fix up tweens
This commit is contained in:
@@ -287,20 +287,24 @@ void ScreenOptions::PositionUnderlines()
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{
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OptionsCursor &underline = m_Underline[p][i];
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underline.StopTweening();
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/* Don't tween X movement. */
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/* Don't tween X movement and color changes. */
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int iWidth, iX, iY;
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GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
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underline.SetX( (float)iX );
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underline.SetGlobalX( (float)iX );
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underline.SetGlobalDiffuseColor( RageColor(1,1,1, 1.0f) );
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// If there's only one choice (ScreenOptionsMenu), don't show underlines.
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// It looks silly.
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bool bOnlyOneChoice = m_OptionRow[i].choices.size() == 1;
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bool hidden = bOnlyOneChoice || m_bRowIsHidden[i];
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/* XXX: this doesn't work since underline is an ActorFrame */
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underline.BeginTweening( 0.3f );
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if( underline.GetDestY() != m_fRowY[i] )
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{
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underline.StopTweening();
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underline.BeginTweening( 0.3f );
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}
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/* XXX: diffuse doesn't work since underline is an ActorFrame */
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underline.SetDiffuse( RageColor(1,1,1,hidden? 0.0f:1.0f) );
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underline.SetBarWidth( iWidth );
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underline.SetY( (float)iY );
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@@ -319,10 +323,15 @@ void ScreenOptions::PositionIcons()
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int iWidth, iX, iY; // We only use iY
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GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
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icon.SetX( ICONS_X(p) );
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icon.StopTweening();
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/* XXX: this doesn't work since icon is an ActorFrame */
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icon.BeginTweening( 0.3f );
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if( icon.GetDestY() != m_fRowY[i] )
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{
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icon.StopTweening();
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icon.BeginTweening( 0.3f );
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}
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icon.SetY( (float)iY );
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/* XXX: this doesn't work since icon is an ActorFrame */
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icon.SetDiffuse( RageColor(1,1,1, m_bRowIsHidden[i]? 0.0f:1.0f) );
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}
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}
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@@ -406,44 +415,58 @@ void ScreenOptions::UpdateEnabledDisabled()
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if( GAMESTATE->IsHumanPlayer(p) && m_iCurrentRow[p] == i )
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bThisRowIsSelected = true;
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m_sprBullets[i].StopTweening();
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m_textTitles[i].StopTweening();
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m_sprBullets[i].BeginTweening( 0.3f );
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m_textTitles[i].BeginTweening( 0.3f );
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for( unsigned j=0; j<m_OptionRow[i].choices.size(); j++ )
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{
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m_textItems[i][j].StopTweening();
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m_textItems[i][j].BeginTweening( 0.3f );
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}
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/* Don't tween selection colors at all. */
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RageColor color = bThisRowIsSelected ? colorSelected : colorNotSelected;
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if( m_bRowIsHidden[i] )
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color.a = 0.0f;
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m_sprBullets[i].SetDiffuse( color );
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m_textTitles[i].SetDiffuse( color );
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m_sprBullets[i].SetY( m_fRowY[i] );
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m_textTitles[i].SetY( m_fRowY[i] );
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m_sprBullets[i].SetGlobalDiffuseColor( color );
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m_textTitles[i].SetGlobalDiffuseColor( color );
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if( m_bRowIsLong[i] )
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for( unsigned j=0; j<NUM_PLAYERS; j++ )
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{
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m_textItems[i][j].SetDiffuse( color );
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m_textItems[i][j].SetY( m_fRowY[i] );
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/* Hide the text of all but the first player, so we don't overdraw. */
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if( m_InputMode == INPUTMODE_BOTH && j != 0 )
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{
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m_textItems[i][j].StopTweening();
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m_textItems[i][j].SetDiffuse( RageColor(1,1,1,0) );
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}
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}
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m_textItems[i][j].SetGlobalDiffuseColor( color );
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else
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for( unsigned j=0; j<m_OptionRow[i].choices.size(); j++ )
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m_textItems[i][j].SetGlobalDiffuseColor( color );
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if( m_sprBullets[i].GetDestY() != m_fRowY[i] )
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{
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m_sprBullets[i].StopTweening();
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m_textTitles[i].StopTweening();
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m_sprBullets[i].BeginTweening( 0.3f );
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m_textTitles[i].BeginTweening( 0.3f );
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m_sprBullets[i].SetDiffuseAlpha( m_bRowIsHidden[i]? 0.0f:1.0f );
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m_textTitles[i].SetDiffuseAlpha( m_bRowIsHidden[i]? 0.0f:1.0f );
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m_sprBullets[i].SetY( m_fRowY[i] );
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m_textTitles[i].SetY( m_fRowY[i] );
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if( m_bRowIsLong[i] )
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for( unsigned j=0; j<NUM_PLAYERS; j++ )
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{
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m_textItems[i][j].StopTweening();
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m_textItems[i][j].BeginTweening( 0.3f );
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m_textItems[i][j].SetDiffuseAlpha( m_bRowIsHidden[i]? 0.0f:1.0f );
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m_textItems[i][j].SetY( m_fRowY[i] );
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}
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else
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for( unsigned j=0; j<m_OptionRow[i].choices.size(); j++ )
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{
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m_textItems[i][j].StopTweening();
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m_textItems[i][j].BeginTweening( 0.3f );
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m_textItems[i][j].SetDiffuseAlpha( m_bRowIsHidden[i]? 0.0f:1.0f );
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m_textItems[i][j].SetY( m_fRowY[i] );
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}
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}
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/* Hide the text of all but the first player, so we don't overdraw. */
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if( m_InputMode == INPUTMODE_BOTH && m_bRowIsLong[i] )
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{
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for( unsigned j=1; j<NUM_PLAYERS; j++ )
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{
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m_textItems[i][j].SetDiffuse( color );
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m_textItems[i][j].SetY( m_fRowY[i] );
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m_textItems[i][j].StopTweening();
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m_textItems[i][j].SetDiffuse( RageColor(1,1,1,0) );
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}
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}
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}
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bool bExitRowIsSelectedByBoth = true;
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@@ -451,14 +474,17 @@ void ScreenOptions::UpdateEnabledDisabled()
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if( GAMESTATE->IsHumanPlayer(p) && m_iCurrentRow[p] != m_iNumOptionRows )
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bExitRowIsSelectedByBoth = false;
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m_textItems[m_iNumOptionRows][0].StopTweening();
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m_textItems[m_iNumOptionRows][0].BeginTweening( 0.3f );
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RageColor color = bExitRowIsSelectedByBoth ? colorSelected : colorNotSelected;
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if( m_bRowIsHidden[i] )
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color.a = 0.0f;
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m_textItems[m_iNumOptionRows][0].SetDiffuse( color );
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m_textItems[m_iNumOptionRows][0].SetY( m_fRowY[m_iNumOptionRows] );
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m_textItems[m_iNumOptionRows][0].SetGlobalDiffuseColor( color );
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if( m_textItems[m_iNumOptionRows][0].GetDestY() != m_fRowY[m_iNumOptionRows] )
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{
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m_textItems[m_iNumOptionRows][0].StopTweening();
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m_textItems[m_iNumOptionRows][0].BeginTweening( 0.3f );
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m_textItems[m_iNumOptionRows][0].SetDiffuseAlpha( m_bRowIsHidden[i]? 0.0f:1.0f );
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m_textItems[m_iNumOptionRows][0].SetY( m_fRowY[m_iNumOptionRows] );
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}
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if( bExitRowIsSelectedByBoth )
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m_textItems[m_iNumOptionRows][0].SetEffectDiffuseShift( 1.0f, colorSelected, colorNotSelected );
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else
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@@ -587,17 +613,6 @@ void ScreenOptions::OnChange()
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PositionIcons();
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UpdateEnabledDisabled();
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for( int i=0; i<m_iNumOptionRows; i++ ) // foreach line
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{
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m_sprBullets[i].StopTweening();
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m_sprBullets[i].BeginTweening( 0.3f );
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m_sprBullets[i].SetY( m_fRowY[i] );
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RageColor color = m_sprBullets[i].GetDiffuse();
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color.a = m_bRowIsHidden[i]? 0.0f:1.0f;
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m_sprBullets[i].SetDiffuse( color );
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}
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for( int pn=0; pn<NUM_PLAYERS; pn++ )
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TweenCursor( (PlayerNumber)pn );
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