Files
itgmania212121/stepmania/src/ScreenSelectMaster.cpp
T
2005-10-13 22:59:53 +00:00

958 lines
25 KiB
C++

#include "global.h"
#include "ScreenSelectMaster.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "GameManager.h"
#include "ThemeManager.h"
#include "GameSoundManager.h"
#include "GameState.h"
#include "AnnouncerManager.h"
#include "GameCommand.h"
#include "ActorUtil.h"
#include "RageLog.h"
#include <set>
#include "Foreach.h"
#include "RageSoundManager.h"
#include "InputEventPlus.h"
AutoScreenMessage( SM_PlayPostSwitchPage )
CString CURSOR_OFFSET_X_FROM_ICON_NAME( size_t p ) { return ssprintf("CursorP%dOffsetXFromIcon",int(p+1)); }
CString CURSOR_OFFSET_Y_FROM_ICON_NAME( size_t p ) { return ssprintf("CursorP%dOffsetYFromIcon",int(p+1)); }
/* e.g. "OptionOrderLeft=0:1,1:2,2:3,3:4" */
CString OPTION_ORDER_NAME( size_t dir ) { return "OptionOrder"+MenuDirToString((MenuDir)dir); }
REGISTER_SCREEN_CLASS( ScreenSelectMaster );
ScreenSelectMaster::ScreenSelectMaster( CString sClassName ) : ScreenSelect( sClassName ),
SHOW_ICON(m_sName,"ShowIcon"),
SHOW_SCROLLER(m_sName,"ShowScroller"),
SHOW_CURSOR(m_sName,"ShowCursor"),
SHARED_SELECTION(m_sName,"SharedSelection"),
NUM_CHOICES_ON_PAGE_1(m_sName,"NumChoicesOnPage1"),
CURSOR_OFFSET_X_FROM_ICON(m_sName,CURSOR_OFFSET_X_FROM_ICON_NAME,NUM_PLAYERS),
CURSOR_OFFSET_Y_FROM_ICON(m_sName,CURSOR_OFFSET_Y_FROM_ICON_NAME,NUM_PLAYERS),
OVERRIDE_LOCK_INPUT_SECONDS(m_sName,"OverrideLockInputSeconds"),
LOCK_INPUT_SECONDS(m_sName,"LockInputSeconds"),
PRE_SWITCH_PAGE_SECONDS(m_sName,"PreSwitchPageSeconds"),
POST_SWITCH_PAGE_SECONDS(m_sName,"PostSwitchPageSeconds"),
OVERRIDE_SLEEP_AFTER_TWEEN_OFF_SECONDS(m_sName,"OverrideSleepAfterTweenOffSeconds"),
SLEEP_AFTER_TWEEN_OFF_SECONDS(m_sName,"SleepAfterTweenOffSeconds"),
OPTION_ORDER(m_sName,OPTION_ORDER_NAME,NUM_MENU_DIRS),
WRAP_CURSOR(m_sName,"WrapCursor"),
WRAP_SCROLLER(m_sName,"WrapScroller"),
LOOP_SCROLLER(m_sName,"LoopScroller"),
SCROLLER_FAST_CATCHUP(m_sName,"ScrollerFastCatchup"),
ALLOW_REPEATING_INPUT(m_sName,"AllowRepeatingInput"),
SCROLLER_SECONDS_PER_ITEM(m_sName,"ScrollerSecondsPerItem"),
SCROLLER_NUM_ITEMS_TO_DRAW(m_sName,"ScrollerNumItemsToDraw"),
SCROLLER_TRANSFORM(m_sName,"ScrollerTransform"),
SCROLLER_SUBDIVISIONS(m_sName,"ScrollerSubdivisions"),
DEFAULT_CHOICE(m_sName,"DefaultChoice")
{
}
void ScreenSelectMaster::Init()
{
ScreenSelect::Init();
m_TrackingRepeatingInput.MakeInvalid();
vector<PlayerNumber> vpns;
if( SHARED_SELECTION )
{
vpns.push_back( (PlayerNumber)0 );
}
else
{
FOREACH_HumanPlayer( p )
vpns.push_back( p );
}
#define PLAYER_APPEND_WITH_SPACE(p) (SHARED_SELECTION ? CString() : ssprintf(" P%d",(p)+1))
#define PLAYER_APPEND_NO_SPACE(p) (SHARED_SELECTION ? CString() : ssprintf("P%d",(p)+1))
// init cursor
if( SHOW_CURSOR )
{
FOREACH( PlayerNumber, vpns, p )
{
CString sElement = "Cursor" + PLAYER_APPEND_WITH_SPACE(*p);
m_sprCursor[*p].Load( THEME->GetPathG(m_sName,sElement) );
sElement.Replace( " ", "" );
m_sprCursor[*p]->SetName( sElement );
this->AddChild( m_sprCursor[*p] );
}
}
// Resize vectors depending on how many choices there are
m_vsprIcon.resize( m_aGameCommands.size() );
FOREACH( PlayerNumber, vpns, p )
m_vsprScroll[*p].resize( m_aGameCommands.size() );
for( unsigned c=0; c<m_aGameCommands.size(); c++ )
{
GameCommand& mc = m_aGameCommands[c];
Lua *L = LUA->Get();
mc.PushSelf( L );
lua_setglobal( L, "ThisGameCommand" );
LUA->Release( L );
// init icon
if( SHOW_ICON )
{
CString sElement = ssprintf( "Icon Choice%s", mc.m_sName.c_str() );
m_vsprIcon[c].Load( THEME->GetPathG(m_sName,sElement) );
sElement.Replace( " ", "" );
m_vsprIcon[c]->SetName( sElement );
this->AddChild( m_vsprIcon[c] );
}
// init scroll
if( SHOW_SCROLLER )
{
FOREACH( PlayerNumber, vpns, p )
{
CString sElement = ssprintf( "Scroll Choice%s", mc.m_sName.c_str() ) + PLAYER_APPEND_WITH_SPACE(*p);
m_vsprScroll[*p][c].Load( THEME->GetPathG(m_sName,sElement) );
sElement.Replace( " ", "" );
m_vsprScroll[*p][c]->SetName( sElement );
m_Scroller[*p].AddChild( m_vsprScroll[*p][c] );
}
}
LUA->UnsetGlobal( "ThisGameCommand" );
}
// init scroll
if( SHOW_SCROLLER )
{
FOREACH( PlayerNumber, vpns, p )
{
m_Scroller[*p].Load3(
SCROLLER_SECONDS_PER_ITEM,
SCROLLER_NUM_ITEMS_TO_DRAW,
SCROLLER_FAST_CATCHUP,
SCROLLER_TRANSFORM,
SCROLLER_SUBDIVISIONS,
false,
LOOP_SCROLLER );
m_Scroller[*p].SetName( "Scroller"+PLAYER_APPEND_NO_SPACE(*p) );
this->AddChild( &m_Scroller[*p] );
}
}
for( int page=0; page<NUM_PAGES; page++ )
{
m_sprMore[page].Load( THEME->GetPathG(m_sName, ssprintf("more page%d",page+1)) );
m_sprMore[page]->SetName( ssprintf("MorePage%d",page+1) );
ActorUtil::LoadAllCommands( *m_sprMore[page], m_sName );
this->AddChild( m_sprMore[page] );
m_sprExplanation[page].Load( THEME->GetPathG(m_sName, ssprintf("explanation page%d",page+1)) );
m_sprExplanation[page]->SetName( ssprintf("ExplanationPage%d",page+1) );
ActorUtil::LoadAllCommands( *m_sprExplanation[page], m_sName );
this->AddChild( m_sprExplanation[page] );
}
m_soundChange.Load( THEME->GetPathS(m_sName,"change"), true );
m_soundDifficult.Load( ANNOUNCER->GetPathTo("select difficulty challenge") );
m_soundStart.Load( THEME->GetPathS(m_sName,"start") );
// init m_Next order info
FOREACH_MenuDir( dir )
{
const CString order = OPTION_ORDER.GetValue( dir );
vector<CString> parts;
split( order, ",", parts, true );
for( unsigned part = 0; part < parts.size(); ++part )
{
int from, to;
if( sscanf( parts[part], "%d:%d", &from, &to ) != 2 )
{
LOG->Warn( "%s::OptionOrder%s parse error", m_sName.c_str(), MenuDirToString(dir).c_str() );
continue;
}
--from;
--to;
m_mapCurrentChoiceToNextChoice[dir][from] = to;
}
if( m_mapCurrentChoiceToNextChoice[dir].empty() ) // Didn't specify any mappings
{
// Fill with reasonable defaults
for( unsigned c = 0; c < m_aGameCommands.size(); ++c )
{
int add;
switch( dir )
{
case MENU_DIR_UP:
case MENU_DIR_LEFT:
add = -1;
break;
default:
add = +1;
break;
}
m_mapCurrentChoiceToNextChoice[dir][c] = c + add;
/* Always wrap around MENU_DIR_AUTO. */
if( dir == MENU_DIR_AUTO || (bool)WRAP_CURSOR )
wrap( m_mapCurrentChoiceToNextChoice[dir][c], m_aGameCommands.size() );
else
m_mapCurrentChoiceToNextChoice[dir][c] = clamp( m_mapCurrentChoiceToNextChoice[dir][c], 0, (int)m_aGameCommands.size()-1 );
}
}
}
}
void ScreenSelectMaster::BeginScreen()
{
ScreenSelect::BeginScreen();
// TODO: Move default choice to ScreenSelect
int iDefaultChoice = -1;
for( unsigned c=0; c<m_aGameCommands.size(); c++ )
{
const GameCommand& mc = m_aGameCommands[c];
if( mc.m_sName == (CString) DEFAULT_CHOICE )
{
iDefaultChoice = c;
break;
}
}
FOREACH_PlayerNumber( p )
{
m_iChoice[p] = (iDefaultChoice!=-1) ? iDefaultChoice : 0;
CLAMP( m_iChoice[p], 0, (int)m_aGameCommands.size()-1 );
m_bChosen[p] = false;
}
vector<PlayerNumber> vpns;
if( SHARED_SELECTION )
{
vpns.push_back( (PlayerNumber)0 );
}
else
{
FOREACH_HumanPlayer( p )
vpns.push_back( p );
}
// position scroller items so that the items' will start from their resting
// position when they execute their OnCommand.
if( SHOW_SCROLLER )
{
FOREACH( PlayerNumber, vpns, p )
m_Scroller[*p].PositionItems();
}
this->UpdateSelectableChoices();
TweenOursOnScreen();
m_fLockInputSecs = (bool)OVERRIDE_LOCK_INPUT_SECONDS ? LOCK_INPUT_SECONDS : this->GetTweenTimeLeft();
if( m_fLockInputSecs == 0 )
m_fLockInputSecs = 0.0001f; // always lock for a tiny amount of time so that we throw away any queued inputs during the load.
}
void ScreenSelectMaster::Update( float fDelta )
{
ScreenSelect::Update( fDelta );
m_fLockInputSecs = max( 0, m_fLockInputSecs-fDelta );
}
void ScreenSelectMaster::HandleScreenMessage( const ScreenMessage SM )
{
ScreenSelect::HandleScreenMessage( SM );
vector<PlayerNumber> vpns;
if( SHARED_SELECTION )
{
vpns.push_back( (PlayerNumber)0 );
}
else
{
FOREACH_HumanPlayer( p )
vpns.push_back( p );
}
if( SM == SM_PlayPostSwitchPage )
{
if( SHOW_CURSOR )
{
FOREACH( PlayerNumber, vpns, p )
{
m_sprCursor[*p]->SetXY( GetCursorX(*p), GetCursorY(*p) );
COMMAND( m_sprCursor[*p], "PostSwitchPage" );
}
}
if( SHOW_SCROLLER )
{
FOREACH( PlayerNumber, vpns, p )
{
int iChoice = m_iChoice[*p];
COMMAND( m_vsprScroll[*p][iChoice], "PostSwitchPage" );
}
}
m_fLockInputSecs = POST_SWITCH_PAGE_SECONDS;
}
else if( SM == SM_BeginFadingOut )
{
TweenOursOffScreen();
/*
* We start our own tween-out (TweenOursOffScreen), wait some amount of time, then
* start the base tween (ScreenWithMenuElements, called from SM_AllDoneChoosing);
* we move on when that finishes. This is a pain to tweak, especially now
* that elements essentially owned by the derived class are starting to tween
* in the ScreenWithMenuElements tween (underlay, overlay); we have to tweak the
* duration of the "out" transition to determine how long to wait after fSecs
* before moving on.
*
* Send a command to all children, so we can run overlay and underlay tweens at the
* same time as the elements controlled by TweenOursOffScreen. Run this here, so
* it affects the result of GetTweenTimeLeft().
*/
this->PlayCommand( "TweenOff" );
float fSecs = 0;
/* This can be used to allow overlap between the main tween-off and the MenuElements
* tweenoff. */
if( OVERRIDE_SLEEP_AFTER_TWEEN_OFF_SECONDS )
fSecs = SLEEP_AFTER_TWEEN_OFF_SECONDS;
else
fSecs = GetTweenTimeLeft();
fSecs = max( fSecs, 0 );
SCREENMAN->PostMessageToTopScreen( SM_AllDoneChoosing, fSecs ); // notify parent that we're finished
}
}
int ScreenSelectMaster::GetSelectionIndex( PlayerNumber pn )
{
return m_iChoice[pn];
}
void ScreenSelectMaster::UpdateSelectableChoices()
{
vector<PlayerNumber> vpns;
if( SHARED_SELECTION )
{
vpns.push_back( (PlayerNumber)0 );
}
else
{
FOREACH_HumanPlayer( p )
vpns.push_back( p );
}
for( unsigned c=0; c<m_aGameCommands.size(); c++ )
{
if( SHOW_ICON )
m_vsprIcon[c]->PlayCommand( m_aGameCommands[c].IsPlayable()? "Enabled":"Disabled" );
FOREACH( PlayerNumber, vpns, p )
if( m_vsprScroll[*p][c].IsLoaded() )
m_vsprScroll[*p][c]->PlayCommand( m_aGameCommands[c].IsPlayable()? "Enabled":"Disabled" );
}
/*
* If no options are playable at all, just wait. Some external
* stimulus may make options available (such as coin insertion).
*
* If any options are playable, make sure one is selected.
*/
FOREACH_HumanPlayer( p )
if( !m_aGameCommands[m_iChoice[p]].IsPlayable() )
Move( p, MENU_DIR_AUTO );
}
bool ScreenSelectMaster::AnyOptionsArePlayable() const
{
for( unsigned i = 0; i < m_aGameCommands.size(); ++i )
if( m_aGameCommands[i].IsPlayable() )
return true;
return false;
}
bool ScreenSelectMaster::Move( PlayerNumber pn, MenuDir dir )
{
if( !AnyOptionsArePlayable() )
return false;
int iSwitchToIndex = m_iChoice[pn];
set<int> seen;
try_again:
map<int,int>::const_iterator iter = m_mapCurrentChoiceToNextChoice[dir].find( iSwitchToIndex );
if( iter != m_mapCurrentChoiceToNextChoice[dir].end() )
iSwitchToIndex = iter->second;
if( iSwitchToIndex < 0 || iSwitchToIndex >= (int) m_aGameCommands.size() ) // out of choice range
return false; // can't go that way
if( seen.find(iSwitchToIndex) != seen.end() )
return false; // went full circle and none found
seen.insert( iSwitchToIndex );
if( !m_aGameCommands[iSwitchToIndex].IsPlayable() )
goto try_again;
return ChangeSelection( pn, dir, iSwitchToIndex );
}
void ScreenSelectMaster::MenuLeft( const InputEventPlus &input )
{
PlayerNumber pn = input.MenuI.player;
if( m_fLockInputSecs > 0 || m_bChosen[pn] )
return;
if( input.type == IET_RELEASE )
return;
if( input.type != IET_FIRST_PRESS )
{
if( !ALLOW_REPEATING_INPUT )
return;
if( m_TrackingRepeatingInput != input.MenuI )
return;
}
if( Move(pn, MENU_DIR_LEFT) )
{
m_TrackingRepeatingInput = input.MenuI;
m_soundChange.Play();
MESSAGEMAN->Broadcast( (Message)(Message_MenuLeftP1+pn) );
}
}
void ScreenSelectMaster::MenuRight( const InputEventPlus &input )
{
PlayerNumber pn = input.MenuI.player;
if( m_fLockInputSecs > 0 || m_bChosen[pn] )
return;
if( input.type == IET_RELEASE )
return;
if( input.type != IET_FIRST_PRESS )
{
if( !ALLOW_REPEATING_INPUT )
return;
if( m_TrackingRepeatingInput != input.MenuI )
return;
}
if( Move(pn, MENU_DIR_RIGHT) )
{
m_TrackingRepeatingInput = input.MenuI;
m_soundChange.Play();
MESSAGEMAN->Broadcast( (Message)(Message_MenuRightP1+pn) );
}
}
void ScreenSelectMaster::MenuUp( const InputEventPlus &input )
{
PlayerNumber pn = input.MenuI.player;
if( m_fLockInputSecs > 0 || m_bChosen[pn] )
return;
if( input.type == IET_RELEASE )
return;
if( input.type != IET_FIRST_PRESS )
{
if( !ALLOW_REPEATING_INPUT )
return;
if( m_TrackingRepeatingInput != input.MenuI )
return;
}
if( Move(pn, MENU_DIR_UP) )
{
m_TrackingRepeatingInput = input.MenuI;
m_soundChange.Play();
MESSAGEMAN->Broadcast( (Message)(Message_MenuUpP1+pn) );
}
}
void ScreenSelectMaster::MenuDown( const InputEventPlus &input )
{
PlayerNumber pn = input.MenuI.player;
if( m_fLockInputSecs > 0 || m_bChosen[pn] )
return;
if( input.type == IET_RELEASE )
return;
if( input.type != IET_FIRST_PRESS )
{
if( !ALLOW_REPEATING_INPUT )
return;
if( m_TrackingRepeatingInput != input.MenuI )
return;
}
if( Move(pn, MENU_DIR_DOWN) )
{
m_TrackingRepeatingInput = input.MenuI;
m_soundChange.Play();
MESSAGEMAN->Broadcast( (Message)(Message_MenuDownP1+pn) );
}
}
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;
}
vector<PlayerNumber> vpns;
if( SHARED_SELECTION )
{
vpns.push_back( (PlayerNumber)0 );
}
else
{
FOREACH_HumanPlayer( p )
vpns.push_back( p );
}
if( SHOW_CURSOR )
{
FOREACH( PlayerNumber, vpns, p )
if( GAMESTATE->IsHumanPlayer(*p) )
COMMAND( m_sprCursor[*p], "PreSwitchPage" );
}
const CString sIconAndExplanationCommand = ssprintf( "SwitchToPage%d", newPage+1 );
if( SHOW_ICON )
{
for( unsigned c=0; c<m_aGameCommands.size(); c++ )
COMMAND( m_vsprIcon[c], sIconAndExplanationCommand );
}
if( SHOW_SCROLLER )
{
if( SHARED_SELECTION )
{
int iChoice = m_iChoice[GetSharedPlayer()];
COMMAND( m_vsprScroll[0][iChoice], "PreSwitchPage" );
}
else
{
FOREACH_HumanPlayer( p )
{
int iChoice = m_iChoice[p];
COMMAND( m_vsprScroll[p][iChoice], "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?)
// Play it on every change to page 2. -Chris
/* That sounds ugly if you go back and forth quickly. -g */
// Should we lock input while it's scrolling? -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_SELECTION after the cursor has been moved. */
m_iChoice[p] = iNewChoice;
if( p!=pn )
continue; // skip
if( SHOW_ICON )
{
/* XXX: If !SharedPreviewAndCursor, this is incorrect. (Nothing uses
* both icon focus and !SharedPreviewAndCursor right now.) */
m_vsprIcon[iOldChoice]->PlayCommand( "LoseFocus" );
m_vsprIcon[iNewChoice]->PlayCommand( "GainFocus" );
}
if( SHOW_CURSOR )
{
if( SHARED_SELECTION )
{
COMMAND( m_sprCursor[0], "Change" );
m_sprCursor[0]->SetXY( GetCursorX((PlayerNumber)0), GetCursorY((PlayerNumber)0) );
}
else
{
COMMAND( m_sprCursor[p], "Change" );
m_sprCursor[p]->SetXY( GetCursorX(p), GetCursorY(p) );
}
}
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_SELECTION ? m_Scroller[0] : m_Scroller[p];
float fItem = scroller.GetCurrentItem();
int iNumChoices = m_aGameCommands.size();
fItem += iActualDir * iNumChoices;
scroller.SetCurrentAndDestinationItem( fItem );
}
}
if( SHARED_SELECTION )
m_Scroller[0].SetDestinationItem( (float)iNewChoice );
else
m_Scroller[p].SetDestinationItem( (float)iNewChoice );
if( SHARED_SELECTION )
{
m_vsprScroll[0][iOldChoice]->PlayCommand( "LoseFocus" );
m_vsprScroll[0][iNewChoice]->PlayCommand( "GainFocus" );
}
else
{
m_vsprScroll[p][iOldChoice]->PlayCommand( "LoseFocus" );
m_vsprScroll[p][iNewChoice]->PlayCommand( "GainFocus" );
}
}
}
return true;
}
PlayerNumber ScreenSelectMaster::GetSharedPlayer()
{
if( GAMESTATE->m_MasterPlayerNumber != PLAYER_INVALID )
return GAMESTATE->m_MasterPlayerNumber;
return PLAYER_1;
}
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[GetSharedPlayer()] );
}
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_MadeChoiceP1+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_SELECTION ? 0 : pn;
if( SHOW_CURSOR )
{
COMMAND( m_sprCursor[pn], "Choose");
fSecs = max( fSecs, m_sprCursor[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;
if( !ProcessMenuStart( pn ) )
return;
const 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_SELECTION || 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::TweenOursOnScreen()
{
vector<PlayerNumber> vpns;
if( SHARED_SELECTION )
{
vpns.push_back( (PlayerNumber)0 );
}
else
{
FOREACH_HumanPlayer( p )
vpns.push_back( p );
}
if( SHOW_ICON )
{
for( unsigned c=0; c<m_aGameCommands.size(); c++ )
{
m_vsprIcon[c]->PlayCommand( (int(c) == m_iChoice[0])? "GainFocus":"LoseFocus" );
m_vsprIcon[c]->FinishTweening();
SET_XY_AND_ON_COMMAND( m_vsprIcon[c] );
}
}
if( SHOW_SCROLLER )
{
FOREACH( PlayerNumber, vpns, p )
{
// Play Gain/LoseFocus before playing the on command. Gain/Lose will
// often stop tweening, which ruins the OnCommand.
for( unsigned c=0; c<m_aGameCommands.size(); c++ )
{
m_vsprScroll[*p][c]->PlayCommand( int(c) == m_iChoice[*p]? "GainFocus":"LoseFocus" );
m_vsprScroll[*p][c]->FinishTweening();
ON_COMMAND( m_vsprScroll[*p][c] );
}
m_Scroller[*p].SetCurrentAndDestinationItem( (float)m_iChoice[*p] );
SET_XY_AND_ON_COMMAND( m_Scroller[*p] );
}
}
// Need to SetXY of Cursor after Icons since it depends on the Icons' positions.
if( SHOW_CURSOR )
{
FOREACH( PlayerNumber, vpns, p )
{
m_sprCursor[*p]->SetXY( GetCursorX(*p), GetCursorY(*p) );
ON_COMMAND( m_sprCursor[*p] );
}
}
//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::TweenOursOffScreen()
{
vector<PlayerNumber> vpns;
if( SHARED_SELECTION )
{
vpns.push_back( (PlayerNumber)0 );
}
else
{
FOREACH_HumanPlayer( p )
vpns.push_back( p );
}
if( SHOW_CURSOR )
{
FOREACH( PlayerNumber, vpns, p )
OFF_COMMAND( m_sprCursor[*p] );
}
for( unsigned c=0; c<m_aGameCommands.size(); c++ )
{
if( GetPage(c) != GetCurrentPage() )
continue; // skip
bool SelectedByEitherPlayer = false;
FOREACH( PlayerNumber, vpns, p )
{
if( m_iChoice[*p] == (int)c )
SelectedByEitherPlayer = true;
}
if( SHOW_ICON )
{
OFF_COMMAND( m_vsprIcon[c] );
m_vsprIcon[c]->PlayCommand( SelectedByEitherPlayer? "OffFocused":"OffUnfocused" );
}
if( SHOW_SCROLLER )
{
FOREACH( PlayerNumber, vpns, p )
COMMAND( m_vsprScroll[*p][c], SelectedByEitherPlayer? "OffFocused":"OffUnfocused" );
}
}
if( SHOW_SCROLLER )
{
FOREACH( PlayerNumber, vpns, p )
OFF_COMMAND( m_Scroller[*p] );
}
OFF_COMMAND( m_sprExplanation[GetCurrentPage()] );
OFF_COMMAND( m_sprMore[GetCurrentPage()] );
}
float ScreenSelectMaster::GetCursorX( PlayerNumber pn )
{
int iChoice = m_iChoice[pn];
AutoActor spr = m_vsprIcon[iChoice];
return spr->GetX() + CURSOR_OFFSET_X_FROM_ICON.GetValue(pn);
}
float ScreenSelectMaster::GetCursorY( PlayerNumber pn )
{
int iChoice = m_iChoice[pn];
AutoActor &spr = m_vsprIcon[iChoice];
return spr->GetY() + CURSOR_OFFSET_Y_FROM_ICON.GetValue(pn);
}
/*
* (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.
*/