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itgmania212121/stepmania/src/ScreenStage.cpp
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#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: ScreenStage
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenStage.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "GameConstantsAndTypes.h"
#include "BitmapText.h"
#include "TransitionFadeWipe.h"
#include "TransitionFade.h"
#include "SongManager.h"
#include "Sprite.h"
#include "AnnouncerManager.h"
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#include "GameState.h"
#include "RageMusic.h"
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#define NEXT_SCREEN THEME->GetMetric("ScreenStage","NextScreen")
#define STAGE_TYPE THEME->GetMetricI("ScreenStage","StageType")
enum StageType // for use with the metric above
{
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STAGE_TYPE_MAX = 0,
STAGE_TYPE_PUMP,
STAGE_TYPE_EZ2
};
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const ScreenMessage SM_StartFadingOut = ScreenMessage(SM_User + 1);
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const ScreenMessage SM_DoneFadingIn = ScreenMessage(SM_User + 2);
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const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 3);
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enum StageMode
{
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MODE_NORMAL,
MODE_FINAL,
MODE_EXTRA1,
MODE_EXTRA2,
MODE_ONI,
MODE_ENDLESS
};
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ScreenStage::ScreenStage()
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{
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MUSIC->Stop();
for( int i=0; i<4; i++ )
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{
m_sprNumbers[i].Load( THEME->GetPathTo("Graphics","stage numbers") );
m_sprNumbers[i].StopAnimating();
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}
m_sprStage.Load( THEME->GetPathTo("Graphics","stage stage") ); // we may load a different graphic into here later
const float fStageHeight = m_sprStage.GetUnzoomedHeight();
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const float fStageOffScreenY = CENTER_Y+fStageHeight;
m_quadMask.SetDiffuseColor( D3DXCOLOR(0,0,0,0) );
m_quadMask.StretchTo( CRect(SCREEN_LEFT, roundf(fStageOffScreenY-fStageHeight/2), SCREEN_RIGHT, roundf(fStageOffScreenY+fStageHeight/2)) );
m_quadMask.SetZ( -1 ); // important: fill Z buffer with values that will cause subsequent draws to fail the Z test
m_frameStage.SetXY( CENTER_X, fStageOffScreenY );
m_frameStage.BeginTweening(0.8f, Actor::TWEEN_BIAS_BEGIN );
m_frameStage.SetTweenY( CENTER_Y );
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StageMode stage_mode;
if( GAMESTATE->m_PlayMode == PLAY_MODE_ONI ) stage_mode = MODE_ONI;
else if( GAMESTATE->m_PlayMode == PLAY_MODE_ENDLESS ) stage_mode = MODE_ENDLESS;
else if( GAMESTATE->IsExtraStage() ) stage_mode = MODE_EXTRA1;
else if( GAMESTATE->IsExtraStage2() ) stage_mode = MODE_EXTRA2;
else if( GAMESTATE->IsFinalStage() ) stage_mode = MODE_FINAL;
else stage_mode = MODE_NORMAL;
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switch( stage_mode )
{
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case MODE_NORMAL:
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{
const int iStageNo = GAMESTATE->GetStageIndex()+1;
switch( iStageNo )
{
case 1: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_1) ); break;
case 2: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_2) ); break;
case 3: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_3) ); break;
case 4: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_4) ); break;
case 5: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_5) ); break;
default: ; break; // play nothing
}
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}
break;
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case MODE_FINAL:
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_FINAL) );
break;
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case MODE_EXTRA1:
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_EXTRA1) );
break;
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case MODE_EXTRA2:
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_EXTRA2) );
break;
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case MODE_ONI:
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_ONI) );
break;
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case MODE_ENDLESS:
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_ENDLESS) );
break;
default:
ASSERT(0);
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}
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int ez2Final=0; // if we're 0 it's not a final stage. if we're 1 it is.
// why do this? Ez2dancer uses NORMAL for it's final stage but just re-arranges
// the elements. so the following takes us into NORMAL and just re-arranges stuff
// the ez2Final is so that when we're in normal we can go and see if we're really
// FINAL or not. at the end of normal, if we WERE FINAL, we set it back to final
// hacky or what? =)
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if( STAGE_TYPE == STAGE_TYPE_EZ2 && stage_mode == MODE_FINAL )
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{
for( int i=0; i<4; i++ )
{
m_sprNumbers[i].Load( THEME->GetPathTo("Graphics","stage numbers final") );
m_sprNumbers[i].StopAnimating();
}
ez2Final=1;
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stage_mode = MODE_NORMAL;
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}
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switch( stage_mode )
{
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case MODE_NORMAL:
{
const int iStageNo = GAMESTATE->GetStageIndex()+1;
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CString sStageNo = ssprintf("%d", iStageNo);
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// Set frame of numbers
int i;
for( i=0; i<sStageNo.GetLength(); i++ )
m_sprNumbers[i].SetState( atoi(CString(sStageNo[i])) );
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// Set frame of suffix
int iIndexOfSuffix = sStageNo.GetLength();
if( ( (iStageNo/10) % 10 ) == 1 ) // in the teens (e.g. 19, 213)
m_sprNumbers[iIndexOfSuffix].SetState( 13 ); // th
else // not in the teens
{
const int iLastDigit = iStageNo%10;
switch( iLastDigit )
{
case 1: m_sprNumbers[iIndexOfSuffix].SetState( 10 ); break; // st
case 2: m_sprNumbers[iIndexOfSuffix].SetState( 11 ); break; // nd
case 3: m_sprNumbers[iIndexOfSuffix].SetState( 12 ); break; // rd
default: m_sprNumbers[iIndexOfSuffix].SetState( 13 ); break; // th
}
}
// Set X positions
const float fFrameWidth = m_sprNumbers[0].GetUnzoomedWidth();
const int iNumChars = iIndexOfSuffix+1;
const float fTotalCharsWidth = m_sprNumbers[0].GetUnzoomedWidth();
const float fSpaceBetweenNumsAndStage = fFrameWidth;
const float fStageWidth = m_sprStage.GetUnzoomedWidth();
const float fTotalWidth = fTotalCharsWidth + fSpaceBetweenNumsAndStage + fStageWidth;
const float fCharsCenterX = -fTotalWidth/2.0f + fTotalCharsWidth/2.0f;
const float fStageCenterX = +fTotalWidth/2.0f - fStageWidth/2.0f;
for( i=0; i<iNumChars; i++ )
{
float fOffsetX = SCALE(i, 0, iNumChars-1, -(iNumChars-1)/2.0f*fFrameWidth, (iNumChars-1)/2.0f*fFrameWidth);
m_sprNumbers[i].SetX( fCharsCenterX + fOffsetX );
}
m_sprStage.SetX( fStageCenterX );
/////////////////////////
// EZ2 TYPE DEFINITION //
/////////////////////////
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if ( STAGE_TYPE == STAGE_TYPE_EZ2) // Initialize and manipulate existing graphics for Ez2dancer Screen Type
{
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for( i=0; i<iNumChars; i++ )
{
float fOffsetX = SCALE(i, 0, iNumChars-1, -(iNumChars-1)/2.0f*fFrameWidth, (iNumChars-1)/2.0f*fFrameWidth);
m_sprNumbers[i].SetX( fCharsCenterX + fOffsetX + (150 * i) );
}
for( i=0; i<iNumChars; i++ ) // redefine the size of the numbers
{
m_sprNumbers[i].SetWidth( 200.0f );
m_sprNumbers[i].SetHeight( 200.0f);
}
m_frameStage.SetXY( CENTER_X - 140, CENTER_Y ); // align the big number
for( i=0; i<iNumChars; i++)
{
m_sprNumbers[i].SetZoom( 20.0f ); // make it really really big
m_sprNumbers[i].SetRotation( 10 ); // make this thing rotated
m_sprNumbers[i].BeginTweening(0.8f, Actor::TWEEN_BIAS_BEGIN );
m_sprNumbers[i].SetTweenZoom( 1.0f ); // shrink it down to it's proper size
m_sprNumbers[i].SetTweenRotationZ( 0 ); // make it rotate into place
}
// Background Blocks rotate their way in
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int bg_modeoffset=0;
float element_y_offsets=0.0f;
if (ez2Final == 1)
{
element_y_offsets = 25.0f;
bg_modeoffset = 4; // shuffle graphics +4 in the elements file for FINAL graphics.
}
for (i=0; i<3; i++)
{
m_sprbg[i].Load( THEME->GetPathTo("Graphics","stage elements") );
m_sprbg[i].StopAnimating();
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m_sprbg[i].SetState( i+bg_modeoffset );
}
if (ez2Final == 1)
{
m_sprbgxtra.Load( THEME->GetPathTo("Graphics","stage elements") );
m_sprbgxtra.StopAnimating();
m_sprbgxtra.SetState( bg_modeoffset );
m_sprbgxtra.SetXY( fStageCenterX-30, 0+180);
m_sprbgxtra.SetHeight( 30 );
m_sprbgxtra.SetWidth( SCREEN_WIDTH + 50 );
m_sprbgxtra.SetRotation( -20 );
m_sprbgxtra.BeginTweening(0.3f);
m_sprbgxtra.SetTweenRotationZ( 0 );
}
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m_sprbg[0].SetXY( fStageCenterX-30, 0+150);
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if (ez2Final == 1)
m_sprbg[0].SetXY( fStageCenterX-30, 0-160);
m_sprbg[0].SetHeight( 100 );
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if (ez2Final == 1)
m_sprbg[0].SetHeight( 30 );
m_sprbg[0].SetWidth( SCREEN_WIDTH + 50 );
m_sprbg[0].SetRotation( -20 );
m_sprbg[0].BeginTweening(0.3f);
m_sprbg[0].SetTweenRotationZ( 0 );
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m_sprbg[1].SetXY( fStageCenterX-(SCREEN_WIDTH/2)-20, 0+element_y_offsets);
m_sprbg[1].SetHeight( SCREEN_HEIGHT - 140 );
m_sprbg[1].SetWidth( 130 );
m_sprbg[1].SetRotation( -20 );
m_sprbg[1].BeginTweening(0.3f);
m_sprbg[1].SetTweenRotationZ( 0 );
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m_sprbg[2].SetXY( fStageCenterX+430, 0+element_y_offsets);
m_sprbg[2].SetHeight( SCREEN_HEIGHT - 140 );
m_sprbg[2].SetWidth( SCREEN_WIDTH + 50 );
m_sprbg[2].SetRotation( -20 );
m_sprbg[2].BeginTweening(0.3f);
m_sprbg[2].SetTweenX( fStageCenterX - 30 );
m_sprbg[2].SetTweenRotationZ( 0 );
for (i=3; i>=0; i--) // work backwards as we wanna add em in reverse
{
m_frameStage.AddSubActor( &m_sprbg[i] );
}
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if (ez2Final == 1)
{
m_frameStage.AddSubActor( &m_sprbgxtra );
}
// scroll in the name of the game (ez2dancer ukmove) across the top of the screen
for (i=0; i<2; i++) // specify the font file.
{
m_ez2ukm[i].LoadFromFont( THEME->GetPathTo("Fonts","stage") );
m_ez2ukm[i].TurnShadowOff();
m_stagedesc[i].LoadFromFont( THEME->GetPathTo("Fonts","stage") );
m_stagedesc[i].TurnShadowOff();
}
m_ez2ukm[0].SetXY( fStageCenterX-400, 0-220 ); // set the intiial UKMOVE positions
m_ez2ukm[1].SetXY( fStageCenterX+400, 0+220 );
m_stagedesc[0].SetXY( fStageCenterX-400, 0-150+element_y_offsets ); // set the intiial desc positions
m_stagedesc[1].SetXY( fStageCenterX+400, 0+70+element_y_offsets );
if (ez2Final == 1)
{
m_stagedesc[1].SetY( 140.0f );
}
for (i=0; i<2; i++) // initialize the UK MOVE text and positions
{
m_ez2ukm[i].SetText( "STEPMANIA EZ2 MOVE" );
m_ez2ukm[i].SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_ez2ukm[i].BeginTweening(0.5f);
if (ez2Final == 1)
{
m_stagedesc[i].SetText( "FINAL FINAL FINAL FINAL FINAL FINAL FINAL FINAL FINAL FINAL" );
m_stagedesc[i].SetDiffuseColor( D3DXCOLOR(1.0f/225.0f*227.0f,1.0f/225.0f*228.0f,1/225.0f*255.0f,1) );
}
else
{
m_stagedesc[i].SetText( "NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT" );
m_stagedesc[i].SetDiffuseColor( D3DXCOLOR(1.0f/225.0f*166.0f,1.0f/225.0f*83.0f,1/225.0f*16.0f,1) );
}
m_stagedesc[i].BeginTweening(0.5f);
}
m_ez2ukm[0].SetTweenX(fStageCenterX+90); // set their new locations
m_ez2ukm[1].SetTweenX(fStageCenterX-170);
m_stagedesc[0].SetTweenX(fStageCenterX+10); // set their new locations
m_stagedesc[1].SetTweenX(fStageCenterX-100);
for (i=0; i<2; i++)
{
m_frameStage.AddSubActor( &m_ez2ukm[i] );
m_frameStage.AddSubActor( &m_stagedesc[i] );
}
// 20 Scrolling Blobs come in one at a time from either side at the bottom in the following code:
for( int j=0; j<2; j++)
{
for (i=0; i<20; i++)
{
m_sprScrollingBlobs[j][i].Load( THEME->GetPathTo("Graphics","stage elements") );
m_sprScrollingBlobs[j][i].StopAnimating();
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m_sprScrollingBlobs[j][i].SetState( 3+bg_modeoffset );
}
}
for( j=0; j<2; j++)
{
for (i=0; i<20; i++)
{
if (j == 0)
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{
m_sprScrollingBlobs[j][i].SetXY( fStageCenterX-(SCREEN_WIDTH/2)-500-((i*i)*4), 135 );
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if (ez2Final == 1)
{
m_sprScrollingBlobs[j][i].SetY( 0-160);
}
}
else
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{
m_sprScrollingBlobs[j][i].SetXY( fStageCenterX+(SCREEN_WIDTH/2)+500-((i*i)*4), 170 );
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if (ez2Final == 1)
{
m_sprScrollingBlobs[j][i].SetY( 180 );
}
}
}
}
for( j=0; j<2; j++)
{
for (i=0; i<20; i++)
{
m_sprScrollingBlobs[j][i].BeginTweening(0.2f * i / 7);
if (j == 0)
m_sprScrollingBlobs[j][i].SetTweenX(fStageCenterX-(SCREEN_WIDTH/2)+(i*30.0f));
else
m_sprScrollingBlobs[j][i].SetTweenX(fStageCenterX+(SCREEN_WIDTH/2)-70-(i*30.0f));
m_frameStage.AddSubActor( &m_sprScrollingBlobs[j][i] );
}
}
// write the stage name
m_stagename.LoadFromFont( THEME->GetPathTo("Fonts","stage") );
m_stagename.TurnShadowOff();
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m_stagename.SetXY( fStageCenterX+400, 0-30+element_y_offsets );
switch (iStageNo)
{
case 0: m_stagename.SetText( "THE NEXT STAGE" ); break;
case 1: m_stagename.SetText( "THE FIRST STAGE" ); break;
case 2: m_stagename.SetText( "THE SECOND STAGE" ); break;
case 3: m_stagename.SetText( "THE THIRD STAGE" ); break;
case 4: m_stagename.SetText( "THE FOURTH STAGE" ); break;
case 5: m_stagename.SetText( "THE FIFTH STAGE" ); break;
case 6: m_stagename.SetText( "THE SIXTH STAGE" ); break;
case 7: m_stagename.SetText( "THE SEVENTH STAGE" ); break;
default: m_stagename.SetText("THE NEXT STAGE"); break;
}
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if (iStageNo > 9) // if we're in two digits or more
{
m_stagename.SetText( "" ); // make this text disappear.
}
m_stagename.SetDiffuseColor( D3DXCOLOR(1.0f/225.0f*166.0f,1.0f/225.0f*83.0f,1/225.0f*16.0f,1) );
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if (ez2Final == 1)
{
m_stagename.SetDiffuseColor( D3DXCOLOR(1.0f/225.0f*227.0f,1.0f/225.0f*228.0f,1/225.0f*255.0f,1) );
m_stagename.SetText( "THE FINAL STAGE" );
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stage_mode = MODE_FINAL; // set back to final again.
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ez2Final = 0;
}
m_stagename.BeginTweening(0.5f);
m_stagename.SetTweenX(fStageCenterX+70); // set their new locations
m_frameStage.AddSubActor( &m_stagename );
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}
////////////////////////////
// END EZ2 TYPE DEFINITION//
////////////////////////////
////////////////
// PUMP STUFF //
////////////////
m_pSong = GAMESTATE->m_pCurSong;
m_sprSongBackground.Load( m_pSong->HasBackground() ? m_pSong->GetBackgroundPath() : THEME->GetPathTo("Graphics","fallback background"), true, 4, 0, true );
m_sprSongBackground.StretchTo( CRect(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
for( i=0; i<iNumChars; i++ )
m_frameStage.AddSubActor( &m_sprNumbers[i] );
m_frameStage.AddSubActor( &m_sprStage );
}
break;
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case MODE_FINAL:
m_sprStage.Load( THEME->GetPathTo("Graphics","stage final") );
m_frameStage.AddSubActor( &m_sprStage );
break;
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case MODE_EXTRA1:
m_sprStage.Load( THEME->GetPathTo("Graphics","stage extra1") );
m_frameStage.AddSubActor( &m_sprStage );
break;
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case MODE_EXTRA2:
m_sprStage.Load( THEME->GetPathTo("Graphics","stage extra2") );
m_frameStage.AddSubActor( &m_sprStage );
break;
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case MODE_ONI:
m_sprStage.Load( THEME->GetPathTo("Graphics","stage oni") );
m_frameStage.AddSubActor( &m_sprStage );
break;
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case MODE_ENDLESS:
m_sprStage.Load( THEME->GetPathTo("Graphics","stage endless") );
m_frameStage.AddSubActor( &m_sprStage );
break;
default:
ASSERT(0);
}
m_Fade.SetOpened();
this->SendScreenMessage( SM_DoneFadingIn, 1.0f );
this->SendScreenMessage( SM_StartFadingOut, 4.0f );
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}
void ScreenStage::Update( float fDeltaTime )
{
Screen::Update( fDeltaTime );
m_quadMask.Update( fDeltaTime );
m_frameStage.Update( fDeltaTime );
m_Fade.Update( fDeltaTime );
m_sprSongBackground.Update( fDeltaTime );
}
void ScreenStage::DrawPrimitives()
{
DISPLAY->EnableZBuffer();
if ( STAGE_TYPE == STAGE_TYPE_MAX) // only DANCE uses the Z mask
m_quadMask.Draw();
m_frameStage.Draw();
DISPLAY->DisableZBuffer();
m_Fade.Draw();
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if ( STAGE_TYPE == STAGE_TYPE_PUMP) // only PUMP uses the song background on the stage screen
m_sprSongBackground.Draw();
}
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void ScreenStage::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_StartFadingOut:
m_Fade.CloseWipingRight( SM_GoToNextState );
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break;
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case SM_DoneFadingIn:
break;
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case SM_GoToNextState:
SCREENMAN->SetNewScreen( "ScreenGameplay" );
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break;
}
}