big checkin - new noteskin format and XY positioning. I probably broke a lot of things.
This commit is contained in:
+126
-161
@@ -21,6 +21,7 @@
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#include "PrefsManager.h"
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#include "GameConstantsAndTypes.h"
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#include "RageLog.h"
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#include "GameState.h"
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@@ -39,13 +40,13 @@ const ScreenMessage SM_GoToPrevState = ScreenMessage(SM_User-5);
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const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User-6);
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ScreenOptions::ScreenOptions( CString sBackgroundPath, CString sTopEdgePath )
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ScreenOptions::ScreenOptions( CString sBackgroundPath, CString sPagePath, CString sTopEdgePath )
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{
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LOG->Trace( "ScreenOptions::ScreenOptions()" );
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m_SoundChangeCol.Load( THEME->GetPathTo(SOUND_OPTION_CHANGE_COL) );
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m_SoundChangeRow.Load( THEME->GetPathTo(SOUND_OPTION_CHANGE_ROW) );
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m_SoundNext.Load( THEME->GetPathTo(SOUND_MENU_START) );
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m_SoundChangeCol.Load( THEME->GetPathTo("Sounds","option change col") );
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m_SoundChangeRow.Load( THEME->GetPathTo("Sounds","option change row") );
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m_SoundNext.Load( THEME->GetPathTo("Sounds","menu start") );
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m_Menu.Load(
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sBackgroundPath,
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@@ -54,40 +55,30 @@ ScreenOptions::ScreenOptions( CString sBackgroundPath, CString sTopEdgePath )
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false, true, 40
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);
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this->AddSubActor( &m_Menu );
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m_Menu.TweenOnScreenFromBlack( SM_None );
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// init row numbers and element colors
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// add everything to m_framePage so we can animate everything at once
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this->AddSubActor( &m_framePage );
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m_sprPage.Load( sPagePath );
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m_sprPage.SetXY( CENTER_X, CENTER_Y );
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m_framePage.AddSubActor( &m_sprPage );
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_iCurrentRow[p] = 0;
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m_SelectionHighlight[p].SetDiffuseColor( PlayerToColor((PlayerNumber)p) );
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this->AddSubActor( &m_SelectionHighlight[p] );
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for( int l=0; l<MAX_OPTION_LINES; l++ )
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{
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m_iSelectedOption[p][l] = 0;
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m_OptionUnderline[p][l].SetDiffuseColor( PlayerToColor(p) );
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this->AddSubActor( &m_OptionUnderline[p][l] );
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}
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}
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// add sub actors
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for( int i=0; i<MAX_OPTION_LINES; i++ ) // foreach line
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{
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this->AddSubActor( &m_textOptionLineTitles[i] );
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for( int j=0; j<MAX_OPTIONS_PER_LINE; j++ )
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{
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m_textOptions[i][j].SetZ( -1 );
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this->AddSubActor( &m_textOptions[i][j] ); // this array has to be big enough to hold all of the options
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}
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}
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m_Menu.TweenOnScreenFromBlack( SM_None );
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m_Wipe.OpenWipingRight(SM_None);
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this->AddSubActor( &m_Wipe );
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m_framePage.SetX( SCREEN_LEFT-SCREEN_WIDTH );
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m_framePage.BeginTweening( 0.3f, Actor::TWEEN_BIAS_BEGIN );
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m_framePage.SetTweenX( 0 );
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}
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void ScreenOptions::Init( InputMode im, OptionLineData optionLineData[], int iNumOptionLines )
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@@ -101,6 +92,43 @@ void ScreenOptions::Init( InputMode im, OptionLineData optionLineData[], int iNu
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this->ImportOptions();
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if( m_InputMode == INPUTMODE_BOTH )
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{
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for( int l=0; l<MAX_OPTION_LINES; l++ )
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m_iSelectedOption[PLAYER_2][l] = m_iSelectedOption[PLAYER_1][l];
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}
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// init highlights and underlines
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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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continue; // skip
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for( int l=0; l<m_iNumOptionLines; l++ )
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{
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m_Underline[p][l].Load( (PlayerNumber)p, true );
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m_framePage.AddSubActor( &m_Underline[p][l] );
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}
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m_Highlight[p].Load( (PlayerNumber)p, false );
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m_framePage.AddSubActor( &m_Highlight[p] );
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}
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// init text
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for( int i=0; i<m_iNumOptionLines; i++ ) // foreach line
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{
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m_framePage.AddSubActor( &m_textOptionLineTitles[i] );
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for( int j=0; j<m_OptionLineData[i].iNumOptions; j++ )
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{
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m_textOptions[i][j].SetZ( -1 );
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m_framePage.AddSubActor( &m_textOptions[i][j] ); // this array has to be big enough to hold all of the options
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}
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}
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InitOptionsText();
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PositionUnderlines();
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PositionHighlights();
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@@ -113,22 +141,14 @@ ScreenOptions::~ScreenOptions()
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}
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const int UNDERLINE_THICKNESS = 3;
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const int HIGHLIGHT_HEIGHT = 26;
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void ScreenOptions::GetWidthXY( PlayerNumber p, int iRow, float &fWidthOut, float &fXOut, float &fYOut )
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void ScreenOptions::GetWidthXY( PlayerNumber p, int iRow, int &iWidthOut, int &iXOut, int &iYOut )
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{
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int iOptionInRow = m_iSelectedOption[p][iRow];
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BitmapText &option = m_textOptions[iRow][iOptionInRow];
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fWidthOut = option.GetWidestLineWidthInSourcePixels() * option.GetZoomX() + UNDERLINE_THICKNESS*2;
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fXOut = option.GetX();
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fYOut = option.GetY();
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// offset so the underlines for each player don't overlap
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fXOut += p - (NUM_PLAYERS-1)/2.0f * UNDERLINE_THICKNESS * 2;
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fYOut += p - (NUM_PLAYERS-1)/2.0f * UNDERLINE_THICKNESS * 2;
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iWidthOut = roundf( option.GetWidestLineWidthInSourcePixels() * option.GetZoomX() );
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iXOut = roundf( option.GetX() );
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iYOut = roundf( option.GetY() );
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}
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void ScreenOptions::InitOptionsText()
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@@ -144,12 +164,12 @@ void ScreenOptions::InitOptionsText()
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BitmapText &title = m_textOptionLineTitles[i];
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title.Load( THEME->GetPathTo(FONT_HEADER2) );
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title.LoadFromFont( THEME->GetPathTo("Fonts","Header2") );
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title.SetText( optline.szTitle );
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title.SetXY( LABELS_X, fY );
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title.SetZoom( 0.7f );
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title.SetVertAlign( Actor::align_middle );
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this->AddSubActor( &title );
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m_framePage.AddSubActor( &title );
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// init all text in this line and count the width of the line
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float fX = ITEMS_START_X; // indent 70 pixels
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@@ -157,12 +177,12 @@ void ScreenOptions::InitOptionsText()
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{
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BitmapText &option = m_textOptions[i][j];
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option.Load( THEME->GetPathTo(FONT_NORMAL) );
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option.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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option.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
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option.SetText( optline.szOptionsText[j] );
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option.SetZoom( 0.5f );
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option.SetShadowLength( 2 );
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this->AddSubActor( &option );
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m_framePage.AddSubActor( &option );
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// set the XY position of each item in the line
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float fItemWidth = option.GetWidestLineWidthInSourcePixels() * option.GetZoomX();
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@@ -171,19 +191,6 @@ void ScreenOptions::InitOptionsText()
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fX += fItemWidth/2 + ITEM_GAP_X;
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}
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}
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for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
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{
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if( p > PLAYER_1 && m_InputMode != INPUTMODE_2PLAYERS )
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continue; // skip
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Quad &highlight = m_SelectionHighlight[p];
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for( int i=0; i<m_iNumOptionLines; i++ ) // foreach options line
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{
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Quad &underline = m_OptionUnderline[p][i];
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}
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}
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}
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void ScreenOptions::PositionUnderlines()
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@@ -191,21 +198,15 @@ void ScreenOptions::PositionUnderlines()
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// Set the position of the underscores showing the current choice for each option line.
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for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
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{
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if( p > PLAYER_1 && m_InputMode != INPUTMODE_2PLAYERS )
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continue; // skip
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for( int i=0; i<m_iNumOptionLines; i++ ) // foreach options line
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{
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Quad &underline = m_OptionUnderline[p][i];
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// Quad &underline = m_OptionUnderline[p][i];
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OptionsCursor &underline = m_Underline[p][i];
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float fWidth, fX, fY;
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GetWidthXY( (PlayerNumber)p, i, fWidth, fX, fY );
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fY += HIGHLIGHT_HEIGHT/2;
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float fHeight = UNDERLINE_THICKNESS;
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underline.SetZoomX( fWidth );
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underline.SetZoomY( fHeight );
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underline.SetXY( fX, fY );
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int iWidth, iX, iY;
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GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
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underline.SetBarWidth( iWidth );
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underline.SetXY( (float)iX, (float)iY );
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}
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}
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}
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@@ -217,20 +218,14 @@ void ScreenOptions::PositionHighlights()
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// Set the position of the underscores showing the current choice for each option line.
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for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
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{
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if( p > PLAYER_1 && m_InputMode != INPUTMODE_2PLAYERS )
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continue; // skip
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int i=m_iCurrentRow[p];
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Quad &highlight = m_SelectionHighlight[p];
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OptionsCursor &highlight = m_Highlight[p];
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float fWidth, fX, fY;
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GetWidthXY( (PlayerNumber)p, i, fWidth, fX, fY );
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float fHeight = HIGHLIGHT_HEIGHT;
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highlight.SetZoomX( fWidth );
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highlight.SetZoomY( fHeight );
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highlight.SetXY( fX, fY );
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int iWidth, iX, iY;
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GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
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highlight.SetBarWidth( iWidth );
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highlight.SetXY( (float)iX, (float)iY );
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}
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}
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@@ -239,16 +234,13 @@ void ScreenOptions::TweenHighlight( PlayerNumber player_no )
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// Set the position of the highlight showing the current option the user is changing.
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int iCurRow = m_iCurrentRow[player_no];
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Quad &highlight = m_SelectionHighlight[player_no];
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float fWidth, fX, fY;
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GetWidthXY( player_no, iCurRow, fWidth, fX, fY );
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float fHeight = HIGHLIGHT_HEIGHT;
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OptionsCursor &highlight = m_Highlight[player_no];
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int iWidth, iX, iY;
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GetWidthXY( player_no, iCurRow, iWidth, iX, iY );
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highlight.BeginTweening( 0.2f );
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highlight.SetTweenZoomX( fWidth );
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highlight.SetTweenZoomY( fHeight );
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highlight.SetTweenXY( fX, fY );
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highlight.TweenBarWidth( iWidth );
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highlight.SetTweenXY( (float)iX, (float)iY );
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}
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void ScreenOptions::Update( float fDeltaTime )
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@@ -317,109 +309,82 @@ void ScreenOptions::MenuStart( const PlayerNumber p )
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m_SoundNext.PlayRandom();
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m_Wipe.CloseWipingRight( SM_GoToNextState );
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m_framePage.BeginTweening( 0.3f, Actor::TWEEN_BIAS_END );
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m_framePage.SetTweenX( SCREEN_RIGHT );
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}
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void ScreenOptions::MenuLeft( const PlayerNumber p )
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void ScreenOptions::MenuLeft( const PlayerNumber pn )
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{
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PlayerNumber pn = p;
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switch( m_InputMode )
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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case INPUTMODE_P1_ONLY:
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if( pn != PLAYER_1 )
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if( m_InputMode == INPUTMODE_PLAYERS && p != pn )
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continue; // skip
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int iCurRow = m_iCurrentRow[p];
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if( m_iSelectedOption[p][iCurRow] == 0 ) // can't go left any more
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return;
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case INPUTMODE_BOTH:
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pn = PLAYER_1;
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break;
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case INPUTMODE_2PLAYERS:
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break; // fall through
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m_iSelectedOption[p][iCurRow]--;
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TweenHighlight( (PlayerNumber)p );
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}
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int iCurRow = m_iCurrentRow[pn];
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if( m_iSelectedOption[pn][iCurRow] == 0 ) // can't go left any more
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return;
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m_SoundChangeCol.PlayRandom();
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m_iSelectedOption[pn][iCurRow]--;
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TweenHighlight( pn );
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OnChange();
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}
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void ScreenOptions::MenuRight( const PlayerNumber p )
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void ScreenOptions::MenuRight( const PlayerNumber pn )
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{
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PlayerNumber pn = p;
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switch( m_InputMode )
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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case INPUTMODE_P1_ONLY:
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if( pn != PLAYER_1 )
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if( m_InputMode == INPUTMODE_PLAYERS && p != pn )
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continue; // skip
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int iCurRow = m_iCurrentRow[p];
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if( m_iSelectedOption[p][iCurRow] == m_OptionLineData[iCurRow].iNumOptions-1 ) // can't go right any more
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return;
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case INPUTMODE_BOTH:
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pn = PLAYER_1;
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break;
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case INPUTMODE_2PLAYERS:
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break; // fall through
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m_iSelectedOption[p][iCurRow]++;
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TweenHighlight( (PlayerNumber)p );
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}
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int iCurRow = m_iCurrentRow[pn];
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if( m_iSelectedOption[pn][iCurRow] == m_OptionLineData[iCurRow].iNumOptions-1 ) // can't go right any more
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return;
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m_SoundChangeCol.PlayRandom();
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m_iSelectedOption[pn][iCurRow]++;
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TweenHighlight( pn );
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OnChange();
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}
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void ScreenOptions::MenuUp( const PlayerNumber p )
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void ScreenOptions::MenuUp( const PlayerNumber pn )
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{
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PlayerNumber pn = p;
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switch( m_InputMode )
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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case INPUTMODE_P1_ONLY:
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return;
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case INPUTMODE_BOTH:
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pn = PLAYER_1;
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break;
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case INPUTMODE_2PLAYERS:
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break; // fall through
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}
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if( m_InputMode == INPUTMODE_PLAYERS && p != pn )
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continue; // skip
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if( m_iCurrentRow[p] == 0 )
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m_iCurrentRow[p] = m_iNumOptionLines-1; // wrap around
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else
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m_iCurrentRow[p]--;
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TweenHighlight( (PlayerNumber)p );
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}
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m_SoundChangeRow.PlayRandom();
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if( m_iCurrentRow[pn] == 0 )
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m_iCurrentRow[pn] = m_iNumOptionLines-1; // wrap around
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else
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m_iCurrentRow[pn]--;
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TweenHighlight( pn );
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OnChange();
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}
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void ScreenOptions::MenuDown( const PlayerNumber p )
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void ScreenOptions::MenuDown( const PlayerNumber pn )
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{
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PlayerNumber pn = p;
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switch( m_InputMode )
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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case INPUTMODE_P1_ONLY:
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return;
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case INPUTMODE_BOTH:
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pn = PLAYER_1;
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break;
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case INPUTMODE_2PLAYERS:
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break; // fall through
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if( m_InputMode == INPUTMODE_PLAYERS && p != pn )
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continue; // skip
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if( m_iCurrentRow[p] == m_iNumOptionLines-1 )
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m_iCurrentRow[p] = 0; // wrap around
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else
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m_iCurrentRow[p]++;
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TweenHighlight( (PlayerNumber)p );
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}
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m_SoundChangeRow.PlayRandom();
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if( m_iCurrentRow[pn] == m_iNumOptionLines-1 )
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m_iCurrentRow[pn] = 0; // wrap around
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else
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m_iCurrentRow[pn]++;
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TweenHighlight( pn );
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OnChange();
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}
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Reference in New Issue
Block a user