Move ScreenManager actors into a separate screen, to unclutter
ScreenManager, and so it can use AddChild
This commit is contained in:
+127
-86
@@ -5,9 +5,10 @@
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
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Chris Danford
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Tim Hentenaar
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Glenn Maynard
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-----------------------------------------------------------------------------
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*/
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@@ -36,20 +37,24 @@ ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our p
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#define CREDITS_SHADOW_LENGTH THEME->GetMetricF("ScreenManager","CreditsShadowLength")
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#define CREDITS_ZOOM THEME->GetMetricF("ScreenManager","CreditsZoom")
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ScreenManager::ScreenManager()
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/* This screen is drawn on top of everything else, and receives updates,
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* but not input. */
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class ScreenSystemLayer: public Screen
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{
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m_ScreenBuffered = NULL;
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BitmapText m_textStats;
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BitmapText m_textSystemMessage;
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BitmapText m_textCreditInfo[NUM_PLAYERS];
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BitmapText m_textSysTime;
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m_textStats.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_textStats.SetXY( STATS_X, STATS_Y );
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m_textStats.SetHorizAlign( Actor::align_right );
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m_textStats.SetVertAlign( Actor::align_top );
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m_textStats.SetZoom( 0.5f );
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m_textStats.SetShadowLength( 2 );
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// set credits properties on RefreshCreditsMessage
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public:
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ScreenSystemLayer();
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void SystemMessage( CString sMessage );
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void RefreshCreditsMessages();
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void Update( float fDeltaTime );
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};
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ScreenSystemLayer::ScreenSystemLayer()
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{
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m_textSystemMessage.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_textSystemMessage.SetHorizAlign( Actor::align_left );
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m_textSystemMessage.SetVertAlign( Actor::align_top );
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@@ -57,6 +62,15 @@ ScreenManager::ScreenManager()
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m_textSystemMessage.SetZoom( 0.8f );
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m_textSystemMessage.SetShadowLength( 2 );
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m_textSystemMessage.SetDiffuse( RageColor(1,1,1,0) );
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this->AddChild(&m_textSystemMessage);
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m_textStats.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_textStats.SetXY( STATS_X, STATS_Y );
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m_textStats.SetHorizAlign( Actor::align_right );
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m_textStats.SetVertAlign( Actor::align_top );
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m_textStats.SetZoom( 0.5f );
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m_textStats.SetShadowLength( 2 );
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this->AddChild(&m_textStats);
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m_textSysTime.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_textSysTime.SetXY( 4.0f, 40.0f );
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@@ -65,6 +79,97 @@ ScreenManager::ScreenManager()
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m_textSysTime.SetZoom( 0.5f );
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m_textSysTime.SetDiffuse( RageColor(1,0,1,1) );
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m_textSysTime.EnableShadow(false);
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this->AddChild(&m_textSysTime);
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_textCreditInfo[p].LoadFromFont( THEME->GetPathTo("Fonts","credits") );
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m_textCreditInfo[p].SetXY( CREDITS_X(p), CREDITS_Y(p) );
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m_textCreditInfo[p].SetZoom( CREDITS_ZOOM );
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m_textCreditInfo[p].SetDiffuse( CREDITS_COLOR );
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m_textCreditInfo[p].SetShadowLength( CREDITS_SHADOW_LENGTH );
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this->AddChild(&m_textCreditInfo[p]);
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}
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}
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void ScreenSystemLayer::SystemMessage( CString sMessage )
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{
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m_textSystemMessage.StopTweening();
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m_textSystemMessage.SetText( sMessage );
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m_textSystemMessage.SetDiffuse( RageColor(1,1,1,1) );
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m_textSystemMessage.SetX( -640 );
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m_textSystemMessage.BeginTweening( 0.3f );
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m_textSystemMessage.SetX( 4 );
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m_textSystemMessage.BeginTweening( 5 );
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m_textSystemMessage.BeginTweening( 0.3f );
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m_textSystemMessage.SetDiffuse( RageColor(1,1,1,0) );
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}
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void ScreenSystemLayer::RefreshCreditsMessages()
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{
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// update joined
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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switch( PREFSMAN->m_CoinMode )
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{
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case PrefsManager::COIN_HOME:
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if( GAMESTATE->m_bSideIsJoined[p] )
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m_textCreditInfo[p].SetText( "" );
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else if( GAMESTATE->m_bPlayersCanJoin ) // would (GAMESTATE->m_CurStyle!=STYLE_INVALID) do the same thing?
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m_textCreditInfo[p].SetText( "PRESS START" );
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else
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m_textCreditInfo[p].SetText( "NOT PRESENT" );
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break;
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case PrefsManager::COIN_PAY:
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{
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int Coins = GAMESTATE->m_iCoins % PREFSMAN->m_iCoinsPerCredit;
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CString txt = ssprintf("CREDIT(S) %d", GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit);
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if (Coins)
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txt += ssprintf(" %d/%d", Coins, PREFSMAN->m_iCoinsPerCredit );
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m_textCreditInfo[p].SetText(txt);
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}
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break;
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case PrefsManager::COIN_FREE:
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m_textCreditInfo[p].SetText( "FREE PLAY" );
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break;
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default:
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ASSERT(0);
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}
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}
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}
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void ScreenSystemLayer::Update( float fDeltaTime )
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{
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Screen::Update(fDeltaTime);
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if( PREFSMAN && PREFSMAN->m_bShowStats )
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{
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m_textStats.SetDiffuse( RageColor(1,1,1,1) );
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/* If FPS == 0, we don't have stats yet. */
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if(DISPLAY->GetFPS())
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m_textStats.SetText( ssprintf(
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"%i FPS\n%i av FPS\n%i VPF",
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DISPLAY->GetFPS(), DISPLAY->GetCumFPS(),
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DISPLAY->GetVPF()) );
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else
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m_textStats.SetText( "-- FPS\n-- av FPS\n-- VPF" );
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} else
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m_textStats.SetDiffuse( RageColor(1,1,1,0) ); /* hide */
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if(PREFSMAN->m_bTimestamping)
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{
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m_textSysTime.SetText( SecondsToTime(RageTimer::GetTimeSinceStart()) );
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m_textSysTime.SetDiffuse( RageColor(1,1,1,1) );
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} else
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m_textSysTime.SetDiffuse( RageColor(1,1,1,0) ); /* hide */
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}
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ScreenManager::ScreenManager()
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{
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m_SystemLayer = new ScreenSystemLayer;
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m_ScreenBuffered = NULL;
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}
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@@ -76,8 +181,9 @@ ScreenManager::~ScreenManager()
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// delete current Screens
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for( unsigned i=0; i<m_ScreenStack.size(); i++ )
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SAFE_DELETE( m_ScreenStack[i] );
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SAFE_DELETE( m_ScreenBuffered );
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delete m_ScreenStack[i];
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delete m_ScreenBuffered;
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delete m_SystemLayer;
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}
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void ScreenManager::EmptyDeleteQueue()
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@@ -91,12 +197,6 @@ void ScreenManager::EmptyDeleteQueue()
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void ScreenManager::Update( float fDeltaTime )
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{
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m_textSystemMessage.Update( fDeltaTime );
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m_textStats.Update( fDeltaTime );
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for( int p=0; p<NUM_PLAYERS; p++ )
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m_textCreditInfo[p].Update( fDeltaTime );
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m_textSysTime.Update( fDeltaTime );
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EmptyDeleteQueue();
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// Only update the topmost screen on the stack.
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@@ -120,6 +220,8 @@ void ScreenManager::Update( float fDeltaTime )
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pScreen->Update( 0 );
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else
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pScreen->Update( fDeltaTime );
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m_SystemLayer->Update( fDeltaTime );
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}
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@@ -128,12 +230,14 @@ void ScreenManager::Restore()
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// Restore all CurrentScreens (back to front)
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for( unsigned i=0; i<m_ScreenStack.size(); i++ )
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m_ScreenStack[i]->Restore();
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m_SystemLayer->Restore();
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}
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void ScreenManager::Invalidate()
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{
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for( unsigned i=0; i<m_ScreenStack.size(); i++ )
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m_ScreenStack[i]->Invalidate();
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m_SystemLayer->Invalidate();
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}
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void ScreenManager::Draw()
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@@ -143,28 +247,7 @@ void ScreenManager::Draw()
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else
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for( unsigned i=0; i<m_ScreenStack.size(); i++ ) // Draw all screens bottom to top
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m_ScreenStack[i]->Draw();
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m_textSystemMessage.Draw();
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if( PREFSMAN && PREFSMAN->m_bShowStats )
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{
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/* If FPS == 0, we don't have stats yet. */
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m_textStats.SetText( ssprintf(DISPLAY->GetFPS()?
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"%i FPS\n%i av FPS\n%i VPF":
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"-- FPS\n-- av FPS\n-- VPF",
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DISPLAY->GetFPS(), DISPLAY->GetCumFPS(),
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DISPLAY->GetVPF()) );
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m_textStats.Draw();
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}
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for( int p=0; p<NUM_PLAYERS; p++ )
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m_textCreditInfo[p].Draw();
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if(PREFSMAN->m_bTimestamping)
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{
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m_textSysTime.SetText( SecondsToTime(RageTimer::GetTimeSinceStart()) );
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m_textSysTime.Draw();
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}
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m_SystemLayer->Draw();
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}
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@@ -316,53 +399,11 @@ void ScreenManager::SendMessageToTopScreen( ScreenMessage SM, float fDelay )
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void ScreenManager::SystemMessage( CString sMessage )
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{
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m_textSystemMessage.StopTweening();
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m_textSystemMessage.SetText( sMessage );
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m_textSystemMessage.SetDiffuse( RageColor(1,1,1,1) );
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m_textSystemMessage.SetX( -640 );
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m_textSystemMessage.BeginTweening( 0.3f );
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m_textSystemMessage.SetX( 4 );
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m_textSystemMessage.BeginTweening( 5 );
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m_textSystemMessage.BeginTweening( 0.3f );
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m_textSystemMessage.SetTweenDiffuse( RageColor(1,1,1,0) );
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m_SystemLayer->SystemMessage( sMessage );
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}
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void ScreenManager::RefreshCreditsMessages()
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{
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// update joined
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_textCreditInfo[p].LoadFromFont( THEME->GetPathTo("Fonts","credits") );
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m_textCreditInfo[p].SetXY( CREDITS_X(p), CREDITS_Y(p) );
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m_textCreditInfo[p].SetZoom( CREDITS_ZOOM );
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m_textCreditInfo[p].SetDiffuse( CREDITS_COLOR );
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m_textCreditInfo[p].SetShadowLength( CREDITS_SHADOW_LENGTH );
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switch( PREFSMAN->m_CoinMode )
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{
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case PrefsManager::COIN_HOME:
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if( GAMESTATE->m_bSideIsJoined[p] )
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m_textCreditInfo[p].SetText( "" );
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else if( GAMESTATE->m_bPlayersCanJoin ) // would (GAMESTATE->m_CurStyle!=STYLE_INVALID) do the same thing?
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m_textCreditInfo[p].SetText( "PRESS START" );
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else
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m_textCreditInfo[p].SetText( "NOT PRESENT" );
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break;
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case PrefsManager::COIN_PAY:
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{
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int Coins = GAMESTATE->m_iCoins % PREFSMAN->m_iCoinsPerCredit;
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CString txt = ssprintf("CREDIT(S) %d", GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit);
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if (Coins)
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txt += ssprintf(" %d/%d", Coins, PREFSMAN->m_iCoinsPerCredit );
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m_textCreditInfo[p].SetText(txt);
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}
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break;
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case PrefsManager::COIN_FREE:
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m_textCreditInfo[p].SetText( "FREE PLAY" );
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break;
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default:
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ASSERT(0);
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}
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}
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m_SystemLayer->RefreshCreditsMessages();
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}
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