Added How To Play screen, improved scroll bar, and added "toasty" easter egg.
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#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenHowToPlay
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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 "ScreenHowToPlay.h"
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#include <assert.h>
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#include "RageTextureManager.h"
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#include "RageUtil.h"
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#include "RageMusic.h"
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#include "ScreenManager.h"
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#include "ScreenSelectMusic.h"
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#include "ScreenSelectCourse.h"
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#include "GameConstantsAndTypes.h"
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#include "RageLog.h"
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#include "GameState.h"
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const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 1);
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ScreenHowToPlay::ScreenHowToPlay()
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{
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LOG->Trace( "ScreenHowToPlay::ScreenHowToPlay()" );
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m_Menu.Load(
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THEME->GetPathTo("Graphics","How To Play Background"),
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THEME->GetPathTo("Graphics","How To Play Top Edge"),
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ssprintf("%s %s to change line %s %s to select between options then press START", CString(char(3)), CString(char(4)), CString(char(1)), CString(char(2)) ),
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false, true, 20
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);
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this->AddSubActor( &m_Menu );
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CString sHowToPlayPath;
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_ENDLESS:
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sHowToPlayPath = THEME->GetPathTo("Graphics","How To Play Arcade");
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break;
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case PLAY_MODE_ONI:
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sHowToPlayPath = THEME->GetPathTo("Graphics","How To Play Arcade");
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break;
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default:
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ASSERT(0);
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}
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m_sprHowToPlay.Load( sHowToPlayPath );
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m_sprHowToPlay.SetXY( CENTER_X, CENTER_Y );
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this->AddSubActor( &m_sprHowToPlay );
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m_sprHowToPlay.SetX( SCREEN_LEFT-SCREEN_WIDTH );
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m_sprHowToPlay.BeginTweening( 0.3f, Actor::TWEEN_BIAS_BEGIN );
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m_sprHowToPlay.SetTweenX( 0 );
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}
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ScreenHowToPlay::~ScreenHowToPlay()
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{
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LOG->Trace( "ScreenHowToPlay::~ScreenHowToPlay()" );
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}
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void ScreenHowToPlay::Update( float fDeltaTime )
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{
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//LOG->Trace( "ScreenHowToPlay::Update(%f)", fDeltaTime );
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Screen::Update( fDeltaTime );
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}
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void ScreenHowToPlay::DrawPrimitives()
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{
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m_Menu.DrawBottomLayer();
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Screen::DrawPrimitives();
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m_Menu.DrawTopLayer();
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}
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void ScreenHowToPlay::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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if( m_Menu.IsClosing() )
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return;
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// default input handler
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
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}
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void ScreenHowToPlay::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_MenuTimer:
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this->MenuStart(PLAYER_1);
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break;
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case SM_GoToNextState:
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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SCREENMAN->SetNewScreen( new ScreenSelectMusic );
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break;
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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SCREENMAN->SetNewScreen( new ScreenSelectCourse );
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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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void ScreenHowToPlay::MenuBack( const PlayerNumber p )
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{
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}
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void ScreenHowToPlay::MenuStart( const PlayerNumber p )
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{
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m_Menu.TweenOffScreenToMenu( SM_GoToNextState );
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m_sprHowToPlay.BeginTweening( 0.3f, Actor::TWEEN_BIAS_END );
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m_sprHowToPlay.SetTweenX( SCREEN_RIGHT );
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}
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