fix ScreenEvaluationCourse glitches
Change ScreenManager message sending methods for more precise control: - SendMessageToTopScreen: handle the message immediately - PostMessageToTopScreen: post message to queue for processing next update
This commit is contained in:
@@ -489,13 +489,13 @@ GradeP1OnCommand=x,94;y,100;glowshift;effectperiod,2;xoffset,-320;sleep,0.0;dece
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GradeP1OffCommand=sleep,0.8;accelerate,0.3;xoffset,-320
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GradeP2OnCommand=x,546;y,100;glowshift;effectperiod,2;xoffset,320;sleep,0.0;decelerate,0.3;xoffset,-320
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GradeP2OffCommand=sleep,0.8;accelerate,0.3;xoffset,320
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PercentWholeP1OnCommand=horizalign,right;vertalign,bottom;x,100;y,132;glowshift;effectperiod,2;xoffset,-320;sleep,0.0;decelerate,0.3;xoffset,320
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PercentWholeP1OnCommand=horizalign,right;vertalign,bottom;x,120;y,132;glowshift;effectperiod,2;xoffset,-320;sleep,0.0;decelerate,0.3;xoffset,320
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PercentWholeP1OffCommand=sleep,0.8;accelerate,0.3;xoffset,-320
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PercentWholeP2OnCommand=horizalign,right;vertalign,bottom;x,552;y,132;glowshift;effectperiod,2;xoffset,320;sleep,0.0;decelerate,0.3;xoffset,-320
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PercentWholeP2OnCommand=horizalign,right;vertalign,bottom;x,572;y,132;glowshift;effectperiod,2;xoffset,320;sleep,0.0;decelerate,0.3;xoffset,-320
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PercentWholeP2OffCommand=sleep,0.8;accelerate,0.3;xoffset,320
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PercentRemainderP1OnCommand=horizalign,left;vertalign,bottom;x,100;y,132;zoom,0.5;glowshift;effectperiod,2;xoffset,-320;sleep,0.0;decelerate,0.3;xoffset,320
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PercentRemainderP1OnCommand=horizalign,left;vertalign,bottom;x,120;y,132;zoom,0.5;glowshift;effectperiod,2;xoffset,-320;sleep,0.0;decelerate,0.3;xoffset,320
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PercentRemainderP1OffCommand=sleep,0.8;accelerate,0.3;xoffset,-320
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PercentRemainderP2OnCommand=horizalign,left;vertalign,bottom;x,552;y,132;zoom,0.5;glowshift;effectperiod,2;xoffset,320;sleep,0.0;decelerate,0.3;xoffset,-320
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PercentRemainderP2OnCommand=horizalign,left;vertalign,bottom;x,572;y,132;zoom,0.5;glowshift;effectperiod,2;xoffset,320;sleep,0.0;decelerate,0.3;xoffset,-320
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PercentRemainderP2OffCommand=sleep,0.8;accelerate,0.3;xoffset,320
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DancePointsP1OnCommand=x,94;y,100;glowshift;effectperiod,2;xoffset,-320;sleep,0.0;decelerate,0.3;xoffset,320
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DancePointsP1OffCommand=sleep,0.8;accelerate,0.3;xoffset,-320
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@@ -692,6 +692,14 @@ HelpText=Press START to continue
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TimerSeconds=40
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[ScreenEvaluationCourse]
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GradeP1OnCommand=diffuse,1,1,1,0
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GradeP1OffCommand=
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GradeP2OnCommand=diffuse,1,1,1,0
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GradeP2OffCommand=
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MaxComboNumberP1OnCommand=diffuse,1,1,1,0
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MaxComboNumberP1OffCommand=
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MaxComboNumberP2OnCommand=diffuse,1,1,1,0
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MaxComboNumberP2OffCommand=
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BarPossible1P1OnCommand=diffuse,1,1,1,0
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BarPossible1P1OffCommand=
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BarPossible1P2OnCommand=diffuse,1,1,1,0
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@@ -192,6 +192,7 @@ GameDef* GameState::GetCurrentGameDef()
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const StyleDef* GameState::GetCurrentStyleDef()
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{
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ASSERT( m_CurStyle != STYLE_INVALID ); // the style must be set before calling this
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return GAMEMAN->GetStyleDefForStyle( m_CurStyle );
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}
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@@ -127,7 +127,7 @@ void MenuTimer::Update( float fDeltaTime )
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m_soundBeep.Play();
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break;
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case 0:
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SCREENMAN->SendMessageToTopScreen( SM_MenuTimer, 0 );
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SCREENMAN->PostMessageToTopScreen( SM_MenuTimer, 0 );
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Stop();
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break;
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}
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@@ -649,7 +649,7 @@ void MusicWheel::Update( float fDeltaTime )
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if(GAMESTATE->m_SongSortOrder > MaxSelectableSort)
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GAMESTATE->m_SongSortOrder = SongSortOrder(0);
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SCREENMAN->SendMessageToTopScreen( SM_SortOrderChanged, 0 );
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SCREENMAN->PostMessageToTopScreen( SM_SortOrderChanged, 0 );
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SetOpenGroup(GetSectionNameFromSongAndSort( pPrevSelectedSong, GAMESTATE->m_SongSortOrder ));
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//RebuildWheelItems();
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@@ -684,7 +684,7 @@ void MusicWheel::Update( float fDeltaTime )
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}
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}
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SCREENMAN->SendMessageToTopScreen( SM_SongChanged, 0 );
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SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
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RebuildWheelItemDisplays();
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TweenOnScreen(true);
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m_WheelState = STATE_FLYING_ON_AFTER_NEXT_SORT;
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@@ -744,7 +744,7 @@ void MusicWheel::Update( float fDeltaTime )
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m_fLockedWheelVelocity = 0;
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/* Send this again so the screen starts sample music. */
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SCREENMAN->SendMessageToTopScreen( SM_SongChanged, 0 );
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SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
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}
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else
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{
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@@ -862,7 +862,7 @@ void MusicWheel::ChangeMusic(int dist)
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if(GAMESTATE->m_bDifficultCourses && GAMESTATE->m_PlayMode == PLAY_MODE_NONSTOP)
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GetSelectedCourse()->MakeDifficult();
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SCREENMAN->SendMessageToTopScreen( SM_SongChanged, 0 );
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SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
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/* If we're moving automatically, don't play this; it'll be called in Update. */
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if(!IsMoving())
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@@ -916,7 +916,7 @@ bool MusicWheel::Select() // return true of a playable item was chosen
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m_WheelState = STATE_LOCKED;
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m_soundStart.Play();
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m_fLockedWheelVelocity = 0;
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SCREENMAN->SendMessageToTopScreen( SM_SongChanged, 0 );
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SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
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return false;
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}
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@@ -1195,7 +1195,7 @@ void MusicWheel::Move(int n)
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/* Make sure the user always gets an SM_SongChanged when
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* Moving() is 0, so the final banner, etc. always gets set. */
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SCREENMAN->SendMessageToTopScreen( SM_SongChanged, 0 );
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SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
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}
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m_TimeBeforeMovingBegins = TIME_BEFORE_SLOW_REPEATS;
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@@ -139,7 +139,7 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
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m_iCurToastyCombo += iNumTapsInRow;
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if( m_iCurToastyCombo==250 && !GAMESTATE->m_bDemonstrationOrJukebox )
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SCREENMAN->SendMessageToTopScreen( SM_PlayToasty, 0 );
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SCREENMAN->PostMessageToTopScreen( SM_PlayToasty, 0 );
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break;
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default:
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m_iCurToastyCombo = 0;
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@@ -175,16 +175,16 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
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#define CROSSED( i ) (iOldCombo<i && i<=iCurCombo)
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if ( CROSSED(100) ) SCREENMAN->SendMessageToTopScreen( SM_100Combo, 0 );
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else if( CROSSED(200) ) SCREENMAN->SendMessageToTopScreen( SM_200Combo, 0 );
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else if( CROSSED(300) ) SCREENMAN->SendMessageToTopScreen( SM_300Combo, 0 );
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else if( CROSSED(400) ) SCREENMAN->SendMessageToTopScreen( SM_400Combo, 0 );
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else if( CROSSED(500) ) SCREENMAN->SendMessageToTopScreen( SM_500Combo, 0 );
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else if( CROSSED(600) ) SCREENMAN->SendMessageToTopScreen( SM_600Combo, 0 );
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else if( CROSSED(700) ) SCREENMAN->SendMessageToTopScreen( SM_700Combo, 0 );
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else if( CROSSED(800) ) SCREENMAN->SendMessageToTopScreen( SM_800Combo, 0 );
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else if( CROSSED(900) ) SCREENMAN->SendMessageToTopScreen( SM_900Combo, 0 );
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else if( CROSSED(1000)) SCREENMAN->SendMessageToTopScreen( SM_1000Combo, 0 );
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if ( CROSSED(100) ) SCREENMAN->PostMessageToTopScreen( SM_100Combo, 0 );
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else if( CROSSED(200) ) SCREENMAN->PostMessageToTopScreen( SM_200Combo, 0 );
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else if( CROSSED(300) ) SCREENMAN->PostMessageToTopScreen( SM_300Combo, 0 );
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else if( CROSSED(400) ) SCREENMAN->PostMessageToTopScreen( SM_400Combo, 0 );
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else if( CROSSED(500) ) SCREENMAN->PostMessageToTopScreen( SM_500Combo, 0 );
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else if( CROSSED(600) ) SCREENMAN->PostMessageToTopScreen( SM_600Combo, 0 );
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else if( CROSSED(700) ) SCREENMAN->PostMessageToTopScreen( SM_700Combo, 0 );
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else if( CROSSED(800) ) SCREENMAN->PostMessageToTopScreen( SM_800Combo, 0 );
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else if( CROSSED(900) ) SCREENMAN->PostMessageToTopScreen( SM_900Combo, 0 );
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else if( CROSSED(1000)) SCREENMAN->PostMessageToTopScreen( SM_1000Combo, 0 );
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// new max combo
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GAMESTATE->m_CurStageStats.iMaxCombo[m_PlayerNumber] = max(GAMESTATE->m_CurStageStats.iMaxCombo[m_PlayerNumber], iCurCombo);
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@@ -202,7 +202,7 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
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pInventory->OnComboBroken( m_PlayerNumber, iCurCombo );
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default:
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if( iCurCombo>50 )
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SCREENMAN->SendMessageToTopScreen( SM_ComboStopped, 0 );
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SCREENMAN->PostMessageToTopScreen( SM_ComboStopped, 0 );
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}
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iCurCombo = 0;
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@@ -199,7 +199,7 @@ void Screen::MenuCoin( PlayerNumber pn )
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// This is now handled globally by Stepmania.cpp -- Miryokuteki
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}
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void Screen::SendScreenMessage( const ScreenMessage SM, float fDelay )
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void Screen::PostScreenMessage( const ScreenMessage SM, float fDelay )
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{
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ASSERT( fDelay >= 0.0 );
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@@ -37,7 +37,7 @@ public:
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static bool JoinInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ); // return true if a player joined
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virtual void HandleScreenMessage( const ScreenMessage SM ) {};
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void SendScreenMessage( const ScreenMessage SM, const float fDelay );
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void PostScreenMessage( const ScreenMessage SM, const float fDelay );
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void ClearMessageQueue();
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void ClearMessageQueue( const ScreenMessage SM ); // clear of a specific SM
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@@ -59,7 +59,7 @@ ScreenAttract::ScreenAttract( CString sClassName )
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float fTimeUntilBeginFadingOut = m_Background.GetLengthSeconds() - m_Out.GetLengthSeconds();
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this->SendScreenMessage( SM_BeginFadingOut, fTimeUntilBeginFadingOut );
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this->PostScreenMessage( SM_BeginFadingOut, fTimeUntilBeginFadingOut );
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}
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@@ -121,7 +121,7 @@ void ScreenAttract::AttractInput( const DeviceInput& DeviceI, const InputEventTy
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{
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case MENU_BUTTON_LEFT:
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case MENU_BUTTON_RIGHT:
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SCREENMAN->SendMessageToTopScreen( SM_BeginFadingOut, 0 );
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SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 );
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break;
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}
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}
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@@ -33,7 +33,7 @@ ScreenCaution::ScreenCaution()
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if(!PREFSMAN->m_bShowDontDie)
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{
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this->SendScreenMessage( SM_GoToNextScreen, 0.f );
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this->PostScreenMessage( SM_GoToNextScreen, 0.f );
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return;
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}
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@@ -50,7 +50,7 @@ ScreenCaution::ScreenCaution()
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m_Back.Load( THEME->GetPathTo("BGAnimations","Common back") );
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this->AddChild( &m_Back );
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this->SendScreenMessage( SM_StartClosing, 3 );
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this->PostScreenMessage( SM_StartClosing, 3 );
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SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","ScreenCaution music") );
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}
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@@ -51,7 +51,7 @@ ScreenDemonstration::ScreenDemonstration() : ScreenJukebox( PrepareForDemonstrat
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if( GAMESTATE->m_pCurSong == NULL ) // we didn't find a song.
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{
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this->SendScreenMessage( SM_GoToNextScreen, 0 ); // Abort demonstration.
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this->PostScreenMessage( SM_GoToNextScreen, 0 ); // Abort demonstration.
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return;
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}
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@@ -67,7 +67,7 @@ ScreenDemonstration::ScreenDemonstration() : ScreenJukebox( PrepareForDemonstrat
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GAMESTATE->m_bPastHereWeGo = true;
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m_DancingState = STATE_DANCING;
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this->SendScreenMessage( SM_BeginFadingOut, SECONDS_TO_SHOW );
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this->PostScreenMessage( SM_BeginFadingOut, SECONDS_TO_SHOW );
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}
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ScreenDemonstration::~ScreenDemonstration()
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@@ -87,22 +87,21 @@ const ScreenMessage SM_PlayCheer = ScreenMessage(SM_User+6);
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ScreenEvaluation::ScreenEvaluation( CString sClassName, Type type )
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{
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/*
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//
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// debugging
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//
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GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
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GAMESTATE->m_PlayMode = PLAY_MODE_NONSTOP;
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GAMESTATE->m_CurStyle = STYLE_DANCE_VERSUS;
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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GAMESTATE->m_pCurSong = SONGMAN->GetAllSongs()[0];
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GAMESTATE->m_pCurNotes[PLAYER_1] = GAMESTATE->m_pCurSong->GetNotes( NOTES_TYPE_DANCE_SINGLE, DIFFICULTY_HARD );
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GAMESTATE->m_pCurNotes[PLAYER_2] = GAMESTATE->m_pCurSong->GetNotes( NOTES_TYPE_DANCE_SINGLE, DIFFICULTY_HARD );
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GAMESTATE->m_pCurCourse = SONGMAN->m_pCourses[0];
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// GAMESTATE->m_pCurNotes[PLAYER_1] = GAMESTATE->m_pCurSong->GetNotes( NOTES_TYPE_DANCE_SINGLE, DIFFICULTY_HARD );
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// GAMESTATE->m_pCurNotes[PLAYER_2] = GAMESTATE->m_pCurSong->GetNotes( NOTES_TYPE_DANCE_SINGLE, DIFFICULTY_HARD );
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GAMESTATE->m_PlayerOptions[PLAYER_1].m_bHoldNotes = false;
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GAMESTATE->m_PlayerOptions[PLAYER_2].m_bHoldNotes = false;
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GAMESTATE->m_PlayerOptions[PLAYER_1].m_fScrollSpeed = 2;
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GAMESTATE->m_PlayerOptions[PLAYER_2].m_fScrollSpeed = 2;
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GAMESTATE->m_iCurrentStageIndex = 2;
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*/
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// GAMESTATE->m_iCurrentStageIndex = 2;
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LOG->Trace( "ScreenEvaluation::ScreenEvaluation()" );
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@@ -315,38 +314,41 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName, Type type )
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m_sprGradeFrame[p].Command( GRADE_FRAME_ON_COMMAND(p) );
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this->AddChild( &m_sprGradeFrame[p] );
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m_Grades[p].Command( GRADE_ON_COMMAND(p) );
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if( SPIN_GRADES )
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m_Grades[p].SpinAndSettleOn( grade[p] );
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else
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m_Grades[p].SetGrade( (PlayerNumber)p, grade[p] );
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m_Grades[p].Command( GRADE_ON_COMMAND(p) );
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this->AddChild( &m_Grades[p] );
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m_textPercentWhole[p].LoadFromNumbers( GET_THEME_ELEMENT_FALLBACK("Numbers"," percent numbers") );
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m_textPercentWhole[p].EnableShadow( false );
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m_textPercentWhole[p].Command( PERCENT_WHOLE_ON_COMMAND(p) );
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this->AddChild( &m_textPercentWhole[p] );
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if( !PREFSMAN->m_bDancePointsForOni )
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{
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m_textPercentWhole[p].LoadFromNumbers( GET_THEME_ELEMENT_FALLBACK("Numbers"," percent numbers") );
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m_textPercentWhole[p].EnableShadow( false );
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m_textPercentWhole[p].Command( PERCENT_WHOLE_ON_COMMAND(p) );
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this->AddChild( &m_textPercentWhole[p] );
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m_textPercentRemainder[p].LoadFromNumbers( GET_THEME_ELEMENT_FALLBACK("Numbers"," percent numbers") );
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m_textPercentRemainder[p].EnableShadow( false );
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m_textPercentRemainder[p].Command( PERCENT_REMAINDER_ON_COMMAND(p) );
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this->AddChild( &m_textPercentRemainder[p] );
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m_textPercentRemainder[p].LoadFromNumbers( GET_THEME_ELEMENT_FALLBACK("Numbers"," percent numbers") );
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m_textPercentRemainder[p].EnableShadow( false );
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m_textPercentRemainder[p].Command( PERCENT_REMAINDER_ON_COMMAND(p) );
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this->AddChild( &m_textPercentRemainder[p] );
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stageStats.iPossibleDancePoints[p] = max( 1, stageStats.iPossibleDancePoints[p] );
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float fPercentDancePoints = stageStats.iActualDancePoints[p] / (float)stageStats.iPossibleDancePoints[p] + 0.0001f; // correct for rounding errors
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fPercentDancePoints = max( fPercentDancePoints, 0 );
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// int iPercentWhole = int(fPercentDancePoints*100);
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// int iPercentRemainder = int( (fPercentDancePoints*100 - int(fPercentDancePoints*100)) * 10 );
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// m_textPercentWhole[p].SetText( ssprintf("%02d", iPercentWhole) );
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// m_textPercentRemainder[p].SetText( ssprintf(".%01d%%", iPercentRemainder) );
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m_textPercentWhole[p].SetText( "00" );
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m_textPercentRemainder[p].SetText( ".11%" );
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m_textDancePoints[p].LoadFromNumbers( GET_THEME_ELEMENT_FALLBACK("Numbers"," percent numbers") );
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m_textDancePoints[p].EnableShadow( false );
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m_textDancePoints[p].SetText( ssprintf("%d", stageStats.iActualDancePoints[p]) );
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m_textDancePoints[p].Command( DANCE_POINTS_ON_COMMAND(p) );
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this->AddChild( &m_textDancePoints[p] );
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stageStats.iPossibleDancePoints[p] = max( 1, stageStats.iPossibleDancePoints[p] );
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float fPercentDancePoints = stageStats.iActualDancePoints[p] / (float)stageStats.iPossibleDancePoints[p] + 0.0001f; // correct for rounding errors
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fPercentDancePoints = max( fPercentDancePoints, 0 );
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int iPercentWhole = int(fPercentDancePoints*100);
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int iPercentRemainder = int( (fPercentDancePoints*100 - int(fPercentDancePoints*100)) * 10 );
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m_textPercentWhole[p].SetText( ssprintf("%02d", iPercentWhole) );
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m_textPercentRemainder[p].SetText( ssprintf(".%01d%%", iPercentRemainder) );
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}
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else // PREFSMAN->m_bDancePointsForOni
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{
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m_textDancePoints[p].LoadFromNumbers( GET_THEME_ELEMENT_FALLBACK("Numbers"," percent numbers") );
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m_textDancePoints[p].EnableShadow( false );
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m_textDancePoints[p].SetText( ssprintf("%d", stageStats.iActualDancePoints[p]) );
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m_textDancePoints[p].Command( DANCE_POINTS_ON_COMMAND(p) );
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this->AddChild( &m_textDancePoints[p] );
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}
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}
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@@ -506,7 +508,7 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName, Type type )
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case GRADE_AA:
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case GRADE_AAA:
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case GRADE_AAAA:
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this->SendScreenMessage( SM_PlayCheer, 2.5f );
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this->PostScreenMessage( SM_PlayCheer, 2.5f );
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||||
break;
|
||||
}
|
||||
|
||||
|
||||
@@ -364,7 +364,7 @@ void ScreenEz2SelectMusic::Update( float fDeltaTime )
|
||||
{
|
||||
SCREENMAN->Prompt( SM_NoSongs, "ERROR:\n \nThere are no songs available for play!" );
|
||||
i_ErrorDetected=1;
|
||||
this->SendScreenMessage( SM_NoSongs, 5.5f ); // timeout incase the user decides to do nothing :D
|
||||
this->PostScreenMessage( SM_NoSongs, 5.5f ); // timeout incase the user decides to do nothing :D
|
||||
}
|
||||
|
||||
Screen::Update( fDeltaTime );
|
||||
|
||||
@@ -34,8 +34,8 @@ ScreenGameOver::ScreenGameOver()
|
||||
|
||||
SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","ScreenGameOver music") );
|
||||
|
||||
this->SendScreenMessage( SM_PlayAnnouncer, 0.5 );
|
||||
this->SendScreenMessage( SM_StartFadingOut, 5 );
|
||||
this->PostScreenMessage( SM_PlayAnnouncer, 0.5 );
|
||||
this->PostScreenMessage( SM_StartFadingOut, 5 );
|
||||
}
|
||||
|
||||
|
||||
@@ -61,5 +61,5 @@ void ScreenGameOver::MenuStart( PlayerNumber pn )
|
||||
return;
|
||||
|
||||
this->ClearMessageQueue();
|
||||
this->SendScreenMessage( SM_StartFadingOut, 0 );
|
||||
this->PostScreenMessage( SM_StartFadingOut, 0 );
|
||||
}
|
||||
|
||||
@@ -842,7 +842,7 @@ void ScreenGameplay::Update( float fDeltaTime )
|
||||
if( GAMESTATE->m_fMusicSeconds > fSecondsToStop && !m_OniFade.IsClosing() )
|
||||
{
|
||||
GAMESTATE->m_fSongBeat = 0;
|
||||
this->SendScreenMessage( SM_NotesEnded, 0 );
|
||||
this->PostScreenMessage( SM_NotesEnded, 0 );
|
||||
}
|
||||
|
||||
//
|
||||
@@ -854,7 +854,7 @@ void ScreenGameplay::Update( float fDeltaTime )
|
||||
switch( GAMESTATE->m_SongOptions.m_LifeType )
|
||||
{
|
||||
case SongOptions::LIFE_BAR:
|
||||
if( AllAreFailing() ) SCREENMAN->SendMessageToTopScreen( SM_BeginFailed, 0 );
|
||||
if( AllAreFailing() ) SCREENMAN->PostMessageToTopScreen( SM_BeginFailed, 0 );
|
||||
if( AllAreInDanger() ) m_Background.TurnDangerOn();
|
||||
else m_Background.TurnDangerOff();
|
||||
|
||||
@@ -867,7 +867,7 @@ void ScreenGameplay::Update( float fDeltaTime )
|
||||
|
||||
break;
|
||||
case SongOptions::LIFE_BATTERY:
|
||||
if( AllFailedEarlier() )SCREENMAN->SendMessageToTopScreen( SM_BeginFailed, 0 );
|
||||
if( AllFailedEarlier() )SCREENMAN->PostMessageToTopScreen( SM_BeginFailed, 0 );
|
||||
if( AllAreInDanger() ) m_Background.TurnDangerOn();
|
||||
else m_Background.TurnDangerOff();
|
||||
|
||||
@@ -1289,7 +1289,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
|
||||
|
||||
if( GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_END_OF_SONG && AllFailedEarlier() )
|
||||
{
|
||||
this->SendScreenMessage( SM_BeginFailed, 0 );
|
||||
this->PostScreenMessage( SM_BeginFailed, 0 );
|
||||
}
|
||||
else // ! failed
|
||||
{
|
||||
@@ -1298,13 +1298,13 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
|
||||
{
|
||||
m_Extra.StartTransitioning( SM_GoToStateAfterCleared );
|
||||
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay extra") );
|
||||
// this->SendScreenMessage( SM_ShowTryExtraStage, 1 );
|
||||
// this->PostScreenMessage( SM_ShowTryExtraStage, 1 );
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Cleared.StartTransitioning( SM_GoToStateAfterCleared );
|
||||
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay cleared") );
|
||||
// this->SendScreenMessage( SM_ShowCleared, 1 );
|
||||
// this->PostScreenMessage( SM_ShowCleared, 1 );
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1412,7 +1412,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
|
||||
m_sprCleared.BeginTweening(1.5f); // sleep
|
||||
m_sprCleared.BeginTweening(0.7f);
|
||||
m_sprCleared.SetTweenDiffuse( RageColor(1,1,1,0) );
|
||||
SCREENMAN->SendMessageToTopScreen( SM_GoToStateAfterCleared, 4 );
|
||||
SCREENMAN->PostMessageToTopScreen( SM_GoToStateAfterCleared, 4 );
|
||||
break;
|
||||
*/
|
||||
/* case SM_ShowTryExtraStage:
|
||||
@@ -1442,7 +1442,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
|
||||
m_sprTryExtraStage.BeginTweening( 2 ); // sleep
|
||||
m_sprTryExtraStage.BeginTweening( 1 ); // fade out
|
||||
m_sprTryExtraStage.SetTweenDiffuse( colorStage );
|
||||
SCREENMAN->SendMessageToTopScreen( SM_GoToStateAfterCleared, 5 );
|
||||
SCREENMAN->PostMessageToTopScreen( SM_GoToStateAfterCleared, 5 );
|
||||
}
|
||||
break;
|
||||
*/
|
||||
@@ -1487,37 +1487,32 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
|
||||
ShowSavePrompt( SM_GoToStateAfterCleared );
|
||||
break;
|
||||
}
|
||||
SCREENMAN->SetNewScreen( "ScreenEvaluationStage" );
|
||||
switch( GAMESTATE->m_PlayMode )
|
||||
{
|
||||
case PLAY_MODE_ARCADE:
|
||||
case PLAY_MODE_BATTLE:
|
||||
SCREENMAN->SetNewScreen( "ScreenEvaluationStage" );
|
||||
case PLAY_MODE_NONSTOP:
|
||||
case PLAY_MODE_ONI:
|
||||
case PLAY_MODE_ENDLESS:
|
||||
SCREENMAN->SetNewScreen( "ScreenEvaluationCourse" );
|
||||
break;
|
||||
default:
|
||||
ASSERT(0);
|
||||
}
|
||||
break;
|
||||
|
||||
case SM_BeginFailed:
|
||||
m_DancingState = STATE_OUTRO;
|
||||
m_soundMusic.StopPlaying();
|
||||
// m_Failed.StartTransitioning( SM_ShowFailed );
|
||||
// this->SendScreenMessage( SM_GoToScreenAfterFail, 0.2f );
|
||||
// SCREENMAN->SendMessageToTopScreen( SM_PlayFailComment, 1.0f );
|
||||
m_Failed.StartTransitioning( SM_GoToScreenAfterFail );
|
||||
|
||||
// make the background invisible so we don't waste power drawing it
|
||||
m_Background.BeginTweening( 1 );
|
||||
m_Background.SetTweenDiffuse( RageColor(1,1,1,0) );
|
||||
|
||||
/*
|
||||
m_sprFailed.SetZoom( 4 );
|
||||
m_sprFailed.BeginBlurredTweening( 0.8f, TWEEN_DECELERATE );
|
||||
m_sprFailed.SetTweenZoom( 0.5f ); // zoom out
|
||||
m_sprFailed.SetTweenDiffuse( RageColor(1,1,1,0.7f) ); // and fade in
|
||||
m_sprFailed.BeginTweening( 0.3f );
|
||||
m_sprFailed.SetTweenZoom( 1.1f ); // bounce
|
||||
m_sprFailed.SetTweenDiffuse( RageColor(1,1,1,0.7f) ); // and fade in
|
||||
m_sprFailed.BeginTweening( 0.2f );
|
||||
m_sprFailed.SetTweenZoom( 1.0f ); // come to rest
|
||||
m_sprFailed.SetTweenDiffuse( RageColor(1,1,1,0.7f) ); // and fade in
|
||||
m_sprFailed.BeginTweening( 2 ); // sleep
|
||||
m_sprFailed.BeginTweening( 1 );
|
||||
m_sprFailed.SetTweenDiffuse( RageColor(1,1,1,0) );
|
||||
*/
|
||||
// show the survive time if extra stage
|
||||
// TODO: Move this animation to a metric?
|
||||
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
|
||||
{
|
||||
float fMaxSurviveSeconds = 0;
|
||||
@@ -1535,14 +1530,8 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
|
||||
}
|
||||
|
||||
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay failed") );
|
||||
|
||||
// SCREENMAN->SendMessageToTopScreen( SM_GoToScreenAfterFail, 5.0f );
|
||||
break;
|
||||
|
||||
/* case SM_PlayFailComment:
|
||||
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay failed") );
|
||||
break;
|
||||
*/
|
||||
case SM_GoToScreenAfterFail:
|
||||
/* Reset options. (Should this be done in ScreenSelect*?) */
|
||||
GAMESTATE->RestoreSelectedOptions();
|
||||
@@ -1554,16 +1543,25 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
|
||||
break;
|
||||
}
|
||||
|
||||
if( GAMESTATE->m_PlayMode == PLAY_MODE_NONSTOP ||
|
||||
GAMESTATE->m_PlayMode == PLAY_MODE_ONI ||
|
||||
GAMESTATE->m_PlayMode == PLAY_MODE_ENDLESS ||
|
||||
GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2())
|
||||
SCREENMAN->SetNewScreen( "ScreenEvaluationSummary" );
|
||||
else if( PREFSMAN->m_bEventMode )
|
||||
HandleScreenMessage( SM_GoToScreenAfterBack );
|
||||
else
|
||||
SCREENMAN->SetNewScreen( "ScreenGameOver" );
|
||||
break;
|
||||
switch( GAMESTATE->m_PlayMode )
|
||||
{
|
||||
case PLAY_MODE_ARCADE:
|
||||
case PLAY_MODE_BATTLE:
|
||||
if( PREFSMAN->m_bEventMode )
|
||||
HandleScreenMessage( SM_GoToScreenAfterBack );
|
||||
else if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
|
||||
SCREENMAN->SetNewScreen( "ScreenEvaluationSummary" );
|
||||
else
|
||||
SCREENMAN->SetNewScreen( "ScreenGameOver" );
|
||||
break;
|
||||
case PLAY_MODE_NONSTOP:
|
||||
case PLAY_MODE_ONI:
|
||||
case PLAY_MODE_ENDLESS:
|
||||
SCREENMAN->SetNewScreen( "ScreenEvaluationCourse" );
|
||||
break;
|
||||
default:
|
||||
ASSERT(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@ void ScreenIntroMovie::Update( float fDelta )
|
||||
/*
|
||||
RageTexture *tex = sprite->GetTexture();
|
||||
if(tex->IsAMovie() && !tex->IsPlaying())
|
||||
this->SendScreenMessage( SM_BeginFadingOut,0 );
|
||||
this->PostScreenMessage( SM_BeginFadingOut,0 );
|
||||
|
||||
and when initting the sprite in ScreenIntroMovie::ScreenIntroMovie:
|
||||
if(sprite->GetTexture->IsAMovie())
|
||||
|
||||
@@ -131,7 +131,7 @@ ScreenJukebox::ScreenJukebox( bool bDemonstration ) : ScreenGameplay( PrepareFor
|
||||
|
||||
if( GAMESTATE->m_pCurSong == NULL ) // we didn't find a song.
|
||||
{
|
||||
this->SendScreenMessage( SM_GoToNextScreen, 0 ); // Abort demonstration.
|
||||
this->PostScreenMessage( SM_GoToNextScreen, 0 ); // Abort demonstration.
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -171,7 +171,7 @@ void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type
|
||||
{
|
||||
case MENU_BUTTON_LEFT:
|
||||
case MENU_BUTTON_RIGHT:
|
||||
SCREENMAN->SendMessageToTopScreen( SM_NotesEnded, 0 );
|
||||
SCREENMAN->PostMessageToTopScreen( SM_NotesEnded, 0 );
|
||||
break;
|
||||
/* XXX: this is a copy-and-paste from ScreenAttract */
|
||||
case MENU_BUTTON_START:
|
||||
|
||||
@@ -508,10 +508,16 @@ void ScreenManager::PopTopScreen( ScreenMessage SM )
|
||||
pNewTopScreen->HandleScreenMessage( SM );
|
||||
}
|
||||
|
||||
void ScreenManager::SendMessageToTopScreen( ScreenMessage SM, float fDelay )
|
||||
void ScreenManager::PostMessageToTopScreen( ScreenMessage SM, float fDelay )
|
||||
{
|
||||
Screen* pTopScreen = m_ScreenStack.back();
|
||||
pTopScreen->SendScreenMessage( SM, fDelay );
|
||||
pTopScreen->PostScreenMessage( SM, fDelay );
|
||||
}
|
||||
|
||||
void ScreenManager::SendMessageToTopScreen( ScreenMessage SM )
|
||||
{
|
||||
Screen* pTopScreen = m_ScreenStack.back();
|
||||
pTopScreen->HandleScreenMessage( SM );
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -50,7 +50,8 @@ public:
|
||||
void PopTopScreen( ScreenMessage SM = SM_RegainingFocus );
|
||||
void SystemMessage( CString sMessage );
|
||||
|
||||
void SendMessageToTopScreen( ScreenMessage SM, float fDelay );
|
||||
void PostMessageToTopScreen( ScreenMessage SM, float fDelay );
|
||||
void SendMessageToTopScreen( ScreenMessage SM );
|
||||
|
||||
void RefreshCreditsMessages();
|
||||
|
||||
|
||||
@@ -185,7 +185,7 @@ ScreenMusicScroll::ScreenMusicScroll()
|
||||
m_textLines[i].SetTweenXY( CENTER_X, SCREEN_TOP - 40 );
|
||||
}
|
||||
|
||||
this->SendScreenMessage( SM_BeginFadingOut, 0.2f * i + 3.0f );
|
||||
this->PostScreenMessage( SM_BeginFadingOut, 0.2f * i + 3.0f );
|
||||
|
||||
m_In.Load( THEME->GetPathTo("BGAnimations","ScreenMusicScroll in") );
|
||||
// this->AddChild( &m_In ); // draw and update manually
|
||||
@@ -255,11 +255,11 @@ void ScreenMusicScroll::HandleScreenMessage( const ScreenMessage SM )
|
||||
|
||||
void ScreenMusicScroll::MenuStart( PlayerNumber pn )
|
||||
{
|
||||
this->SendScreenMessage( SM_BeginFadingOut, 0 );
|
||||
this->PostScreenMessage( SM_BeginFadingOut, 0 );
|
||||
}
|
||||
|
||||
void ScreenMusicScroll::MenuBack( PlayerNumber pn )
|
||||
{
|
||||
this->SendScreenMessage( SM_BeginFadingOut, 0 );
|
||||
this->PostScreenMessage( SM_BeginFadingOut, 0 );
|
||||
}
|
||||
|
||||
|
||||
@@ -222,7 +222,7 @@ ScreenNameEntry::ScreenNameEntry()
|
||||
bAnyStillEntering |= m_bStillEnteringName[p];
|
||||
if( !bAnyStillEntering )
|
||||
{
|
||||
this->SendScreenMessage( SM_GoToNextScreen, 0 );
|
||||
this->PostScreenMessage( SM_GoToNextScreen, 0 );
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -405,7 +405,7 @@ void ScreenOptions::HandleScreenMessage( const ScreenMessage SM )
|
||||
switch( SM )
|
||||
{
|
||||
case SM_MenuTimer:
|
||||
this->SendScreenMessage( SM_BeginFadingOut, 0 );
|
||||
this->PostScreenMessage( SM_BeginFadingOut, 0 );
|
||||
break;
|
||||
case SM_GoToPrevScreen:
|
||||
// this->ExportOptions(); // Don't save options if we're going back!
|
||||
@@ -460,7 +460,7 @@ void ScreenOptions::MenuBack( PlayerNumber pn )
|
||||
|
||||
void ScreenOptions::StartGoToNextState()
|
||||
{
|
||||
this->SendScreenMessage( SM_BeginFadingOut, 0 );
|
||||
this->PostScreenMessage( SM_BeginFadingOut, 0 );
|
||||
}
|
||||
|
||||
void ScreenOptions::MenuStart( PlayerNumber pn )
|
||||
@@ -478,11 +478,11 @@ void ScreenOptions::MenuStart( PlayerNumber pn )
|
||||
if( m_iCurrentRow[pn] != m_iNumOptionRows ) // not on exit
|
||||
MenuDown( pn ); // can't go down any more
|
||||
else if( bAllOnExit )
|
||||
this->SendScreenMessage( SM_BeginFadingOut, 0 );
|
||||
this->PostScreenMessage( SM_BeginFadingOut, 0 );
|
||||
}
|
||||
else // !m_bArcadeOptionsNavigation
|
||||
{
|
||||
this->SendScreenMessage( SM_BeginFadingOut, 0 );
|
||||
this->PostScreenMessage( SM_BeginFadingOut, 0 );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -154,7 +154,7 @@ ScreenRanking::ScreenRanking() : ScreenAttract("ScreenRanking")
|
||||
|
||||
this->ClearMessageQueue( SM_BeginFadingOut ); // ignore ScreenAttract's SecsToShow
|
||||
|
||||
this->SendScreenMessage( SM_ShowNextPage, 0.5f );
|
||||
this->PostScreenMessage( SM_ShowNextPage, 0.5f );
|
||||
}
|
||||
|
||||
void ScreenRanking::HandleScreenMessage( const ScreenMessage SM )
|
||||
@@ -170,7 +170,7 @@ void ScreenRanking::HandleScreenMessage( const ScreenMessage SM )
|
||||
{
|
||||
SetPage( m_vPagesToShow[0] );
|
||||
m_vPagesToShow.erase( m_vPagesToShow.begin() );
|
||||
this->SendScreenMessage( SM_HidePage, SECONDS_PER_PAGE-1 );
|
||||
this->PostScreenMessage( SM_HidePage, SECONDS_PER_PAGE-1 );
|
||||
TweenPageOnScreen();
|
||||
}
|
||||
else
|
||||
@@ -180,7 +180,7 @@ void ScreenRanking::HandleScreenMessage( const ScreenMessage SM )
|
||||
break;
|
||||
case SM_HidePage:
|
||||
TweenPageOffScreen();
|
||||
this->SendScreenMessage( SM_ShowNextPage, 1 );
|
||||
this->PostScreenMessage( SM_ShowNextPage, 1 );
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
@@ -259,7 +259,7 @@ void ScreenSelectCourse::Input( const DeviceInput& DeviceI, InputEventType type,
|
||||
{
|
||||
m_soundChangeNotes.Play();
|
||||
GAMESTATE->m_bDifficultCourses = false;
|
||||
SCREENMAN->SendMessageToTopScreen(SM_SongChanged,0);
|
||||
SCREENMAN->PostMessageToTopScreen(SM_SongChanged,0);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -269,7 +269,7 @@ void ScreenSelectCourse::Input( const DeviceInput& DeviceI, InputEventType type,
|
||||
{
|
||||
m_soundChangeNotes.Play();
|
||||
GAMESTATE->m_bDifficultCourses = true;
|
||||
SCREENMAN->SendMessageToTopScreen(SM_SongChanged,0);
|
||||
SCREENMAN->PostMessageToTopScreen(SM_SongChanged,0);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -361,7 +361,7 @@ void ScreenSelectCourse::MenuStart( PlayerNumber pn )
|
||||
* hit accidentally. Accept an initial START right away, though,
|
||||
* so we don't ignore deliberate fast presses (which would be
|
||||
* annoying). */
|
||||
this->SendScreenMessage( SM_AllowOptionsMenuRepeat, 0.5f );
|
||||
this->PostScreenMessage( SM_AllowOptionsMenuRepeat, 0.5f );
|
||||
|
||||
|
||||
m_Menu.StartTransitioning( SM_GoToNextScreen );
|
||||
|
||||
@@ -144,7 +144,7 @@ void ScreenSelectDifficulty::HandleScreenMessage( const ScreenMessage SM )
|
||||
{
|
||||
case SM_BeginFadingOut:
|
||||
TweenOffScreen();
|
||||
SCREENMAN->SendMessageToTopScreen( SM_AllDoneChoosing, SLEEP_AFTER_TWEEN_OFF_SECONDS ); // nofify parent that we're finished
|
||||
SCREENMAN->PostMessageToTopScreen( SM_AllDoneChoosing, SLEEP_AFTER_TWEEN_OFF_SECONDS ); // nofify parent that we're finished
|
||||
m_Menu.m_MenuTimer.Stop();
|
||||
break;
|
||||
}
|
||||
@@ -335,7 +335,7 @@ void ScreenSelectDifficulty::MenuStart( PlayerNumber pn )
|
||||
if( GAMESTATE->IsPlayerEnabled((PlayerNumber)p) && m_bChosen[p] == false )
|
||||
return;
|
||||
}
|
||||
this->SendScreenMessage( SM_BeginFadingOut, SLEEP_AFTER_CHOICE_SECONDS ); // tell our owner it's time to move on
|
||||
this->PostScreenMessage( SM_BeginFadingOut, SLEEP_AFTER_CHOICE_SECONDS ); // tell our owner it's time to move on
|
||||
}
|
||||
|
||||
// Err, this breaks back ...
|
||||
|
||||
@@ -216,7 +216,7 @@ void ScreenSelectDifficultyEX::HandleScreenMessage( const ScreenMessage SM )
|
||||
break;
|
||||
case SM_StartTweeningOffScreen:
|
||||
TweenOffScreen();
|
||||
this->SendScreenMessage( SM_StartFadingOut, 0.8f );
|
||||
this->PostScreenMessage( SM_StartFadingOut, 0.8f );
|
||||
break;
|
||||
case SM_StartFadingOut:
|
||||
m_Menu.StartTransitioning( SM_GoToNextScreen );
|
||||
@@ -410,7 +410,7 @@ void ScreenSelectDifficultyEX::MenuStart( PlayerNumber pn )
|
||||
if( GAMESTATE->IsPlayerEnabled((PlayerNumber)p) && m_bChosen[p] == false )
|
||||
return;
|
||||
}
|
||||
this->SendScreenMessage( SM_StartTweeningOffScreen, 0.7f );
|
||||
this->PostScreenMessage( SM_StartTweeningOffScreen, 0.7f );
|
||||
}
|
||||
|
||||
void ScreenSelectDifficultyEX::ShowSelected( PlayerNumber pv )
|
||||
|
||||
@@ -271,7 +271,7 @@ void ScreenSelectGroup::MenuStart( PlayerNumber pn )
|
||||
|
||||
|
||||
TweenOffScreen();
|
||||
this->SendScreenMessage( SM_BeginFadingOut, SLEEP_AFTER_TWEEN_OFF_SECONDS );
|
||||
this->PostScreenMessage( SM_BeginFadingOut, SLEEP_AFTER_TWEEN_OFF_SECONDS );
|
||||
}
|
||||
|
||||
void ScreenSelectGroup::MenuBack( PlayerNumber pn )
|
||||
|
||||
@@ -686,7 +686,7 @@ void ScreenSelectMusic::MenuStart( PlayerNumber pn )
|
||||
* hit accidentally. Accept an initial START right away, though,
|
||||
* so we don't ignore deliberate fast presses (which would be
|
||||
* annoying). */
|
||||
this->SendScreenMessage( SM_AllowOptionsMenuRepeat, 0.5f );
|
||||
this->PostScreenMessage( SM_AllowOptionsMenuRepeat, 0.5f );
|
||||
}
|
||||
|
||||
m_Menu.StartTransitioning( SM_GoToNextScreen );
|
||||
|
||||
@@ -181,7 +181,7 @@ void ScreenSelectStyle::MenuRight( PlayerNumber pn )
|
||||
void ScreenSelectStyle::MenuStart( PlayerNumber pn )
|
||||
{
|
||||
m_soundSelect.Play();
|
||||
SCREENMAN->SendMessageToTopScreen( SM_AllDoneChoosing, 0 );
|
||||
SCREENMAN->PostMessageToTopScreen( SM_AllDoneChoosing, 0 );
|
||||
|
||||
//
|
||||
// TweenOffScreen
|
||||
|
||||
@@ -387,8 +387,8 @@ void ScreenSelectStyle5th::AfterChange()
|
||||
break;
|
||||
}
|
||||
|
||||
this->SendScreenMessage( SM_TweenExplanation2, 1 );
|
||||
this->SendScreenMessage( SM_UpdateAnimations, TWEEN_TIME );
|
||||
this->PostScreenMessage( SM_TweenExplanation2, 1 );
|
||||
this->PostScreenMessage( SM_UpdateAnimations, TWEEN_TIME );
|
||||
}
|
||||
|
||||
void ScreenSelectStyle5th::TweenOffScreen()
|
||||
@@ -451,7 +451,7 @@ void ScreenSelectStyle5th::TweenOnScreen()
|
||||
m_textExplanation1.SetText( TEXT_EXPLANATION1[m_iSelection] );
|
||||
m_textExplanation2.SetText( TEXT_EXPLANATION2[m_iSelection] );
|
||||
|
||||
this->SendScreenMessage( SM_TweenExplanation2, 1 );
|
||||
this->SendScreenMessage( SM_UpdateAnimations, TWEEN_TIME );
|
||||
this->PostScreenMessage( SM_TweenExplanation2, 1 );
|
||||
this->PostScreenMessage( SM_UpdateAnimations, TWEEN_TIME );
|
||||
|
||||
}
|
||||
|
||||
@@ -72,7 +72,7 @@ ScreenStage::ScreenStage()
|
||||
|
||||
/* Prep the new screen once the animation is complete. This way, we
|
||||
* start loading the gameplay screen as soon as possible. */
|
||||
this->SendScreenMessage( SM_PrepScreen, m_Background.GetLengthSeconds() );
|
||||
this->PostScreenMessage( SM_PrepScreen, m_Background.GetLengthSeconds() );
|
||||
|
||||
/* Start fading out after m_In is complete, minus the length of m_Out. This
|
||||
* essentially makes m_In a timer to pad the length, so we always wait a minimum
|
||||
@@ -83,7 +83,7 @@ ScreenStage::ScreenStage()
|
||||
/* Never do this before we send SM_PrepScreen--we havn't loaded the screen yet. */
|
||||
fStartFadingOutSeconds = max(fStartFadingOutSeconds, m_Background.GetLengthSeconds());
|
||||
|
||||
this->SendScreenMessage( SM_BeginFadingOut, fStartFadingOutSeconds );
|
||||
this->PostScreenMessage( SM_BeginFadingOut, fStartFadingOutSeconds );
|
||||
|
||||
|
||||
//g_StageType = (StageType)STAGE_TYPE;
|
||||
@@ -557,8 +557,8 @@ ScreenStage::ScreenStage()
|
||||
// m_Fade.SetOpened();
|
||||
//*/
|
||||
|
||||
//this->SendScreenMessage( SM_DoneFadingIn, 1.0f );
|
||||
//this->SendScreenMessage( SM_StartFadingOut, 4.0f );
|
||||
//this->PostScreenMessage( SM_DoneFadingIn, 1.0f );
|
||||
//this->PostScreenMessage( SM_StartFadingOut, 4.0f );
|
||||
}
|
||||
|
||||
void ScreenStage::Update( float fDeltaTime )
|
||||
|
||||
@@ -32,7 +32,7 @@ ScreenStyleSplash::ScreenStyleSplash()
|
||||
|
||||
if(!PREFSMAN->m_bShowDontDie)
|
||||
{
|
||||
this->SendScreenMessage( SM_GoToNextScreen, 0.f );
|
||||
this->PostScreenMessage( SM_GoToNextScreen, 0.f );
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -46,7 +46,7 @@ ScreenStyleSplash::ScreenStyleSplash()
|
||||
m_Menu.Load( "ScreenStyleSplash" );
|
||||
this->AddChild( &m_Menu );
|
||||
|
||||
this->SendScreenMessage( SM_StartClosing, 2 );
|
||||
this->PostScreenMessage( SM_StartClosing, 2 );
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -132,7 +132,7 @@ ScreenTitleMenu::ScreenTitleMenu()
|
||||
|
||||
SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","ScreenTitleMenu music") );
|
||||
|
||||
this->SendScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS);
|
||||
this->PostScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS);
|
||||
|
||||
this->MoveToTail( &m_In ); // put it in the back so it covers up the stuff we just added
|
||||
this->MoveToTail( &m_Out ); // put it in the back so it covers up the stuff we just added
|
||||
@@ -227,7 +227,7 @@ void ScreenTitleMenu::Update( float fDelta )
|
||||
{
|
||||
if(TimeToDemonstration.PeekDeltaTime() >= SECONDS_BEFORE_ATTRACT)
|
||||
{
|
||||
this->SendScreenMessage( SM_GoToAttractLoop, 0 );
|
||||
this->PostScreenMessage( SM_GoToAttractLoop, 0 );
|
||||
TimeToDemonstration.GetDeltaTime();
|
||||
}
|
||||
Screen::Update(fDelta);
|
||||
@@ -240,7 +240,7 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
|
||||
{
|
||||
case SM_PlayComment:
|
||||
m_soundAttract.PlayRandom();
|
||||
this->SendScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS );
|
||||
this->PostScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS );
|
||||
break;
|
||||
case SM_GoToNextScreen:
|
||||
switch( m_Choice )
|
||||
|
||||
@@ -51,7 +51,7 @@ void Transition::Update( float fDeltaTime )
|
||||
break;
|
||||
}
|
||||
|
||||
SCREENMAN->SendMessageToTopScreen( m_MessageToSendWhenDone, 0 );
|
||||
SCREENMAN->PostMessageToTopScreen( m_MessageToSendWhenDone, 0 );
|
||||
}
|
||||
|
||||
m_fPercentThroughTransition += fDeltaTime/m_fTransitionTime;
|
||||
|
||||
@@ -40,7 +40,7 @@ void TransitionBGAnimation::Update( float fDeltaTime )
|
||||
{
|
||||
m_fSecsIntoTransition = 0.0;
|
||||
m_State = finished;
|
||||
SCREENMAN->SendMessageToTopScreen( m_MessageToSendWhenDone, 0 );
|
||||
SCREENMAN->SendMessageToTopScreen( m_MessageToSendWhenDone );
|
||||
}
|
||||
|
||||
m_fSecsIntoTransition += fDeltaTime;
|
||||
@@ -49,7 +49,7 @@ void TransitionBGAnimation::Update( float fDeltaTime )
|
||||
|
||||
void TransitionBGAnimation::DrawPrimitives()
|
||||
{
|
||||
if( m_State == transitioning )
|
||||
// if( m_State == transitioning )
|
||||
m_BGAnimation.Draw();
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user