Pump Theme Fixes/SM Extreme Fixes: Stretch on Fail caused the two colliding images to be too large.....

This commit is contained in:
Andrew Livy
2003-05-02 15:12:09 +00:00
parent b7d51d5b55
commit 431e293ce6
4 changed files with 88 additions and 3 deletions
+26 -2
View File
@@ -32,6 +32,7 @@ Chris Danford
#define SCROLLING_LIST_Y THEME->GetMetricI("ScreenSelectMode","ScrollingListY")
#define GUIDE_X THEME->GetMetricF("ScreenSelectMode", "GuideX")
#define GUIDE_Y THEME->GetMetricF("ScreenSelectMode", "GuideY")
#define USECONFIRM THEME->GetMetricI("ScreenSelectMode","UseConfirm")
/************************************
ScreenSelectMode (Constructor)
@@ -40,11 +41,13 @@ Desc: Sets up the screen display
ScreenSelectMode::ScreenSelectMode() : ScreenSelect( "ScreenSelectMode" )
{
m_bSelected = false;
m_ChoiceListFrame.Load( THEME->GetPathToG("ScreenSelectMode list frame"));
m_ChoiceListFrame.SetXY( SCROLLING_LIST_X, SCROLLING_LIST_Y);
this->AddChild( &m_ChoiceListFrame );
m_soundModeChange.Load( THEME->GetPathToS("ScreenSelectMode modechange"));
m_soundConfirm.Load( THEME->GetPathToS("ScreenSelectMode modeconfirm"));
unsigned i;
for( i=0; i<m_aModeChoices.size(); i++ )
{
@@ -82,17 +85,28 @@ is terminated.
************************************/
ScreenSelectMode::~ScreenSelectMode()
{
m_ScrollingList.StopTweening();
LOG->Trace( "ScreenSelectMode::~ScreenSelectMode()" );
}
void ScreenSelectMode::MenuLeft( PlayerNumber pn )
{
if(m_bSelected && USECONFIRM == 1)
{
m_bSelected = false;
m_ScrollingList.StopBouncing();
}
m_ScrollingList.Left();
m_soundModeChange.Play();
}
void ScreenSelectMode::MenuRight( PlayerNumber pn )
{
if(m_bSelected && USECONFIRM == 1)
{
m_bSelected = false;
m_ScrollingList.StopBouncing();
}
m_ScrollingList.Right();
m_soundModeChange.Play();
}
@@ -116,8 +130,8 @@ void ScreenSelectMode::UpdateSelectableChoices()
if(
(PREFSMAN->m_bJointPremium && INCLUDE_DOUBLE_IN_JP == 1 && ((GAMESTATE->GetNumSidesJoined() == 1 && mc.numSidesJoinedToPlay == 1) || (GAMESTATE->GetNumSidesJoined() == 2 && mc.numSidesJoinedToPlay == 2))) ||
(PREFSMAN->m_bJointPremium && INCLUDE_DOUBLE_IN_JP == 0 &&
((modename.substr(0, 6) == "DOUBLE" && GAMESTATE->GetNumSidesJoined() != 2 ) || GAMESTATE->GetNumSidesJoined() == 1 && mc.numSidesJoinedToPlay == 1) ||
(modename.substr(0, 6) != "DOUBLE" && GAMESTATE->GetNumSidesJoined() == 2 && mc.numSidesJoinedToPlay == 2)) ||
(((modename.substr(0, 6) == "DOUBLE" || modename.substr(0, 13) == "ARCADE-DOUBLE") && GAMESTATE->GetNumSidesJoined() != 2 ) || GAMESTATE->GetNumSidesJoined() == 1 && mc.numSidesJoinedToPlay == 1) ||
((modename.substr(0, 6) != "DOUBLE" || modename.substr(0, 13) != "ARCADE-DOUBLE") && GAMESTATE->GetNumSidesJoined() == 2 && mc.numSidesJoinedToPlay == 2)) ||
(!PREFSMAN->m_bJointPremium)
)
{
@@ -134,6 +148,7 @@ void ScreenSelectMode::UpdateSelectableChoices()
GraphicPaths.push_back(arrayLocations[i]);
}
}
m_ScrollingList.SetSelection(0);
m_ScrollingList.Unload();
m_ScrollingList.Load(GraphicPaths);
}
@@ -141,7 +156,16 @@ void ScreenSelectMode::UpdateSelectableChoices()
void ScreenSelectMode::MenuStart( PlayerNumber pn )
{
if(!m_bSelected && USECONFIRM == 1)
{
m_soundConfirm.Play();
m_ScrollingList.StartBouncing();
m_bSelected = true;
return;
}
SCREENMAN->PostMessageToTopScreen( SM_AllDoneChoosing, 0 );
m_ScrollingList.BeginTweening(1.0f);
m_ScrollingList.SetRotationZ(0.0f);
}
int ScreenSelectMode::GetSelectionIndex( PlayerNumber pn )
+2
View File
@@ -37,6 +37,7 @@ protected:
int m_iNumChoices;
int m_iSelectableChoices[MAX_ELEMS];
RageSound m_soundModeChange;
RageSound m_soundConfirm;
CStringArray arrayLocations;
ScrollingList m_ScrollingList;
Sprite m_ChoiceListFrame;
@@ -44,4 +45,5 @@ protected:
Sprite m_sprJoinMessage[NUM_PLAYERS];
Sprite m_sprJoinFrame[NUM_PLAYERS];
Sprite m_Guide;
bool m_bSelected;
};
+59 -1
View File
@@ -63,6 +63,7 @@ ScrollingList::ScrollingList()
m_iBounceDir=0;
m_iBounceWait=0;
m_RippleCSprite.SetXY(0,0);
m_RippleSprite.SetXY(0,0);
}
void ScrollingList::UseSpriteType(int NewSpriteType)
@@ -96,7 +97,10 @@ void ScrollingList::StartBouncing()
m_iBouncingState = 1;
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
m_RippleSprite.Load( m_apSprites[m_iSelection]->GetTexturePath() );
m_RippleSprite.SetXY( m_apSprites[m_iSelection]->GetX(), m_apSprites[m_iSelection]->GetY() );
m_RippleSprite.SetZoom( 1.1f );
m_RippleSprite.SetDiffuse( RageColor(1,1,1,0.5f));
}
else
{
@@ -271,6 +275,55 @@ void ScrollingList::Update( float fDeltaTime )
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
if(m_iBouncingState) // bouncing
{
if(m_fNextTween <= 0) // we're ready to update stuff
{
m_fNextTween = 0.1f; // reset the tween count
if(m_apSprites[m_iSelection]->GetZoom() >= 1.2f && m_iBounceDir == 1) // if we're over biggest boundary
{
m_iBounceDir = 2; // next phase will be a wait
m_apSprites[m_iSelection]->SetZoom( m_apSprites[m_iSelection]->GetZoom() - 0.25f); // make it smaller
m_RippleSprite.SetZoom( m_RippleSprite.GetZoom() - 0.30f); // make the ripple smaller
}
else if(m_apSprites[m_iSelection]->GetZoom() <= 1.0f && m_iBounceDir == 0) // if we're over smallest boundary
{
m_iBounceDir = 1; // next phase will be making graphic bigger
m_apSprites[m_iSelection]->SetZoom( m_apSprites[m_iSelection]->GetZoom() + 0.25f); // make it bigger
m_RippleSprite.SetZoom( m_RippleSprite.GetZoom() + 0.30f); // make ripple bigger
m_RippleSprite.SetDiffuse( RageColor(1,1,1,0.5f)); // make ripple appear semi transparent
}
else if(m_iBounceDir == 0 && m_apSprites[m_iSelection]->GetZoom() != 1.0f) // travelling smaller
{
m_apSprites[m_iSelection]->SetZoom( m_apSprites[m_iSelection]->GetZoom() - 0.25f); // make smaller
m_RippleSprite.SetZoom( m_RippleSprite.GetZoom() - 0.30f); // make smaller
}
else if(m_iBounceDir == 1 && m_apSprites[m_iSelection]->GetZoom() != 1.2f) // travelling bigger
{
m_apSprites[m_iSelection]->SetZoom( m_apSprites[m_iSelection]->GetZoom() + 0.25f); // make bigger
m_RippleSprite.SetZoom( m_RippleSprite.GetZoom() + 0.30f ); // make bigger
}
else if(m_iBounceDir == 2) // we're waiting before doing bounce processes again
{
if(m_iBounceWait == 0) // if we're at 0 from last time....
m_iBounceWait = 3; // start wait at 3
else
m_iBounceWait--; // otherwise decrease by 1
if(m_iBounceWait == 2) // if we're one moment after start of wait
m_RippleSprite.SetDiffuse( RageColor(1,1,1,0.0f)); // hide the ripple
if(m_iBounceWait == 0) // if we just turned to 0
m_iBounceDir = 0; // go to the 'make smaller' stage. as we SHOULD already be pretty small, we should start increasing in size a couple phases on.
}
}
else
{
m_fNextTween -= fDeltaTime; // update the tween time.
}
}
for( unsigned i=0; i<m_apSprites.size(); i++ )
m_apSprites[i]->Update( fDeltaTime );
}
@@ -434,12 +487,17 @@ void ScrollingList::DrawPrimitives()
}
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
if(m_iBouncingState)
{
m_RippleSprite.Draw();
}
}
else
{
if(m_iBouncingState)
{
m_RippleCSprite.Draw();
m_RippleSprite.Draw();
}
}
}
+1
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@@ -55,6 +55,7 @@ protected:
float m_fNextTween;
CroppedSprite m_RippleCSprite;
Sprite m_RippleSprite;
vector<Sprite*> m_apSprites; // stores the list of elements (left to right)
vector<CroppedSprite*> m_apCSprites; // stores the list of elements (left to right)