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itgmania212121/stepmania/src/ScreenSelectDifficulty.cpp
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#include "stdafx.h"
/*
-----------------------------------------------------------------------------
File: ScreenSelectDifficulty.cpp
Desc: Testing the Screen class.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
-----------------------------------------------------------------------------
*/
#include "ScreenSelectDifficulty.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
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#include "PrefsManager.h"
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#include "ScreenSelectGroup.h"
#include "ScreenTitleMenu.h"
#include "GameManager.h"
#include "RageLog.h"
#include "GameConstantsAndTypes.h"
#include "AnnouncerManager.h"
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#include "ScreenSelectCourse.h"
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#include "GameState.h"
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const float LOCK_INPUT_TIME = 0.30f; // lock input while waiting for tweening to complete
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#define MORE_PAGE1_X THEME->GetMetricF("SelectDifficulty","MorePage1X")
#define MORE_PAGE1_Y THEME->GetMetricF("SelectDifficulty","MorePage1Y")
#define MORE_PAGE2_X THEME->GetMetricF("SelectDifficulty","MorePage2X")
#define MORE_PAGE2_Y THEME->GetMetricF("SelectDifficulty","MorePage2Y")
#define EXPLANATION_PAGE1_X THEME->GetMetricF("SelectDifficulty","ExplanationPage1X")
#define EXPLANATION_PAGE1_Y THEME->GetMetricF("SelectDifficulty","ExplanationPage1Y")
#define EXPLANATION_PAGE2_X THEME->GetMetricF("SelectDifficulty","ExplanationPage2X")
#define EXPLANATION_PAGE2_Y THEME->GetMetricF("SelectDifficulty","ExplanationPage2Y")
#define EASY_X THEME->GetMetricF("SelectDifficulty","EasyX")
#define EASY_Y THEME->GetMetricF("SelectDifficulty","EasyY")
#define MEDIUM_X THEME->GetMetricF("SelectDifficulty","MediumX")
#define MEDIUM_Y THEME->GetMetricF("SelectDifficulty","MediumY")
#define HARD_X THEME->GetMetricF("SelectDifficulty","HardX")
#define HARD_Y THEME->GetMetricF("SelectDifficulty","HardY")
#define ONI_X THEME->GetMetricF("SelectDifficulty","OniX")
#define ONI_Y THEME->GetMetricF("SelectDifficulty","OniY")
#define ENDLESS_X THEME->GetMetricF("SelectDifficulty","EndlessX")
#define ENDLESS_Y THEME->GetMetricF("SelectDifficulty","EndlessY")
#define ARROW_OFFSET_P1_X THEME->GetMetricF("SelectDifficulty","ArrowOffsetP1X")
#define ARROW_OFFSET_P1_Y THEME->GetMetricF("SelectDifficulty","ArrowOffsetP1Y")
#define ARROW_OFFSET_P2_X THEME->GetMetricF("SelectDifficulty","ArrowOffsetP2X")
#define ARROW_OFFSET_P2_Y THEME->GetMetricF("SelectDifficulty","ArrowOffsetP2Y")
#define ARROW_SHADOW_LENGTH_X THEME->GetMetricF("SelectDifficulty","ArrowShadowLengthX")
#define ARROW_SHADOW_LENGTH_Y THEME->GetMetricF("SelectDifficulty","ArrowShadowLengthY")
float MORE_X( int iIndex ) {
switch( iIndex ) {
case 0: return MORE_PAGE1_X;
case 1: return MORE_PAGE2_X;
default: ASSERT(0); return 0;
}
}
float MORE_Y( int iIndex ) {
switch( iIndex ) {
case 0: return MORE_PAGE1_Y;
case 1: return MORE_PAGE2_Y;
default: ASSERT(0); return 0;
}
}
float EXPLANATION_X( int iIndex ) {
switch( iIndex ) {
case 0: return EXPLANATION_PAGE1_X;
case 1: return EXPLANATION_PAGE2_X;
default: ASSERT(0); return 0;
}
}
float EXPLANATION_Y( int iIndex ) {
switch( iIndex ) {
case 0: return EXPLANATION_PAGE1_Y;
case 1: return EXPLANATION_PAGE2_Y;
default: ASSERT(0); return 0;
}
}
float ITEM_X( int iItemIndex ) {
switch( iItemIndex ) {
case 0: return EASY_X;
case 1: return MEDIUM_X;
case 2: return HARD_X;
case 3: return ONI_X;
case 4: return ENDLESS_X;
default: ASSERT(0); return 0;
}
}
float ITEM_Y( int iItemIndex ) {
switch( iItemIndex ) {
case 0: return EASY_Y;
case 1: return MEDIUM_Y;
case 2: return HARD_Y;
case 3: return ONI_Y;
case 4: return ENDLESS_Y;
default: ASSERT(0); return 0;
}
}
float ARROW_X( int iItemIndex, int p ) {
switch( p ) {
case PLAYER_1: return ITEM_X(iItemIndex) + ARROW_OFFSET_P1_X;
case PLAYER_2: return ITEM_X(iItemIndex) + ARROW_OFFSET_P2_X;
default: ASSERT(0); return 0;
}
}
float ARROW_Y( int iItemIndex, int p ) {
switch( p ) {
case PLAYER_1: return ITEM_Y(iItemIndex) + ARROW_OFFSET_P1_Y;
case PLAYER_2: return ITEM_Y(iItemIndex) + ARROW_OFFSET_P2_Y;
default: ASSERT(0); return 0;
}
}
const ScreenMessage SM_GoToPrevState = ScreenMessage(SM_User + 1);
const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 2);
const ScreenMessage SM_StartTweeningOffScreen = ScreenMessage(SM_User + 3);
const ScreenMessage SM_StartFadingOut = ScreenMessage(SM_User + 4);
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ScreenSelectDifficulty::ScreenSelectDifficulty()
{
LOG->Trace( "ScreenSelectDifficulty::ScreenSelectDifficulty()" );
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// Reset the current PlayMode
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GAMESTATE->m_PlayMode = PLAY_MODE_INVALID;
GAMESTATE->m_bPlayersCanJoin = false;
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int p;
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m_Menu.Load(
THEME->GetPathTo("Graphics","select difficulty background"),
THEME->GetPathTo("Graphics","select difficulty top edge"),
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ssprintf("Use %c %c to select, then press START", char(1), char(2)),
false, true, 40
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);
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this->AddSubActor( &m_Menu );
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for( int d=0; d<NUM_DIFFICULTY_ITEMS; d++ )
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{
CString sHeaderFile;
CString sPictureFile;
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switch( d )
{
case 0: sHeaderFile = "select difficulty easy header"; sPictureFile = "select difficulty easy picture"; break;
case 1: sHeaderFile = "select difficulty medium header"; sPictureFile = "select difficulty medium picture"; break;
case 2: sHeaderFile = "select difficulty hard header"; sPictureFile = "select difficulty hard picture"; break;
case 3: sHeaderFile = "select difficulty oni header"; sPictureFile = "select difficulty oni picture"; break;
case 4: sHeaderFile = "select difficulty endless header"; sPictureFile = "select difficulty endless picture"; break;
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}
m_sprPicture[d].Load( THEME->GetPathTo("Graphics",sPictureFile) );
m_sprPicture[d].SetXY( ITEM_X(d), ITEM_Y(d) );
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m_sprPicture[d].SetVertAlign( align_bottom );
m_sprPicture[d].TurnShadowOff();
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m_framePages.AddSubActor( &m_sprPicture[d] );
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m_sprHeader[d].Load( THEME->GetPathTo("Graphics",sHeaderFile) );
m_sprHeader[d].SetXY( ITEM_X(d), ITEM_Y(d) );
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m_sprHeader[d].SetVertAlign( align_top );
m_sprHeader[d].TurnShadowOff();
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m_framePages.AddSubActor( &m_sprHeader[d] );
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}
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for( p=0; p<NUM_PAGES; p++ )
{
m_sprMoreArrows[p].Load( THEME->GetPathTo("Graphics", p==0 ? "select difficulty more page1" : "select difficulty more page2" ) );
m_sprMoreArrows[p].SetXY( MORE_X(p), MORE_Y(p) );
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m_framePages.AddSubActor( &m_sprMoreArrows[p] );
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m_sprExplanation[p].Load( THEME->GetPathTo("Graphics", "select difficulty explanation") );
m_sprExplanation[p].SetXY( EXPLANATION_X(p), EXPLANATION_Y(p) );
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m_sprExplanation[p].StopAnimating();
m_sprExplanation[p].SetState( p );
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m_framePages.AddSubActor( &m_sprExplanation[p] );
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}
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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m_iSelection[p] = 1; // Select "medium"
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m_bChosen[p] = false;
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if( !GAMESTATE->IsPlayerEnabled((PlayerNumber)p) )
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continue;
m_sprArrowShadow[p].Load( THEME->GetPathTo("Graphics", "select difficulty arrows") );
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m_sprArrowShadow[p].StopAnimating();
m_sprArrowShadow[p].SetState( p );
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m_sprArrowShadow[p].TurnShadowOff();
m_sprArrowShadow[p].SetDiffuseColor( D3DXCOLOR(0,0,0,0.6f) );
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m_framePages.AddSubActor( &m_sprArrowShadow[p] );
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m_sprArrow[p].Load( THEME->GetPathTo("Graphics", "select difficulty arrows") );
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m_sprArrow[p].StopAnimating();
m_sprArrow[p].SetState( p );
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m_sprArrow[p].TurnShadowOff();
m_sprArrow[p].SetDiffuseColor( PlayerToColor((PlayerNumber)p) );
m_sprArrow[p].SetEffectGlowing();
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m_framePages.AddSubActor( &m_sprArrow[p] );
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m_sprOK[p].Load( THEME->GetPathTo("Graphics", "select difficulty ok") );
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m_framePages.AddSubActor( &m_sprOK[p] );
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}
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this->AddSubActor( &m_framePages );
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m_soundChange.Load( THEME->GetPathTo("Sounds", "select difficulty change") );
m_soundSelect.Load( THEME->GetPathTo("Sounds", "menu start") );
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m_bPlayedChallengeSound = false;
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SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_DIFFICULTY_INTRO) );
m_Menu.TweenOnScreenFromMenu( SM_None );
TweenOnScreen();
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if( !MUSIC->IsPlaying() || MUSIC->GetLoadedFilePath() != THEME->GetPathTo("Sounds","select difficulty music") )
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{
MUSIC->Load( THEME->GetPathTo("Sounds","select difficulty music") );
MUSIC->Play( true );
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}
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m_fLockInputTime = LOCK_INPUT_TIME;
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}
ScreenSelectDifficulty::~ScreenSelectDifficulty()
{
LOG->Trace( "ScreenSelectDifficulty::~ScreenSelectDifficulty()" );
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}
void ScreenSelectDifficulty::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
LOG->Trace( "ScreenSelectDifficulty::Input()" );
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if( m_Menu.IsClosing() )
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return;
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if( m_fLockInputTime > 0 )
return;
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
}
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void ScreenSelectDifficulty::Update( float fDeltaTime )
{
Screen::Update( fDeltaTime );
m_fLockInputTime = max( m_fLockInputTime-fDeltaTime, 0 );
}
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void ScreenSelectDifficulty::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
void ScreenSelectDifficulty::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
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case SM_MenuTimer:
{
for( int p=0; p<NUM_PLAYERS; p++ )
MenuStart( (PlayerNumber)p );
}
break;
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case SM_GoToPrevState:
SCREENMAN->SetNewScreen( new ScreenTitleMenu );
break;
case SM_GoToNextState:
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{
for( int p=0; p<NUM_PLAYERS; p++ )
switch( m_iSelection[p] )
{
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case 0: GAMESTATE->m_PreferredDifficultyClass[p] = CLASS_EASY; break;
case 1: GAMESTATE->m_PreferredDifficultyClass[p] = CLASS_MEDIUM; break;
case 2: GAMESTATE->m_PreferredDifficultyClass[p] = CLASS_HARD; break;
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}
}
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switch( m_iSelection[PLAYER_1] )
{
case 0:
case 1:
case 2: // something on page 1 was chosen
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GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
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SCREENMAN->SetNewScreen( new ScreenSelectGroup );
break;
case 3:
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GAMESTATE->m_PlayMode = PLAY_MODE_ONI;
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SCREENMAN->SetNewScreen( new ScreenSelectCourse );
break;
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case 4:
GAMESTATE->m_PlayMode = PLAY_MODE_ENDLESS;
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SCREENMAN->SetNewScreen( new ScreenSelectCourse );
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break;
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default:
ASSERT(0); // bad selection
}
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break;
case SM_StartTweeningOffScreen:
TweenOffScreen();
this->SendScreenMessage( SM_StartFadingOut, 0.8f );
break;
case SM_StartFadingOut:
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m_Menu.TweenOffScreenToMenu( SM_GoToNextState );
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break;
}
}
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void ScreenSelectDifficulty::MenuLeft( const PlayerNumber p )
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{
if( m_iSelection[p] == 0 ) // can't go left any more
return;
if( m_bChosen[p] )
return;
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ChangeTo( p, m_iSelection[p], m_iSelection[p]-1 );
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}
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void ScreenSelectDifficulty::MenuRight( const PlayerNumber p )
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{
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if( m_iSelection[p] == NUM_DIFFICULTY_ITEMS-1 ) // can't go right any more
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return;
if( m_bChosen[p] )
return;
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ChangeTo( p, m_iSelection[p], m_iSelection[p]+1 );
}
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bool ScreenSelectDifficulty::IsItemOnPage2( int iItemIndex )
{
ASSERT( iItemIndex >= 0 && iItemIndex < NUM_DIFFICULTY_ITEMS );
return iItemIndex >= NUM_DIFFICULTY_CLASSES;
}
bool ScreenSelectDifficulty::SelectedSomethingOnPage2()
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( GAMESTATE->IsPlayerEnabled(p) && IsItemOnPage2(m_iSelection[p]) )
return true;
}
return false;
}
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void ScreenSelectDifficulty::ChangeTo( const PlayerNumber pn, int iSelectionWas, int iSelectionIs )
{
bool bChangedPagesFrom1To2 = iSelectionWas < 3 && iSelectionIs >= 3;
bool bChangedPagesFrom2To1 = iSelectionWas >= 3 && iSelectionIs < 3;
bool bChangedPages = bChangedPagesFrom1To2 || bChangedPagesFrom2To1;
bool bSelectedSomethingOnPage1 = iSelectionIs < 3;
bool bSelectedSomethingOnPage2 = iSelectionIs >= 3;
if( bSelectedSomethingOnPage2 )
{
// change both players
for( int p=0; p<NUM_PLAYERS; p++ )
m_iSelection[p] = iSelectionIs;
}
else if( bChangedPagesFrom2To1 )
{
// change only the player who pressed the button
for( int p=0; p<NUM_PLAYERS; p++ )
m_iSelection[p] = 2;
}
else // moving around in page 1
{
// change only the player who pressed the button
m_iSelection[pn] = iSelectionIs;
}
if( !m_bPlayedChallengeSound && bChangedPagesFrom1To2 )
{
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_DIFFICULTY_CHALLENGE) );
m_bPlayedChallengeSound = true;
}
if( bChangedPagesFrom1To2 || bChangedPagesFrom2To1 )
{
m_framePages.BeginTweening( 0.2f );
m_framePages.SetTweenX( bSelectedSomethingOnPage1 ? 0.0f : -SCREEN_WIDTH );
}
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for( int p=0; p<NUM_PLAYERS; p++ )
{
if( bSelectedSomethingOnPage2 || bChangedPagesFrom2To1 || p==pn )
{
m_sprArrow[p].BeginTweening( 0.2f, bChangedPages ? TWEEN_LINEAR : TWEEN_BIAS_BEGIN );
m_sprArrow[p].SetTweenX( ARROW_X(m_iSelection[p],(PlayerNumber)p) - ARROW_SHADOW_LENGTH_X );
m_sprArrow[p].SetTweenY( ARROW_Y(m_iSelection[p],(PlayerNumber)p) - ARROW_SHADOW_LENGTH_Y );
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m_sprArrowShadow[p].BeginTweening( 0.2f, bChangedPages ? TWEEN_LINEAR : TWEEN_BIAS_BEGIN );
m_sprArrowShadow[p].SetTweenX( ARROW_X(m_iSelection[p],(PlayerNumber)p) );
m_sprArrowShadow[p].SetTweenY( ARROW_Y(m_iSelection[p],(PlayerNumber)p) );
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}
}
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m_soundChange.Play();
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}
void ScreenSelectDifficulty::MenuStart( PlayerNumber pn )
{
if( m_bChosen[pn] == true )
return;
m_bChosen[pn] = true;
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m_soundSelect.Play();
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int iSelection = m_iSelection[pn];
switch( iSelection )
{
case 0: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_DIFFICULTY_COMMENT_EASY) ); break;
case 1: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_DIFFICULTY_COMMENT_MEDIUM) ); break;
case 2: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_DIFFICULTY_COMMENT_HARD) ); break;
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case 3: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_DIFFICULTY_COMMENT_ONI) ); break;
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case 4: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_DIFFICULTY_COMMENT_ENDLESS) ); break;
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}
if( iSelection >= 3 ) // chose something on page 2
{
// choose this for all the other players too
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( m_bChosen[p] )
continue;
MenuStart( (PlayerNumber)p );
}
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}
m_sprArrow[pn].BeginTweeningQueued( 0.2f );
m_sprArrow[pn].BeginTweeningQueued( 0.2f );
m_sprArrow[pn].SetTweenX( ARROW_X(iSelection, pn) );
m_sprArrow[pn].SetTweenY( ARROW_Y(iSelection, pn) );
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m_sprOK[pn].SetX( ARROW_X(iSelection, pn) );
m_sprOK[pn].SetY( ARROW_Y(iSelection, pn) );
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m_sprOK[pn].SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_sprOK[pn].SetZoom( 2 );
m_sprOK[pn].BeginTweening( 0.2f );
m_sprOK[pn].SetTweenZoom( 1 );
m_sprOK[pn].SetTweenDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_sprArrowShadow[pn].BeginTweeningQueued( 0.2f );
m_sprArrowShadow[pn].BeginTweeningQueued( 0.2f );
m_sprArrowShadow[pn].SetDiffuseColor( D3DXCOLOR(0,0,0,0) );
// check to see if everyone has chosen
for( int p=0; p<NUM_PLAYERS; p++ )
{
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if( GAMESTATE->IsPlayerEnabled((PlayerNumber)p) && m_bChosen[p] == false )
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return;
}
this->SendScreenMessage( SM_StartTweeningOffScreen, 0.7f );
}
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void ScreenSelectDifficulty::MenuBack( const PlayerNumber p )
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{
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m_Menu.TweenOffScreenToBlack( SM_GoToPrevState, true );
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}
void ScreenSelectDifficulty::TweenOffScreen()
{
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int p;
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for( p=0; p<NUM_PAGES; p++ )
{
m_sprExplanation[p].SetXY( EXPLANATION_X(p), EXPLANATION_Y(p) );
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m_sprExplanation[p].BeginTweening( 0.5, Actor::TWEEN_BOUNCE_BEGIN );
m_sprExplanation[p].SetTweenXY( EXPLANATION_X(p)+700, EXPLANATION_Y(p) );
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m_sprMoreArrows[p].BeginTweening( 0.5 );
m_sprMoreArrows[p].SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
}
for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled((PlayerNumber)p) )
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continue;
m_sprArrow[p].BeginTweening( 0.3f );
m_sprArrow[p].SetTweenZoom( 0 );
m_sprOK[p].BeginTweening( 0.3f );
m_sprOK[p].SetTweenZoom( 0 );
m_sprArrowShadow[p].BeginTweeningQueued( 0.3f );
m_sprArrowShadow[p].SetTweenDiffuseColor( D3DXCOLOR(0,0,0,0) );
}
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for( int d=0; d<NUM_DIFFICULTY_ITEMS; d++ )
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{
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if( SelectedSomethingOnPage2() != IsItemOnPage2(d) ) // item isn't on selected page
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continue; // don't tween
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const float fPauseTime = d*0.2f;
// pause
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m_sprHeader[d].BeginTweeningQueued( fPauseTime );
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m_sprPicture[d].BeginTweeningQueued( fPauseTime );
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// roll up
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m_sprHeader[d].BeginTweeningQueued( 0.3f, TWEEN_BOUNCE_BEGIN );
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m_sprPicture[d].BeginTweeningQueued( 0.3f, TWEEN_BOUNCE_BEGIN );
m_sprPicture[d].SetTweenZoomY( 0 );
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// fly off
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m_sprHeader[d].BeginTweeningQueued( 0.4f, TWEEN_BIAS_END );
m_sprHeader[d].SetTweenXY( ITEM_X(d)-700, ITEM_Y(d) );
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m_sprPicture[d].BeginTweeningQueued( 0.4f, TWEEN_BIAS_END );
m_sprPicture[d].SetTweenXY( ITEM_X(d)-700, ITEM_Y(d) );
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}
}
void ScreenSelectDifficulty::TweenOnScreen()
{
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int p;
for( p=0; p<NUM_PAGES; p++ )
{
m_sprExplanation[p].SetXY( EXPLANATION_X(p)+700, EXPLANATION_Y(p) );
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m_sprExplanation[p].BeginTweening( 0.3f, Actor::TWEEN_BOUNCE_END );
m_sprExplanation[p].SetTweenXY( EXPLANATION_X(p), EXPLANATION_Y(p) );
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m_sprMoreArrows[p].SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_sprMoreArrows[p].BeginTweening( 0.5 );
m_sprMoreArrows[p].SetTweenDiffuseColor( D3DXCOLOR(1,1,1,1) );
}
for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled((PlayerNumber)p) )
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continue;
int iSelection = m_iSelection[p];
m_sprArrow[p].SetXY( ARROW_X(iSelection,(PlayerNumber)p), ARROW_Y(iSelection,(PlayerNumber)p) );
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m_sprArrow[p].SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_sprArrow[p].SetRotation( D3DX_PI );
m_sprArrow[p].SetZoom( 2 );
m_sprArrow[p].BeginTweening( 0.3f );
m_sprArrow[p].SetTweenDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_sprArrow[p].SetTweenRotationZ( 0 );
m_sprArrow[p].SetTweenZoom( 1 );
m_sprArrowShadow[p].SetXY( ARROW_X(iSelection,(PlayerNumber)p), ARROW_Y(iSelection,(PlayerNumber)p) );
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D3DXCOLOR colorOriginal = m_sprArrowShadow[p].GetDiffuseColor();
m_sprArrowShadow[p].SetDiffuseColor( D3DXCOLOR(0,0,0,0) );
m_sprArrowShadow[p].BeginTweening( 0.3f );
m_sprArrowShadow[p].SetTweenDiffuseColor( colorOriginal );
}
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for( int d=0; d<NUM_DIFFICULTY_ITEMS; d++ )
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{
const float fPauseTime = d*0.2f;
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if( SelectedSomethingOnPage2() != IsItemOnPage2(d) ) // item isn't on the current page
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continue; // don't tween
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// set off screen
m_sprHeader[d].SetXY( ITEM_X(d)-700, ITEM_Y(d) );
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m_sprPicture[d].SetXY( ITEM_X(d)-700, ITEM_Y(d) );
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m_sprPicture[d].SetZoomY( 0 );
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// pause
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m_sprHeader[d].BeginTweeningQueued( fPauseTime );
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m_sprPicture[d].BeginTweeningQueued( fPauseTime );
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// fly on
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m_sprHeader[d].BeginTweeningQueued( 0.5f, TWEEN_BIAS_BEGIN );
m_sprHeader[d].SetTweenXY( ITEM_X(d), ITEM_Y(d) );
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m_sprPicture[d].BeginTweeningQueued( 0.5f, TWEEN_BIAS_BEGIN );
m_sprPicture[d].SetTweenXY( ITEM_X(d), ITEM_Y(d) );
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// roll down
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m_sprHeader[d].BeginTweeningQueued( 0.3f, TWEEN_BOUNCE_END );
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m_sprPicture[d].BeginTweeningQueued( 0.3f, TWEEN_BOUNCE_END );
m_sprPicture[d].SetTweenZoomY( 1 );
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}
}