Sprite -> AutoActor
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@@ -96,10 +96,10 @@ void MusicWheel::Load()
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GAMESTATE->m_CurStyle = GAMEMAN->STYLE_DANCE_SINGLE;
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GAMESTATE->m_CurStyle = GAMEMAN->STYLE_DANCE_SINGLE;
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*/
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*/
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m_sprSelectionOverlay.SetName( "Highlight" );
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m_sprHighlight.Load( THEME->GetPathToG("MusicWheel highlight") );
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m_sprSelectionOverlay.Load( THEME->GetPathToG("MusicWheel highlight") );
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m_sprHighlight->SetName( "Highlight" );
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this->AddChild( &m_sprSelectionOverlay );
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this->AddChild( m_sprHighlight );
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UtilOnCommand( &m_sprSelectionOverlay, "MusicWheel" );
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UtilOnCommand( m_sprHighlight, "MusicWheel" );
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m_ScrollBar.SetX( SCROLL_BAR_X );
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m_ScrollBar.SetX( SCROLL_BAR_X );
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m_ScrollBar.SetBarHeight( SCROLL_BAR_HEIGHT );
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m_ScrollBar.SetBarHeight( SCROLL_BAR_HEIGHT );
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@@ -1335,16 +1335,16 @@ void MusicWheel::TweenOnScreen(bool changing_sort)
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{
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{
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m_WheelState = STATE_TWEENING_ON_SCREEN;
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m_WheelState = STATE_TWEENING_ON_SCREEN;
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SetItemPosition( m_sprSelectionOverlay, 0 );
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SetItemPosition( *m_sprHighlight, 0 );
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COMMAND( m_sprSelectionOverlay, "StartOn");
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COMMAND( m_sprHighlight, "StartOn");
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if( changing_sort )
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if( changing_sort )
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{
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{
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const float delay = fabsf(NUM_WHEEL_ITEMS/2-WHEEL_ITEM_ON_DELAY_CENTER) * WHEEL_ITEM_ON_DELAY_OFFSET;
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const float delay = fabsf(NUM_WHEEL_ITEMS/2-WHEEL_ITEM_ON_DELAY_CENTER) * WHEEL_ITEM_ON_DELAY_OFFSET;
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m_sprSelectionOverlay.BeginTweening( delay ); // sleep
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m_sprHighlight->BeginTweening( delay ); // sleep
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COMMAND( m_sprSelectionOverlay, "FinishOnSort");
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COMMAND( m_sprHighlight, "FinishOnSort");
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} else {
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} else {
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COMMAND( m_sprSelectionOverlay, "FinishOn");
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COMMAND( m_sprHighlight, "FinishOn");
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}
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}
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m_ScrollBar.SetX( SCROLL_BAR_X );
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m_ScrollBar.SetX( SCROLL_BAR_X );
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@@ -1380,20 +1380,20 @@ void MusicWheel::TweenOffScreen(bool changing_sort)
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{
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{
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m_WheelState = STATE_TWEENING_OFF_SCREEN;
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m_WheelState = STATE_TWEENING_OFF_SCREEN;
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SetItemPosition( m_sprSelectionOverlay, 0 );
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SetItemPosition( *m_sprHighlight, 0 );
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COMMAND( m_sprSelectionOverlay, "StartOff");
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COMMAND( m_sprHighlight, "StartOff");
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if(changing_sort)
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if(changing_sort)
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{
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{
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/* When changing sort, tween the overlay with the item in the center;
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/* When changing sort, tween the overlay with the item in the center;
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* having it separate looks messy when we're moving fast. */
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* having it separate looks messy when we're moving fast. */
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const float delay = fabsf(NUM_WHEEL_ITEMS/2-WHEEL_ITEM_ON_DELAY_CENTER) * WHEEL_ITEM_ON_DELAY_OFFSET;
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const float delay = fabsf(NUM_WHEEL_ITEMS/2-WHEEL_ITEM_ON_DELAY_CENTER) * WHEEL_ITEM_ON_DELAY_OFFSET;
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m_sprSelectionOverlay.BeginTweening( delay ); // sleep
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m_sprHighlight->BeginTweening( delay ); // sleep
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COMMAND( m_sprSelectionOverlay, "FinishOffSort");
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COMMAND( m_sprHighlight, "FinishOffSort");
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} else {
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} else {
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COMMAND( m_sprSelectionOverlay, "FinishOff");
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COMMAND( m_sprHighlight, "FinishOff");
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}
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}
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COMMAND( m_sprSelectionOverlay, "FinishOff");
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COMMAND( m_sprHighlight, "FinishOff");
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m_ScrollBar.BeginTweening( 0 );
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m_ScrollBar.BeginTweening( 0 );
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m_ScrollBar.BeginTweening( 0.2f, Actor::TWEEN_ACCELERATE );
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m_ScrollBar.BeginTweening( 0.2f, Actor::TWEEN_ACCELERATE );
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@@ -3,7 +3,7 @@
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#ifndef MUSICWHEEL_H
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#ifndef MUSICWHEEL_H
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#define MUSICWHEEL_H
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#define MUSICWHEEL_H
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#include "Sprite.h"
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#include "ActorUtil.h"
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#include "ActorFrame.h"
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#include "ActorFrame.h"
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#include "RageSound.h"
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#include "RageSound.h"
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#include "RandomSample.h"
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#include "RandomSample.h"
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@@ -82,7 +82,7 @@ protected:
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void ChangeMusic(int dist); /* +1 or -1 */
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void ChangeMusic(int dist); /* +1 or -1 */
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ScrollBar m_ScrollBar;
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ScrollBar m_ScrollBar;
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Sprite m_sprSelectionOverlay;
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AutoActor m_sprHighlight;
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vector<WheelItemData> m_WheelItemDatas[NUM_SORT_ORDERS];
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vector<WheelItemData> m_WheelItemDatas[NUM_SORT_ORDERS];
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vector<WheelItemData *> m_CurWheelItemData;
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vector<WheelItemData *> m_CurWheelItemData;
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