Make wheel items regular children (no special update/drawing);
remove "staggered tween" hack and set the offset in the context so this can be done in commands; fix sections; do OnCommand/OffCommand normally and rename TweenOn/OffScreen to TweenOn/OffScreenForSort; other fixes/cleanups (metric updates to come in a bit)
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@@ -23,13 +23,6 @@ public:
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void BeginScreen();
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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void DrawItem( int i );
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void TweenOnScreen(bool changing_sort);
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void TweenOffScreen(bool changing_sort);
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void TweenOnScreen() { TweenOnScreen(false); }
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void TweenOffScreen() { TweenOffScreen(false); }
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virtual void Move(int n);
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void ChangeMusicUnlessLocked( int n ); /* +1 or -1 */
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@@ -43,7 +36,7 @@ public:
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void GetItemPosition( float fPosOffsetsFromMiddle, float& fX_out, float& fY_out, float& fZ_out, float& fRotationX_out );
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void SetItemPosition( Actor &item, float fPosOffsetsFromMiddle );
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virtual bool Select(); // return true if this selection ends the screen
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virtual bool Select(); // return true if this selection can end the screen
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bool WheelIsLocked() { return (m_WheelState == STATE_LOCKED ? true : false); }
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void RebuildWheelItems( int dist = INT_MAX ); // INT_MAX = refresh all
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@@ -54,12 +47,11 @@ public:
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WheelItemBaseData* LastSelected();
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protected:
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void TweenOnScreenForSort();
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void TweenOffScreenForSort();
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virtual WheelItemBase *MakeItem() = 0;
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virtual void LoadFromMetrics( RString sType );
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virtual void UpdateSwitch();
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void UpdateItems(float fDeltaTime);
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void TweenOnScreenUpdateItems(bool changing_sort);
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void TweenOffScreenUpdateItems(bool changing_sort);
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virtual bool MoveSpecific(int n);
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int FirstVisibleIndex();
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@@ -108,7 +100,6 @@ protected:
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ThemeMetric<float> SWITCH_SECONDS;
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ThemeMetric<float> LOCKED_INITIAL_VELOCITY;
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ThemeMetric<float> SCROLL_BAR_X;
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ThemeMetric<int> SCROLL_BAR_HEIGHT;
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ThemeMetric<float> ITEM_CURVE_X;
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ThemeMetric<bool> USE_LINEAR_WHEEL;
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@@ -117,8 +108,6 @@ protected:
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ThemeMetric<float> CIRCLE_PERCENT;
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ThemeMetric<bool> USE_3D;
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ThemeMetric<float> NUM_WHEEL_ITEMS_TO_DRAW;
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ThemeMetric<float> WHEEL_ITEM_ON_DELAY_OFFSET;
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ThemeMetric<float> WHEEL_ITEM_OFF_DELAY_OFFSET;
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ThemeMetric<RageColor> WHEEL_ITEM_LOCKED_COLOR;
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};
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