derive ScreenAttract from ScreenWithMenuElements to get underlay and overlay
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@@ -8,7 +8,6 @@
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#include "PrefsManager.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
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#include "RageLog.h"
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#include "SongManager.h"
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#include "SongManager.h"
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#include "AnnouncerManager.h"
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#include "GameState.h"
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#include "GameState.h"
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#include "GameManager.h"
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#include "GameManager.h"
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#include "InputMapper.h"
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#include "InputMapper.h"
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@@ -22,7 +21,7 @@
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REGISTER_SCREEN_CLASS( ScreenAttract );
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REGISTER_SCREEN_CLASS( ScreenAttract );
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ScreenAttract::ScreenAttract( CString sName, bool bResetGameState ) : Screen( sName )
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ScreenAttract::ScreenAttract( CString sName, bool bResetGameState ) : ScreenWithMenuElements( sName )
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{
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{
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if( bResetGameState )
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if( bResetGameState )
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GAMESTATE->Reset();
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GAMESTATE->Reset();
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@@ -36,18 +35,7 @@ void ScreenAttract::Init()
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{
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{
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LOG->Trace( "ScreenAttract::ScreenAttract(%s)", m_sName.c_str() );
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LOG->Trace( "ScreenAttract::ScreenAttract(%s)", m_sName.c_str() );
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Screen::Init();
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ScreenWithMenuElements::Init();
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m_In.Load( THEME->GetPathB(m_sName,"in") );
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m_In.StartTransitioning();
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m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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this->AddChild( &m_In );
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m_Out.Load( THEME->GetPathB(m_sName,"out") );
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m_Out.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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this->AddChild( &m_Out );
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(m_sName) );
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}
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}
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@@ -144,7 +132,7 @@ void ScreenAttract::Update( float fDelta )
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else
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else
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SOUND->PlayMusic( "" ); // stop music
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SOUND->PlayMusic( "" ); // stop music
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}
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}
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Screen::Update(fDelta);
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ScreenWithMenuElements::Update(fDelta);
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}
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}
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void ScreenAttract::HandleScreenMessage( const ScreenMessage SM )
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void ScreenAttract::HandleScreenMessage( const ScreenMessage SM )
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@@ -3,11 +3,10 @@
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#ifndef ScreenAttract_H
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#ifndef ScreenAttract_H
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#define ScreenAttract_H
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#define ScreenAttract_H
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#include "Screen.h"
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#include "ScreenWithMenuElements.h"
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#include "Transition.h"
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class ScreenAttract : public Screen
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class ScreenAttract : public ScreenWithMenuElements
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{
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{
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public:
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public:
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ScreenAttract( CString sName, bool bResetGameState=true );
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ScreenAttract( CString sName, bool bResetGameState=true );
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@@ -21,9 +20,6 @@ public:
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protected:
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protected:
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virtual bool AutoBeginFadingOut() const { return true; }
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virtual bool AutoBeginFadingOut() const { return true; }
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Transition m_In;
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Transition m_Out;
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};
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};
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@@ -8,6 +8,8 @@
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#include "Style.h"
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#include "Style.h"
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#include "PrefsManager.h"
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#include "PrefsManager.h"
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#include "ScreenManager.h"
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#include "ScreenManager.h"
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#include "GameSoundManager.h"
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#include "AnnouncerManager.h"
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#define TIMER_SECONDS THEME->GetMetricI(m_sName,"TimerSeconds")
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#define TIMER_SECONDS THEME->GetMetricI(m_sName,"TimerSeconds")
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#define TIMER_STEALTH THEME->GetMetricB(m_sName,"TimerStealth")
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#define TIMER_STEALTH THEME->GetMetricB(m_sName,"TimerStealth")
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@@ -107,6 +109,8 @@ void ScreenWithMenuElements::Init()
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this->AddChild( &m_Back );
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this->AddChild( &m_Back );
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m_In.StartTransitioning();
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m_In.StartTransitioning();
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(m_sName) );
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}
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}
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ScreenWithMenuElements::~ScreenWithMenuElements()
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ScreenWithMenuElements::~ScreenWithMenuElements()
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