cleanup: SetXY in Init, ON_COMMAND in BeginScreen
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@@ -60,21 +60,25 @@ void ScreenSelectDifficulty::Init()
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{
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m_sprPicture[page][choice].SetName( ssprintf("PicturePage%dChoice%d",page+1,choice+1) );
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m_sprPicture[page][choice].Load( THEME->GetPathG(m_sName,ssprintf("picture%d",c+1)) );
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SET_XY( m_sprPicture[page][choice] );
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m_framePages.AddChild( &m_sprPicture[page][choice] );
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m_sprInfo[page][choice].SetName( ssprintf("InfoPage%dChoice%d",page+1,choice+1) );
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m_sprInfo[page][choice].Load( THEME->GetPathG(m_sName,ssprintf("info%d",c+1)) );
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SET_XY( m_sprInfo[page][choice] );
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m_framePages.AddChild( &m_sprInfo[page][choice] );
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}
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m_sprMore[page].SetName( ssprintf("MorePage%d",page+1) );
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m_sprMore[page].Load( THEME->GetPathG(m_sName,ssprintf("more page%d",page+1)) );
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SET_XY( m_sprMore[page] );
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m_framePages.AddChild( &m_sprMore[page] );
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m_sprExplanation[page].SetName( ssprintf("ExplanationPage%d",page+1) );
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m_sprExplanation[page].Load( THEME->GetPathG(m_sName,"explanation") );
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m_sprExplanation[page].StopAnimating();
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m_sprExplanation[page].SetState( page );
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SET_XY( m_sprExplanation[page] );
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m_framePages.AddChild( &m_sprExplanation[page] );
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}
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@@ -87,17 +91,24 @@ void ScreenSelectDifficulty::Init()
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue;
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float fCursorX = GetCursorX( p );
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float fCursorY = GetCursorY( p );
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m_sprShadow[p].SetName( "Shadow" );
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m_sprShadow[p].Load( THEME->GetPathG(m_sName,"shadow 2x1") );
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ActorUtil::LoadAllCommands( m_sprShadow[p], m_sName );
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m_sprShadow[p].StopAnimating();
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m_sprShadow[p].SetState( p );
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m_sprShadow[p].SetDiffuse( RageColor(0,0,0,0.6f) );
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m_sprShadow[p].SetXY( fCursorX + SHADOW_LENGTH_X, fCursorY + SHADOW_LENGTH_Y );
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m_framePages.AddChild( &m_sprShadow[p] );
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m_sprCursor[p].SetName( "Cursor" );
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m_sprCursor[p].Load( THEME->GetPathG(m_sName,"cursor 2x1") );
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ActorUtil::LoadAllCommands( m_sprCursor[p], m_sName );
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m_sprCursor[p].StopAnimating();
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m_sprCursor[p].SetState( p );
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m_sprCursor[p].SetXY( fCursorX, fCursorY );
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m_framePages.AddChild( &m_sprCursor[p] );
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m_sprOK[p].SetName( "OK" );
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@@ -117,11 +128,32 @@ void ScreenSelectDifficulty::Init()
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this->UpdateSelectableChoices();
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TweenOursOnScreen();
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this->SortByDrawOrder();
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}
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void ScreenSelectDifficulty::BeginScreen()
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{
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ScreenSelect::BeginScreen();
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for( int page=0; page<NUM_PAGES; page++ )
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{
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ON_COMMAND( m_sprExplanation[page] );
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ON_COMMAND( m_sprMore[page] );
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for( unsigned c=0; c<m_GameCommands[page].size(); c++ )
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{
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ON_COMMAND( m_sprInfo[page][c] );
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ON_COMMAND( m_sprPicture[page][c] );
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}
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}
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FOREACH_HumanPlayer( p )
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{
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ON_COMMAND( m_sprCursor[p] );
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ON_COMMAND( m_sprShadow[p] );
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}
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}
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void ScreenSelectDifficulty::Update( float fDelta )
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{
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ScreenSelect::Update( fDelta );
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@@ -491,33 +523,6 @@ void ScreenSelectDifficulty::MenuStart( PlayerNumber pn )
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this->PostScreenMessage( SM_BeginFadingOut, SLEEP_AFTER_CHOICE_SECONDS ); // tell our owner it's time to move on
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}
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void ScreenSelectDifficulty::TweenOursOnScreen()
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{
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for( int page=0; page<NUM_PAGES; page++ )
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{
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SET_XY_AND_ON_COMMAND( m_sprExplanation[page] );
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SET_XY_AND_ON_COMMAND( m_sprMore[page] );
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for( unsigned c=0; c<m_GameCommands[page].size(); c++ )
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{
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SET_XY_AND_ON_COMMAND( m_sprInfo[page][c] );
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SET_XY_AND_ON_COMMAND( m_sprPicture[page][c] );
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}
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}
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FOREACH_HumanPlayer( p )
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{
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float fCursorX = GetCursorX( p );
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float fCursorY = GetCursorY( p );
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m_sprCursor[p].SetXY( fCursorX, fCursorY );
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ON_COMMAND( m_sprCursor[p] );
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m_sprShadow[p].SetXY( fCursorX + SHADOW_LENGTH_X, fCursorY + SHADOW_LENGTH_Y );
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ON_COMMAND( m_sprShadow[p] );
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}
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}
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void ScreenSelectDifficulty::TweenOursOffScreen()
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{
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const int page = m_CurrentPage;
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