smsvn -> ssc-hg glue: rearrange directory structure
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/* ScreenSelectMusic - Choose a Song and Steps. */
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#ifndef SCREEN_SELECT_MUSIC_H
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#define SCREEN_SELECT_MUSIC_H
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#include "ScreenWithMenuElements.h"
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#include "Sprite.h"
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#include "BitmapText.h"
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#include "GameConstantsAndTypes.h"
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#include "MusicWheel.h"
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#include "FadingBanner.h"
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#include "RageUtil_BackgroundLoader.h"
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#include "ThemeMetric.h"
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#include "RageTexturePreloader.h"
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#include "TimingData.h"
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#include "GameInput.h"
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#include "OptionsList.h"
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enum SelectionState
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{
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SelectionState_SelectingSong,
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SelectionState_SelectingSteps,
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SelectionState_Finalized,
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NUM_SelectionState,
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};
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const RString& SelectionStateToString( SelectionState ss );
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class ScreenSelectMusic : public ScreenWithMenuElements
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{
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public:
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virtual ~ScreenSelectMusic();
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virtual void Init();
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virtual void BeginScreen();
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virtual void Update( float fDeltaTime );
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virtual void Input( const InputEventPlus &input );
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virtual void HandleMessage( const Message &msg );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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virtual bool AllowLateJoin() const { return true; }
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virtual void MenuStart( const InputEventPlus &input );
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virtual void MenuBack( const InputEventPlus &input );
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/* ScreenWithMenuElements override: never play music here; we do it ourself. */
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virtual void StartPlayingMusic() { }
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bool GetGoToOptions() const { return m_bGoToOptions; }
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MusicWheel *GetMusicWheel() { return &m_MusicWheel; }
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//
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// Lua
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//
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virtual void PushSelf( lua_State *L );
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protected:
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virtual bool GenericTweenOn() const { return true; }
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virtual bool GenericTweenOff() const { return true; }
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void UpdateSelectButton( PlayerNumber pn, bool bBeingPressed );
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void ChangeSteps( PlayerNumber pn, int dir );
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void AfterStepsOrTrailChange( const vector<PlayerNumber> &vpns );
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void SwitchToPreferredDifficulty();
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void AfterMusicChange();
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void CheckBackgroundRequests( bool bForce );
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bool DetectCodes( const InputEventPlus &input );
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vector<Steps*> m_vpSteps;
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vector<Trail*> m_vpTrails;
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int m_iSelection[NUM_PLAYERS];
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ThemeMetric<float> SAMPLE_MUSIC_DELAY_INIT;
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ThemeMetric<float> SAMPLE_MUSIC_DELAY;
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ThemeMetric<bool> SAMPLE_MUSIC_LOOPS;
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ThemeMetric<float> SAMPLE_MUSIC_FALLBACK_FADE_IN_SECONDS;
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ThemeMetric<bool> DO_ROULETTE_ON_MENU_TIMER;
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ThemeMetric<bool> ALIGN_MUSIC_BEATS;
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ThemeMetric<RString> CODES;
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ThemeMetric<RString> MUSIC_WHEEL_TYPE;
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ThemeMetric<bool> OPTIONS_MENU_AVAILABLE;
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ThemeMetric<bool> SELECT_MENU_AVAILABLE;
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ThemeMetric<bool> MODE_MENU_AVAILABLE;
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ThemeMetric<bool> USE_OPTIONS_LIST;
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ThemeMetric<float> OPTIONS_LIST_TIMEOUT;
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ThemeMetric<bool> USE_PLAYER_SELECT_MENU;
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ThemeMetric<RString> SELECT_MENU_NAME;
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ThemeMetric<bool> SELECT_MENU_CHANGES_DIFFICULTY;
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ThemeMetric<bool> TWO_PART_SELECTION;
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ThemeMetric<bool> TWO_PART_CONFIRMS_ONLY;
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ThemeMetric<bool> WRAP_CHANGE_STEPS;
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bool CanChangeSong() const { return m_SelectionState == SelectionState_SelectingSong; }
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bool CanChangeSteps() const { return TWO_PART_SELECTION ? m_SelectionState == SelectionState_SelectingSteps : m_SelectionState == SelectionState_SelectingSong; }
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SelectionState GetNextSelectionState() const
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{
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switch( m_SelectionState )
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{
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case SelectionState_SelectingSong:
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return TWO_PART_SELECTION ? SelectionState_SelectingSteps : SelectionState_Finalized;
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case SelectionState_SelectingSteps:
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return SelectionState_Finalized;
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DEFAULT_FAIL( m_SelectionState );
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}
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}
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GameButton m_GameButtonPreviousSong;
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GameButton m_GameButtonNextSong;
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RString m_sSectionMusicPath;
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RString m_sSortMusicPath;
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RString m_sRouletteMusicPath;
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RString m_sRandomMusicPath;
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RString m_sCourseMusicPath;
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RString m_sLoopMusicPath;
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RString m_sFallbackCDTitlePath;
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FadingBanner m_Banner;
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Sprite m_sprCDTitleFront, m_sprCDTitleBack;
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Sprite m_sprHighScoreFrame[NUM_PLAYERS];
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BitmapText m_textHighScore[NUM_PLAYERS];
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MusicWheel m_MusicWheel;
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OptionsList m_OptionsList[NUM_PLAYERS];
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void OpenOptionsList( PlayerNumber pn );
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void CloseOptionsList( PlayerNumber pn );
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SelectionState m_SelectionState;
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bool m_bStepsChosen[NUM_PLAYERS]; // only used in SelectionState_SelectingSteps
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bool m_bGoToOptions;
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RString m_sSampleMusicToPlay;
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TimingData *m_pSampleMusicTimingData;
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float m_fSampleStartSeconds, m_fSampleLengthSeconds;
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bool m_bAllowOptionsMenu, m_bAllowOptionsMenuRepeat;
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bool m_bSelectIsDown[NUM_PLAYERS];
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bool m_bAcceptSelectRelease[NUM_PLAYERS];
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RageSound m_soundStart;
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RageSound m_soundDifficultyEasier;
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RageSound m_soundDifficultyHarder;
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RageSound m_soundOptionsChange;
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RageSound m_soundLocked;
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BackgroundLoader m_BackgroundLoader;
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RageTexturePreloader m_TexturePreload;
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};
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#endif
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/*
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* (c) 2001-2004 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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