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@@ -8,6 +8,7 @@
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class Game;
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class Game;
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struct NoteSkinData;
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struct NoteSkinData;
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/** @brief Loads note skins. */
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/** @brief Loads note skins. */
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class NoteSkinManager
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class NoteSkinManager
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{
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{
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@@ -47,8 +48,6 @@ protected:
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const Game* m_pCurGame;
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const Game* m_pCurGame;
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};
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};
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extern NoteSkinManager* NOTESKIN; // global and accessable from anywhere in our program
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extern NoteSkinManager* NOTESKIN; // global and accessable from anywhere in our program
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class LockNoteSkin
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class LockNoteSkin
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@@ -26,9 +26,7 @@
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#include "StatsManager.h"
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#include "StatsManager.h"
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//
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// Defines specific to ScreenNameEntry
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// Defines specific to ScreenNameEntry
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//
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#define CATEGORY_Y THEME->GetMetricF(m_sName,"CategoryY")
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#define CATEGORY_Y THEME->GetMetricF(m_sName,"CategoryY")
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#define CATEGORY_ZOOM THEME->GetMetricF(m_sName,"CategoryZoom")
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#define CATEGORY_ZOOM THEME->GetMetricF(m_sName,"CategoryZoom")
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#define CHARS_ZOOM_SMALL THEME->GetMetricF(m_sName,"CharsZoomSmall")
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#define CHARS_ZOOM_SMALL THEME->GetMetricF(m_sName,"CharsZoomSmall")
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@@ -43,7 +41,6 @@
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#define MAX_RANKING_NAME_LENGTH THEME->GetMetricI(m_sName,"MaxRankingNameLength")
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#define MAX_RANKING_NAME_LENGTH THEME->GetMetricI(m_sName,"MaxRankingNameLength")
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#define PLAYER_X( p, styleType ) THEME->GetMetricF(m_sName,ssprintf("PlayerP%d%sX",p+1,StyleTypeToString(styleType).c_str()))
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#define PLAYER_X( p, styleType ) THEME->GetMetricF(m_sName,ssprintf("PlayerP%d%sX",p+1,StyleTypeToString(styleType).c_str()))
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// cache for frequently used metrics
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// cache for frequently used metrics
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static float g_fCharsZoomSmall;
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static float g_fCharsZoomSmall;
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static float g_fCharsZoomLarge;
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static float g_fCharsZoomLarge;
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@@ -53,6 +50,7 @@ static int g_iNumCharsToDrawBehind;
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static int g_iNumCharsToDrawTotal;
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static int g_iNumCharsToDrawTotal;
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static float g_fFakeBeatsPerSec;
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static float g_fFakeBeatsPerSec;
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// TODO: Let themers change this? -aj
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RString ScreenNameEntry::ScrollingText::g_sNameChars = " ABCDEFGHIJKLMNOPQRSTUVWXYZ";
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RString ScreenNameEntry::ScrollingText::g_sNameChars = " ABCDEFGHIJKLMNOPQRSTUVWXYZ";
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void ScreenNameEntry::ScrollingText::Init( const RString &sName, const vector<float> &xs )
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void ScreenNameEntry::ScrollingText::Init( const RString &sName, const vector<float> &xs )
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@@ -212,7 +210,7 @@ void ScreenNameEntry::Init()
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if( !AnyStillEntering() )
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if( !AnyStillEntering() )
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{
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{
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/* Nobody made a high score. */
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// Nobody got a high score.
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PostScreenMessage( SM_GoToNextScreen, 0 );
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PostScreenMessage( SM_GoToNextScreen, 0 );
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return;
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return;
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}
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}
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@@ -228,7 +226,6 @@ void ScreenNameEntry::Init()
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return;
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return;
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}
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}
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GAMESTATE->m_bGameplayLeadIn.Set( false ); // enable the gray arrows
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GAMESTATE->m_bGameplayLeadIn.Set( false ); // enable the gray arrows
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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@@ -264,7 +261,6 @@ void ScreenNameEntry::Init()
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this->AddChild( &m_ReceptorArrowRow[p] );
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this->AddChild( &m_ReceptorArrowRow[p] );
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}
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}
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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const int iMaxCols = min( int(ABS_MAX_RANKING_NAME_LENGTH), pStyle->m_iColsPerPlayer );
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const int iMaxCols = min( int(ABS_MAX_RANKING_NAME_LENGTH), pStyle->m_iColsPerPlayer );
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m_ColToStringIndex[p].insert(m_ColToStringIndex[p].begin(), pStyle->m_iColsPerPlayer, -1);
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m_ColToStringIndex[p].insert(m_ColToStringIndex[p].begin(), pStyle->m_iColsPerPlayer, -1);
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@@ -274,9 +270,9 @@ void ScreenNameEntry::Init()
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for( int iCol=0; iCol<iMaxCols; ++iCol )
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for( int iCol=0; iCol<iMaxCols; ++iCol )
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{
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{
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if( CurrentStringIndex == MAX_RANKING_NAME_LENGTH )
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if( CurrentStringIndex == MAX_RANKING_NAME_LENGTH )
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break; /* We have enough columns. */
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break; // We have enough columns.
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/* Find out if this column is associated with the START menu button. */
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// Find out if this column is associated with the START menu button.
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GameInput gi = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iCol, p );
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GameInput gi = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iCol, p );
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GameButton mb = INPUTMAPPER->GameButtonToMenuButton( gi.button );
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GameButton mb = INPUTMAPPER->GameButtonToMenuButton( gi.button );
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if( mb == GAME_BUTTON_START )
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if( mb == GAME_BUTTON_START )
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@@ -343,7 +339,7 @@ void ScreenNameEntry::Input( const InputEventPlus &input )
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return;
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return;
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if( input.type != IET_FIRST_PRESS || !input.GameI.IsValid() )
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if( input.type != IET_FIRST_PRESS || !input.GameI.IsValid() )
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return; // ignore
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return; // ignore
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const int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI );
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const int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI );
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if( iCol != Column_Invalid && m_bStillEnteringName[input.pn] )
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if( iCol != Column_Invalid && m_bStillEnteringName[input.pn] )
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@@ -5,7 +5,8 @@
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#include "BitmapText.h"
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#include "BitmapText.h"
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#include "ReceptorArrowRow.h"
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#include "ReceptorArrowRow.h"
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#include "RageSound.h"
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#include "RageSound.h"
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/** @brief Enter a name for a new high score. */
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/** @brief Enter a name for a new high score using a gimmicky interface. */
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class ScreenNameEntry : public ScreenWithMenuElements
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class ScreenNameEntry : public ScreenWithMenuElements
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{
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{
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public:
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public:
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