Pump - Style Splash Screens implemented, Evaluation endscreen metricable (i.e. Pump doesn't have a scoreboard, so we can now bypass it)
This commit is contained in:
+21
-10
@@ -3,19 +3,30 @@ X denotes task complete or no longer required to do.
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- denotes task to do, but also being worked upon by other dev.
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H denotes task on hold.
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TODO As of: 16:57 03/02/08
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* Object Oriented Design 2 Assignment
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* Operating Systems 2 Assignment
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* Systems Programming 2 Assignment
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* Para-Style EndScreens
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* Para-Style Scoreboard
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* Ez2-Style Scoreboard
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H Pump Battle Mode
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H Pump Random Speed
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H Pump Random Vanish
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TODO As of: 06:36:PM 10/12/02
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* Optimize The Music Banner Wheel
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X Optimize The Music Banner Wheel
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TODO As of: 04:46:PM 27/11/02
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X Systems Programming Assignment
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* Integrating Assignment 2
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* Add Scoreboard Initials Entry Frontend
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X Integrating Assignment 2
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X Add Scoreboard Initials Entry Frontend
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TODO As of: 01:30:PM 13/11/02
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* Work on 3DDX Support
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* Software Engineering Assignment
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X Software Engineering Assignment
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X Operating Systems Assignment
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* Object Oriented Design Assignment
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X Object Oriented Design Assignment
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TODO As of: 07:30:PM 28/10/02
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@@ -23,7 +34,7 @@ X Networking Assignment
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X Integrating Assignment 1
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X Update Menu Graphics for Para
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H Update Menu Graphics for Ez2
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H Finish The PUMP Graphics
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* Finish The PUMP Graphics
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- Work on Beatmania Support
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TODO As of: 07:47:PM 12/09/02
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@@ -36,7 +47,7 @@ X Add Ez2dancer Style Select Background Animation
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TODO As of: 11:42:PM 05/09/02
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* Fix the Bug on ScreenStage that reports the current stage number for final stage as being 00 in Ez2
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X Fix the Bug on ScreenStage that reports the current stage number for final stage as being 00 in Ez2
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TODO As of: 01:29:AM 04/09/02
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@@ -45,14 +56,14 @@ X Try to fix ez2dancer select style.
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H Create Ez2dancer style Gameover by making some Gameover Metrics.
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H Create Ez2dancer style End Scroll, possibly new class, possibly just metric changes.
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* Create Ez2dancer style song select.
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H Add Scoreboard System (longterm project)
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- Add Scoreboard System (longterm project)
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H Create some kind of metrics so that Ez2dancer may have extra stage the way it should
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X Fix Ez2dancer type stage screens
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- Create Ez2dancer type "extra stage" stage screen.
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H Create Ez2dancer type "extra stage" stage screen.
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H Modify Gameplay Screen Metrics so that Ez2dancer style screen is more arcade-accurate
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H Modify DEMO Play Screen so that Ez2dancer shows each style (double, real, e.t.c.) in the way it should.
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H Create Ez2dancer HowToPlay screens.
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- Modify Pump Style Select So it is more arcade accurate.
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X Modify Pump Style Select So it is more arcade accurate.
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- Update the rather tacky graphics.
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* Keep my sanity.
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@@ -103,6 +103,9 @@ SelectionSpecificBGAnimations=0
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BounceJoinMessage=1
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FoldOnJoin=1
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[ScreenStyleSplash]
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NextScreen=ScreenSelectGroup
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[ScreenSelectDifficulty]
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MorePage1X=580
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MorePage1Y=90
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@@ -362,6 +365,7 @@ TickEarlySeconds=0.05
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[ScreenEvaluation]
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SongSelectScreen=ScreenSelectMusic
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EndGameScreen=ScreenNameEntry
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BannerX=320
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BannerY=100
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StageX=320
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@@ -27,6 +27,7 @@
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#define SONGSEL_SCREEN THEME->GetMetric("ScreenEvaluation","SongSelectScreen")
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#define ENDGAME_SCREEN THEME->GetMetric("ScreenEvaluation","EndGameScreen")
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#define BANNER_X THEME->GetMetricF("ScreenEvaluation","BannerX")
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#define BANNER_Y THEME->GetMetricF("ScreenEvaluation","BannerY")
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#define STAGE_X THEME->GetMetricF("ScreenEvaluation","StageX")
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@@ -747,7 +748,8 @@ void ScreenEvaluation::HandleScreenMessage( const ScreenMessage SM )
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SCREENMAN->SetNewScreen( "ScreenSelectCourse" );
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break;
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case SM_GoToGameFinished:
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SCREENMAN->SetNewScreen( "ScreenNameEntry" );
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// SCREENMAN->SetNewScreen( "ScreenNameEntry" );
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SCREENMAN->SetNewScreen( ENDGAME_SCREEN );
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break;
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case SM_GoToFinalEvaluation:
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SCREENMAN->SetNewScreen( "ScreenFinalEvaluation" );
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@@ -204,6 +204,7 @@ void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type
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#include "ScreenJukebox.h"
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#include "ScreenOptionsMenu.h"
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#include "ScreenGameplayOptions.h"
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#include "ScreenStyleSplash.h"
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#include "ScreenPrompt.h"
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#include "ScreenTextEntry.h"
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@@ -258,6 +259,7 @@ Screen* ScreenManager::MakeNewScreen( CString sClassName )
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else if( 0==stricmp(sClassName, "ScreenJukebox") ) ret = new ScreenJukebox;
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else if( 0==stricmp(sClassName, "ScreenOptionsMenu") ) ret = new ScreenOptionsMenu;
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else if( 0==stricmp(sClassName, "ScreenGameplayOptions") ) ret = new ScreenGameplayOptions;
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else if( 0==stricmp(sClassName, "ScreenStyleSplash") ) ret = new ScreenStyleSplash;
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else
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RageException::Throw( "Invalid Screen class name '%s'", sClassName.GetString() );
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@@ -186,7 +186,7 @@ ScreenNameEntry::ScreenNameEntry()
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m_Background.LoadFromAniDir( THEME->GetPathTo("BGAnimations","name entry") );
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this->AddChild( &m_Background );
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for( int p=0; p<NUM_PLAYERS; p++ )
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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bool bNewHighScore = GAMESTATE->m_iLastRankingIndex[p] != -1;
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m_bStillEnteringName[p] = bNewHighScore; // false if they made a new high score
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@@ -0,0 +1,100 @@
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#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenCaution
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Desc: Screen that displays while resources are being loaded.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ScreenStyleSplash.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "AnnouncerManager.h"
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#include "GameState.h"
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#include "RageSoundManager.h"
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#include "ThemeManager.h"
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#include "GameState.h"
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#include "GameManager.h"
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#define NEXT_SCREEN THEME->GetMetric("ScreenStyleSplash","NextScreen")
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const ScreenMessage SM_DoneOpening = ScreenMessage(SM_User-7);
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const ScreenMessage SM_StartClosing = ScreenMessage(SM_User-8);
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ScreenStyleSplash::ScreenStyleSplash()
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{
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GAMESTATE->m_bPlayersCanJoin = false;
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SOUNDMAN->StopMusic();
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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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return;
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}
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CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
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CString sStyleName = GAMESTATE->GetCurrentStyleDef()->m_szName;
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int iDifficulty = GAMESTATE->m_PreferredDifficulty[0];
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m_Background.LoadFromAniDir( THEME->GetPathTo("BGAnimations",ssprintf("ScreenStyleSplash-%s-%s-%d",sGameName.GetString(),sStyleName.GetString(),iDifficulty) ) );
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this->AddChild( &m_Background );
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m_Wipe.OpenWipingRight( SM_DoneOpening );
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this->AddChild( &m_Wipe );
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// m_FadeWipe.SetOpened();
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// this->AddChild( &m_FadeWipe );
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this->SendScreenMessage( SM_StartClosing, 2 );
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}
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void ScreenStyleSplash::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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if( m_Wipe.IsClosing() )
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return;
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
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}
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void ScreenStyleSplash::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_StartClosing:
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if( !m_Wipe.IsClosing() )
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m_Wipe.CloseWipingRight( SM_GoToNextScreen );
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break;
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case SM_DoneOpening:
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break;
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case SM_GoToPrevScreen:
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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case SM_GoToNextScreen:
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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break;
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}
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}
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void ScreenStyleSplash::MenuStart( PlayerNumber pn )
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{
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m_Wipe.CloseWipingRight( SM_GoToNextScreen );
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}
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void ScreenStyleSplash::MenuBack( PlayerNumber pn )
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{
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if(m_FadeWipe.IsClosing())
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return;
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this->ClearMessageQueue();
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m_FadeWipe.CloseWipingLeft( SM_GoToPrevScreen );
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SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","menu back") );
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}
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@@ -0,0 +1,39 @@
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#ifndef SCREENSTYELESPLASH_H
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#define SCREENSTYLESPLASH_H
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/*
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-----------------------------------------------------------------------------
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Class: ScreenStyleSplash
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Desc: Screen that displays the style the player selected for a short period of time.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "Screen.h"
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#include "TransitionFade.h"
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#include "TransitionFadeWipe.h"
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#include "RandomSample.h"
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#include "BGAnimation.h"
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class ScreenStyleSplash : public Screen
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{
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public:
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ScreenStyleSplash();
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virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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protected:
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void MenuStart( PlayerNumber pn );
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void MenuBack( PlayerNumber pn );
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BGAnimation m_Background;
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TransitionFade m_Wipe;
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TransitionFadeWipe m_FadeWipe;
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};
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#endif
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@@ -57,10 +57,10 @@ LINK32=link.exe
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# SUBTRACT LINK32 /verbose /pdb:none
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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 $(TargetDir)\StepMania.vdi ia32.vdi
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# End Special Build Tool
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@@ -92,10 +92,10 @@ LINK32=link.exe
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# SUBTRACT LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
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# Begin Special Build Tool
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IntDir=.\../Debug6
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TargetDir=\stepmania\stepmania
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TargetDir=\Stepmania\stepmania
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TargetName=StepMania-debug
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SOURCE="$(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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@@ -1693,6 +1693,14 @@ SOURCE=.\ScreenStage.h
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# End Source File
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# Begin Source File
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SOURCE=.\ScreenStyleSplash.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\ScreenStyleSplash.h
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# End Source File
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# Begin Source File
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SOURCE=.\ScreenTest.cpp
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# End Source File
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# Begin Source File
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