New Sandbox Stuff
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@@ -18,9 +18,12 @@
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Sample3dObject::Sample3dObject()
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{
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rot = 0;
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Sample3dObject::Update();
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DrawPrimitives();
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}
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void Sample3dObject::Update( float fDeltaTime )
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void Sample3dObject::Update()
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{
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rot += fDeltaTime * 360.f;
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rot = float(fmod(rot, 360.f));
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@@ -101,3 +104,4 @@ void Sample3dObject::DrawPrimitives()
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*
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* Glenn Maynard
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*/
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@@ -6,11 +6,15 @@
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class Sample3dObject: public ActorFrame
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{
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float rot;
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float fDeltaTime;
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float tX;
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float tY;
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float tZ;
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public:
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Sample3dObject();
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void Update();
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void DrawPrimitives();
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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};
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#endif
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@@ -6,10 +6,21 @@
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Desc: Area for testing.
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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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Glenn Maynard (OpenGL Code)
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Lance Gilbert (OpenGL/Usability Modifications)
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-----------------------------------------------------------------------------
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*/
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#include "stdafx.h"
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#include "ScreenSandbox.h"
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#include "RageDisplay.h"
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#include <math.h>
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#include "SDL.h"
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#include "SDL_opengl.h"
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#include "ScreenSandbox.h"
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#include "ScreenManager.h"
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#include "RageMusic.h"
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@@ -22,33 +33,82 @@
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ScreenSandbox::ScreenSandbox()
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{
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// m_Menu.Load(
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// THEME->GetPathTo(GRAPHIC_SELECT_STYLE_BACKGROUND),
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// THEME->GetPathTo(GRAPHIC_SELECT_STYLE_TOP_EDGE),
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// ssprintf("Use %c %c to select, then press START", char(1), char(2) ),
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// false, true, 40
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// );
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// this->AddChild( &m_Menu );
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// m_Menu.TweenOnScreenFromBlack( SM_None );
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m_sprite.Load( THEME->GetPathTo("Graphics","title menu logo dance") );
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m_sprite.SetXY( CENTER_X, CENTER_Y );
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m_sprite.SetEffectGlowing();
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this->AddChild( &m_sprite );
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rot = 0;
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tX = 0;
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tY = 0;
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tZ = 0;
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}
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void ScreenSandbox::Update( float fDeltaTime )
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{
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Screen::Update( fDeltaTime );
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CArray<Packet,Packet> aPackets;
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NETWORK->Recv( aPackets );
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rot += fDeltaTime * 360.f;
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rot = float(fmod(rot, 360.f));
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}
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void ScreenSandbox::DrawPrimitives()
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{
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Screen::DrawPrimitives();
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DISPLAY->FlushQueue(); /* do this before rendering directly */
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/* If this is a sub-object (3d object within a 3d object), this won't
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* actually do anything: */
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DISPLAY->EnterPerspective(60);
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DISPLAY->SetTexture(NULL);
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DISPLAY->EnableZBuffer();
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glColor4f(1,1,1,1);
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glPushMatrix();
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SetX(CENTER_X);
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SetY(CENTER_Y);
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/* By default, 0,0,0 is the center of the object, at the location the actor
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* is set to. We have to translate away from the viewpoint (negative Z)
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* to get away from the viewer (and in front of the near clip plane). */
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glTranslatef (0,0,-5);
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{ /* Standard ugly OpenGL lighting stuff. */
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GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 };
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GLfloat lm_ambient[] = { 0.3f, 0.3f, 0.3f, 1.0f };
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glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialf(GL_FRONT, GL_SHININESS, 100.0);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lm_ambient);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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}
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GLfloat sphere_diffuse[] = { 0.7f, 0.0f, 0.7f, 1.0f };
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glMaterialfv(GL_FRONT, GL_DIFFUSE, sphere_diffuse);
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GLUquadricObj *quadObj = gluNewQuadric();
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gluQuadricDrawStyle(quadObj, GLU_FILL);
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gluQuadricNormals(quadObj, GLU_SMOOTH);
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glRotatef (rot, 0.0, 1.0, 0.0);
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glPushMatrix();
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glTranslatef (1,0,0);
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gluSphere(quadObj, (tX+.25), (tY+8), (tZ+16));
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glPopMatrix();
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glPushMatrix();
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glTranslatef (-1,0,0);
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gluSphere(quadObj, (tX+.35), (tY+8), (tZ+16));
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glPopMatrix();
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gluDeleteQuadric(quadObj);
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glPopMatrix();
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DISPLAY->ExitPerspective();
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DISPLAY->DisableZBuffer();
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHT0);
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}
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void ScreenSandbox::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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@@ -62,17 +122,33 @@ void ScreenSandbox::Input( const DeviceInput& DeviceI, const InputEventType type
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switch( DeviceI.button )
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{
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case DIK_LEFT:
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glTranslatef ((tX-.1),0,0);
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break;
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case DIK_RIGHT:
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glTranslatef ((tX+.1),0,0);
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break;
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case DIK_T:
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case DIK_UP:
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glTranslatef (0,(tY-.1),0);
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break;
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case DIK_DOWN:
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glTranslatef (0,(tY+.1),0);
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break;
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case DIK_T:
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{
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SDL_Event *event;
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event = (SDL_Event *) malloc(sizeof(event));
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event->type = SDL_QUIT;
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SDL_PushEvent(event);
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}
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case DIK_ESCAPE:
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{
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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}
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}
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}
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// m_sprBG.SetEffectCamelion( 5, D3DXCOLOR(1,0.8f,0.8f,1), D3DXCOLOR(1,0.2f,0.2f,1) );
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}
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void ScreenSandbox::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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@@ -23,6 +23,10 @@
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class ScreenSandbox : public Screen
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{
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float rot;
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float tX;
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float tY;
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float tZ;
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public:
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ScreenSandbox();
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@@ -34,6 +34,9 @@ const CString CHOICE_TEXT[ScreenTitleMenu::NUM_TITLE_MENU_CHOICES] = {
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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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@@ -221,6 +224,11 @@ 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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#ifdef _DEBUG
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case CHOICE_SANDBOX:
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SCREENMAN->SetNewScreen( "ScreenSandbox" );
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break;
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#endif
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case CHOICE_EDIT:
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SCREENMAN->SetNewScreen( "ScreenEditMenu" );
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break;
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@@ -357,6 +365,9 @@ void ScreenTitleMenu::MenuStart( PlayerNumber pn )
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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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#ifdef _DEBUG
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case CHOICE_SANDBOX:
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#endif
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m_soundSelect.PlayRandom();
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m_Fade.CloseWipingRight( SM_GoToNextScreen );
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break;
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@@ -37,6 +37,9 @@ 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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#ifdef _DEBUG
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CHOICE_SANDBOX,
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#endif
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CHOICE_EXIT,
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NUM_TITLE_MENU_CHOICES // leave this at the end!
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};
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@@ -65,6 +65,7 @@
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#include "SDL.h"
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#include "SDL_opengl.h"
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#ifdef _DEBUG
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#pragma comment(lib, "SDL-1.2.5/lib/SDLmaind.lib")
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#else
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@@ -384,13 +385,13 @@ int main(int argc, char* argv[])
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NETWORK->Init( true );
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if( !NETWORK->Listen( SM_PORT ) )
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throw RageException( "Could not connect to server '%s'", g_sServerIP.GetString() );
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SCREENMAN->SetNewScreen( "ScreenSandbox" );
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// SCREENMAN->SetNewScreen( "ScreenSandbox" );
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}
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else
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{
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// normal game
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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// SCREENMAN->SetNewScreen( "ScreenSandbox" );
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// SCREENMAN->SetNewScreen( "ScreenSandbox" );
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}
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/* Run the main loop. */
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