added ScreenJukebox
This commit is contained in:
@@ -9,6 +9,8 @@ CHANGE: Changed format NoteSkin tap graphic format. Existing NoteSkins will
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need to update the tap graphic.
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NEW FEATURE: New Edit menus with ability to delete Notes patterns and new
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options for importing existing patterns into a new Notes pattern.
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NEW FEATURE: Jukebox mode. Like demonstration, but plays entire songs
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and loops.
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----------------------- Version 3.01 ---------------------------
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CHANGE: Simplified NoteSkin tap graphic format. Old NoteSkins will need to
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@@ -2,6 +2,8 @@
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Fix
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/////////////////////////
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background videos out of sync at non-1 song rates
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Hrm.. I had a few things about Stepmania I wanted to suggest, but can't think of all of them now.. Lemme list the ones I can remember:
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- In "all songs" don't have it automatically open one of the folders, or at least have it start at the very beginning of the folder
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@@ -499,11 +499,16 @@ void NoteData::LoadTransformedSlidingWindow( NoteData* pOriginal, int iNewNumTra
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void NoteData::PadTapNotes(int rows)
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{
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int needed = rows - m_TapNotes[0].size() + 1;
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if(needed < 0) return;
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needed += 100; /* optimization: give it a little more than it needs */
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// Need to resize each track individually. It could be the case that
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// m_iNumTracks has changed, and the vectors are different sizes. -Chris
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for(int track = 0; track < m_iNumTracks; ++track)
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{
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int needed = rows - m_TapNotes[track].size() + 1;
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if(needed < 0)
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continue;
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needed += 100; /* optimization: give it a little more than it needs */
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m_TapNotes[track].insert(m_TapNotes[track].end(), needed, TAP_EMPTY);
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}
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}
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void NoteData::MoveTapNoteTrack(int dest, int src)
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@@ -247,7 +247,7 @@ ScreenEdit::ScreenEdit()
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m_NoteFieldRecord.SetXY( EDIT_X, EDIT_GRAY_Y );
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m_NoteFieldRecord.SetZoom( 1.0f );
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m_NoteFieldRecord.Load( ¬eData, PLAYER_1, -100, 300 );
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m_NoteFieldRecord.Load( ¬eData, PLAYER_1, -150, 350 );
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m_Clipboard.m_iNumTracks = m_NoteFieldEdit.m_iNumTracks;
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@@ -0,0 +1,248 @@
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#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenJukebox
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ScreenJukebox.h"
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#include "RageLog.h"
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#include "ThemeManager.h"
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#include "GameState.h"
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#include "SongManager.h"
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#include "StepMania.h"
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const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+101); // MUST be same as in ScreenGameplay
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bool PrepareForJukebox() // always return true.
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{
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//
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// Set the current song to prepare for a demonstration
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//
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switch( GAMESTATE->m_CurGame )
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{
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case GAME_DANCE: GAMESTATE->m_CurStyle = STYLE_DANCE_VERSUS; break;
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case GAME_PUMP: GAMESTATE->m_CurStyle = STYLE_PUMP_VERSUS; break;
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case GAME_EZ2: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_VERSUS; break;
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case GAME_PARA: GAMESTATE->m_CurStyle = STYLE_PARA_SINGLE; break;
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case GAME_DS3DDX: GAMESTATE->m_CurStyle = STYLE_DS3DDX_SINGLE; break;
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case GAME_BM: GAMESTATE->m_CurStyle = STYLE_BM_SINGLE; break;
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default: ASSERT(0);
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}
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GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
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//
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// Search for a Song and Steps to play during the demo
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//
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for( int i=0; i<600; i++ ) // try 600 times
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{
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Song* pSong = SONGMAN->GetRandomSong();
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if( pSong == NULL ) // returns NULL there are no songs
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return true; // we need to detect this and abort demonstration later
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if( pSong->m_apNotes.empty() )
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continue; // skip
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if( !pSong->HasMusic() )
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continue; // skip
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vector<Notes*> apNotes;
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pSong->GetNotesThatMatch( GAMESTATE->GetCurrentStyleDef()->m_NotesType, apNotes );
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if( apNotes.empty() )
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continue; // skip
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// Found something we can use!
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Notes* pNotes = apNotes[ rand()%apNotes.size() ];
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GAMESTATE->m_pCurSong = pSong;
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for( int p=0; p<NUM_PLAYERS; p++ )
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GAMESTATE->m_pCurNotes[p] = pNotes;
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break; // done looking
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}
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ASSERT( GAMESTATE->m_pCurSong );
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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// choose some cool options
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int Benchmark = 0;
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if(Benchmark)
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{
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/* Note that you also need to make sure you benchmark with the
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* same notes. I use a copy of MaxU with only heavy notes included. */
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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;
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/* Lots and lots of arrows. This might even bias to arrows a little
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* too much. */
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GAMESTATE->m_PlayerOptions[p] = PlayerOptions();
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GAMESTATE->m_PlayerOptions[p].m_fScrollSpeed = .25f;
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GAMESTATE->m_PlayerOptions[p].m_bEffects[ PlayerOptions::EFFECT_SPACE ] = true;
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GAMESTATE->m_PlayerOptions[p].m_bEffects[ PlayerOptions::EFFECT_MINI ] = true;
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}
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GAMESTATE->m_SongOptions.m_LifeType = SongOptions::LIFE_BATTERY;
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
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}
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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;
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GAMESTATE->m_PlayerOptions[p] = PlayerOptions();
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if( RandomFloat(0,1)>0.8f )
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GAMESTATE->m_PlayerOptions[p].m_fScrollSpeed = 1.5f;
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GAMESTATE->m_PlayerOptions[p].m_bEffects[ rand()%PlayerOptions::NUM_EFFECT_TYPES ] = true;
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if( RandomFloat(0,1)>0.9f )
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GAMESTATE->m_PlayerOptions[p].m_AppearanceType = PlayerOptions::APPEARANCE_HIDDEN;
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if( RandomFloat(0,1)>0.9f )
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GAMESTATE->m_PlayerOptions[p].m_AppearanceType = PlayerOptions::APPEARANCE_SUDDEN;
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if( RandomFloat(0,1)>0.7f )
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GAMESTATE->m_PlayerOptions[p].m_bReverseScroll = true;
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if( RandomFloat(0,1)>0.8f )
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GAMESTATE->m_PlayerOptions[p].m_bDark = true;
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}
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GAMESTATE->m_SongOptions = SongOptions();
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GAMESTATE->m_SongOptions.m_LifeType = (randomf(0,1)>0.8f) ? SongOptions::LIFE_BATTERY : SongOptions::LIFE_BAR;
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
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GAMESTATE->m_bDemonstration = true;
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return true;
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}
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ScreenJukebox::ScreenJukebox() : ScreenGameplay(PrepareForJukebox()) // this is a hack to get some code to execute before the ScreenGameplay constructor
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{
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LOG->Trace( "ScreenJukebox::ScreenJukebox()" );
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if( GAMESTATE->m_pCurSong == NULL ) // we didn't find a song.
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{
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this->SendScreenMessage( SM_GoToNextScreen, 0 ); // Abort demonstration.
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return;
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}
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m_Fade.OpenWipingRight();
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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_StarWipe.SetOpened();
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m_DancingState = STATE_DANCING;
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}
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ScreenJukebox::~ScreenJukebox()
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{
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// GAMESTATE->m_bDemonstration = false;
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//GAMESTATE->Reset();
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}
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void ScreenJukebox::Update( float fDeltaTime )
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{
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ScreenGameplay::Update( fDeltaTime );
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// hide status icons
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for( int i=0; i<NUM_STATUS_ICONS; i++ )
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m_sprStatusIcons[i].SetDiffuse( RageColor(1,1,1,0) );
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}
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void ScreenJukebox::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( "ScreenJukebox::Input()" );
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//
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// This should be the same as ScreenAttract::Input()
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//
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if(type != IET_FIRST_PRESS) return; // don't care
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if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F3 )
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{
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(int&)PREFSMAN->m_CoinMode = (PREFSMAN->m_CoinMode+1) % PrefsManager::NUM_COIN_MODES;
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ResetGame();
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CString sMessage = "Coin Mode: ";
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switch( PREFSMAN->m_CoinMode )
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{
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case PrefsManager::COIN_HOME: sMessage += "HOME"; break;
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case PrefsManager::COIN_PAY: sMessage += "PAY"; break;
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case PrefsManager::COIN_FREE: sMessage += "FREE"; break;
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}
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SCREENMAN->SystemMessage( sMessage );
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return;
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}
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if( MenuI.IsValid() )
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{
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switch( MenuI.button )
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{
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case MENU_BUTTON_LEFT:
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case MENU_BUTTON_RIGHT:
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if( !m_Fade.IsOpening() && !m_Fade.IsClosing() )
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m_Fade.CloseWipingRight( SM_GoToNextScreen );
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break;
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case MENU_BUTTON_COIN:
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Screen::MenuCoin( MenuI.player ); // increment coins, play sound
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m_soundMusic.Stop();
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::Sleep( 200 ); // do a little pause, like the arcade does
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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case MENU_BUTTON_START:
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case MENU_BUTTON_BACK:
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switch( PREFSMAN->m_CoinMode )
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{
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case PrefsManager::COIN_PAY:
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if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
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break; // don't fall through
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// fall through
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case PrefsManager::COIN_FREE:
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case PrefsManager::COIN_HOME:
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m_soundMusic.Stop();
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SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","insert coin") );
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::Sleep( 200 ); // do a little pause, like the arcade does
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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default:
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ASSERT(0);
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}
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break;
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}
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}
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}
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void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_NotesEnded:
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if( m_Fade.IsClosing() )
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return; // ignore - we're already fading
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m_Fade.CloseWipingRight( SM_GoToNextScreen );
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return;
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case SM_GoToNextScreen:
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SCREENMAN->SetNewScreen( "ScreenJukebox" );
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return;
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}
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ScreenGameplay::HandleScreenMessage( SM );
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}
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@@ -0,0 +1,31 @@
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/*
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-----------------------------------------------------------------------------
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Class: ScreenJukebox
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Desc: Like ScreenDemonstration, Plays whole songs continuously.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ScreenGameplay.h"
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#include "Sprite.h"
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class ScreenJukebox : public ScreenGameplay
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{
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public:
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ScreenJukebox();
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~ScreenJukebox();
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virtual void Update( float fDeltaTime );
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virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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protected:
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};
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@@ -201,6 +201,7 @@ void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type
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#include "ScreenDemonstration.h"
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#include "ScreenInstructions.h"
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#include "ScreenNameEntry.h"
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#include "ScreenJukebox.h"
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#include "ScreenPrompt.h"
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#include "ScreenTextEntry.h"
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@@ -243,7 +244,7 @@ Screen* ScreenManager::MakeNewScreen( CString sClassName )
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else if( 0==stricmp(sClassName, "ScreenTitleMenu") ) ret = new ScreenTitleMenu;
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else if( 0==stricmp(sClassName, "ScreenEz2SelectMusic") ) ret = new ScreenEz2SelectMusic;
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else if( 0==stricmp(sClassName, "ScreenWarning") ) ret = new ScreenWarning;
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else if( 0==stricmp(sClassName, "ScreenRanking") ) ret = new ScreenRanking;
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else if( 0==stricmp(sClassName, "ScreenRanking") ) ret = new ScreenRanking;
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else if( 0==stricmp(sClassName, "ScreenMemoryCard") ) ret = new ScreenMemoryCard;
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else if( 0==stricmp(sClassName, "ScreenCompany") ) ret = new ScreenCompany;
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else if( 0==stricmp(sClassName, "ScreenAlbums") ) ret = new ScreenAlbums;
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@@ -252,6 +253,7 @@ Screen* ScreenManager::MakeNewScreen( CString sClassName )
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else if( 0==stricmp(sClassName, "ScreenDemonstration") ) ret = (ScreenGameplay*)new ScreenDemonstration;
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else if( 0==stricmp(sClassName, "ScreenInstructions") ) ret = new ScreenInstructions;
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else if( 0==stricmp(sClassName, "ScreenNameEntry") ) ret = new ScreenNameEntry;
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else if( 0==stricmp(sClassName, "ScreenJukebox") ) ret = new ScreenJukebox;
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else
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RageException::Throw( "Invalid Screen class name '%s'", sClassName.GetString() );
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@@ -47,20 +47,6 @@
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const ScreenMessage SM_PlayComment = ScreenMessage(SM_User+1);
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const ScreenMessage SM_GoToAttractLoop = ScreenMessage(SM_User+13);
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const CString CHOICE_TEXT[ScreenTitleMenu::NUM_CHOICES]= {
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"GAME START",
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"SWITCH GAME",
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"CONFIG KEY/JOY",
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"INPUT OPTIONS",
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"MACHINE OPTIONS",
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"GRAPHIC OPTIONS",
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"APPEARANCE OPTIONS",
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"EDIT/RECORD/SYNCH",
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#ifdef _DEBUG
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"SANDBOX",
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#endif
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"EXIT",
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};
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ScreenTitleMenu::ScreenTitleMenu()
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{
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@@ -91,7 +77,7 @@ ScreenTitleMenu::ScreenTitleMenu()
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for( i=0; i<NUM_CHOICES; i++ )
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{
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m_textChoice[i].LoadFromFont( THEME->GetPathTo("Fonts","titlemenu") );
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m_textChoice[i].SetText( CHOICE_TEXT[i] );
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m_textChoice[i].SetText( ChoiceToString((Choice)i) );
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m_textChoice[i].SetXY( CHOICES_X, CHOICES_START_Y + i*CHOICES_SPACING_Y );
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m_textChoice[i].SetShadowLength( CHOICES_SHADOW_LENGTH );
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m_textChoice[i].TurnShadowOn();
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@@ -226,6 +212,7 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
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case CHOICE_MACHINE_OPTIONS:
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case CHOICE_GRAPHIC_OPTIONS:
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case CHOICE_APPEARANCE_OPTIONS:
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case CHOICE_JUKEBOX:
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#ifdef _DEBUG
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case CHOICE_SANDBOX:
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#endif
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@@ -305,6 +292,9 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
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case CHOICE_APPEARANCE_OPTIONS:
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SCREENMAN->SetNewScreen( "ScreenAppearanceOptions" );
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break;
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case CHOICE_JUKEBOX:
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SCREENMAN->SetNewScreen( "ScreenJukebox" );
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break;
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#ifdef _DEBUG
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case CHOICE_SANDBOX:
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SCREENMAN->SetNewScreen( "ScreenTest" );
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@@ -28,7 +28,8 @@ public:
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virtual void Update( float fDelta );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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enum Choice {
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enum Choice
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{
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CHOICE_GAME_START = 0,
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CHOICE_SELECT_GAME,
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CHOICE_MAP_INSTRUMENTS,
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@@ -37,6 +38,7 @@ public:
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CHOICE_GRAPHIC_OPTIONS,
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CHOICE_APPEARANCE_OPTIONS,
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CHOICE_EDIT,
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CHOICE_JUKEBOX,
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#ifdef _DEBUG
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CHOICE_SANDBOX,
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#endif
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@@ -44,6 +46,26 @@ public:
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NUM_CHOICES // leave this at the end!
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};
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CString ChoiceToString( Choice c )
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{
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const CString s[NUM_CHOICES] = {
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"GAME START",
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"SWITCH GAME",
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"CONFIG KEY/JOY",
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"INPUT OPTIONS",
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"MACHINE OPTIONS",
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"GRAPHIC OPTIONS",
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"APPEARANCE OPTIONS",
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"EDIT/SYNCHRONIZE",
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"JUKEBOX",
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#ifdef _DEBUG
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"SANDBOX",
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#endif
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"EXIT"
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};
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return s[c];
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}
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private:
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void GainFocus( int iChoiceIndex );
|
||||
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||||
@@ -267,6 +267,12 @@ cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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<File
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||||
RelativePath="ScreenInstructions.h">
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</File>
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<File
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RelativePath="ScreenJukebox.cpp">
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</File>
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||||
<File
|
||||
RelativePath="ScreenJukebox.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="ScreenLogo.cpp">
|
||||
</File>
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
!define PRODUCT_NAME_VER "${PRODUCT_NAME} ${VERSION}"
|
||||
|
||||
Name "${PRODUCT_NAME}"
|
||||
OutFile "stepmania-CVS-20030128.exe"
|
||||
OutFile "stepmania-CVS-20030130.exe"
|
||||
;OutFile "stepmania301.exe"
|
||||
|
||||
; Some default compiler settings (uncomment and change at will):
|
||||
|
||||
Reference in New Issue
Block a user