Example #1
0
void BootMode::Update()
{
    // Update the game mode generic members.
    GameMode::Update();

    if(_exiting_to_new_game) {
        // When the fade out is done, we start a new game.
        if (!VideoManager->IsFading() && _new_game_called == false) {
            GlobalManager->NewGame();
            _new_game_called = true;
        }
        return;
    }

    // The intro is being played
    if(_boot_state == BOOT_STATE_INTRO) {
        if(InputManager->AnyRegisteredKeyPress()) {
            ChangeState(BOOT_STATE_MENU);
            return;
        } else {
            return; // Otherwise skip rest of the event handling for now
        }
    }

    // Test whether the welcome sequence should be shown once
    static bool language_selection_shown = false;
    if(!language_selection_shown) {
        _ShowLanguageSelectionWindow();
        language_selection_shown = true;
    }

    HelpWindow *help_window = ModeManager->GetHelpWindow();
    if(help_window && help_window->IsActive()) {
        // Any key, except F1
        if(!InputManager->HelpPress()
                && (InputManager->AnyKeyboardKeyPress() || InputManager->AnyJoystickKeyPress())) {
            GlobalManager->Media().PlaySound("confirm");
            help_window->Hide();
        }
        return;
    }

    // Updates the main menu when the option menu handler isn't active.
    bool is_menu_active = _menu_handler.IsActive();
    if(is_menu_active) {
        bool was_showing_first_run_dlg = _menu_handler.IsShowingFirstRunLanguageMenu();
        _menu_handler.Update();

        // We do this to prevent unwanted input going to the main menu
        // after the first app run sequence.
        if (was_showing_first_run_dlg)
            return;
    }
    else {
        _main_menu.Update();
    }

    // Update also the bar and f1 help text alpha
    uint32_t time_expired = SystemManager->GetUpdateTime();
    _boot_timer.Update(time_expired);
    if (_boot_timer.GetTimeExpired() >= 4000.0 && _boot_timer.GetTimeExpired() < 12000.0) {
        _help_text_alpha += 0.001f * time_expired;
        if (_help_text_alpha > 1.0f)
            _help_text_alpha = 1.0f;
    }
    else if (_boot_timer.GetTimeExpired() >= 12000.0 && _boot_timer.GetTimeExpired() < 14000.0) {
        _help_text_alpha -= 0.001f * time_expired;
        if (_help_text_alpha < 0.0f)
            _help_text_alpha = 0.0f;
    }

    if (_menu_bar_alpha < 0.6f) {
        _menu_bar_alpha = _menu_bar_alpha + 0.001f * time_expired;
        if (_menu_bar_alpha >= 0.6f)
            _menu_bar_alpha = 0.6f;
    }

    if (is_menu_active)
        return;

#ifdef DEBUG_FEATURES
    if (_debug_script_menu_open) {
        _debug_script_menu.Update();

        // Check whether we can quit the debug menu.
        if (InputManager->UpPress()) {
            _debug_script_menu.InputUp();
        }
        else if (InputManager->DownPress()) {
            _debug_script_menu.InputDown();
        }
        else if (InputManager->CancelPress()) {
            _debug_script_menu_open = false;
            _debug_scripts_window.Hide();
        }
        else if (InputManager->ConfirmPress()) {
            _DEBUG_OnDebugScriptRun();
        }
        return;
    }
#endif

    // Handles the main menu input.

    // Only quit when we are at the main menu level.
    if(InputManager->QuitPress()) {
        // Don't quit the game when using the joystick,
        // as it is confusing for the user.
        SDL_Event ev = InputManager->GetMostRecentEvent();
        if (ev.type == SDL_KEYDOWN)
            SystemManager->ExitGame();
    }

    if (InputManager->LeftPress()) {
        GlobalManager->Media().PlaySound("bump");
        _main_menu.InputLeft();
        return;
    }
    else if (InputManager->RightPress()) {
        GlobalManager->Media().PlaySound("bump");
        _main_menu.InputRight();
        return;
    }
    else if (!InputManager->ConfirmPress())
        return;

    // Confirm press
    int32_t selection = _main_menu.GetSelection();
    switch(selection) {
    default:
        break;
    case 0: // New Game
        _OnNewGame();
        break;
    case 1:
        _OnLoadGame();
        break;
    case 2:
        _OnOptions();
        break;
#ifdef DEBUG_FEATURES
    // Insert the debug option.
    case 3:
        _DEBUG_OnDebugScriptList();
        break;
    case 4:
        _OnQuit();
        break;
#else
    case 3:
        _OnQuit();
        break;
#endif
    }
}
Example #2
0
void BootMode::Update()
{
    _options_window.Update(SystemManager->GetUpdateTime());

    // Update the game mode generic members.
    GameMode::Update();

    if(_exiting_to_new_game) {
        // When the dae out is done, we start a new game.
        if(!VideoManager->IsFading())
            GlobalManager->NewGame();
        return;
    }

    // The intro is being played
    if(_boot_state == BOOT_STATE_INTRO) {
        if(InputManager->AnyKeyPress()) {
            ChangeState(BOOT_STATE_MENU);
            return;
        } else {
            return; // Otherwise skip rest of the event handling for now
        }
    }

    // Test whether the welcome sequence should be shown once
    static bool language_selection_shown = false;
    if(!language_selection_shown) {
        _ShowLanguageSelectionWindow();
        language_selection_shown = true;
    }

    // On first app run, show the language menu and apply language on any key press.
    if (_first_run && _active_menu == &_language_options_menu) {
        _active_menu->Update();
        if (InputManager->UpPress()) {
            _active_menu->InputUp();
        }
        else if (InputManager->DownPress()) {
            _active_menu->InputDown();
        }
        else if (InputManager->AnyKeyPress()) {
            // Set the language
            _active_menu->InputConfirm();
            // Go directly back to the main menu when first selecting the language.
            _options_window.Hide();
            _active_menu = &_main_menu;
            // And show the help window
            ModeManager->GetHelpWindow()->Show();
            // save the settings (automatically changes the first_start variable to 0)
            _has_modified_settings = true;
            _SaveSettingsFile();
            _first_run = false; // Terminate the first run sequence
        }
        return;
    }

    HelpWindow *help_window = ModeManager->GetHelpWindow();
    if(help_window && help_window->IsActive()) {
        // Any key, except F1
        if(!InputManager->HelpPress() && InputManager->AnyKeyPress()) {
            AudioManager->PlaySound("snd/confirm.wav");
            help_window->Hide();
        }
        return;
    }

    // Check for waiting keypresses or joystick button presses
    SDL_Event ev = InputManager->GetMostRecentEvent();
    if(_joy_setting_function != NULL) {
        if(InputManager->AnyKeyPress() && ev.type == SDL_JOYBUTTONDOWN) {
            (this->*_joy_setting_function)(InputManager->GetMostRecentEvent().jbutton.button);
            _joy_setting_function = NULL;
            _has_modified_settings = true;
            _RefreshJoySettings();
            _message_window.Hide();
        }
        if(InputManager->CancelPress()) {
            _joy_setting_function = NULL;
            _message_window.Hide();
        }
        return;
    }

    if(_joy_axis_setting_function != NULL) {
        int8 x = InputManager->GetLastAxisMoved();
        if(x != -1) {
            (this->*_joy_axis_setting_function)(x);
            _joy_axis_setting_function = NULL;
            _has_modified_settings = true;
            _RefreshJoySettings();
            _message_window.Hide();
        }
        if(InputManager->CancelPress()) {
            _joy_axis_setting_function = NULL;
            _message_window.Hide();
        }
        return;
    }

    if(_key_setting_function != NULL) {
        if(InputManager->AnyKeyPress() && ev.type == SDL_KEYDOWN) {
            (this->*_key_setting_function)(InputManager->GetMostRecentEvent().key.keysym.sym);
            _key_setting_function = NULL;
            _has_modified_settings = true;
            _RefreshKeySettings();
            _message_window.Hide();
        }
        if(InputManager->CancelPress()) {
            _key_setting_function = NULL;
            _message_window.Hide();
        }
        return;
    }

    _active_menu->Update();

    // Update also the bar and f1 help text alpha
    uint32 time_expired = SystemManager->GetUpdateTime();
    _boot_timer.Update(time_expired);
    if (_boot_timer.GetTimeExpired() >= 4000.0 && _boot_timer.GetTimeExpired() < 12000.0) {
        _help_text_alpha += 0.001f * time_expired;
        if (_help_text_alpha > 1.0f)
            _help_text_alpha = 1.0f;
    }
    else if (_boot_timer.GetTimeExpired() >= 12000.0 && _boot_timer.GetTimeExpired() < 14000.0) {
        _help_text_alpha -= 0.001f * time_expired;
        if (_help_text_alpha < 0.0f)
            _help_text_alpha = 0.0f;
    }

    if (_menu_bar_alpha < 0.6f) {
        _menu_bar_alpha = _menu_bar_alpha + 0.001f * time_expired;
        if (_menu_bar_alpha >= 0.6f)
            _menu_bar_alpha = 0.6f;
    }

    // Only quit when we are at the main menu level
    if(_active_menu == &_main_menu && InputManager->QuitPress()) {
        SystemManager->ExitGame();
        return;
    }

    if(InputManager->ConfirmPress()) {
        // Play 'confirm sound' if the selection isn't grayed out and it has a confirm handler
        if(_active_menu->IsOptionEnabled(_active_menu->GetSelection())) {
            // Don't play the sound on New Games as they have their own sound
            if(_active_menu != &_main_menu && _active_menu->GetSelection() != -1)
                AudioManager->PlaySound("snd/confirm.wav");
        } else {
            // Otherwise play a different sound
            AudioManager->PlaySound("snd/bump.wav");
        }

        _active_menu->InputConfirm();

    } else if(InputManager->LeftPress()) {
        _active_menu->InputLeft();
    } else if(InputManager->RightPress()) {
        _active_menu->InputRight();
    } else if(InputManager->UpPress()) {
        _active_menu->InputUp();
    } else if(InputManager->DownPress()) {
        _active_menu->InputDown();
    } else if(InputManager->CancelPress() || InputManager->QuitPress()) {
        if(_active_menu == &_main_menu) {

        } else if(_active_menu == &_options_menu) {
            _options_window.Hide();
            _active_menu = &_main_menu;
        } else if(_active_menu == &_video_options_menu) {
            _active_menu = &_options_menu;
        } else if(_active_menu == &_audio_options_menu) {
            _active_menu = &_options_menu;
        } else if(_active_menu == &_language_options_menu) {
            _active_menu = &_options_menu;
        } else if(_active_menu == &_key_settings_menu) {
            _active_menu = &_options_menu;
        } else if(_active_menu == &_joy_settings_menu) {
            _active_menu = &_options_menu;
        } else if(_active_menu == &_resolution_menu) {
            _active_menu = &_video_options_menu;
        }

        // Play cancel sound
        AudioManager->PlaySound("snd/cancel.wav");
    }
} // void BootMode::Update()