add sort and mode banners, metric for random and roulette scrolling
This commit is contained in:
@@ -20,16 +20,23 @@
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#include "Course.h"
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#include "Course.h"
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#include "Character.h"
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#include "Character.h"
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CachedThemeMetricB SCROLL_RANDOM ("Banner","ScrollRandom");
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CachedThemeMetricB SCROLL_ROULETTE ("Banner","ScrollRoulette");
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Banner::Banner()
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Banner::Banner()
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{
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{
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SCROLL_RANDOM.Refresh();
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SCROLL_ROULETTE.Refresh();
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m_bScrolling = false;
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m_bScrolling = false;
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m_fPercentScrolling = 0;
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m_fPercentScrolling = 0;
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TEXTUREMAN->CacheTexture( SongBannerTexture(THEME->GetPathToG("Banner all music")) );
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TEXTUREMAN->CacheTexture( SongBannerTexture(THEME->GetPathG("Banner","all music")) );
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TEXTUREMAN->CacheTexture( SongBannerTexture(THEME->GetPathToG("Common fallback banner")) );
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TEXTUREMAN->CacheTexture( SongBannerTexture(THEME->GetPathG("Common","fallback banner")) );
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TEXTUREMAN->CacheTexture( SongBannerTexture(THEME->GetPathToG("Banner roulette")) );
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TEXTUREMAN->CacheTexture( SongBannerTexture(THEME->GetPathG("Banner","roulette")) );
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TEXTUREMAN->CacheTexture( SongBannerTexture(THEME->GetPathToG("Banner random")) );
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TEXTUREMAN->CacheTexture( SongBannerTexture(THEME->GetPathG("Banner","random")) );
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TEXTUREMAN->CacheTexture( SongBannerTexture(THEME->GetPathG("Banner","Sort")) );
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TEXTUREMAN->CacheTexture( SongBannerTexture(THEME->GetPathG("Banner","Mode")) );
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}
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}
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bool Banner::Load( RageTextureID ID )
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bool Banner::Load( RageTextureID ID )
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@@ -89,7 +96,19 @@ void Banner::LoadFromSong( Song* pSong ) // NULL means no song
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void Banner::LoadAllMusic()
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void Banner::LoadAllMusic()
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{
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{
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Load( THEME->GetPathToG("Banner all") );
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Load( THEME->GetPathG("Banner","All") );
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m_bScrolling = false;
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}
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void Banner::LoadSort()
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{
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Load( THEME->GetPathG("Banner","Sort") );
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m_bScrolling = false;
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}
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void Banner::LoadMode()
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{
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Load( THEME->GetPathG("Banner","Mode") );
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m_bScrolling = false;
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m_bScrolling = false;
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}
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}
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@@ -149,11 +168,11 @@ void Banner::LoadFallback()
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void Banner::LoadRoulette()
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void Banner::LoadRoulette()
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{
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{
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Load( THEME->GetPathToG("Banner roulette") );
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Load( THEME->GetPathToG("Banner roulette") );
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m_bScrolling = true;
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m_bScrolling = (bool)SCROLL_RANDOM;
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}
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}
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void Banner::LoadRandom()
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void Banner::LoadRandom()
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{
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{
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Load( THEME->GetPathToG("Banner random") );
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Load( THEME->GetPathToG("Banner random") );
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m_bScrolling = true;
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m_bScrolling = (bool)SCROLL_ROULETTE;
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}
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}
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@@ -29,6 +29,8 @@ public:
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void LoadFromSong( Song* pSong ); // NULL means no song
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void LoadFromSong( Song* pSong ); // NULL means no song
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void LoadAllMusic();
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void LoadAllMusic();
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void LoadSort();
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void LoadMode();
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void LoadFromGroup( CString sGroupName );
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void LoadFromGroup( CString sGroupName );
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void LoadFromCourse( Course* pCourse );
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void LoadFromCourse( Course* pCourse );
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void LoadCardFromCharacter( Character* pCharacter );
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void LoadCardFromCharacter( Character* pCharacter );
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@@ -161,6 +161,18 @@ void FadingBanner::LoadAllMusic()
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m_Banner[GetBackIndex()].LoadAllMusic();
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m_Banner[GetBackIndex()].LoadAllMusic();
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}
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}
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void FadingBanner::LoadSort()
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{
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BeforeChange();
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m_Banner[GetBackIndex()].LoadSort();
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}
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void FadingBanner::LoadMode()
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{
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BeforeChange();
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m_Banner[GetBackIndex()].LoadMode();
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}
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void FadingBanner::LoadFromGroup( CString sGroupName )
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void FadingBanner::LoadFromGroup( CString sGroupName )
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{
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{
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const CString sGroupBannerPath = SONGMAN->GetGroupBannerPath( sGroupName );
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const CString sGroupBannerPath = SONGMAN->GetGroupBannerPath( sGroupName );
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@@ -25,6 +25,8 @@ public:
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void LoadFromSong( Song* pSong ); // NULL means no song
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void LoadFromSong( Song* pSong ); // NULL means no song
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void LoadAllMusic();
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void LoadAllMusic();
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void LoadSort();
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void LoadMode();
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void LoadFromGroup( CString sGroupName );
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void LoadFromGroup( CString sGroupName );
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void LoadFromCourse( Course* pCourse );
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void LoadFromCourse( Course* pCourse );
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void LoadRoulette();
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void LoadRoulette();
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@@ -1285,7 +1285,6 @@ void ScreenSelectMusic::AfterMusicChange()
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for( int p=0; p<NUM_PLAYERS; p++ )
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for( int p=0; p<NUM_PLAYERS; p++ )
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m_iSelection[p] = -1;
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m_iSelection[p] = -1;
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m_Banner.LoadFromGroup( sGroup ); // if this isn't a group, it'll default to the fallback banner
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m_BPMDisplay.NoBPM();
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m_BPMDisplay.NoBPM();
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m_sprCDTitleFront.UnloadTexture();
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m_sprCDTitleFront.UnloadTexture();
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m_sprCDTitleBack.UnloadTexture();
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m_sprCDTitleBack.UnloadTexture();
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@@ -1296,9 +1295,19 @@ void ScreenSelectMusic::AfterMusicChange()
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switch( m_MusicWheel.GetSelectedType() )
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switch( m_MusicWheel.GetSelectedType() )
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{
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{
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case TYPE_SECTION:
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case TYPE_SECTION:
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m_Banner.LoadFromGroup( sGroup ); // if this isn't a group, it'll default to the fallback banner
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SampleMusicToPlay = THEME->GetPathToS("ScreenSelectMusic section music");
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SampleMusicToPlay = THEME->GetPathToS("ScreenSelectMusic section music");
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break;
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break;
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case TYPE_SORT:
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case TYPE_SORT:
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switch( GAMESTATE->m_SortOrder )
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{
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case SORT_SORT_MENU:
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m_Banner.LoadSort();
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break;
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case SORT_MODE_MENU:
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m_Banner.LoadMode();
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break;
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}
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SampleMusicToPlay = THEME->GetPathToS("ScreenSelectMusic sort music");
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SampleMusicToPlay = THEME->GetPathToS("ScreenSelectMusic sort music");
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break;
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break;
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default:
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default:
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