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itgmania212121/stepmania/src/ScreenSelectCourse.cpp
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#include "global.h"
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/*
-----------------------------------------------------------------------------
Class: ScreenSelectCourse
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenSelectCourse.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "ProfileManager.h"
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#include "SongManager.h"
#include "GameManager.h"
#include "GameConstantsAndTypes.h"
#include "RageLog.h"
#include "InputMapper.h"
#include "AnnouncerManager.h"
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#include "GameState.h"
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#include "RageSounds.h"
#include "CodeDetector.h"
#include "ThemeManager.h"
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#include "Course.h"
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#define EXPLANATION_X THEME->GetMetricF("ScreenSelectCourse","ExplanationX")
#define EXPLANATION_Y THEME->GetMetricF("ScreenSelectCourse","ExplanationY")
#define BANNER_FRAME_X THEME->GetMetricF("ScreenSelectCourse","BannerFrameX")
#define BANNER_FRAME_Y THEME->GetMetricF("ScreenSelectCourse","BannerFrameY")
#define BANNER_X THEME->GetMetricF("ScreenSelectCourse","BannerX")
#define BANNER_Y THEME->GetMetricF("ScreenSelectCourse","BannerY")
#define BANNER_WIDTH THEME->GetMetricF("ScreenSelectCourse","BannerWidth")
#define BANNER_HEIGHT THEME->GetMetricF("ScreenSelectCourse","BannerHeight")
#define STAGES_X THEME->GetMetricF("ScreenSelectCourse","StagesX")
#define STAGES_Y THEME->GetMetricF("ScreenSelectCourse","StagesY")
#define TIME_X THEME->GetMetricF("ScreenSelectCourse","TimeX")
#define TIME_Y THEME->GetMetricF("ScreenSelectCourse","TimeY")
#define WHEEL_X THEME->GetMetricF("ScreenSelectCourse","WheelX")
#define WHEEL_Y THEME->GetMetricF("ScreenSelectCourse","WheelY")
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#define SCORE_X( p ) THEME->GetMetricF("ScreenSelectCourse",ssprintf("ScoreP%dX",p+1))
#define SCORE_Y( i ) THEME->GetMetricF("ScreenSelectCourse",ssprintf("ScoreP%dY",i+1))
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#define SCORE_ZOOM THEME->GetMetricF("ScreenSelectCourse","ScoreZoom")
#define HELP_TEXT THEME->GetMetric("ScreenSelectCourse","HelpText")
#define TIMER_SECONDS THEME->GetMetricI("ScreenSelectCourse","TimerSeconds")
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const float TWEEN_TIME = 0.5f;
const int NUM_SCORE_DIGITS = 9;
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static const ScreenMessage SM_AllowOptionsMenuRepeat = ScreenMessage(SM_User+1);
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ScreenSelectCourse::ScreenSelectCourse( CString sClassName ) : Screen( sClassName )
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{
LOG->Trace( "ScreenSelectCourse::ScreenSelectCourse()" );
/* Finish any previous stage. It's OK to call this when we havn't played a stage yet. */
GAMESTATE->FinishStage();
CodeDetector::RefreshCacheItems();
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SOUND->PlayMusic( THEME->GetPathToS("ScreenSelectCourse music") );
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m_MusicWheel.Load();
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m_bMadeChoice = false;
m_bGoToOptions = false;
m_bAllowOptionsMenuRepeat = false;
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m_Menu.Load( "ScreenSelectCourse" );
this->AddChild( &m_Menu );
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m_sprExplanation.Load( THEME->GetPathToG("ScreenSelectCourse explanation") );
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m_sprExplanation.SetXY( EXPLANATION_X, EXPLANATION_Y );
this->AddChild( &m_sprExplanation );
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m_Banner.SetXY( BANNER_X, BANNER_Y );
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m_Banner.ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT );
this->AddChild( &m_Banner );
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m_sprBannerFrame.Load( THEME->GetPathToG("ScreenSelectCourse banner frame") );
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m_sprBannerFrame.SetXY( BANNER_FRAME_X, BANNER_FRAME_Y );
this->AddChild( &m_sprBannerFrame );
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m_textNumSongs.LoadFromNumbers( THEME->GetPathToN("ScreenSelectCourse num songs") );
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m_textNumSongs.EnableShadow( false );
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m_textNumSongs.SetXY( STAGES_X, STAGES_Y );
this->AddChild( &m_textNumSongs );
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m_textTime.LoadFromNumbers( THEME->GetPathToN("ScreenSelectCourse total time") );
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m_textTime.EnableShadow( false );
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m_textTime.SetXY( TIME_X, TIME_Y );
this->AddChild( &m_textTime );
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m_CourseContentsFrame.SetName( "Contents" );
SET_XY( m_CourseContentsFrame );
this->AddChild( &m_CourseContentsFrame );
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m_MusicWheel.SetName( "MusicWheel", "Wheel" );
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m_MusicWheel.SetXY( WHEEL_X, WHEEL_Y );
this->AddChild( &m_MusicWheel );
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for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer((PlayerNumber)p) )
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continue; // skip
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m_sprHighScoreFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenSelectCourse score frame p%d",p+1)) );
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m_sprHighScoreFrame[p].SetXY( SCORE_X(p), SCORE_Y(p) );
this->AddChild( &m_sprHighScoreFrame[p] );
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m_HighScore[p].SetXY( SCORE_X(p), SCORE_Y(p) );
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m_HighScore[p].SetZoom( SCORE_ZOOM );
m_HighScore[p].SetDiffuse( PlayerToColor(p) );
this->AddChild( &m_HighScore[p] );
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}
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#ifdef _XBOX
//shorten filenames for FATX
m_sprOptionsMessage.Load( THEME->GetPathToG("ScreenSelectCourse opt message 1x2") );
#else
m_sprOptionsMessage.Load( THEME->GetPathToG("ScreenSelectCourse options message 1x2") );
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#endif
m_sprOptionsMessage.StopAnimating();
m_sprOptionsMessage.SetXY( CENTER_X, CENTER_Y );
m_sprOptionsMessage.SetZoomY( 0 );
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
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// this->AddChild( &m_sprOptionsMessage ); // draw and update manually
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m_soundSelect.Load( THEME->GetPathToS("Common start") );
m_soundOptionsChange.Load( THEME->GetPathToS("ScreenSelectCourse options") );
m_soundChangeNotes.Load( THEME->GetPathToS("ScreenSelectCourse difficulty") );
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("select course intro") );
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SOUND->PlayMusic( THEME->GetPathToS("ScreenSelectCourse music") );
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UpdateOptionsDisplays();
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AfterCourseChange();
TweenOnScreen();
}
ScreenSelectCourse::~ScreenSelectCourse()
{
LOG->Trace( "ScreenSelectCourse::~ScreenSelectCourse()" );
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}
void ScreenSelectCourse::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
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m_sprOptionsMessage.Draw();
}
void ScreenSelectCourse::Update( float fDelta )
{
Screen::Update( fDelta );
m_sprOptionsMessage.Update( fDelta );
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}
void ScreenSelectCourse::TweenOnScreen()
{
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m_sprExplanation.FadeOn( 0.5f, "left bounce", TWEEN_TIME );
m_sprBannerFrame.FadeOn( 0, "left bounce", TWEEN_TIME );
m_Banner.FadeOn( 0, "left bounce", TWEEN_TIME );
m_textNumSongs.FadeOn( 0, "left bounce", TWEEN_TIME );
m_textTime.FadeOn( 0, "left bounce", TWEEN_TIME );
m_CourseContentsFrame.FadeOn( 0, "foldy", TWEEN_TIME );
for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_sprHighScoreFrame[p].FadeOn( 0, "right bounce", TWEEN_TIME );
m_HighScore[p].FadeOn( 0, "right bounce", TWEEN_TIME );
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}
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m_MusicWheel.TweenOnScreen();
}
void ScreenSelectCourse::TweenOffScreen()
{
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m_sprExplanation.FadeOff( 0, "left bounce", TWEEN_TIME );
m_sprBannerFrame.FadeOff( 0, "left bounce", TWEEN_TIME );
m_Banner.FadeOff( 0, "left bounce", TWEEN_TIME );
m_textNumSongs.FadeOff( 0, "left bounce", TWEEN_TIME );
m_textTime.FadeOff( 0, "left bounce", TWEEN_TIME );
m_CourseContentsFrame.FadeOff( 0, "foldy", TWEEN_TIME );
for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_sprHighScoreFrame[p].FadeOff( 0, "right bounce", TWEEN_TIME );
m_HighScore[p].FadeOff( 0, "right bounce", TWEEN_TIME );
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}
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m_MusicWheel.TweenOffScreen();
}
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void ScreenSelectCourse::Input( const DeviceInput& DeviceI, InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
LOG->Trace( "ScreenSelectCourse::Input()" );
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if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F9 )
{
if( type != IET_FIRST_PRESS ) return;
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PREFSMAN->m_bShowNative ^= 1;
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m_MusicWheel.RebuildMusicWheelItems();
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Course* pCourse = m_MusicWheel.GetSelectedCourse();
if(pCourse)
m_CourseContentsFrame.SetFromCourse( pCourse );
return;
}
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if( MenuI.button == MENU_BUTTON_RIGHT || MenuI.button == MENU_BUTTON_LEFT )
{
if( !MenuI.IsValid() ) return;
if( !GAMESTATE->IsHumanPlayer(MenuI.player) ) return;
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int dir = 0;
if(INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) ) )
dir++;
if(INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_LEFT) ) )
dir--;
m_MusicWheel.Move(dir);
return;
}
if( type == IET_RELEASE ) return; // don't care
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if( !GameI.IsValid() ) return; // don't care
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/* XXX: What's the difference between this and StyleI.player? */
PlayerNumber pn = GAMESTATE->GetCurrentStyleDef()->ControllerToPlayerNumber( GameI.controller );
if( !GAMESTATE->IsHumanPlayer(pn) )
return;
if( m_bMadeChoice && MenuI.IsValid() && MenuI.button == MENU_BUTTON_START && !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
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{
if(m_bGoToOptions) return; /* got it already */
if( !m_bAllowOptionsMenuRepeat &&
(type == IET_SLOW_REPEAT || type == IET_FAST_REPEAT ))
return; /* not allowed yet */
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m_bGoToOptions = true;
m_sprOptionsMessage.SetState( 1 );
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m_soundSelect.Play();
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return;
}
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if( m_Menu.IsTransitioning() ) return; // ignore
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if( m_bMadeChoice )
return;
if( CodeDetector::DetectAndAdjustMusicOptions(GameI.controller) )
{
m_soundOptionsChange.Play();
UpdateOptionsDisplays();
return;
}
if( CodeDetector::EnteredEasierDifficulty(GameI.controller) )
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{
if( GAMESTATE->ChangeCourseDifficulty( pn, +1 ) )
{
m_soundChangeNotes.Play();
SCREENMAN->PostMessageToTopScreen(SM_SongChanged,0);
}
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}
if( CodeDetector::EnteredHarderDifficulty(GameI.controller) )
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{
if( GAMESTATE->ChangeCourseDifficulty( pn, -1 ) )
{
m_soundChangeNotes.Play();
SCREENMAN->PostMessageToTopScreen(SM_SongChanged,0);
}
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}
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
}
void ScreenSelectCourse::HandleScreenMessage( const ScreenMessage SM )
{
Screen::HandleScreenMessage( SM );
switch( SM )
{
case SM_AllowOptionsMenuRepeat:
m_bAllowOptionsMenuRepeat = true;
break;
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case SM_MenuTimer:
MenuStart(PLAYER_1);
break;
case SM_GoToPrevScreen:
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
case SM_GoToNextScreen:
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// find out if the Next button is being held down on any of the pads
bool bIsHoldingNext;
bIsHoldingNext = false;
int player;
for( player=0; player<NUM_PLAYERS; player++ )
{
MenuInput mi( (PlayerNumber)player, MENU_BUTTON_START );
if( INPUTMAPPER->IsButtonDown( mi ) )
bIsHoldingNext = true;
}
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if( bIsHoldingNext || m_bGoToOptions )
SCREENMAN->SetNewScreen( "ScreenPlayerOptions" );
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else
SCREENMAN->SetNewScreen( "ScreenStage" );
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break;
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case SM_SongChanged:
AfterCourseChange();
break;
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}
}
void ScreenSelectCourse::MenuStart( PlayerNumber pn )
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{
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// this needs to check whether valid Steps are selected!
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m_MusicWheel.Select();
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switch( m_MusicWheel.GetSelectedType() )
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{
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case TYPE_COURSE:
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("select course comment general") );
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TweenOffScreen();
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m_soundSelect.Play();
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m_bMadeChoice = true;
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float fShowSeconds = m_Menu.m_Out.GetLengthSeconds();
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// show "hold START for options"
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
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m_sprOptionsMessage.BeginTweening( 0.15f ); // fade in
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m_sprOptionsMessage.SetZoomY( 1 );
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,1) );
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m_sprOptionsMessage.BeginTweening( fShowSeconds-0.35f ); // sleep
m_sprOptionsMessage.BeginTweening( 0.15f ); // fade out
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m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
m_sprOptionsMessage.SetZoomY( 0 );
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/* Don't accept a held START for a little while, so it's not
* hit accidentally. Accept an initial START right away, though,
* so we don't ignore deliberate fast presses (which would be
* annoying). */
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this->PostScreenMessage( SM_AllowOptionsMenuRepeat, 0.5f );
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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Course* pCourse = m_MusicWheel.GetSelectedCourse();
GAMESTATE->m_pCurCourse = pCourse;
// Apply number of lives without turning on LIFE_BATTERY.
// Don't turn on LIFE_BATTERY because it will override
// the user's choice if they Back out of gameplay or are in
// event mode.
if( pCourse->m_iLives != -1 )
GAMESTATE->m_SongOptions.m_iBatteryLives = GAMESTATE->m_pCurCourse->m_iLives;
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break;
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}
}
void ScreenSelectCourse::MenuBack( PlayerNumber pn )
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{
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SOUND->StopMusic();
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m_Menu.Back( SM_GoToPrevScreen );
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}
void ScreenSelectCourse::AfterCourseChange()
{
switch( m_MusicWheel.GetSelectedType() )
{
case TYPE_COURSE:
{
Course* pCourse = m_MusicWheel.GetSelectedCourse();
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m_textNumSongs.SetText( ssprintf("%d", pCourse->GetEstimatedNumStages()) );
float fTotalSeconds;
if( pCourse->GetTotalSeconds(fTotalSeconds) )
m_textTime.SetText( SecondsToTime(fTotalSeconds) );
else
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m_textTime.SetText( "xx:xx:xx" ); // The numbers format doesn't have a '?'. Is there a better solution?
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m_Banner.LoadFromCourse( pCourse );
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m_CourseContentsFrame.SetFromCourse( pCourse );
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m_CourseContentsFrame.TweenInAfterChangedCourse();
ASSERT(pCourse);
for( int p=0; p<NUM_PLAYERS; p++ )
{
const StepsType &st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
int mc = MEMORY_CARD_MACHINE;
if( PROFILEMAN->IsUsingProfile( (PlayerNumber)p ) )
mc = p;
/* Courses are scored by survive time, dance points,
* percent, and normal score. Every last mother will
* have an opinion on which should be used here for
* each of oni, endless, nonstop --
* should this choice be an option or a metric? */
if ( pCourse->IsOni() || pCourse->IsEndless() )
{
/* use survive time */
float fSurviveTime = 0.0f;
if( !pCourse->m_MemCardDatas[st][mc].vHighScores.empty() )
fSurviveTime = pCourse->m_MemCardDatas[st][mc].vHighScores[0].fSurviveTime;
CString s = SecondsToTime(fSurviveTime);
/* dim the inital unsignificant digits */
/*XXX we'd like to have a dimmed ':' and '.', but
* BitmapText only supports dimmed '0' (which
* is used for the ' ' char) */
unsigned i = 0;
for ( ; i<s.length(); i++ ) {
switch (s[i]) {
case ':':
case '.':
case '0': s[i] = ' '; break;
default: i = s.length();
}
}
m_HighScore[p].SetText( s );
}
else /* pCourse->IsNonStop() */
{
/* use score */
int iScore = 0;
if( !pCourse->m_MemCardDatas[st][mc].vHighScores.empty() )
iScore = pCourse->m_MemCardDatas[st][mc].vHighScores[0].iScore;
m_HighScore[p].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, iScore) );
}
}
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}
break;
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case TYPE_SECTION: // if we get here, there are no courses
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m_Banner.LoadFromGroup( "" );
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break;
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default:
ASSERT(0);
}
}
void ScreenSelectCourse::UpdateOptionsDisplays()
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( GAMESTATE->IsHumanPlayer(p) )
{
CString s = GAMESTATE->m_PlayerOptions[p].GetString();
s.Replace( ", ", "\n" );
// m_textPlayerOptions[p].SetText( s );
}
}
CString s = GAMESTATE->m_SongOptions.GetString();
s.Replace( ", ", "\n" );
// m_textSongOptions.SetText( s );
}