options out transition
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@@ -318,6 +318,11 @@ ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : Screen( sClassName
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m_bgOverlay.LoadFromAniDir( THEME->GetPathToB("ScreenSelectMusic Overlay"));
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m_bgOverlay.LoadFromAniDir( THEME->GetPathToB("ScreenSelectMusic Overlay"));
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this->AddChild( &m_bgOverlay );
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this->AddChild( &m_bgOverlay );
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m_bgOptionsOut.Load( THEME->GetPathToB(m_sName+" options out") );
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// this->AddChild( &m_bgOptionsOut ); // drawn on top
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m_bgNoOptionsOut.Load( THEME->GetPathToB(m_sName+" no options out") );
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// this->AddChild( &m_bgNoOptionsOut ); // drawn on top
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m_soundSelect.Load( THEME->GetPathToS("Common start") );
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m_soundSelect.Load( THEME->GetPathToS("Common start") );
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m_soundDifficultyEasier.Load( THEME->GetPathToS("ScreenSelectMusic difficulty easier") );
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m_soundDifficultyEasier.Load( THEME->GetPathToS("ScreenSelectMusic difficulty easier") );
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m_soundDifficultyHarder.Load( THEME->GetPathToS("ScreenSelectMusic difficulty harder") );
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m_soundDifficultyHarder.Load( THEME->GetPathToS("ScreenSelectMusic difficulty harder") );
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@@ -355,6 +360,8 @@ void ScreenSelectMusic::DrawPrimitives()
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Screen::DrawPrimitives();
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Screen::DrawPrimitives();
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m_Menu.DrawTopLayer();
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m_Menu.DrawTopLayer();
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m_sprOptionsMessage.Draw();
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m_sprOptionsMessage.Draw();
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m_bgOptionsOut.Draw();
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m_bgNoOptionsOut.Draw();
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DISPLAY->CameraPopMatrix();
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DISPLAY->CameraPopMatrix();
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}
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}
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@@ -646,6 +653,8 @@ void ScreenSelectMusic::TweenScoreOnAndOffAfterChangeSort()
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void ScreenSelectMusic::Update( float fDeltaTime )
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void ScreenSelectMusic::Update( float fDeltaTime )
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{
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{
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Screen::Update( fDeltaTime );
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Screen::Update( fDeltaTime );
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m_bgOptionsOut.Update( fDeltaTime );
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m_bgNoOptionsOut.Update( fDeltaTime );
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m_sprOptionsMessage.Update( fDeltaTime );
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m_sprOptionsMessage.Update( fDeltaTime );
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@@ -700,6 +709,7 @@ void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type,
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MenuI.IsValid() &&
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MenuI.IsValid() &&
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MenuI.button == MENU_BUTTON_START &&
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MenuI.button == MENU_BUTTON_START &&
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type != IET_RELEASE &&
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type != IET_RELEASE &&
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m_Menu.IsTransitioning() &&
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!GAMESTATE->IsExtraStage() &&
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!GAMESTATE->IsExtraStage() &&
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!GAMESTATE->IsExtraStage2() )
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!GAMESTATE->IsExtraStage2() )
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{
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{
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@@ -978,6 +988,13 @@ void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
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* the game state, so just discard them. */
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* the game state, so just discard them. */
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ClearMessageQueue();
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ClearMessageQueue();
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break;
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break;
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case SM_BeginFadingOut:
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/* XXX: yuck. Later on, maybe this can be done in one BGA with lua ... */
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if( m_bGoToOptions )
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m_bgOptionsOut.StartTransitioning( SM_GoToNextScreen );
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else
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m_bgNoOptionsOut.StartTransitioning( SM_GoToNextScreen );
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break;
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case SM_GoToNextScreen:
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case SM_GoToNextScreen:
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if( m_bGoToOptions )
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if( m_bGoToOptions )
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{
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{
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@@ -1105,7 +1122,7 @@ void ScreenSelectMusic::MenuStart( PlayerNumber pn )
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this->PostScreenMessage( SM_AllowOptionsMenuRepeat, 0.5f );
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this->PostScreenMessage( SM_AllowOptionsMenuRepeat, 0.5f );
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}
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}
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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m_Menu.StartTransitioning( SM_BeginFadingOut );
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}
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}
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if( GAMESTATE->IsExtraStage() && PREFSMAN->m_bPickExtraStage )
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if( GAMESTATE->IsExtraStage() && PREFSMAN->m_bPickExtraStage )
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@@ -114,6 +114,8 @@ protected:
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bool m_bAllowOptionsMenu, m_bAllowOptionsMenuRepeat;
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bool m_bAllowOptionsMenu, m_bAllowOptionsMenuRepeat;
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BGAnimation m_bgOverlay;
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BGAnimation m_bgOverlay;
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Transition m_bgOptionsOut;
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Transition m_bgNoOptionsOut;
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RageSound m_soundSelect;
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RageSound m_soundSelect;
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RageSound m_soundDifficultyEasier;
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RageSound m_soundDifficultyEasier;
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