Pump - Style Splash Screens implemented, Evaluation endscreen metricable (i.e. Pump doesn't have a scoreboard, so we can now bypass it)
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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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