virtual TweenOffScreen
add TweenOnScreen. This only sends OnCommands, not XY, since it should be the inverse of TweenOffScreen (and eventually, maybe screens can simply play On/Off recursively).
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@@ -43,7 +43,7 @@ void ScreenWithMenuElements::Init()
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m_autoHeader.Load( THEME->GetPathG(m_sName,"header") );
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m_autoHeader->SetName("Header");
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SET_XY_AND_ON_COMMAND( m_autoHeader );
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SET_XY( m_autoHeader );
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this->AddChild( m_autoHeader );
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if( STYLE_ICON && GAMESTATE->m_pCurStyle )
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@@ -52,7 +52,7 @@ void ScreenWithMenuElements::Init()
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m_sprStyleIcon.Load( THEME->GetPathG("MenuElements",CString("icon ")+GAMESTATE->GetCurrentStyle()->m_szName) );
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m_sprStyleIcon.StopAnimating();
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m_sprStyleIcon.SetState( GAMESTATE->m_MasterPlayerNumber );
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SET_XY_AND_ON_COMMAND( m_sprStyleIcon );
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SET_XY( m_sprStyleIcon );
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this->AddChild( &m_sprStyleIcon );
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}
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@@ -73,7 +73,7 @@ void ScreenWithMenuElements::Init()
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FOREACH_CONST( Stage, vStages, s )
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{
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SET_XY_AND_ON_COMMAND( m_sprStage[*s] );
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SET_XY( m_sprStage[*s] );
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this->AddChild( m_sprStage[*s] );
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}
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}
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@@ -84,7 +84,7 @@ void ScreenWithMenuElements::Init()
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{
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m_MemoryCardDisplay[p].Load( p );
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m_MemoryCardDisplay[p].SetName( ssprintf("MemoryCardDisplayP%d",p+1) );
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SET_XY_AND_ON_COMMAND( m_MemoryCardDisplay[p] );
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SET_XY( m_MemoryCardDisplay[p] );
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this->AddChild( &m_MemoryCardDisplay[p] );
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}
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}
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@@ -95,32 +95,32 @@ void ScreenWithMenuElements::Init()
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m_MenuTimer->SetName( "Timer" );
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if( TIMER_STEALTH )
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m_MenuTimer->EnableStealth( true );
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SET_XY_AND_ON_COMMAND( m_MenuTimer );
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SET_XY( m_MenuTimer );
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ResetTimer();
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this->AddChild( m_MenuTimer );
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}
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m_autoFooter.Load( THEME->GetPathG(m_sName,"footer") );
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m_autoFooter->SetName("Footer");
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SET_XY_AND_ON_COMMAND( m_autoFooter );
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SET_XY( m_autoFooter );
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this->AddChild( m_autoFooter );
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m_textHelp->SetName( "Help" );
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m_textHelp->Load( "HelpDisplay" );
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SET_XY_AND_ON_COMMAND( m_textHelp );
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SET_XY( m_textHelp );
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LoadHelpText();
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this->AddChild( m_textHelp );
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m_sprUnderlay.Load( THEME->GetPathB(m_sName,"underlay") );
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m_sprUnderlay->SetName("Underlay");
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m_sprUnderlay->SetDrawOrder( DRAW_ORDER_UNDERLAY );
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SET_XY_AND_ON_COMMAND( m_sprUnderlay );
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SET_XY( m_sprUnderlay );
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this->AddChild( m_sprUnderlay );
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m_sprOverlay.Load( THEME->GetPathB(m_sName,"overlay") );
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m_sprOverlay->SetName("Overlay");
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m_sprOverlay->SetDrawOrder( DRAW_ORDER_OVERLAY );
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SET_XY_AND_ON_COMMAND( m_sprOverlay );
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SET_XY( m_sprOverlay );
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this->AddChild( m_sprOverlay );
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m_In.SetName( "In" );
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@@ -140,9 +140,45 @@ void ScreenWithMenuElements::Init()
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this->SortByDrawOrder();
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TweenOnScreen();
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m_In.StartTransitioning( SM_DoneFadingIn );
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}
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void ScreenWithMenuElements::TweenOnScreen()
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{
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ON_COMMAND( m_autoHeader );
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if( STYLE_ICON && GAMESTATE->m_pCurStyle )
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ON_COMMAND( m_sprStyleIcon );
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if( SHOW_STAGE && GAMESTATE->m_pCurStyle )
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{
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// UpdateStage to hide/show the appropriate stage graphic. Do this before
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// running the OnCommand so that it won't override the OnCommand if On chooses
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// to hide the graphic.
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UpdateStage();
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vector<Stage> vStages;
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GAMESTATE->GetPossibleStages( vStages );
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FOREACH_CONST( Stage, vStages, s )
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ON_COMMAND( m_sprStage[*s] );
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}
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if( MEMORY_CARD_ICONS )
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{
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FOREACH_PlayerNumber( p )
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ON_COMMAND( m_MemoryCardDisplay[p] );
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}
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if( m_bTimerEnabled )
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ON_COMMAND( m_MenuTimer );
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ON_COMMAND( m_autoFooter );
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ON_COMMAND( m_textHelp );
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ON_COMMAND( m_sprUnderlay );
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ON_COMMAND( m_sprOverlay );
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}
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ScreenWithMenuElements::~ScreenWithMenuElements()
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{
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SAFE_DELETE( m_MenuTimer );
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@@ -28,7 +28,8 @@ public:
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void StopTimer();
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void ResetTimer();
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void TweenOffScreen();
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virtual void TweenOnScreen();
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virtual void TweenOffScreen();
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//
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// Lua
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