Ez2dancer Metric Configurable Animated Style Select Backgrounds Back!!
This commit is contained in:
@@ -5,6 +5,13 @@ H denotes task on hold.
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TODO As of: 07:47:PM 12/09/02
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* Get internet connection back (evil BT!! Changed their TOS and didn't tell me!)
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* Put the graphics artists work onto the project
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* Add credits for the ez2 graphics team :)
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X Add PARA Gametype
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X Add Ez2dancer Style Select Background Animation
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TODO As of: 11:42:PM 05/09/02
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@@ -54,6 +54,7 @@ ControllerP2Y=350
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HelpText=Press $ on the pad to join
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TimerSeconds=40
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NextScreen=ScreenSelectGroup
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SilentWait=1
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[ScreenSelectStyle]
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IconsStartX=60
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@@ -671,4 +672,65 @@ WaitForVsync=Wait for the monitor's vertical retrace before displaying::the next
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Announcer=Choose from this list of installed annoucner packs.::For more information about creating announcer packs, see the README.
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Theme=Choose from this list of installed theme packs.::For more information about creating theme packs, see the README.
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NoteSkin=Choose from this list of installed note skins.::For more information about creating a note skin, see the README.
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HowToPlay=Toggle whether the How To Play screen is shown.
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HowToPlay=Toggle whether the How To Play screen is shown.
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// BACKGROUND ANIMATION THEME METRICS
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// For EVERY gametype you must have AT LEAST [bganims-GAMETYPE-0] WITH
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// the NumElements = x
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// if you specify NumElements = 0 then you need not add any more elements
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// however, if it is 1 or greater you MUST specify the PATH,X,Y,ZOOM and EFFECT
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// for EACH sprite you have.
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// if EFFECT is NULL then you need not specify the SPEED of that sprite.
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//
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// NumElements is how many sprites you want to work with. You may use up to 10 sprites
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// from then on use SpriteX-path ... where X is the Element you're working with
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// e.g. Sprite1-path=somesprite
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//
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// SpriteX-effect :
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// NULL = no effect
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// RC = Rotate Clockwise
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// RA = Rotate AntiClockwise
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//
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// SpriteX-speed :
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// Depending on the EFFECT you choose, the speed (specified as a float, 0.1 for example)
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// will determine how fast something rotates/tweens e.t.c.
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//
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// SpriteX-zoom :
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// Specifies how zoomed the graphic is. in floating point 1.0 is normal size
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// anything less is shrunk, anything more is zoomed. 0 is totally invisible.
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[bganims-ez2-0]
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NumElements=1
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Sprite0-path=select style preview game 2 style 3
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Sprite0-effect=RC
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Sprite0-speed=0.01
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Sprite0-zoom=2.0
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Sprite0-X=CENTER_X
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Sprite0-Y=CENTER_Y
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[bganims-ez2-1]
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NumElements=1
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Sprite0-path=select style preview game 2 style 0
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Sprite0-effect=RA
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Sprite0-speed=0.01
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Sprite0-zoom=2.0
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Sprite0-X=CENTER_X
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Sprite0-Y=CENTER_Y
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[bganims-ez2-2]
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NumElements=1
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Sprite0-path=select style preview game 2 style 1
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Sprite0-effect=RC
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Sprite0-speed=0.03
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Sprite0-zoom=2.0
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Sprite0-X=CENTER_X
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Sprite0-Y=CENTER_Y
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[bganims-ez2-3]
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NumElements=1
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Sprite0-path=select style preview game 2 style 2
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Sprite0-effect=RC
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Sprite0-speed=0.005
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Sprite0-zoom=5.0
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Sprite0-X=CENTER_X
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Sprite0-Y=-350
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@@ -53,6 +53,22 @@ MenuElements::MenuElements()
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this->AddChild( &m_Invisible );
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}
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void MenuElements::StealthTimer( int iActive )
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{
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m_MenuTimer.StealthTimer( iActive ); // go a bit deeper... get rid of the sound...
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if (iActive == 0) // if we wanna hide the timer...
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{
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m_MenuTimer.SetXY( TIMER_X, TIMER_Y ); // set it off-screen
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}
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else if (iActive == 1) // we wanna hide the timer
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{
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m_MenuTimer.SetXY( 999.0f, 999.0f ); // otherwise position it off-screen
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}
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// else... take no action :)
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}
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void MenuElements::Load( CString sBackgroundPath, CString sTopEdgePath, CString sHelpText, bool bShowStyleIcon, bool bTimerEnabled, int iTimerSeconds )
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{
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LOG->Trace( "MenuElements::MenuElements()" );
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@@ -40,6 +40,7 @@ public:
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void StallTimer();
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void StopTimer();
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void StealthTimer( int iActive );
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void DrawTopLayer();
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void DrawBottomLayer();
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@@ -38,6 +38,18 @@ MenuTimer::MenuTimer()
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m_soundBeep.Load( THEME->GetPathTo("Sounds","menu timer") );
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}
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void MenuTimer::StealthTimer( int iActive )
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{
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if ( iActive == 0 ) // we wanna keep everything as it is...
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{
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m_soundBeep.Load( THEME->GetPathTo("Sounds","menu timer") ); // reload the sound
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}
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else if ( iActive == 1 ) // otherwise we wanna make the timer invisible and silent....
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{
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m_soundBeep.Unload(); // unload the sound
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}
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// else take no action
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}
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void MenuTimer::Update( float fDeltaTime )
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{
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@@ -29,6 +29,8 @@ public:
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void StopTimer();
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void StallTimer();
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void StealthTimer(int iActive);
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protected:
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float m_fSecondsLeft;
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float m_fStallSeconds;
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@@ -34,7 +34,7 @@ const ScreenMessage SM_GoToNextScreen = ScreenMessage(SM_User + 2);
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#define HELP_TEXT THEME->GetMetric("ScreenEz2SelectPlayer","HelpText")
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#define TIMER_SECONDS THEME->GetMetricI("ScreenEz2SelectPlayer","TimerSeconds")
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#define NEXT_SCREEN THEME->GetMetric("ScreenEz2SelectPlayer","NextScreen")
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#define SILENT_WAIT THEME->GetMetricI("ScreenEz2SelectPlayer","SilentWait")
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const float TWEEN_TIME = 0.35f;
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@@ -222,8 +222,9 @@ void ScreenEz2SelectPlayer::MenuStart( PlayerNumber pn )
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else
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{
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// give the other player a little time to join
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m_Menu.SetTimer( 3 );
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m_Menu.SetTimer( 1 );
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m_Menu.StartTimer();
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m_Menu.StealthTimer( SILENT_WAIT ); // do we wanna make the timer 'quiet' ?
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}
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}
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@@ -51,6 +51,15 @@ ScreenEz2SelectStyle::ScreenEz2SelectStyle()
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GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE; // the only mode you can select on this screen
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/*********** TODO: MAKE THIS WORK FOR ALL GAME STYLES! *************/
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for (int i=0; i<=3; i++)
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{
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this->AddChild( &m_BGAnim[i] );
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m_BGAnim[i].UpdateMetrics(i);
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m_BGAnim[i].SetZoom(0.0f); // hide the background
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}
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m_BGAnim[0].SetZoom(1.0f);
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m_ScrollingList.SetXY( CENTER_X, CENTER_Y );
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@@ -92,6 +101,7 @@ ScreenEz2SelectStyle::ScreenEz2SelectStyle()
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TweenOnScreen();
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m_Menu.TweenOnScreenFromBlack( SM_None );
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}
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/************************************
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@@ -235,14 +245,22 @@ void ScreenEz2SelectStyle::MenuBack( PlayerNumber pn )
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void ScreenEz2SelectStyle::MenuLeft( PlayerNumber pn )
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{
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m_BGAnim[m_ScrollingList.GetSelection()].SetZoom(0.0f); // hide old background
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m_ScrollingList.Left();
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m_soundChange.Play();
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m_BGAnim[m_ScrollingList.GetSelection()].SetZoom(1.0f); // show new background
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// m_BGAnim.UpdateMetrics(m_ScrollingList.GetSelection());
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}
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void ScreenEz2SelectStyle::MenuRight( PlayerNumber pn )
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{
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m_BGAnim[m_ScrollingList.GetSelection()].SetZoom(0.0f); // hide old background
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m_ScrollingList.Right();
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m_soundChange.Play();
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m_BGAnim[m_ScrollingList.GetSelection()].SetZoom(1.0f); // show new background
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// m_BGAnim.UpdateMetrics(m_ScrollingList.GetSelection());
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}
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/************************************
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@@ -278,6 +296,13 @@ void ScreenEz2SelectStyle::MenuStart( PlayerNumber pn )
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RefreshStylesAndList();
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m_ScrollingList.SetSelection( 0 );
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/********** TODO: MAKE IT WORK FOR ALL GAME TYPES! ************/
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for (int i=0; i<=3; i++)
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{
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m_BGAnim[i].SetZoom(0.0f); // hide the background
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}
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m_BGAnim[0].SetZoom(1.0f);
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}
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else
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{
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@@ -17,6 +17,7 @@ Andrew Livy
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#include "Quad.h"
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#include "MenuElements.h"
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#include "ScrollingList.h"
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#include "MenuBGAnims.h"
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/* Class Definition */
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@@ -47,6 +48,9 @@ protected:
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Sprite m_sprControllers[NUM_PLAYERS];
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CArray<Style,Style> m_aPossibleStyles;
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MenuBGAnims m_BGAnim[10];
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ScrollingList m_ScrollingList;
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void RefreshStylesAndList();
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@@ -56,10 +56,10 @@ LINK32=link.exe
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# ADD LINK32 $(intdir)\verstub.obj /nologo /subsystem:windows /map /debug /machine:I386
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# Begin Special Build Tool
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IntDir=.\../Release6
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TargetDir=\stepmania\stepmania
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TargetDir=\Stepmania\stepmania
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TargetName=StepMania
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SOURCE="$(InputPath)"
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
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# End Special Build Tool
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@@ -91,10 +91,10 @@ LINK32=link.exe
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# SUBTRACT LINK32 /profile /incremental:no /nodefaultlib
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# Begin Special Build Tool
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IntDir=.\../Debug6
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TargetDir=\stepmania\stepmania
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TargetDir=\Stepmania\stepmania
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TargetName=StepMania-debug
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SOURCE="$(InputPath)"
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
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# End Special Build Tool
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@@ -727,6 +727,14 @@ SOURCE=.\GroupList.h
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# End Source File
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# Begin Source File
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SOURCE=.\MenuBgAnims.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\MenuBGAnims.h
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# End Source File
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# Begin Source File
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SOURCE=.\MenuElements.cpp
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# End Source File
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# Begin Source File
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