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itgmania212121/stepmania/src/ScreenSelectMusic.h
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/*
-----------------------------------------------------------------------------
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Class: ScreenSelectMusic
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Desc: The screen in PLAY_MODE_ARCADE where you choose a Song and Notes.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
*/
#include "Screen.h"
#include "Sprite.h"
#include "BitmapText.h"
#include "RandomStream.h"
#include "GameConstantsAndTypes.h"
#include "MusicWheel.h"
#include "Banner.h"
#include "FadingBanner.h"
#include "BPMDisplay.h"
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#include "MenuElements.h"
#include "GrooveRadar.h"
#include "DifficultyIcon.h"
#include "FootMeter.h"
class ScreenSelectMusic : public Screen
{
public:
ScreenSelectMusic();
virtual ~ScreenSelectMusic();
virtual void DrawPrimitives();
virtual void Update( float fDeltaTime );
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virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void HandleScreenMessage( const ScreenMessage SM );
void TweenOnScreen();
void TweenOffScreen();
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void MenuLeft( const PlayerNumber p, const InputEventType type );
void MenuRight( const PlayerNumber p, const InputEventType type );
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void MenuStart( const PlayerNumber p );
void MenuBack( const PlayerNumber p );
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protected:
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void EasierDifficulty( const PlayerNumber p );
void HarderDifficulty( const PlayerNumber p );
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void AfterNotesChange( const PlayerNumber p );
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void AfterMusicChange();
void PlayMusicSample();
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void UpdateOptionsDisplays();
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CArray<Notes*, Notes*> m_arrayNotes;
int m_iSelection[NUM_PLAYERS];
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MenuElements m_Menu;
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Sprite m_sprBannerFrame;
FadingBanner m_Banner;
BPMDisplay m_BPMDisplay;
BitmapText m_textStage;
Sprite m_sprCDTitle;
Sprite m_sprDifficultyFrame;
DifficultyIcon m_DifficultyIcon[NUM_PLAYERS];
GrooveRadar m_GrooveRadar;
BitmapText m_textPlayerOptions[NUM_PLAYERS];
BitmapText m_textSongOptions;
Sprite m_sprMeterFrame;
FootMeter m_FootMeter[NUM_PLAYERS];
MusicSortDisplay m_MusicSortDisplay;
Sprite m_sprHighScoreFrame[NUM_PLAYERS];
ScoreDisplayNormal m_HighScore[NUM_PLAYERS];
MusicWheel m_MusicWheel;
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bool m_bMadeChoice;
bool m_bGoToOptions;
BitmapText m_textHoldForOptions;
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RageSoundSample m_soundSelect;
RageSoundSample m_soundChangeNotes;
RageSoundSample m_soundLocked;
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};