Cleanup of theme element names
Renamed ScreenSelectMax* back to their old names Replaced all hard-coded transitions with TransitionBGAnimations
This commit is contained in:
+88
-196
@@ -26,14 +26,10 @@
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#include "ModeChoice.h"
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#define CHOICES_TYPE THEME->GetMetricI(m_sClassName,"ChoicesType")
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#define CHOICES THEME->GetMetric (m_sClassName,"Choices")
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#define HELP_TEXT THEME->GetMetric (m_sClassName,"HelpText")
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#define TIMER_SECONDS THEME->GetMetricI(m_sClassName,"TimerSeconds")
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#define NEXT_SCREEN THEME->GetMetric (m_sClassName,"NextScreen")
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#define NEXT_SCREEN_ARCADE THEME->GetMetric (m_sClassName,"NextScreenArcade")
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#define NEXT_SCREEN_ONI THEME->GetMetric (m_sClassName,"NextScreenOni")
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#define NEXT_SCREEN_BATTLE THEME->GetMetric (m_sClassName,"NextScreenBattle")
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#define NEXT_SCREEN( choice ) THEME->GetMetric (m_sClassName,ssprintf("NextScreen%d",choice+1))
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ScreenSelect::ScreenSelect( CString sClassName )
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@@ -42,190 +38,102 @@ ScreenSelect::ScreenSelect( CString sClassName )
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m_sClassName = sClassName;
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m_type = (ChoicesType)CHOICES_TYPE;
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m_sClassName = sClassName;
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GAMESTATE->m_bPlayersCanJoin = false;
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// Set this true later if we discover a choice that chooses the Style
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GAMESTATE->m_bPlayersCanJoin = (m_type==CHOICES_STYLE)||(m_type==CHOICES_MODE);
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CStringArray asChoices;
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split( CHOICES, ",", asChoices );
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switch( m_type )
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for( unsigned c=0; c<asChoices.size(); c++ )
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{
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case CHOICES_STYLE:
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CString sChoice = asChoices[c];
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ModeChoice mc = { // fill this in below
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GAME_INVALID,
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STYLE_INVALID,
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PLAY_MODE_INVALID,
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DIFFICULTY_INVALID,
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"",
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1 };
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strncpy( mc.name, sChoice, sizeof(mc.name) );
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bool bChoiceIsInvalid = false;
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CStringArray asBits;
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split( sChoice, "-", asBits );
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for( unsigned b=0; b<asBits.size(); b++ )
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{
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vector<Style> aStyles;
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GAMEMAN->GetStylesForGame( GAMESTATE->m_CurGame, aStyles );
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ASSERT( !aStyles.empty() ); // every game should have at least one Style, or else why have the Game? :-)
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CString sBit = asBits[b];
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for( unsigned s=0; s<aStyles.size(); s++ )
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Game game = GAMEMAN->StringToGameType( sBit );
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if( game != GAME_INVALID )
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{
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Style style = aStyles[s];
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const StyleDef* pStyleDef = GAMEMAN->GetStyleDefForStyle(aStyles[s]);
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mc.game = game;
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continue;
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}
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int iNumSidesJoinedToPlay;
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switch( pStyleDef->m_StyleType )
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{
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case StyleDef::ONE_PLAYER_ONE_CREDIT: iNumSidesJoinedToPlay = 1; break;
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case StyleDef::TWO_PLAYERS_TWO_CREDITS: iNumSidesJoinedToPlay = 2; break;
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case StyleDef::ONE_PLAYER_TWO_CREDITS: iNumSidesJoinedToPlay = 2; break;
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default: ASSERT(0); iNumSidesJoinedToPlay = 1;
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}
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ModeChoice mc = {
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GAMESTATE->m_CurGame,
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style,
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PLAY_MODE_INVALID,
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DIFFICULTY_INVALID,
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"",
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iNumSidesJoinedToPlay
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};
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strcpy( mc.name, pStyleDef->m_szName );
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m_aModeChoices.push_back( mc );
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Style style = GAMEMAN->GameAndStringToStyle( GAMESTATE->m_CurGame, sBit );
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if( style != STYLE_INVALID )
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{
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mc.style = style;
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// There is a choices that allows players to choose a style. Allow joining.
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GAMESTATE->m_bPlayersCanJoin = true;
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continue;
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}
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PlayMode pm = StringToPlayMode( sBit );
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if( pm != PLAY_MODE_INVALID )
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{
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mc.pm = pm;
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continue;
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}
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Difficulty dc = StringToDifficulty( sBit );
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if( dc != DIFFICULTY_INVALID )
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{
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mc.dc = dc;
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continue;
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}
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LOG->Warn( "The choice token '%s' is not recognized as a Game, Style, PlayMode, or Difficulty. The choice containing this token will be ignored.", sBit.GetString() );
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bChoiceIsInvalid |= true;
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}
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if( mc.style != STYLE_INVALID )
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{
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const StyleDef* pStyleDef = GAMEMAN->GetStyleDefForStyle(mc.style);
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switch( pStyleDef->m_StyleType )
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{
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case StyleDef::ONE_PLAYER_ONE_CREDIT:
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mc.numSidesJoinedToPlay = 1;
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break;
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case StyleDef::TWO_PLAYERS_TWO_CREDITS:
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case StyleDef::ONE_PLAYER_TWO_CREDITS:
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mc.numSidesJoinedToPlay = 2;
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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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break;
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case CHOICES_MODE:
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{
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CStringArray asChoices;
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split( CHOICES, ",", asChoices );
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for( unsigned c=0; c<asChoices.size(); c++ )
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{
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ModeChoice mc = { // fill this in below
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GAMESTATE->m_CurGame,
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STYLE_INVALID,
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PLAY_MODE_INVALID,
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DIFFICULTY_INVALID,
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"",
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1 };
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CStringArray asBits;
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split( asChoices[c], "-", asBits );
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if( asBits.size() != 3 )
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RageException::Throw(
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"The mode choice '%s' is invalid. Mode choices must be in the format "
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"'style-playmode-difficulty'", asChoices[c].GetString() );
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mc.game = GAMESTATE->m_CurGame;
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mc.style = GAMEMAN->GameAndStringToStyle( mc.game, asBits[0] );
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if( mc.style == STYLE_INVALID )
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RageException::Throw(
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"The specified style '%s' in the mode choice '%s' is invalid.", asBits[0].GetString(), asChoices[c].GetString() );
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if( ! bChoiceIsInvalid )
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m_aModeChoices.push_back( mc );
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mc.pm = StringToPlayMode( asBits[1] );
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if( mc.pm == PLAY_MODE_INVALID )
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RageException::Throw(
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"The specified play mode '%s' in the mode choice '%s' is invalid.", asBits[1].GetString(), asChoices[c].GetString() );
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mc.dc = StringToDifficulty( asBits[2] );
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if( mc.dc == DIFFICULTY_INVALID )
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RageException::Throw(
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"The specified difficulty '%s' in the mode choice '%s' is invalid.", asBits[2].GetString(), asChoices[c].GetString() );
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strcpy( mc.name, asChoices[c] );
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const StyleDef* pStyleDef = GAMEMAN->GetStyleDefForStyle(mc.style);
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switch( pStyleDef->m_StyleType )
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{
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case StyleDef::ONE_PLAYER_ONE_CREDIT:
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mc.numSidesJoinedToPlay = 1;
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break;
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case StyleDef::TWO_PLAYERS_TWO_CREDITS:
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case StyleDef::ONE_PLAYER_TWO_CREDITS:
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mc.numSidesJoinedToPlay = 2;
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break;
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default:
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ASSERT(0);
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}
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m_aModeChoices.push_back( mc );
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}
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}
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break;
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case CHOICES_DIFFICULTY:
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{
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if( GAMESTATE->m_CurStyle == STYLE_INVALID )
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RageException::Throw( "The current Style has not been set. A theme must set the style before it can display a difficulty selection screen." );
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CStringArray asBits;
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split( CHOICES, ",", asBits );
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unsigned choice;
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for( choice=0; choice<asBits.size(); choice++ )
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{
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Difficulty dc = StringToDifficulty(asBits[choice]);
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PlayMode pm = StringToPlayMode(asBits[choice]);
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if( dc!=DIFFICULTY_INVALID ) // valid difficulty
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{
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ModeChoice mc = {
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GAMESTATE->m_CurGame,
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GAMESTATE->m_CurStyle,
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PLAY_MODE_ARCADE,
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dc,
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"",
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GAMESTATE->GetNumSidesJoined() };
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strcpy( mc.name, DifficultyToString(dc) );
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m_aModeChoices.push_back( mc );
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}
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else if( pm!=PLAY_MODE_INVALID ) // valid play mode
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{
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ModeChoice mc = {
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GAMESTATE->m_CurGame,
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GAMESTATE->m_CurStyle,
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pm,
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DIFFICULTY_MEDIUM,
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"",
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GAMESTATE->GetNumSidesJoined() };
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strcpy( mc.name, PlayModeToString(pm) );
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m_aModeChoices.push_back( mc );
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}
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else
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RageException::Throw( "Invalid Choice%d value '%s'.", choice+1, asBits[choice].GetString() );
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}
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}
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break;
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case CHOICES_GAME:
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ASSERT(0); // TODO
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break;
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}
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for( unsigned c=0; c<m_aModeChoices.size(); c++ )
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{
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CString sBGAnimationDir = THEME->GetPathToOptional("BGAnimations",ssprintf("%s %s",m_sClassName.GetString(),m_aModeChoices[c].name));
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CString sBGAnimationDir = THEME->GetPathToOptional("BGAnimations",ssprintf("%s %s",m_sClassName.GetString(),mc.name));
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if( sBGAnimationDir == "" )
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sBGAnimationDir = THEME->GetPathTo("BGAnimations",m_sClassName.GetString());
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sBGAnimationDir = THEME->GetPathTo("BGAnimations",m_sClassName+" background");
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m_BGAnimations[c].LoadFromAniDir( sBGAnimationDir );
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}
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m_Menu.Load(
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"", // don't load any BGAnimation. We have our own.
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THEME->GetPathTo("Graphics",m_sClassName+" top edge"),
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HELP_TEXT, false, true, TIMER_SECONDS
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);
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m_Menu.Load( sClassName, true, false ); // don't load any BGAnimation. We have our own.
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this->AddChild( &m_Menu );
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo(m_sClassName+" intro") );
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SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds",m_sClassName+" music") );
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switch( m_type )
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{
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case CHOICES_STYLE:
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case CHOICES_MODE:
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// This is probably the first screen in the menu sequence.
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m_Menu.TweenOnScreenFromBlack( SM_None );
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break;
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case CHOICES_DIFFICULTY:
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// This is probably not the first screen in the menu sequence.
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m_Menu.TweenOnScreenFromMenu( SM_None );
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break;
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}
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}
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@@ -255,10 +163,8 @@ void ScreenSelect::Input( const DeviceInput& DeviceI, const InputEventType type,
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if( MenuI.IsValid() && MenuI.button==MENU_BUTTON_START )
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{
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PlayerNumber pn = MenuI.player;
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switch( m_type )
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if( GAMESTATE->m_bPlayersCanJoin )
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{
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case CHOICES_STYLE:
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case CHOICES_MODE:
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if( pn!=PLAYER_INVALID && !GAMESTATE->m_bSideIsJoined[pn] )
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{
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/* I think JP should allow playing two-pad singleplayer modes (doubles),
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@@ -271,6 +177,10 @@ void ScreenSelect::Input( const DeviceInput& DeviceI, const InputEventType type,
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* Also, credit deduction should be handled in StepMania.cpp (along with
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* the coin logic) using GAMESTATE->m_bPlayersCanJoin, since there
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* are other screens you can join (eg ScreenCaution). -glenn */
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/* Joint premium on a DDR machine does allow two player modes with a single
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* credit. -Chris */
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if( PREFSMAN->m_CoinMode == PrefsManager::COIN_PAY )
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{
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if( !PREFSMAN->m_bJointPremium )
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@@ -287,17 +197,16 @@ void ScreenSelect::Input( const DeviceInput& DeviceI, const InputEventType type,
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}
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/* If credits had to be used, it's already taken care of.. add the player */
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SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","menu start") );
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SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","Common start") );
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GAMESTATE->m_bSideIsJoined[pn] = true;
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SCREENMAN->RefreshCreditsMessages();
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this->UpdateSelectableChoices();
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return;
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}
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break;
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}
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}
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if( m_Menu.IsClosing() )
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if( m_Menu.IsTransitioning() )
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return;
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
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@@ -316,9 +225,8 @@ void ScreenSelect::HandleScreenMessage( const ScreenMessage SM )
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GAMESTATE->m_bPlayersCanJoin = false;
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SCREENMAN->RefreshCreditsMessages();
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m_Menu.StopTimer();
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m_Menu.TweenOffScreenToMenu( SM_GoToNextScreen );
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if( !m_Menu.IsTransitioning() )
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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}
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break;
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case SM_MenuTimer:
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@@ -333,25 +241,9 @@ void ScreenSelect::HandleScreenMessage( const ScreenMessage SM )
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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case SM_GoToNextScreen:
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switch( m_type )
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{
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case CHOICES_STYLE:
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// if they only chose a style, then the play mode isn't set.
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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break;
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case CHOICES_MODE:
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case CHOICES_DIFFICULTY:
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// go to a specific screen depending on the play mode
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE: SCREENMAN->SetNewScreen( NEXT_SCREEN_ARCADE ); break;
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS: SCREENMAN->SetNewScreen( NEXT_SCREEN_ONI ); break;
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case PLAY_MODE_BATTLE: SCREENMAN->SetNewScreen( NEXT_SCREEN_BATTLE ); break;
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default: ASSERT(0);
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}
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break;
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int iSelectionIndex = GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber);
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SCREENMAN->SetNewScreen( NEXT_SCREEN(iSelectionIndex) );
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}
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break;
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}
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@@ -361,5 +253,5 @@ void ScreenSelect::MenuBack( PlayerNumber pn )
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{
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SOUNDMAN->StopMusic();
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m_Menu.TweenOffScreenToBlack( SM_GoToPrevScreen, true );
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m_Menu.Back( SM_GoToPrevScreen );
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}
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