| 1 | #include "Scene/StageSceneStateStartSeparatePlay.h" |
| 2 | |
| 3 | #include "Library/Layout/LayoutActionFunction.h" |
| 4 | #include "Library/Layout/LayoutActorUtil.h" |
| 5 | #include "Library/Message/MessageHolder.h" |
| 6 | #include "Library/Nerve/NerveSetupUtil.h" |
| 7 | #include "Library/Nerve/NerveUtil.h" |
| 8 | #include "Library/Play/Layout/SimpleLayoutAppearWaitEnd.h" |
| 9 | #include "Library/Play/Layout/WipeSimple.h" |
| 10 | #include "Library/Scene/Scene.h" |
| 11 | #include "Library/Se/SeFunction.h" |
| 12 | |
| 13 | #include "Layout/FooterParts.h" |
| 14 | #include "Scene/StageSceneStatePauseMenu.h" |
| 15 | #include "Util/SpecialBuildUtil.h" |
| 16 | #include "Util/StageInputFunction.h" |
| 17 | |
| 18 | namespace { |
| 19 | NERVE_IMPL(StageSceneStateStartSeparatePlay, Appear); |
| 20 | NERVE_IMPL(StageSceneStateStartSeparatePlay, FadeOut); |
| 21 | NERVE_IMPL(StageSceneStateStartSeparatePlay, FadeIn); |
| 22 | NERVE_IMPL(StageSceneStateStartSeparatePlay, Back); |
| 23 | NERVE_IMPL(StageSceneStateStartSeparatePlay, WaitDraw); |
| 24 | NERVE_IMPL(StageSceneStateStartSeparatePlay, Wait); |
| 25 | NERVE_IMPL(StageSceneStateStartSeparatePlay, Applet); |
| 26 | |
| 27 | NERVES_MAKE_NOSTRUCT(StageSceneStateStartSeparatePlay, Wait, Applet); |
| 28 | NERVES_MAKE_STRUCT(StageSceneStateStartSeparatePlay, Appear, FadeOut, FadeIn, Back, WaitDraw); |
| 29 | } // namespace |
| 30 | |
| 31 | StageSceneStateStartSeparatePlay::( |
| 32 | const char* name, StageSceneStatePauseMenu* host, const al::LayoutInitInfo& info, |
| 33 | al::WipeSimple* wipeSimple, al::GamePadSystem* gamePadSystem, FooterParts* ) |
| 34 | : al::HostStateBase<StageSceneStatePauseMenu>(name, host), mGamePadSystem(gamePadSystem), |
| 35 | mWipeSimple(wipeSimple), mFooterParts(footerParts) { |
| 36 | initNerve(nerve: &NrvStageSceneStateStartSeparatePlay.Appear, stateCount: 0); |
| 37 | |
| 38 | mControllerGuideMulti = new al::SimpleLayoutAppearWaitEnd( |
| 39 | "おすそ分け開始" , "ControllerGuideMulti" , info, nullptr, false); |
| 40 | al::killLayoutIfActive(mControllerGuideMulti); |
| 41 | } |
| 42 | |
| 43 | void StageSceneStateStartSeparatePlay::appear() { |
| 44 | field_40 = 0; |
| 45 | mIsCancel = false; |
| 46 | al::NerveStateBase::appear(); |
| 47 | if (rs::isModeE3LiveRom()) { |
| 48 | startTreeHouse(); |
| 49 | return; |
| 50 | } |
| 51 | al::setNerve(user: this, nerve: &NrvStageSceneStateStartSeparatePlay.Appear); |
| 52 | } |
| 53 | |
| 54 | void StageSceneStateStartSeparatePlay::startTreeHouse() { |
| 55 | al::setNerve(user: this, nerve: &NrvStageSceneStateStartSeparatePlay.FadeOut); |
| 56 | } |
| 57 | |
| 58 | bool StageSceneStateStartSeparatePlay::isNeedRequestGraphicsPreset() const { |
| 59 | return (mIsCancel && al::isNerve(user: this, nerve: &NrvStageSceneStateStartSeparatePlay.FadeIn)) || |
| 60 | (al::isNerve(user: this, nerve: &NrvStageSceneStateStartSeparatePlay.Appear) || |
| 61 | al::isNerve(user: this, nerve: &NrvStageSceneStateStartSeparatePlay.Back)); |
| 62 | } |
| 63 | |
| 64 | bool StageSceneStateStartSeparatePlay::isDrawViewRenderer() const { |
| 65 | if (isDead() || mIsCancel) |
| 66 | return false; |
| 67 | return al::isNerve(user: this, nerve: &NrvStageSceneStateStartSeparatePlay.WaitDraw) || |
| 68 | al::isNerve(user: this, nerve: &NrvStageSceneStateStartSeparatePlay.FadeIn); |
| 69 | } |
| 70 | |
| 71 | void StageSceneStateStartSeparatePlay::exeAppear() { |
| 72 | if (al::isFirstStep(user: this)) { |
| 73 | mControllerGuideMulti->appear(); |
| 74 | al::startAction(layout: mControllerGuideMulti, actionName: "Loop" , paneName: "Loop" ); |
| 75 | } |
| 76 | if (mControllerGuideMulti->isWait()) |
| 77 | al::setNerve(user: this, nerve: &Wait); |
| 78 | } |
| 79 | |
| 80 | void StageSceneStateStartSeparatePlay::exeWait() { |
| 81 | if (rs::isTriggerUiCancel(getScene())) { |
| 82 | mIsCancel = true; |
| 83 | al::setNerve(user: this, nerve: &NrvStageSceneStateStartSeparatePlay.Back); |
| 84 | return; |
| 85 | } |
| 86 | if (rs::isTriggerUiDecide(getScene())) |
| 87 | al::setNerve(user: this, nerve: &NrvStageSceneStateStartSeparatePlay.FadeOut); |
| 88 | } |
| 89 | |
| 90 | al::Scene* StageSceneStateStartSeparatePlay::getScene() { |
| 91 | return getHost()->getHost(); |
| 92 | } |
| 93 | |
| 94 | void StageSceneStateStartSeparatePlay::exeBack() { |
| 95 | if (al::isFirstStep(user: this)) { |
| 96 | mControllerGuideMulti->end(); |
| 97 | mFooterParts->changeTextFade( |
| 98 | text: al::getSystemMessageString(mFooterParts, "Footer" , "MenuMessage_Footer" )); |
| 99 | } |
| 100 | if (!al::isActive(mControllerGuideMulti)) |
| 101 | kill(); |
| 102 | } |
| 103 | |
| 104 | void StageSceneStateStartSeparatePlay::exeFadeOut() { |
| 105 | if (al::isFirstStep(user: this)) { |
| 106 | mWipeSimple->startClose(frames: 60); |
| 107 | al::startSe(mControllerGuideMulti, "Decide" ); |
| 108 | al::startAction(layout: mControllerGuideMulti, actionName: "Decide" , paneName: nullptr); |
| 109 | } |
| 110 | if (mWipeSimple->isCloseEnd()) |
| 111 | al::setNerve(user: this, nerve: &Applet); |
| 112 | } |
| 113 | |
| 114 | void StageSceneStateStartSeparatePlay::exeApplet() { |
| 115 | if (ControllerAppletFunction::connectControllerSeparatePlay(mGamePadSystem)) { |
| 116 | rs::changeSeparatePlayMode(getScene(), true); |
| 117 | al::setNerve(user: this, nerve: &NrvStageSceneStateStartSeparatePlay.WaitDraw); |
| 118 | return; |
| 119 | } |
| 120 | mFooterParts->changeTextFade( |
| 121 | text: al::getSystemMessageString(mFooterParts, "Footer" , "MenuMessage_Footer" )); |
| 122 | mIsCancel = true; |
| 123 | al::setNerve(user: this, nerve: &NrvStageSceneStateStartSeparatePlay.FadeIn); |
| 124 | } |
| 125 | |
| 126 | void StageSceneStateStartSeparatePlay::exeFadeIn() { |
| 127 | if (al::isFirstStep(user: this)) { |
| 128 | mControllerGuideMulti->kill(); |
| 129 | mWipeSimple->startOpen(frames: -1); |
| 130 | } |
| 131 | if (mWipeSimple->isOpenEnd()) |
| 132 | kill(); |
| 133 | } |
| 134 | |
| 135 | void StageSceneStateStartSeparatePlay::exeWaitDraw() { |
| 136 | if (al::isFirstStep(user: this) && !mIsCancel) |
| 137 | getHost()->killPauseMenu(); |
| 138 | if (al::isGreaterEqualStep(user: this, step: 2)) |
| 139 | al::setNerve(user: this, nerve: &NrvStageSceneStateStartSeparatePlay.FadeIn); |
| 140 | } |
| 141 | |