVIEW_AND_CURSOR )
|
|
{
|
|
for( int i=0; i<NUM_CURSOR_PARTS; i++ )
|
|
{
|
|
m_sprCursor[i][0]->SetXY( GetCursorX((PlayerNumber)0,i), GetCursorY((PlayerNumber)0,i) );
|
|
ON_COMMAND( m_sprCursor[i][0] );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for( int i=0; i<NUM_CURSOR_PARTS; i++ )
|
|
FOREACH_HumanPlayer( p )
|
|
{
|
|
m_sprCursor[i][p]->SetXY( GetCursorX(p,i), GetCursorY(p,i) );
|
|
ON_COMMAND( m_sprCursor[i][p] );
|
|
}
|
|
}
|
|
|
|
if( SHOW_SCROLLER )
|
|
{
|
|
if( SHARED_PREVIEW_AND_CURSOR )
|
|
{
|
|
m_Scroller[0].SetCurrentAndDestinationItem( (float)m_iChoice[0] );
|
|
SET_XY_AND_ON_COMMAND( m_Scroller[0] );
|
|
for( unsigned c=0; c<m_aGameCommands.size(); c++ )
|
|
COMMAND( *m_sprScroll[c][0], int(c) == m_iChoice[0]? "GainFocus":"LoseFocus" );
|
|
}
|
|
else
|
|
FOREACH_HumanPlayer( p )
|
|
{
|
|
m_Scroller[p].SetCurrentAndDestinationItem( (float)m_iChoice[p] );
|
|
SET_XY_AND_ON_COMMAND( m_Scroller[p] );
|
|
for( unsigned c=0; c<m_aGameCommands.size(); c++ )
|
|
COMMAND( *m_sprScroll[c][p], int(c) == m_iChoice[p]? "GainFocus":"LoseFocus" );
|
|
}
|
|
}
|
|
|
|
//We have to move page two's explanation and more off the screen
|
|
//so it doesn't just sit there on page one. (Thanks Zhek)
|
|
|
|
for (int page=0;page<NUM_PAGES;page++)
|
|
{
|
|
m_sprMore[page]->SetXY(999,999);
|
|
m_sprExplanation[page]->SetXY(999,999);
|
|
}
|
|
|
|
SET_XY_AND_ON_COMMAND( m_sprExplanation[GetCurrentPage()] );
|
|
SET_XY_AND_ON_COMMAND( m_sprMore[GetCurrentPage()] );
|
|
|
|
this->SortByDrawOrder();
|
|
}
|
|
|
|
void ScreenSelectMaster::TweenOffScreen()
|
|
{
|
|
if( SHARED_PREVIEW_AND_CURSOR )
|
|
{
|
|
for( int i=0; i<NUM_CURSOR_PARTS; i++ )
|
|
OFF_COMMAND( m_sprCursor[i][0] );
|
|
}
|
|
else
|
|
{
|
|
for( int i=0; i<NUM_CURSOR_PARTS; i++ )
|
|
FOREACH_HumanPlayer( p )
|
|
OFF_COMMAND( m_sprCursor[i][p] );
|
|
}
|
|
|
|
for( unsigned c=0; c<m_aGameCommands.size(); c++ )
|
|
{
|
|
if( GetPage(c) != GetCurrentPage() )
|
|
continue; // skip
|
|
|
|
bool SelectedByEitherPlayer = false;
|
|
if( SHARED_PREVIEW_AND_CURSOR )
|
|
{
|
|
if( m_iChoice[0] == (int)c )
|
|
SelectedByEitherPlayer = true;
|
|
}
|
|
else
|
|
FOREACH_HumanPlayer( p )
|
|
if( m_iChoice[p] == (int)c )
|
|
SelectedByEitherPlayer = true;
|
|
|
|
for( int i=0; i<NUM_ICON_PARTS; i++ )
|
|
{
|
|
OFF_COMMAND( m_sprIcon[i][c] );
|
|
COMMAND( m_sprIcon[i][c], SelectedByEitherPlayer? "OffFocused":"OffUnfocused" );
|
|
}
|
|
|
|
|
|
if( SHARED_PREVIEW_AND_CURSOR )
|
|
{
|
|
for( int i=0; i<NUM_PREVIEW_PARTS; i++ )
|
|
{
|
|
OFF_COMMAND( m_sprPreview[i][c][0] );
|
|
COMMAND( m_sprPreview[i][c][0], SelectedByEitherPlayer? "OffFocused":"OffUnfocused" );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for( int i=0; i<NUM_PREVIEW_PARTS; i++ )
|
|
FOREACH_HumanPlayer( p )
|
|
{
|
|
OFF_COMMAND( m_sprPreview[i][c][p] );
|
|
COMMAND( m_sprPreview[i][c][0], SelectedByEitherPlayer? "OffFocused":"OffUnfocused" );
|
|
}
|
|
}
|
|
}
|
|
|
|
if( SHOW_SCROLLER )
|
|
{
|
|
if( SHARED_PREVIEW_AND_CURSOR )
|
|
OFF_COMMAND( m_Scroller[0] );
|
|
else
|
|
FOREACH_PlayerNumber( p )
|
|
OFF_COMMAND( m_Scroller[p] );
|
|
}
|
|
|
|
OFF_COMMAND( m_sprExplanation[GetCurrentPage()] );
|
|
OFF_COMMAND( m_sprMore[GetCurrentPage()] );
|
|
}
|
|
|
|
|
|
float ScreenSelectMaster::GetCursorX( PlayerNumber pn, int iPartIndex )
|
|
{
|
|
return m_sprIcon[0][m_iChoice[pn]]->GetX() + CURSOR_OFFSET_X_FROM_ICON.GetValue(pn, iPartIndex);
|
|
}
|
|
|
|
float ScreenSelectMaster::GetCursorY( PlayerNumber pn, int iPartIndex )
|
|
{
|
|
return m_sprIcon[0][m_iChoice[pn]]->GetY() + CURSOR_OFFSET_Y_FROM_ICON.GetValue(pn, iPartIndex);
|
|
}
|
|
|
|
/*
|
|
* (c) 2003-2004 Chris Danford
|
|
* All rights reserved.
|
|
*
|
|
* Permission is hereby granted, free of charge, to any person obtaining a
|
|
* copy of this software and associated documentation files (the
|
|
* "Software"), to deal in the Software without restriction, including
|
|
* without limitation the rights to use, copy, modify, merge, publish,
|
|
* distribute, and/or sell copies of the Software, and to permit persons to
|
|
* whom the Software is furnished to do so, provided that the above
|
|
* copyright notice(s) and this permission notice appear in all copies of
|
|
* the Software and that both the above copyright notice(s) and this
|
|
* permission notice appear in supporting documentation.
|
|
*
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
|
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
|
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
|
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
|
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
|
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
|
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
|
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
|
* PERFORMANCE OF THIS SOFTWARE.
|
|
*/
|