Files
itgmania212121/stepmania/src/ScreenTestInput.cpp
T
Glenn Maynard f7e215e914 cleanup
2004-09-28 05:51:10 +00:00

140 lines
3.8 KiB
C++

#include "global.h"
#include "ScreenTestInput.h"
#include "ScreenManager.h"
#include "RageLog.h"
#include "InputMapper.h"
#include "GameState.h"
#include "GameSoundManager.h"
#include "ThemeManager.h"
#include "Game.h"
#include "ScreenDimensions.h"
ScreenTestInput::ScreenTestInput( CString sClassName ) : ScreenWithMenuElements( sClassName )
{
LOG->Trace( "ScreenTestInput::ScreenTestInput()" );
m_textInputs.LoadFromFont( THEME->GetPathToF("Common normal") );
m_textInputs.SetText( "" );
m_textInputs.SetXY( CENTER_X, CENTER_Y );
m_textInputs.SetDiffuse( RageColor(1,1,1,1) );
m_textInputs.SetZoom( 0.8f );
this->AddChild( &m_textInputs );
SOUND->PlayMusic( THEME->GetPathToS("ScreenTestInput music") );
}
ScreenTestInput::~ScreenTestInput()
{
LOG->Trace( "ScreenTestInput::~ScreenTestInput()" );
}
void ScreenTestInput::Update( float fDeltaTime )
{
Screen::Update( fDeltaTime );
CStringArray asInputs;
DeviceInput di;
for( int d=0; d<NUM_INPUT_DEVICES; d++ )
{
for( int b=0; b<NUM_DEVICE_BUTTONS[d]; b++ )
{
di.device = (InputDevice)d;
di.button = b;
if( INPUTFILTER->IsBeingPressed(di) )
{
CString sTemp;
sTemp += di.GetDescription();
GameInput gi;
if( INPUTMAPPER->DeviceToGame(di,gi) )
{
CString sName = GAMESTATE->GetCurrentGame()->m_szButtonNames[gi.button];
CString sSecondary = GAMESTATE->GetCurrentGame()->m_szSecondaryFunction[gi.button];
sTemp += ssprintf(" (Controller %d %s) %s", gi.controller+1, sName.c_str(), sSecondary.c_str() );
}
else
{
sTemp += " (not mapped)";
}
asInputs.push_back( sTemp );
}
}
}
m_textInputs.SetText( join( "\n ", asInputs ) );
}
void ScreenTestInput::DrawPrimitives()
{
Screen::DrawPrimitives();
}
void ScreenTestInput::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( type != IET_FIRST_PRESS && type != IET_SLOW_REPEAT )
return; // ignore
Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default handler
}
void ScreenTestInput::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_GoToNextScreen:
case SM_GoToPrevScreen:
SCREENMAN->SetNewScreen( "ScreenOptionsMenu" );
break;
}
}
void ScreenTestInput::MenuStart( PlayerNumber pn )
{
MenuBack(pn);
}
void ScreenTestInput::MenuBack( PlayerNumber pn )
{
if(!IsTransitioning())
{
SCREENMAN->PlayStartSound();
StartTransitioning( SM_GoToPrevScreen );
}
}
/*
* (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.
*/