smsvn -> ssc-hg glue: rearrange directory structure
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#ifndef ScreenSelectMaster_H
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#define ScreenSelectMaster_H
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#include "ScreenSelect.h"
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#include "RageSound.h"
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#include "RandomSample.h"
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#include "ActorUtil.h"
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#include "ActorScroller.h"
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enum MenuDir
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{
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MenuDir_Up,
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MenuDir_Down,
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MenuDir_Left,
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MenuDir_Right,
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MenuDir_Auto, // when players join and the selection becomes invalid
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NUM_MenuDir,
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};
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#define FOREACH_MenuDir( md ) FOREACH_ENUM( MenuDir, md )
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const RString& MenuDirToString( MenuDir md );
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class ScreenSelectMaster : public ScreenSelect
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{
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public:
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ScreenSelectMaster();
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//~ScreenSelectMaster();
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virtual void Init();
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virtual RString GetDefaultChoice();
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virtual void BeginScreen();
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virtual void MenuLeft( const InputEventPlus &input );
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virtual void MenuRight( const InputEventPlus &input );
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virtual void MenuUp( const InputEventPlus &input );
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virtual void MenuDown( const InputEventPlus &input );
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virtual void MenuStart( const InputEventPlus &input );
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virtual void TweenOnScreen();
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virtual void TweenOffScreen();
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virtual void HandleScreenMessage( const ScreenMessage SM );
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virtual bool AllowLateJoin() const { return true; }
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protected:
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enum Page { PAGE_1, PAGE_2, NUM_Page }; // on PAGE_2, cursors are locked together
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static PlayerNumber GetSharedPlayer();
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Page GetPage( int iChoiceIndex ) const;
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Page GetCurrentPage() const;
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ThemeMetric<bool> USE_TWO_SCROLLERS;
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ThemeMetric<bool> DOUBLE_PRESS_TO_SELECT;
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ThemeMetric<bool> SHOW_ICON;
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ThemeMetric<bool> SHOW_SCROLLER;
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ThemeMetric<bool> SHOW_CURSOR;
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ThemeMetric<bool> SHARED_SELECTION;
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ThemeMetric<bool> USE_ICON_METRICS;
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ThemeMetric<int> NUM_CHOICES_ON_PAGE_1;
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ThemeMetric1D<float> CURSOR_OFFSET_X_FROM_ICON;
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ThemeMetric1D<float> CURSOR_OFFSET_Y_FROM_ICON;
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ThemeMetric<bool> PER_CHOICE_ICON_ELEMENT;
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ThemeMetric<float> PRE_SWITCH_PAGE_SECONDS;
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ThemeMetric<float> POST_SWITCH_PAGE_SECONDS;
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ThemeMetric1D<RString> OPTION_ORDER;
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ThemeMetric1D<RString> OPTION_ORDER2;
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ThemeMetric<bool> WRAP_CURSOR;
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ThemeMetric<bool> WRAP_SCROLLER;
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ThemeMetric<bool> LOOP_SCROLLER;
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ThemeMetric<bool> PER_CHOICE_SCROLL_ELEMENT;
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ThemeMetric<bool> ALLOW_REPEATING_INPUT;
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ThemeMetric<float> SCROLLER_SECONDS_PER_ITEM;
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ThemeMetric<float> SCROLLER_NUM_ITEMS_TO_DRAW;
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ThemeMetric<LuaReference> SCROLLER_TRANSFORM;
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ThemeMetric<int> SCROLLER_SUBDIVISIONS;
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ThemeMetric<RString> DEFAULT_CHOICE;
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map<int,int> m_mapCurrentChoiceToNextChoice[NUM_MenuDir];
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map<int,int> m_mapCurrentChoiceToNextChoiceB[NUM_MenuDir]; // if using two lists
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virtual int GetSelectionIndex( PlayerNumber pn );
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virtual void UpdateSelectableChoices();
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bool AnyOptionsArePlayable() const;
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bool Move( PlayerNumber pn, MenuDir dir );
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bool ChangePage( int iNewChoice );
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bool ChangeSelection( PlayerNumber pn, MenuDir dir, int iNewChoice );
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float DoMenuStart( PlayerNumber pn );
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virtual bool ProcessMenuStart( PlayerNumber pn ) { return true; }
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float GetCursorX( PlayerNumber pn );
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float GetCursorY( PlayerNumber pn );
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AutoActor m_sprExplanation[NUM_Page];
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AutoActor m_sprMore[NUM_Page];
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// icon is the shared, per-choice piece
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vector<AutoActor> m_vsprIcon;
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vector<AutoActor> m_vsprIconB; // used if the user wants two lists
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// preview is per-player, per-choice piece
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vector<AutoActor> m_vsprScroll[NUM_PLAYERS];
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vector<AutoActor> m_vsprScrollB[NUM_PLAYERS]; // used if the user wants two lists
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ActorScroller m_Scroller[NUM_PLAYERS];
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ActorScroller m_ScrollerB[NUM_PLAYERS]; // used if the user wants two lists
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// cursor is the per-player, shared by all choices
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AutoActor m_sprCursor[NUM_PLAYERS];
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RageSound m_soundChange;
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RandomSample m_soundDifficult;
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RageSound m_soundStart;
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int m_iChoice[NUM_PLAYERS];
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bool m_bChosen[NUM_PLAYERS];
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bool m_bDoubleChoice[NUM_PLAYERS];
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bool m_bDoubleChoiceNoSound;
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GameButton m_TrackingRepeatingInput;
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};
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#endif
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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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