Added Elements to Ez2MusicSelect so that it looks similar to pump, added the "Guide" Graphic to Pump's Select Mode, Returning from Gameplay now goes to the correct SongSelect Screen based upon theme metrics.
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@@ -17,6 +17,7 @@
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#include "SongManager.h"
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#include "ThemeManager.h"
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#include "RageMusic.h"
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#include "StyleDef.h"
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#define BANNERSPACING 200
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#define MAXSONGSINBUFFER 5
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@@ -34,6 +35,24 @@ MusicBannerWheel::MusicBannerWheel()
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arraySongs = SONGMAN->m_pSongs;
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// If there is no currently selected song, select one.
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if( GAMESTATE->m_pCurSong == NULL )
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{
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currentPos=0;
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}
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else // theres a song already selected (i.e. they came back from gameplay)...
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{
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// find our song and change the currentPos to wherever it may be.
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for(int i=0; i<arraySongs.size(); i++)
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{
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if( GAMESTATE->m_pCurSong == arraySongs[i])
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{
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currentPos=i;
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i=(arraySongs.size()-1); // get us out of the loop by moving i ahead to the end
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}
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}
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}
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LoadSongData();
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m_debugtext.LoadFromFont( THEME->GetPathTo("Fonts","small titles") );
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@@ -123,7 +142,6 @@ void MusicBannerWheel::BannersLeft()
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else
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currentPos--;
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if(scrlistPos==0)
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scrlistPos = MAXSONGSINBUFFER-1;
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else
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@@ -133,6 +151,7 @@ void MusicBannerWheel::BannersLeft()
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LoadSongData();
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m_debugtext.SetText(ssprintf("currentPos: %d scrlistPos: %d",currentPos,scrlistPos));
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m_ScrollingList.Left();
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ChangeNotes();
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}
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void MusicBannerWheel::BannersRight()
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@@ -151,8 +170,14 @@ void MusicBannerWheel::BannersRight()
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LoadSongData();
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m_debugtext.SetText(ssprintf("currentPos: %d scrlistPos: %d",currentPos,scrlistPos));
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m_ScrollingList.Right();
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ChangeNotes();
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}
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void MusicBannerWheel::ChangeNotes()
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{
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}
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MusicBannerWheel::~MusicBannerWheel()
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{
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}
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