Cleanup of theme element names
Renamed ScreenSelectMax* back to their old names Replaced all hard-coded transitions with TransitionBGAnimations
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@@ -26,37 +26,40 @@
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#include "SDL_utils.h"
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#include "RageSoundManager.h"
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#define SECONDS_TO_SHOW THEME->GetMetricF(m_sMetricName,"SecondsToShow")
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#define NEXT_SCREEN THEME->GetMetric(m_sMetricName,"NextScreen")
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#define NEXT_SCREEN THEME->GetMetric(m_sClassName,"NextScreen")
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ScreenAttract::ScreenAttract( CString sMetricName, CString sElementName )
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ScreenAttract::ScreenAttract( CString sClassName )
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{
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LOG->Trace( "ScreenAttract::ScreenAttract(%s, %s)", sMetricName.c_str(), sElementName.c_str() );
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LOG->Trace( "ScreenAttract::ScreenAttract(%s)", sClassName.c_str() );
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GAMESTATE->Reset();
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m_sMetricName = sMetricName;
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m_sElementName = sElementName;
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m_sClassName = sClassName;
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// We have to do initialization in the first update because this->GetElementName() won't
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// work until the object has been fully constructed.
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m_Background.LoadFromAniDir( THEME->GetPathTo("BGAnimations",m_sElementName) );
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m_Background.LoadFromAniDir( THEME->GetPathTo("BGAnimations",m_sClassName+" background") );
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this->AddChild( &m_Background );
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m_Fade.SetClosed();
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m_Fade.OpenWipingRight( SM_None );
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this->AddChild( &m_Fade );
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m_In.Load( THEME->GetPathTo("BGAnimations","ScreenAttract in") );
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m_In.StartTransitioning();
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this->AddChild( &m_In );
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo(m_sElementName) );
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m_Out.Load( THEME->GetPathTo("BGAnimations","ScreenAttract out") );
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this->AddChild( &m_Out );
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m_soundStart.Load( THEME->GetPathTo("Sounds","menu start") );
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo(m_sClassName) );
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SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds",m_sElementName + " music") ); // DO loop. -Chris
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m_soundStart.Load( THEME->GetPathTo("Sounds","Common start") );
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SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds",m_sClassName + " music") ); // DO loop. -Chris
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GAMESTATE->m_bPlayersCanJoin = true;
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this->SendScreenMessage( SM_BeginFadingOut, SECONDS_TO_SHOW );
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float fTimeUntilBeginFadingOut = m_Background.GetLengthSeconds() - m_Out.GetLengthSeconds();
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this->SendScreenMessage( SM_BeginFadingOut, fTimeUntilBeginFadingOut );
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}
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@@ -70,12 +73,17 @@ void ScreenAttract::Input( const DeviceInput& DeviceI, const InputEventType type
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{
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LOG->Trace( "ScreenAttract::Input()" );
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if(type != IET_FIRST_PRESS) return; // don't care
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AttractInput( DeviceI, type, GameI, MenuI, StyleI, m_In.IsTransitioning() || m_Out.IsTransitioning() );
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}
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bool ScreenAttract::ChangeCoinModeInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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if( type != IET_FIRST_PRESS )
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return false;
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if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F3 )
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{
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(int&)PREFSMAN->m_CoinMode = (PREFSMAN->m_CoinMode+1) % PrefsManager::NUM_COIN_MODES;
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/*ResetGame();
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/* ResetGame();
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This causes problems on ScreenIntroMovie, which results in the
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movie being restarted and/or becoming out-of-synch -- Miryokuteki */
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@@ -88,27 +96,25 @@ void ScreenAttract::Input( const DeviceInput& DeviceI, const InputEventType type
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}
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SCREENMAN->RefreshCreditsMessages();
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SCREENMAN->SystemMessage( sMessage );
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return;
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return true;
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}
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return false;
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}
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void ScreenAttract::AttractInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI, bool bTransitioning )
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{
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if(type != IET_FIRST_PRESS)
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return; // don't care
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ChangeCoinModeInput( DeviceI, type, GameI, MenuI, StyleI );
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if( MenuI.IsValid() )
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{
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switch( MenuI.button )
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{
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case MENU_BUTTON_LEFT:
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case MENU_BUTTON_RIGHT:
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this->SendScreenMessage( SM_BeginFadingOut, 0 );
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break;
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case MENU_BUTTON_COIN:
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/* Credit already taken care of.. go forth -- Miryokuteki */
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//Screen::MenuCoin( MenuI.player ); // increment coins, play sound
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SOUNDMAN->StopMusic();
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SDL_Delay( 800 ); // do a little pause, like the arcade does
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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case MENU_BUTTON_START:
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case MENU_BUTTON_BACK:
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case MENU_BUTTON_COIN:
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switch( PREFSMAN->m_CoinMode )
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{
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case PrefsManager::COIN_PAY:
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@@ -118,7 +124,7 @@ void ScreenAttract::Input( const DeviceInput& DeviceI, const InputEventType type
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case PrefsManager::COIN_FREE:
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case PrefsManager::COIN_HOME:
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SOUNDMAN->StopMusic();
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SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","insert coin") );
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SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","Common coin") );
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SDL_Delay( 800 ); // do a little pause, like the arcade does
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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@@ -129,6 +135,20 @@ void ScreenAttract::Input( const DeviceInput& DeviceI, const InputEventType type
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}
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}
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if( bTransitioning )
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return;
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if( MenuI.IsValid() )
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{
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switch( MenuI.button )
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{
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case MENU_BUTTON_LEFT:
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case MENU_BUTTON_RIGHT:
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SCREENMAN->SendMessageToTopScreen( SM_BeginFadingOut, 0 );
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break;
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}
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}
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// Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
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}
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@@ -142,8 +162,8 @@ void ScreenAttract::HandleScreenMessage( const ScreenMessage SM )
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switch( SM )
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{
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case SM_BeginFadingOut:
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if( !m_Fade.IsClosing() )
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m_Fade.CloseWipingRight( SM_GoToNextScreen );
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if( !m_Out.IsTransitioning() )
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m_Out.StartTransitioning( SM_GoToNextScreen );
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break;
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case SM_GoToNextScreen:
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/* XXX: Look at the def of the screen we're going to; if it has a
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