add character icons to SelectCharacter screen
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@@ -21,18 +21,21 @@
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#include "GameState.h"
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#include "Character.h"
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#include "PrefsManager.h"
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#include "RageTextureManager.h"
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#define TITLE_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("TitleP%dOnCommand",p+1))
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#define TITLE_OFF_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("TitleP%dOffCommand",p+1))
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#define CHARACTER_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("CharacterP%dOnCommand",p+1))
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#define CHARACTER_OFF_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("CharacterP%dOffCommand",p+1))
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#define CHARACTER_ARROWS_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("CharacterArrowsP%dOnCommand",p+1))
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#define CHARACTER_ARROWS_OFF_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("CharacterArrowsP%dOffCommand",p+1))
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#define CARD_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("CardP%dOnCommand",p+1))
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#define CARD_OFF_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("CardP%dOffCommand",p+1))
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#define CARD_ARROWS_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("CardArrowsP%dOnCommand",p+1))
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#define CARD_ARROWS_OFF_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("CardArrowsP%dOffCommand",p+1))
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#define EXPLANATION_ON_COMMAND THEME->GetMetric ("ScreenSelectCharacter","ExplanationOnCommand")
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#define EXPLANATION_OFF_COMMAND THEME->GetMetric ("ScreenSelectCharacter","ExplanationOffCommand")
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#define ATTACK_FRAME_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("AttackFrameP%dOnCommand",p+1))
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#define ATTACK_FRAME_OFF_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("AttackFrameP%dOffCommand",p+1))
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#define ICON_WIDTH THEME->GetMetricF("ScreenSelectCharacter","IconWidth")
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#define ICON_HEIGHT THEME->GetMetricF("ScreenSelectCharacter","IconHeight")
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#define ICONS_START_X( p ) THEME->GetMetricF("ScreenSelectCharacter",ssprintf("IconsP%dStartX",p+1))
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#define ICONS_START_Y( p ) THEME->GetMetricF("ScreenSelectCharacter",ssprintf("IconsP%dStartY",p+1))
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#define ICONS_SPACING_X THEME->GetMetricF("ScreenSelectCharacter","IconsSpacingX")
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@@ -89,12 +92,18 @@ ScreenSelectCharacter::ScreenSelectCharacter() : Screen("ScreenSelectCharacter")
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this->AddChild( &m_sprTitle[p] );
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m_sprCharacter[p].Command( CHARACTER_ON_COMMAND(p) );
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this->AddChild( &m_sprCharacter[p] );
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m_sprCard[p].Command( CARD_ON_COMMAND(p) );
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this->AddChild( &m_sprCard[p] );
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m_sprCharacterArrows[p].Load( THEME->GetPathToG("ScreenSelectCharacter character arrows") );
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m_sprCharacterArrows[p].Command( CHARACTER_ARROWS_ON_COMMAND(p) );
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this->AddChild( &m_sprCharacterArrows[p] );
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m_sprCardArrows[p].Load( THEME->GetPathToG("ScreenSelectCharacter card arrows") );
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m_sprCardArrows[p].Command( CARD_ARROWS_ON_COMMAND(p) );
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this->AddChild( &m_sprCardArrows[p] );
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for( unsigned i=0; i<MAX_CHAR_ICONS_TO_SHOW; i++ )
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{
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m_sprIcons[p][i].ScaleToClipped( ICON_WIDTH, ICON_HEIGHT );
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this->AddChild( &m_sprIcons[p][i] );
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}
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if(GAMESTATE->m_PlayMode == PLAY_MODE_BATTLE || GAMESTATE->m_PlayMode == PLAY_MODE_RAVE)
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{
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@@ -207,7 +216,7 @@ void ScreenSelectCharacter::BeforeRowChange( PlayerNumber pn )
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{
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case CHOOSING_CPU_CHARACTER:
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case CHOOSING_HUMAN_CHARACTER:
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m_sprCharacterArrows[pnAffected].SetEffectNone();
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m_sprCardArrows[pnAffected].SetEffectNone();
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break;
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}
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}
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@@ -219,7 +228,7 @@ void ScreenSelectCharacter::AfterRowChange( PlayerNumber pn )
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{
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case CHOOSING_CPU_CHARACTER:
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case CHOOSING_HUMAN_CHARACTER:
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m_sprCharacterArrows[pnAffected].SetEffectGlowShift();
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m_sprCardArrows[pnAffected].SetEffectGlowShift();
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break;
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}
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}
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@@ -233,13 +242,28 @@ void ScreenSelectCharacter::AfterValueChange( PlayerNumber pn )
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case CHOOSING_HUMAN_CHARACTER:
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{
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Character* pChar = GAMESTATE->m_pCharacters[ m_iSelectedCharacter[pnAffected] ];
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m_sprCharacter[pnAffected].UnloadTexture();
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m_sprCharacter[pnAffected].Load( pChar->GetCardPath() );
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m_sprCard[pnAffected].UnloadTexture();
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m_sprCard[pnAffected].Load( pChar->GetCardPath() );
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if(GAMESTATE->m_PlayMode == PLAY_MODE_BATTLE || GAMESTATE->m_PlayMode == PLAY_MODE_RAVE)
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for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
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for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
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m_AttackIcons[pnAffected][i][j].Load( pnAffected, pChar->m_sAttacks[i][j] );
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unsigned c = m_iSelectedCharacter[pnAffected] - MAX_CHAR_ICONS_TO_SHOW/2;
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WRAP( c, GAMESTATE->m_pCharacters.size() );
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for( unsigned i=0; i<MAX_CHAR_ICONS_TO_SHOW; i++ )
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{
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c++;
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WRAP( c, GAMESTATE->m_pCharacters.size() );
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Character* pCharacter = GAMESTATE->m_pCharacters[c];
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Banner &banner = m_sprIcons[pnAffected][i];
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banner.LoadIconFromCharacter( pCharacter );
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float fX = (pnAffected==PLAYER_1) ? 320-ICON_WIDTH : 320+ICON_WIDTH;
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float fY = SCALE( i, 0.f, MAX_CHAR_ICONS_TO_SHOW-1.f, 240-(MAX_CHAR_ICONS_TO_SHOW/2*ICON_HEIGHT), 240+(MAX_CHAR_ICONS_TO_SHOW/2*ICON_HEIGHT));
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banner.SetXY( fX, fY );
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}
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}
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break;
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case FINISHED_CHOOSING:
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@@ -336,9 +360,9 @@ void ScreenSelectCharacter::TweenOffScreen()
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_sprCharacter[p].Command( CHARACTER_OFF_COMMAND(p) );
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m_sprCard[p].Command( CARD_OFF_COMMAND(p) );
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m_sprTitle[p].Command( TITLE_OFF_COMMAND(p) );
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m_sprCharacterArrows[p].Command( CHARACTER_ARROWS_OFF_COMMAND(p) );
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m_sprCardArrows[p].Command( CARD_ARROWS_OFF_COMMAND(p) );
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if(GAMESTATE->m_PlayMode == PLAY_MODE_BATTLE || GAMESTATE->m_PlayMode == PLAY_MODE_RAVE)
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{
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m_sprAttackFrame[p].Command( ATTACK_FRAME_OFF_COMMAND(p) );
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