working on name entry
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@@ -22,46 +22,174 @@
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#include "RageSoundManager.h"
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#include "ThemeManager.h"
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#include "ScreenHighScores.h"
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#include <math.h>
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//
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// Defines specific to ScreenNameEntry
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//
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#define EXPLANATION_X THEME->GetMetricF("ScreenNameEntry","ExplanationX")
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#define EXPLANATION_Y THEME->GetMetricF("ScreenNameEntry","ExplanationY")
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#define EXPLANATION_TEXT THEME->GetMetric("ScreenNameEntry","ExplanationText")
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#define HELP_TEXT THEME->GetMetric("ScreenNameEntry","HelpText")
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#define TIMER_X THEME->GetMetricF("ScreenNameEntry","TimerX")
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#define TIMER_Y THEME->GetMetricF("ScreenNameEntry","TimerY")
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#define CATEGORY_Y THEME->GetMetricF("ScreenNameEntry","CategoryY")
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#define CHARS_ZOOM_SMALL THEME->GetMetricF("ScreenNameEntry","CharsZoomSmall")
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#define CHARS_ZOOM_LARGE THEME->GetMetricF("ScreenNameEntry","CharsZoomLarge")
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#define CHARS_SPACING_Y THEME->GetMetricF("ScreenNameEntry","CharsSpacingY")
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#define SCROLLING_CHARS_COLOR THEME->GetMetricC("ScreenNameEntry","ScrollingCharsColor")
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#define SELECTED_CHARS_COLOR THEME->GetMetricC("ScreenNameEntry","SelectedCharsColor")
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#define GRAY_ARROWS_Y THEME->GetMetricF("ScreenNameEntry","GrayArrowsY")
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#define NUM_CHARS_TO_DRAW_BEHIND THEME->GetMetricI("ScreenNameEntry","NumCharsToDrawBehind")
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#define NUM_CHARS_TO_DRAW_TOTAL THEME->GetMetricI("ScreenNameEntry","NumCharsToDrawTotal")
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#define FAKE_BEATS_PER_SEC THEME->GetMetricF("ScreenNameEntry","FakeBeatsPerSec")
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#define TIMER_SECONDS THEME->GetMetricI("ScreenNameEntry","TimerSeconds")
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// cache for frequently used metrics
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float g_fCharsZoomSmall;
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float g_fCharsZoomLarge;
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float g_fCharsSpacingY;
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RageColor g_ScrollingCharsColor;
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RageColor g_SelectedCharsColor;
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float g_fGrayArrowsY;
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int g_iNumCharsToDrawBehind;
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int g_iNumCharsToDrawTotal;
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float g_fFakeBeatsPerSec;
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const char NAME_CHARS[] =
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{
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' ',' ',' ',' ','A','B','C','D','E','F','G','H','I','J','K','L','M','N','O','P','Q','R','S','T','U','V','W','X','Y','Z'
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};
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#define NUM_NAME_CHARS (sizeof(NAME_CHARS)/sizeof(char))
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#define HEIGHT_OF_ALL_CHARS (NUM_NAME_CHARS * g_fCharsSpacingY)
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const ScreenMessage SM_GoToPrevScreen = ScreenMessage(SM_User+1);
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const ScreenMessage SM_GoToNextScreen = ScreenMessage(SM_User+2);
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int GetClosestCharIndex( float fFakeBeat )
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{
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return ((int)roundf(fFakeBeat)) % NUM_NAME_CHARS;
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};
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// return value is relative to gray arrows
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float GetClosestCharYOffset( float fFakeBeat )
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{
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float f = fmodf(fFakeBeat, 1.0f);
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if( f > 0.5f )
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f -= 1;
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ASSERT( f>=-0.5f && f<=0.5f );
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return -f;
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}
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// return value is relative to gray arrows
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float GetClosestCharYPos( float fFakeBeat )
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{
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return roundf( GetClosestCharYOffset(fFakeBeat)*g_fCharsSpacingY );
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}
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ScreenNameEntry::ScreenNameEntry()
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{
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LOG->Trace( "ScreenNameEntry::ScreenNameEntry()" );
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m_Background;
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// update cache
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g_fCharsZoomSmall = CHARS_ZOOM_SMALL;
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g_fCharsZoomLarge = CHARS_ZOOM_LARGE;
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g_fCharsSpacingY = CHARS_SPACING_Y;
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g_ScrollingCharsColor = SCROLLING_CHARS_COLOR;
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g_SelectedCharsColor = SELECTED_CHARS_COLOR;
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g_fGrayArrowsY = GRAY_ARROWS_Y;
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g_iNumCharsToDrawBehind = NUM_CHARS_TO_DRAW_BEHIND;
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g_iNumCharsToDrawTotal = NUM_CHARS_TO_DRAW_TOTAL;
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g_fFakeBeatsPerSec = FAKE_BEATS_PER_SEC;
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// DEBUGGING STUFF
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GAMESTATE->m_CurGame = GAME_DANCE;
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GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE;
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GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
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GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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GAMESTATE->m_LastHighScoreCategory[PLAYER_1] = CATEGORY_A;
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GAMESTATE->m_iLastHighScoreIndex[PLAYER_1] = 0;
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GAMESTATE->m_bPastHereWeGo = true; // enable the gray arrows
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m_Background.LoadFromAniDir( THEME->GetPathTo("BGAnimations","name entry") );
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this->AddChild( &m_Background );
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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bool bNewHighScore = GAMESTATE->m_iLastHighScoreIndex[p] != -1;
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m_bConfirmedName[p] = !bNewHighScore; // false if they made a new high score
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if( !bNewHighScore )
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continue; // skip
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m_iHighScoreIndex[p] = -1;
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ASSERT( GAMESTATE->IsPlayerEnabled(p) ); // they better be enabled if they made a high score!
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// is this a new high score?
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m_GrayArrowRow[p].Load( (PlayerNumber)p );
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m_GrayArrowRow[p].SetX( (float)GAMESTATE->GetCurrentStyleDef()->m_iCenterX[p] );
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m_GrayArrowRow[p].SetY( SCREEN_TOP + 100 );
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this->AddChild( &m_GrayArrowRow[p] );
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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for( int t=0; t<pStyleDef->m_iColsPerPlayer; t++ )
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{
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float ColX = pStyleDef->m_iCenterX[p] + pStyleDef->m_ColumnInfo[p][t].fXOffset;
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m_textSelectedChars[p][t].LoadFromFont( THEME->GetPathTo("Fonts","high scores") );
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m_textSelectedChars[p][t].SetX( ColX );
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m_textSelectedChars[p][t].SetY( GRAY_ARROWS_Y );
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m_textSelectedChars[p][t].SetDiffuse( g_SelectedCharsColor );
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m_textSelectedChars[p][t].SetZoom( CHARS_ZOOM_LARGE );
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this->AddChild( &m_textSelectedChars[p][t] ); // draw these manually
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m_textScrollingChars[p][t].LoadFromFont( THEME->GetPathTo("Fonts","high scores") );
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m_textScrollingChars[p][t].SetX( ColX );
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m_textScrollingChars[p][t].SetY( GRAY_ARROWS_Y );
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m_textScrollingChars[p][t].SetDiffuse( g_ScrollingCharsColor );
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//this->AddChild( &m_textScrollingChars[p][t] ); // draw these manually
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}
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m_GrayArrowRow[p];
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m_textSelectedChars[p];
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m_textScrollingChars[p];
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m_textCategory[p];
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m_textCategory[p].LoadFromFont( THEME->GetPathTo("Fonts","header2") );
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m_textCategory[p].SetX( (float)GAMESTATE->GetCurrentStyleDef()->m_iCenterX[p] );
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m_textCategory[p].SetY( CATEGORY_Y );
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CString sCategoryText = ssprintf("No. %d", GAMESTATE->m_iLastHighScoreIndex[p]+1);
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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sCategoryText += ssprintf(" in Type %c", 'A'+GAMESTATE->m_LastHighScoreCategory[p]);
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break;
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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sCategoryText += ssprintf(" in %s", GAMESTATE->m_pCurCourse->m_sName.c_str());
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break;
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default:
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ASSERT(0);
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}
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m_textCategory[p].SetText( sCategoryText );
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this->AddChild( &m_textCategory[p] );
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}
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m_Timer;
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m_Timer.SetTimer(TIMER_SECONDS);
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m_Timer.SetXY( TIMER_X, TIMER_Y );
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this->AddChild( &m_Timer );
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m_Fade;
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m_Fade.OpenWipingRight();
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// this->AddChild( &m_Fade ); // draw and update this manually too
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m_soundStep.Load( THEME->GetPathTo("Sounds","name entry step") );
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SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","name entry music") );
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m_fFakeBeat = 0;
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}
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@@ -70,15 +198,103 @@ ScreenNameEntry::~ScreenNameEntry()
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LOG->Trace( "ScreenNameEntry::~ScreenNameEntry()" );
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}
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void ScreenNameEntry::Update( float fDelta )
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{
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m_fFakeBeat += fDelta * FAKE_BEATS_PER_SEC;
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GAMESTATE->m_fSongBeat = m_fFakeBeat;
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Screen::Update(fDelta);
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m_Fade.Update( fDelta );
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}
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void ScreenNameEntry::DrawPrimitives()
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{
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Screen::DrawPrimitives();
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int iClosestIndex = GetClosestCharIndex( m_fFakeBeat );
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int iStartDrawingIndex = iClosestIndex - NUM_CHARS_TO_DRAW_BEHIND;
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iStartDrawingIndex += NUM_NAME_CHARS; // make positive
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( m_bConfirmedName[p] )
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continue; // don't draw scrolling arrows. They already confirmed.
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float fY = GRAY_ARROWS_Y + GetClosestCharYPos(m_fFakeBeat) - g_iNumCharsToDrawBehind*g_fCharsSpacingY;
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int iCharIndex = iStartDrawingIndex % NUM_NAME_CHARS;
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for( int i=0; i<NUM_CHARS_TO_DRAW_TOTAL; i++ )
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{
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char c = NAME_CHARS[iCharIndex];
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for( int t=0; t<pStyleDef->m_iColsPerPlayer; t++ )
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{
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m_textScrollingChars[p][t].SetText( ssprintf("%c",c) ); // why doens't CStdStr have a contructor that takes a char?
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m_textScrollingChars[p][t].SetY( fY );
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float fZoom = g_fCharsZoomSmall;
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if( iCharIndex==iClosestIndex )
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fZoom = SCALE(fabsf(GetClosestCharYOffset(m_fFakeBeat)),0,0.5f,g_fCharsZoomLarge,g_fCharsZoomSmall);
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m_textScrollingChars[p][t].SetZoom(fZoom);
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RageColor color = g_ScrollingCharsColor;
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if( i==0 )
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color.a *= SCALE(GetClosestCharYOffset(m_fFakeBeat),-0.5f,0.f,0.f,1.f);
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if( i==g_iNumCharsToDrawTotal-1 )
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color.a *= SCALE(GetClosestCharYOffset(m_fFakeBeat),0.f,0.5f,1.f,0.f);
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m_textScrollingChars[p][t].SetDiffuse( color );
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m_textScrollingChars[p][t].Draw();
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}
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fY += g_fCharsSpacingY;
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iCharIndex = (iCharIndex+1) % NUM_NAME_CHARS;
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}
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for( int t=0; t<pStyleDef->m_iColsPerPlayer; t++ )
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{
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m_textSelectedChars[p][t].Draw();
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}
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}
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m_Fade.Draw();
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}
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void ScreenNameEntry::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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LOG->Trace( "ScreenNameEntry::Input()" );
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if( type != IET_FIRST_PRESS )
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return; // ignore
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if( m_Fade.IsClosing() )
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return;
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if( StyleI.IsValid() )
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{
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m_GrayArrowRow[StyleI.player].Step( StyleI.col );
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m_soundStep.Play();
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char c = NAME_CHARS[GetClosestCharIndex(m_fFakeBeat)];
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m_textSelectedChars[StyleI.player][StyleI.col].SetText( ssprintf("%c",c) );
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}
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if( MenuI.IsValid() )
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{
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if( MenuI.button == MENU_BUTTON_START )
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{
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m_soundStep.Play();
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m_bConfirmedName[MenuI.player] = true;
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bool bAllConfirmed = true;
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for( int p=0; p<NUM_PLAYERS; p++ )
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bAllConfirmed &= m_bConfirmedName[p];
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if( bAllConfirmed )
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{
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if( !m_Fade.IsClosing() )
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m_Fade.CloseWipingRight( SM_GoToNextScreen );
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}
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}
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}
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
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}
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@@ -86,6 +302,10 @@ void ScreenNameEntry::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_MenuTimer:
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if( !m_Fade.IsClosing() )
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m_Fade.CloseWipingRight( SM_GoToNextScreen );
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break;
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case SM_GoToNextScreen:
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SCREENMAN->SetNewScreen( "ScreenMusicScroll" );
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break;
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