fold CroppedSprite functionality into Sprite
more work on Rave
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@@ -44,8 +44,10 @@ const int NUM_SCORE_DIGITS = 9;
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#define SAMPLE_MUSIC_DELAY THEME->GetMetricF("ScreenSelectMusic","SampleMusicDelay")
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#define SHOW_RADAR THEME->GetMetricB("ScreenSelectMusic","ShowRadar")
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#define SHOW_GRAPH THEME->GetMetricB("ScreenSelectMusic","ShowGraph")
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#define CDTITLE_SPIN_SECONDS THEME->GetMetricF("ScreenSelectMusic","CDTitleSpinSeconds")
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#define PREV_SCREEN( play_mode ) THEME->GetMetric ("ScreenSelectMusic","PrevScreen"+Capitalize(PlayModeToString(play_mode)))
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#define NEXT_SCREEN( play_mode ) THEME->GetMetric ("ScreenSelectMusic","NextScreen"+Capitalize(PlayModeToString(play_mode)))
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#define NEXT_OPTIONS_SCREEN( play_mode ) THEME->GetMetric ("ScreenSelectMusic","NextOptionsScreen"+Capitalize(PlayModeToString(play_mode)))
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static const ScreenMessage SM_AllowOptionsMenuRepeat = ScreenMessage(SM_User+1);
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CString g_sFallbackCDTitlePath;
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@@ -55,7 +57,7 @@ CString g_sFallbackCDTitlePath;
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static void FlipSpriteHorizontally(Sprite &s)
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{
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float Coords[8];
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s.GetCurrentTextureCoords(Coords);
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s.GetActiveTextureCoords(Coords);
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swap(Coords[0], Coords[6]); /* top left X <-> top right X */
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swap(Coords[1], Coords[7]); /* top left Y <-> top right Y */
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swap(Coords[2], Coords[4]); /* bottom left X <-> bottom left X */
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@@ -98,8 +100,8 @@ ScreenSelectMusic::ScreenSelectMusic() : Screen("ScreenSelectMusic")
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// this is loaded SetSong and TweenToSong
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m_Banner.SetName( "Banner" );
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m_Banner.SetCroppedSize( BANNER_WIDTH, BANNER_HEIGHT );
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m_Banner.SetUseZBuffer( true ); // do have to pass the z test
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m_Banner.ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT );
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this->AddChild( &m_Banner );
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m_sprBannerFrame.SetName( "BannerFrame" );
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@@ -584,7 +586,7 @@ void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
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}
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break;
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case SM_GoToPrevScreen:
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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SCREENMAN->SetNewScreen( PREV_SCREEN(GAMESTATE->m_PlayMode) );
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/* We may have stray SM_SongChanged messages from the music wheel. We can't
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* handle them anymore, since the title menu (and attract screens) reset
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* the game state, so just discard them. */
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@@ -593,12 +595,12 @@ void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
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case SM_GoToNextScreen:
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if( m_bGoToOptions )
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{
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SCREENMAN->SetNewScreen( "ScreenPlayerOptions" );
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SCREENMAN->SetNewScreen( NEXT_OPTIONS_SCREEN(GAMESTATE->m_PlayMode) );
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}
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else
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{
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SOUNDMAN->StopMusic();
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SCREENMAN->SetNewScreen( "ScreenStage" );
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SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) );
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}
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break;
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case SM_SongChanged:
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@@ -912,8 +914,8 @@ void ScreenSelectMusic::AfterMusicChange()
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case TYPE_RANDOM:
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switch(m_MusicWheel.GetSelectedType())
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{
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case TYPE_ROULETTE: m_Banner.LoadRoulette(); break;
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case TYPE_RANDOM: m_Banner.LoadRandom(); break;
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case TYPE_ROULETTE: m_Banner.LoadRoulette(); break;
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case TYPE_RANDOM: m_Banner.LoadRandom(); break;
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default: ASSERT(0);
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}
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