Added: SelectMode, allows players to cycle between double/halfdouble/single on pump song select screen. Todo: Make it work for versus/make it more 'metricable'
Added: More pump theme stuff Changed: Temporarily allowed Voodoo3 onto OGL renderer (DX looks horrid on my voodoo3 Bug?)
This commit is contained in:
@@ -3,7 +3,7 @@ NumEntries=3
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[0000]
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DriverRegex=Voodoo3|3dfx
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Renderers=d3d
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Renderers=opengl,d3d
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Width=640
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Height=480
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DisplayColor=16
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@@ -22,6 +22,22 @@ WindowTitle=StepMania
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[Notes]
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DefaultScrollDirection=0
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[ModeSwitcher]
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PrevModeX=-200
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PrevModeY=-170
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PrevIconX=-200
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PrevIconY=-120
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PrevModeZoom=0.8
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NextModeX=200
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NextModeY=-170
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NextIconX=200
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NextIconY=-120
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NextModeZoom=0.8
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CurrentModeX=0
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CurrentModeY=0
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CurrentModeZoom=1
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[ScreenTitleMenu]
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LogoHomeOnCommand=x,320;y,240;zoomy,0;sleep,0.5;bounceend,0.5;zoomy,1;glowshift;effectperiod,2.5;effectcolor1,1,1,1,0.1;effectcolor2,1,1,1,0.3
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LogoOnCommand=x,320;y,240;zoomy,0;sleep,0.5;bounceend,0.5;zoomy,1;glowshift;effectperiod,2.5;effectcolor1,1,1,1,0.1;effectcolor2,1,1,1,0.3
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@@ -619,6 +635,7 @@ TimerSeconds=60
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SampleMusicDelay=0.25
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[ScreenEz2SelectMusic]
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UseModeSwitcher=0
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BalloonX=492
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BalloonY=140
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BalloonOnCommand=linear,0.2;zoomy,1;bob;effectmagnitude,0,10,0
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@@ -0,0 +1,407 @@
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#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ModeSwitcher
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Andrew Livy
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-----------------------------------------------------------------------------
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*/
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#include "ModeSwitcher.h"
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#include "RageUtil.h"
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#include "GameState.h"
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#include "PrefsManager.h"
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#include "SongManager.h"
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#include "ThemeManager.h"
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#include "RageSoundManager.h"
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#include "StyleDef.h"
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#include "song.h"
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#include "ActorUtil.h"
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#define PREVMODE_X THEME->GetMetricF("ModeSwitcher","PrevModeX")
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#define PREVMODE_Y THEME->GetMetricF("ModeSwitcher","PrevModeY")
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#define PREVMODE_ZOOM THEME->GetMetricF("ModeSwitcher","PrevModeZoom")
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#define NEXTMODE_X THEME->GetMetricF("ModeSwitcher","NextModeX")
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#define NEXTMODE_Y THEME->GetMetricF("ModeSwitcher","NextModeY")
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#define NEXTMODE_ZOOM THEME->GetMetricF("ModeSwitcher","NextModeZoom")
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#define NEXTICON_X THEME->GetMetricF("ModeSwitcher","NextIconX")
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#define NEXTICON_Y THEME->GetMetricF("ModeSwitcher","NextIconY")
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#define PREVICON_X THEME->GetMetricF("ModeSwitcher","PrevIconX")
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#define PREVICON_Y THEME->GetMetricF("ModeSwitcher","PrevIconY")
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#define CURRMODE_X THEME->GetMetricF("ModeSwitcher","CurrentModeX")
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#define CURRMODE_Y THEME->GetMetricF("ModeSwitcher","CurrentModeY")
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#define CURRMODE_ZOOM THEME->GetMetricF("ModeSwitcher","CurrentModeZoom")
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ModeSwitcher::ModeSwitcher()
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{
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m_Nextmode.LoadFromFont( THEME->GetPathToF("ModeSwitcher stylenames") );
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m_Nextmode.SetXY(NEXTMODE_X,NEXTMODE_Y);
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m_Nextmode.SetZoom(NEXTMODE_ZOOM);
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m_Nextmode.SetText(GetNextStyleName());
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m_Prevmode.LoadFromFont( THEME->GetPathToF("ModeSwitcher stylenames") );
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m_Prevmode.SetXY(PREVMODE_X,PREVMODE_Y);
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m_Prevmode.SetText(GetPrevStyleName());
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m_Prevmode.SetZoom(PREVMODE_ZOOM);
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m_Stylename.LoadFromFont( THEME->GetPathToF("ModeSwitcher stylenames") );
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m_Stylename.SetXY(CURRMODE_X,CURRMODE_Y);
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m_Stylename.SetText(GetStyleName());
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m_Stylename.SetZoom(CURRMODE_ZOOM);
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m_NextIcon.Load( THEME->GetPathToG("ModeSwitcher nexticon"));
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m_NextIcon.SetXY( NEXTICON_X, NEXTICON_Y);
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m_PrevIcon.Load( THEME->GetPathToG("ModeSwitcher previcon"));
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m_PrevIcon.SetXY( PREVICON_X, PREVICON_Y);
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this->AddChild( &m_NextIcon );
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this->AddChild( &m_PrevIcon );
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this->AddChild(&m_Stylename);
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this->AddChild(&m_Nextmode);
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this->AddChild(&m_Prevmode);
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}
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ModeSwitcher::~ModeSwitcher()
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{
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}
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CString ModeSwitcher::GetStyleName()
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{
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CString sStyleName;
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CString sDiff[2];
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switch(GAMESTATE->m_CurStyle)
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{
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case STYLE_PUMP_SINGLE: sStyleName = "SINGLE\n"; break;
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case STYLE_PUMP_DOUBLE: sStyleName = "FULL-DOUBLE\n"; break;
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case STYLE_PUMP_HALFDOUBLE: sStyleName = "HALFDOUBLE\n"; break;
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default: sStyleName = ""; break;
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}
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for(int i=0; i<2; i++)
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{
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if(GAMESTATE->IsPlayerEnabled(i))
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{
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switch(GAMESTATE->m_PreferredDifficulty[i])
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{
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case DIFFICULTY_BEGINNER: sDiff[i] = "Beginner\n"; break;
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case DIFFICULTY_EASY:
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{
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if(GAMESTATE->m_CurGame == GAME_PUMP)
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{
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sDiff[i] = "Normal\n"; break;
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}
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else
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{
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sDiff[i] = "Light\n"; break;
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}
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}
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case DIFFICULTY_MEDIUM:
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{
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if(GAMESTATE->m_CurGame == GAME_PUMP)
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{
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sDiff[i] = "Hard\n"; break;
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}
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else
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{
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sDiff[i] = "Standard\n"; break;
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}
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}
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case DIFFICULTY_HARD:
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{
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if(GAMESTATE->m_CurGame == GAME_PUMP)
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{
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sDiff[i] = "Crazy\n"; break;
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}
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else
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{
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sDiff[i] = "Heavy\n"; break;
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}
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}
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case DIFFICULTY_CHALLENGE: sDiff[i] = "Challenge\n"; break;
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default: sDiff[i] = ""; break;
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}
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}
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else
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{
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sDiff[i] = "";
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}
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}
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CString returnval;
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returnval = sStyleName + sDiff[0] + sDiff[1];
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return returnval;
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}
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CString ModeSwitcher::GetNextStyleName()
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{
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CString sStyleName[2];
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CString sDiff[2];
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for(int i=0; i<2; i++)
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{
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if(GAMESTATE->IsPlayerEnabled(i))
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{
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if(GAMESTATE->m_PreferredDifficulty[i] != DIFFICULTY_CHALLENGE)
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{
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switch(GAMESTATE->m_CurStyle)
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{
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case STYLE_PUMP_SINGLE: sStyleName[i] = "SINGLE\n"; break;
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case STYLE_PUMP_DOUBLE: sStyleName[i] = "FULL-DOUBLE\n"; break;
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case STYLE_PUMP_HALFDOUBLE: sStyleName[i] = "HALFDOUBLE\n"; break;
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default: sStyleName[i] = ""; break;
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}
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switch(GAMESTATE->m_PreferredDifficulty[i])
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{
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case DIFFICULTY_BEGINNER:
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{
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if(GAMESTATE->m_CurGame == GAME_PUMP)
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{
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sDiff[i] = "Normal\n"; break;
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}
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else
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{
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sDiff[i] = "Light\n"; break;
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}
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}
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case DIFFICULTY_EASY:
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{
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if(GAMESTATE->m_CurGame == GAME_PUMP)
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{
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sDiff[i] = "Hard\n"; break;
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}
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else
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{
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sDiff[i] = "Standard\n"; break;
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}
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}
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case DIFFICULTY_MEDIUM:
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{
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if(GAMESTATE->m_CurGame == GAME_PUMP)
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{
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sDiff[i] = "Crazy\n"; break;
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}
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else
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{
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sDiff[i] = "Heavy\n"; break;
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}
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}
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case DIFFICULTY_HARD: sDiff[i] = "Challenge\n"; break;
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case DIFFICULTY_CHALLENGE: sDiff[i] = "Beginner\n"; break;
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default: sDiff[i] = ""; break;
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}
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}
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else
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{
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switch(GAMESTATE->m_CurStyle)
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{
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case STYLE_PUMP_SINGLE: sStyleName[i] = "HALFDOUBLE\n"; break;
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case STYLE_PUMP_DOUBLE: sStyleName[i] = "SINGLE\n"; break;
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case STYLE_PUMP_HALFDOUBLE: sStyleName[i] = "FULL-DOUBLE\n"; break;
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default: sStyleName[i] = ""; break;
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}
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sDiff[i] = "Beginner\n";
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}
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}
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else
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{
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sStyleName[i] = "";
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sDiff[i] = "";
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}
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}
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CString returnval;
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returnval = sStyleName[0] + sDiff[0] + sStyleName[1] + sDiff[1];
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return returnval;
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}
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CString ModeSwitcher::GetPrevStyleName()
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{
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CString sStyleName[2];
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CString sDiff[2];
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for(int i=0; i<2; i++)
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{
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if(GAMESTATE->IsPlayerEnabled(i))
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{
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if(GAMESTATE->m_PreferredDifficulty[i] != DIFFICULTY_BEGINNER)
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{
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switch(GAMESTATE->m_CurStyle)
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{
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case STYLE_PUMP_SINGLE: sStyleName[i] = "SINGLE\n"; break;
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case STYLE_PUMP_DOUBLE: sStyleName[i] = "FULL-DOUBLE\n"; break;
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case STYLE_PUMP_HALFDOUBLE: sStyleName[i] = "HALFDOUBLE\n"; break;
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default: sStyleName[i] = ""; break;
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}
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switch(GAMESTATE->m_PreferredDifficulty[i])
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{
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case DIFFICULTY_CHALLENGE:
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{
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if(GAMESTATE->m_CurGame == GAME_PUMP)
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{
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sDiff[i] = "Crazy\n"; break;
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}
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else
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{
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sDiff[i] = "Heavy\n"; break;
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}
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}
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case DIFFICULTY_EASY: sDiff[i] = "Beginner\n"; break;
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case DIFFICULTY_MEDIUM:
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{
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if(GAMESTATE->m_CurGame == GAME_PUMP)
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{
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sDiff[i] = "Normal\n"; break;
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}
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else
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{
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sDiff[i] = "Light\n"; break;
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}
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}
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case DIFFICULTY_HARD:
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{
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if(GAMESTATE->m_CurGame == GAME_PUMP)
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{
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sDiff[i] = "Hard\n"; break;
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}
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else
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{
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sDiff[i] = "Standard\n"; break;
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}
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}
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case DIFFICULTY_BEGINNER: sDiff[i] = "Challenge\n"; break;
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default: sDiff[i] = ""; break;
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}
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}
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else
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{
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switch(GAMESTATE->m_CurStyle)
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{
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case STYLE_PUMP_SINGLE: sStyleName[i] = "FULL-DOUBLE\n"; break;
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case STYLE_PUMP_DOUBLE: sStyleName[i] = "HALFDOUBLE\n"; break;
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case STYLE_PUMP_HALFDOUBLE: sStyleName[i] = "SINGLE\n"; break;
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default: sStyleName[i] = ""; break;
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}
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sDiff[i] = "Challenge\n";
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}
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}
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else
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{
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sStyleName[i] = "";
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sDiff[i] = "";
|
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}
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}
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CString returnval;
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returnval = sStyleName[0] + sDiff[0] + sStyleName[1] + sDiff[1];
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return returnval;
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}
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void ModeSwitcher::NextMode(int pn)
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{
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if(GAMESTATE->m_CurGame == GAME_PUMP)
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{
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if(GAMESTATE->IsPlayerEnabled(pn))
|
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{
|
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if(GAMESTATE->m_PreferredDifficulty[pn] != DIFFICULTY_CHALLENGE)
|
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{
|
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switch(GAMESTATE->m_PreferredDifficulty[pn])
|
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{
|
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case DIFFICULTY_BEGINNER: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_EASY; break;
|
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case DIFFICULTY_EASY: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_MEDIUM; break;
|
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case DIFFICULTY_MEDIUM: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_HARD; break;
|
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case DIFFICULTY_HARD: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_CHALLENGE; break;
|
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}
|
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m_Stylename.SetText(GetStyleName());
|
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m_Nextmode.SetText(GetNextStyleName());
|
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m_Prevmode.SetText(GetPrevStyleName());
|
||||
return;
|
||||
}
|
||||
else
|
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{
|
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if(GAMESTATE->IsPlayerEnabled(PLAYER_1))
|
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GAMESTATE->m_PreferredDifficulty[PLAYER_1] = DIFFICULTY_BEGINNER;
|
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if(GAMESTATE->IsPlayerEnabled(PLAYER_2))
|
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GAMESTATE->m_PreferredDifficulty[PLAYER_2] = DIFFICULTY_BEGINNER;
|
||||
}
|
||||
}
|
||||
|
||||
int iStyle = GAMESTATE->m_CurStyle;
|
||||
switch(iStyle)
|
||||
{
|
||||
case STYLE_PUMP_SINGLE:
|
||||
{
|
||||
GAMESTATE->m_CurStyle = STYLE_PUMP_HALFDOUBLE;
|
||||
}
|
||||
break;
|
||||
case STYLE_PUMP_HALFDOUBLE:
|
||||
{
|
||||
GAMESTATE->m_CurStyle = STYLE_PUMP_DOUBLE;
|
||||
}
|
||||
break;
|
||||
case STYLE_PUMP_DOUBLE:
|
||||
{
|
||||
GAMESTATE->m_CurStyle = STYLE_PUMP_SINGLE;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
m_Stylename.SetText(GetStyleName());
|
||||
m_Nextmode.SetText(GetNextStyleName());
|
||||
m_Prevmode.SetText(GetPrevStyleName());
|
||||
}
|
||||
|
||||
void ModeSwitcher::PrevMode(int pn)
|
||||
{
|
||||
if(GAMESTATE->IsPlayerEnabled(pn))
|
||||
{
|
||||
if(GAMESTATE->m_PreferredDifficulty[pn] != DIFFICULTY_BEGINNER)
|
||||
{
|
||||
switch(GAMESTATE->m_PreferredDifficulty[pn])
|
||||
{
|
||||
case DIFFICULTY_CHALLENGE: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_HARD; break;
|
||||
case DIFFICULTY_EASY: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_BEGINNER; break;
|
||||
case DIFFICULTY_MEDIUM: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_EASY; break;
|
||||
case DIFFICULTY_HARD: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_MEDIUM; break;
|
||||
}
|
||||
m_Stylename.SetText(GetStyleName());
|
||||
m_Nextmode.SetText(GetNextStyleName());
|
||||
m_Prevmode.SetText(GetPrevStyleName());
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(GAMESTATE->IsPlayerEnabled(PLAYER_1))
|
||||
GAMESTATE->m_PreferredDifficulty[PLAYER_1] = DIFFICULTY_CHALLENGE;
|
||||
if(GAMESTATE->IsPlayerEnabled(PLAYER_2))
|
||||
GAMESTATE->m_PreferredDifficulty[PLAYER_2] = DIFFICULTY_CHALLENGE;
|
||||
}
|
||||
}
|
||||
|
||||
int iStyle = GAMESTATE->m_CurStyle;
|
||||
switch(iStyle)
|
||||
{
|
||||
case STYLE_PUMP_SINGLE:
|
||||
{
|
||||
GAMESTATE->m_CurStyle = STYLE_PUMP_DOUBLE;
|
||||
}
|
||||
break;
|
||||
case STYLE_PUMP_HALFDOUBLE:
|
||||
{
|
||||
GAMESTATE->m_CurStyle = STYLE_PUMP_SINGLE;
|
||||
}
|
||||
break;
|
||||
case STYLE_PUMP_DOUBLE:
|
||||
{
|
||||
GAMESTATE->m_CurStyle = STYLE_PUMP_HALFDOUBLE;
|
||||
}
|
||||
break;
|
||||
}
|
||||
m_Stylename.SetText(GetStyleName());
|
||||
m_Nextmode.SetText(GetNextStyleName());
|
||||
m_Prevmode.SetText(GetPrevStyleName());
|
||||
}
|
||||
@@ -0,0 +1,44 @@
|
||||
#ifndef MODESWITCHER_H
|
||||
#define MODESWITCHER_H
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
Class: ModeSwitcher
|
||||
|
||||
Desc: A ModeSwitcher for ScreenSelectMode
|
||||
|
||||
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
|
||||
Andrew Livy
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#include "ActorFrame.h"
|
||||
#include "Banner.h"
|
||||
#include "Sprite.h"
|
||||
#include "ScrollingList.h"
|
||||
#include "SongManager.h"
|
||||
#include "BitmapText.h"
|
||||
#include "SongManager.h"
|
||||
#include "PlayerOptions.h"
|
||||
#include "SongOptions.h"
|
||||
#include "BitmapText.h"
|
||||
|
||||
class ModeSwitcher : public ActorFrame
|
||||
{
|
||||
public:
|
||||
ModeSwitcher();
|
||||
~ModeSwitcher();
|
||||
void NextMode(int pn);
|
||||
void PrevMode(int pn);
|
||||
|
||||
private:
|
||||
BitmapText m_Stylename;
|
||||
BitmapText m_Nextmode;
|
||||
BitmapText m_Prevmode;
|
||||
Sprite m_NextIcon;
|
||||
Sprite m_PrevIcon;
|
||||
CString GetStyleName();
|
||||
CString GetNextStyleName();
|
||||
CString GetPrevStyleName();
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -429,6 +429,7 @@ void NoteData::LoadTransformed( NoteData* pOriginal, int iNewNumTracks, const in
|
||||
{
|
||||
const int iOriginalTrack = iOriginalTrackToTakeFrom[t];
|
||||
|
||||
|
||||
ASSERT( iOriginalTrack < pOriginal->m_iNumTracks );
|
||||
|
||||
|
||||
|
||||
@@ -60,6 +60,8 @@
|
||||
#define INFOFRAME_X THEME->GetMetricF("ScreenEz2SelectMusic","InfoFrameX")
|
||||
#define INFOFRAME_Y THEME->GetMetricF("ScreenEz2SelectMusic","InfoFrameY")
|
||||
|
||||
#define USE_MODE_SWITCHER THEME->GetMetricI("ScreenEz2SelectMusic","UseModeSwitcher")
|
||||
|
||||
const float TWEEN_TIME = 0.5f;
|
||||
|
||||
const ScreenMessage SM_NoSongs = ScreenMessage(SM_User+3);
|
||||
@@ -178,6 +180,12 @@ ScreenEz2SelectMusic::ScreenEz2SelectMusic() : Screen("ScreenEz2SelectMusic")
|
||||
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
|
||||
this->AddChild( &m_sprOptionsMessage );
|
||||
|
||||
if(USE_MODE_SWITCHER == 1)
|
||||
{
|
||||
m_ModeSwitcher.SetXY(CENTER_X,CENTER_Y);
|
||||
this->AddChild( &m_ModeSwitcher );
|
||||
}
|
||||
|
||||
m_sprBalloon.SetName( "Balloon" );
|
||||
TEXTUREMAN->CacheTexture( THEME->GetPathToG("ScreenSelectMusic balloon long") );
|
||||
TEXTUREMAN->CacheTexture( THEME->GetPathToG("ScreenSelectMusic balloon marathon") );
|
||||
@@ -376,6 +384,15 @@ void ScreenEz2SelectMusic::TweenOffScreen()
|
||||
m_Guide.FadeOff( 0, "fade", TWEEN_TIME*2 );
|
||||
m_ChoiceListFrame.FadeOff( 0, "fade", TWEEN_TIME*2 );
|
||||
m_ChoiceListHighlight.FadeOff( 0, "fade", TWEEN_TIME*2 );
|
||||
m_CurrentGroup.FadeOff( 0, "fade", TWEEN_TIME*2 );
|
||||
for(int i=0; i<NUM_PLAYERS; i++)
|
||||
{
|
||||
m_SpeedIcon[i].FadeOff( 0, "fade", TWEEN_TIME*2 );
|
||||
m_MirrorIcon[i].FadeOff( 0, "fade", TWEEN_TIME*2 );
|
||||
m_ShuffleIcon[i].FadeOff( 0, "fade", TWEEN_TIME*2 );
|
||||
m_HiddenIcon[i].FadeOff( 0, "fade", TWEEN_TIME*2 );
|
||||
m_VanishIcon[i].FadeOff( 0, "fade", TWEEN_TIME*2 );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -450,6 +467,15 @@ void ScreenEz2SelectMusic::DrawPrimitives()
|
||||
|
||||
void ScreenEz2SelectMusic::EasierDifficulty( PlayerNumber pn )
|
||||
{
|
||||
if(USE_MODE_SWITCHER == 1)
|
||||
{
|
||||
m_ModeSwitcher.PrevMode(pn);
|
||||
MusicChanged();
|
||||
m_MusicBannerWheel.StopBouncing();
|
||||
SOUNDMAN->StopMusic();
|
||||
return;
|
||||
}
|
||||
|
||||
if( !GAMESTATE->IsHumanPlayer(pn) )
|
||||
return;
|
||||
if( m_arrayNotes[pn].empty() )
|
||||
@@ -477,6 +503,15 @@ void ScreenEz2SelectMusic::EasierDifficulty( PlayerNumber pn )
|
||||
|
||||
void ScreenEz2SelectMusic::HarderDifficulty( PlayerNumber pn )
|
||||
{
|
||||
if(USE_MODE_SWITCHER == 1)
|
||||
{
|
||||
m_ModeSwitcher.NextMode(pn);
|
||||
MusicChanged();
|
||||
m_MusicBannerWheel.StopBouncing();
|
||||
SOUNDMAN->StopMusic();
|
||||
return;
|
||||
}
|
||||
|
||||
if( !GAMESTATE->IsHumanPlayer(pn
|
||||
) )
|
||||
return;
|
||||
|
||||
@@ -21,6 +21,7 @@
|
||||
#include "DifficultyMeter.h"
|
||||
#include "DifficultyRating.h"
|
||||
#include "RageTimer.h"
|
||||
#include "ModeSwitcher.h"
|
||||
|
||||
class ScreenEz2SelectMusic : public Screen
|
||||
{
|
||||
@@ -50,7 +51,7 @@ protected:
|
||||
|
||||
void TweenOffScreen();
|
||||
|
||||
|
||||
ModeSwitcher m_ModeSwitcher;
|
||||
Sprite m_ChoiceListFrame;
|
||||
Sprite m_ChoiceListHighlight;
|
||||
Sprite m_Guide;
|
||||
|
||||
Reference in New Issue
Block a user