SBSPSS/source/paul/scenesel.cpp

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/*=========================================================================
scenesel.cpp
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2000 Climax Development Ltd
===========================================================================*/
/*----------------------------------------------------------------------
Includes
-------- */
#include "paul\scenesel.h"
#ifndef __GFX_FONT_H__
#include "gfx\font.h"
#endif
#ifndef __PAD_PADS_H__
#include "pad\pads.h"
#endif
#ifndef __DATA_STRUCTS_HEADER__
#include "Dstructs.h"
#endif
#ifndef __PRIM_HEADER__
#include "gfx\prim.h"
#endif
// Scenes
#ifndef __FRONTEND_FRONTEND_H__
#include "frontend\frontend.h"
#endif
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
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#ifndef __FMA_FMA_H__
#include "fma\fma.h"
#endif
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#ifndef __SHOP_SHOP_H__
#include "shop\shop.h"
#endif
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#ifndef __BACKEND_GAMEOVER_H__
#include "backend\gameover.h"
#endif
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#ifndef __MAP_MAP_H__
#include "map\map.h"
#endif
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#ifndef __BACKEND_CREDITS_H__
#include "backend\credits.h"
#endif
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#ifndef __PAUL_ANIMTEST_H__
#include "paul\animtest.h"
#endif
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#ifndef __SAVE_SAVE_H__
#include "save\save.h"
#endif
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/* Std Lib
------- */
/* Data
---- */
/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
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// Uncomment this to make the selector automatically choose the default ( first ) scene
// You can still use L1&L2 to force the selection menu to appear
//#define AUTOMATICALLY_CHOOSE_DEFAULT
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/*----------------------------------------------------------------------
Structure defintions
-------------------- */
/*----------------------------------------------------------------------
Function Prototypes
------------------- */
/*----------------------------------------------------------------------
Vars
---- */
CScene *CSceneSelector::s_sceneList[]=
{
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&GameScene, // First scene in the list is the default scene
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&FrontEndScene,
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&GameOverScene,
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&FmaScene,
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&MapScene,
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&ShopScene,
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&CreditsScene,
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&AnimTestScene,
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&SaveScene,
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};
int CSceneSelector::s_sceneCount=sizeof(s_sceneList)/sizeof(CScene*);
CSceneSelector SceneSelector;
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CSceneSelector::init()
{
m_font=new ("scene select font") FontBank();
m_font->initialise(&standardFont);
m_font->setJustification(FontBank::JUST_CENTRE);
m_font->setOt(10);
m_currentSelection=0;
m_state=STATE_INIT;
m_countdown=2; // Need a couple of frames for the pad handler to wake up..
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CSceneSelector::shutdown()
{
m_font->dump(); delete m_font;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CSceneSelector::render()
{
if(m_state==STATE_SELECTING)
{
POLY_F4 *f4;
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int i;
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f4=GetPrimF4();
setXYWH(f4,0,0,512,256);
setRGB0(f4,10,20,30);
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AddPrimToList(f4,15);
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m_font->setColour(255,255,255);
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m_font->print(256,50,"Select scene:");
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for(i=0;i<s_sceneCount;i++)
{
if(i==m_currentSelection)
{
m_font->setColour(100,255,100);
}
else
{
m_font->setColour(255,100,100);
}
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m_font->print(256,80+(i*m_font->getCharHeight()),s_sceneList[i]->getSceneName());
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}
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}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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#include "pad\vibe.h"
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void CSceneSelector::think(int _frames)
{
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if(PadGetDown(0)&PAD_L1) CPadVibrationManager::setVibration(0,CPadVibrationManager::VIBE_LONG_STROBEY);
if(PadGetDown(0)&PAD_L2) CPadVibrationManager::setVibration(0,CPadVibrationManager::VIBE_LONG_STROBEY,127);
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switch(m_state)
{
case STATE_INIT:
{
if(--m_countdown==0)
{
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#ifdef AUTOMATICALLY_CHOOSE_DEFAULT
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int pad;
pad=PadGetHeld(0);
if(pad&(PAD_L1|PAD_L2))
{
m_state=STATE_SELECTING;
}
else
{
m_state=STATE_SELECTED;
}
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#else
m_state=STATE_SELECTING;
#endif
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}
break;
}
case STATE_SELECTING:
{
int pad;
pad=PadGetDown(0);
if(pad&PAD_UP)
{
if(--m_currentSelection==-1)m_currentSelection=s_sceneCount-1;
}
else if(pad&PAD_DOWN)
{
if(++m_currentSelection==s_sceneCount)m_currentSelection=0;
}
else if(pad&(PAD_CROSS|PAD_START))
{
m_state=STATE_SELECTED;
}
break;
}
case STATE_SELECTED:
{
selectScene(m_currentSelection);
m_state=STATE_READY_TO_EXIT;
break;
}
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CSceneSelector::readyToShutdown()
{
return m_state==STATE_READY_TO_EXIT;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CSceneSelector::selectScene(int _scene)
{
GameState::setNextScene(s_sceneList[_scene]);
}
/*===========================================================================
end */