Cleanup of theme element names
Renamed ScreenSelectMax* back to their old names Replaced all hard-coded transitions with TransitionBGAnimations
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@@ -113,12 +113,12 @@ bool PrepareForJukebox() // always return true.
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GAMESTATE->m_SongOptions.m_LifeType = (randomf(0,1)>0.8f) ? SongOptions::LIFE_BATTERY : SongOptions::LIFE_BAR;
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
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GAMESTATE->m_bDemonstration = true;
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GAMESTATE->m_bDemonstrationOrJukebox = true;
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return true;
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}
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ScreenJukebox::ScreenJukebox() : ScreenGameplay(PrepareForJukebox()) // this is a hack to get some code to execute before the ScreenGameplay constructor
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ScreenJukebox::ScreenJukebox( bool bDemonstration ) : ScreenGameplay( PrepareForJukebox() ) // this is a hack to get some code to execute before the ScreenGameplay constructor
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{
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LOG->Trace( "ScreenJukebox::ScreenJukebox()" );
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@@ -128,13 +128,17 @@ ScreenJukebox::ScreenJukebox() : ScreenGameplay(PrepareForJukebox()) // this is
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return;
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}
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m_Fade.OpenWipingRight();
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m_In.Load( THEME->GetPathTo("BGAnimations","ScreenDemonstration in") );
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this->AddChild( &m_In );
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m_In.StartTransitioning();
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m_Out.Load( THEME->GetPathTo("BGAnimations","ScreenDemonstration out") );
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this->AddChild( &m_Out );
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ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
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GAMESTATE->m_bPastHereWeGo = true;
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m_StarWipe.SetOpened();
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m_DancingState = STATE_DANCING;
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}
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@@ -147,10 +151,6 @@ ScreenJukebox::~ScreenJukebox()
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void ScreenJukebox::Update( float fDeltaTime )
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{
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ScreenGameplay::Update( fDeltaTime );
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// hide status icons
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for( int i=0; i<NUM_STATUS_ICONS; i++ )
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m_sprStatusIcons[i].SetDiffuse( RageColor(1,1,1,0) );
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}
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void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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@@ -189,8 +189,8 @@ void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type
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{
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case MENU_BUTTON_LEFT:
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case MENU_BUTTON_RIGHT:
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if( !m_Fade.IsOpening() && !m_Fade.IsClosing() )
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m_Fade.CloseWipingRight( SM_GoToNextScreen );
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if( !m_In.IsTransitioning() && !m_Out.IsTransitioning() )
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m_Out.StartTransitioning( SM_GoToNextScreen );
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break;
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case MENU_BUTTON_COIN:
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Screen::MenuCoin( MenuI.player ); // increment coins, play sound
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@@ -228,9 +228,9 @@ void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM )
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switch( SM )
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{
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case SM_NotesEnded:
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if( m_Fade.IsClosing() )
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if( m_Out.IsTransitioning() )
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return; // ignore - we're already fading
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m_Fade.CloseWipingRight( SM_GoToNextScreen );
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m_Out.StartTransitioning( SM_GoToNextScreen );
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return;
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case SM_GoToNextScreen:
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/* We're actually under Update(), so make sure ScreenGameplay doesn't
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