working on lesson mode
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#include "global.h"
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#include "ScreenGameplayLesson.h"
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#include "RageLog.h"
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#include "GameState.h"
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#include "PrefsManager.h"
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REGISTER_SCREEN_CLASS( ScreenGameplayLesson );
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ScreenGameplayLesson::ScreenGameplayLesson( CString sName ) : ScreenGameplayNormal( sName )
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{
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LOG->Trace( "ScreenGameplayLesson::ScreenGameplayLesson()" );
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m_iCurrentLessonPageIndex = 0;
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}
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void ScreenGameplayLesson::Init()
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{
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ASSERT( GAMESTATE->m_pCurStyle );
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ASSERT( GAMESTATE->m_pCurSong );
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/* Now that we've set up, init the base class. */
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ScreenGameplay::Init();
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ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
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GAMESTATE->m_bPastHereWeGo = true;
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m_DancingState = STATE_DANCING;
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// Load lessons
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Song *pSong = GAMESTATE->m_pCurSong;
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CString sDir = pSong->GetSongDir();
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vector<CString> vs;
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GetDirListing( sDir+"Page*", vs, true, true );
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m_vLessonPages.resize( vs.size() );
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FOREACH( CString, vs, s )
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{
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int i = s - vs.begin();
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AutoActor &aa = m_vLessonPages[i];
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LUA->SetGlobal( "PageIndex", i );
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LUA->SetGlobal( "NumPages", (int)vs.size() );
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aa.Load( *s );
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LUA->UnsetGlobal( "PageIndex" );
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LUA->UnsetGlobal( "NumPages" );
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aa->SetDrawOrder( DRAW_ORDER_OVERLAY );
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this->AddChild( aa );
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}
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this->SortByDrawOrder();
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// Show the first lesson page
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if( !m_vLessonPages.empty() )
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{
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AutoActor &aa = m_vLessonPages[0];
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aa->PlayCommand( "Show" );
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}
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FOREACH( AutoActor, m_vLessonPages, aa )
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(*aa)->PlayCommand( "On" );
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}
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void ScreenGameplayLesson::Input( const InputEventPlus &input )
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{
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//LOG->Trace( "ScreenGameplayLesson::Input()" );
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if( m_iCurrentLessonPageIndex != -1 )
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{
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// show a lesson page
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Screen::Input( input );
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}
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else
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{
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// in the "your turn" section"
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ScreenGameplay::Input( input );
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}
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}
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void ScreenGameplayLesson::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_NotesEnded )
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{
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bool bShowingAPage = m_iCurrentLessonPageIndex != -1;
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if( bShowingAPage )
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{
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// reload and loop
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}
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else
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{
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// show finish message if passed, loop if failed
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}
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}
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ScreenGameplay::HandleScreenMessage( SM );
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}
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void ScreenGameplayLesson::MenuStart( PlayerNumber pn )
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{
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if( m_iCurrentLessonPageIndex == -1 )
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return;
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ChangeLessonPage( +1 );
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}
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void ScreenGameplayLesson::MenuBack( PlayerNumber pn )
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{
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if( m_iCurrentLessonPageIndex == -1 )
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return;
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ChangeLessonPage( -1 );
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}
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void ScreenGameplayLesson::ChangeLessonPage( int iDir )
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{
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if( m_iCurrentLessonPageIndex + iDir < 0 )
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{
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// don't change
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return;
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}
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else if( m_iCurrentLessonPageIndex + iDir >= m_vLessonPages.size() )
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{
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// dismissed the last page. Proceed to the "your turn" portion.
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FOREACH( AutoActor, m_vLessonPages, aa )
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(*aa)->PlayCommand( "Off" );
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m_iCurrentLessonPageIndex = -1;
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}
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else
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{
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m_vLessonPages[m_iCurrentLessonPageIndex]->PlayCommand( "Hide" );
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m_iCurrentLessonPageIndex += iDir;
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m_vLessonPages[m_iCurrentLessonPageIndex]->PlayCommand( "Show" );
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}
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}
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/*
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* (c) 2003-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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