Adding basic coin support
This commit is contained in:
+149
-105
@@ -54,7 +54,9 @@ const CString CHOICE_TEXT[ScreenTitleMenu::NUM_TITLE_MENU_CHOICES] = {
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#define ZOOM_SELECTED THEME->GetMetricF("ScreenTitleMenu","ZoomSelected")
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#define SECONDS_BETWEEN_COMMENTS THEME->GetMetricF("ScreenTitleMenu","SecondsBetweenComments")
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#define SECONDS_BEFORE_ATTRACT THEME->GetMetricF("ScreenTitleMenu","SecondsBeforeAttract")
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#define HELP_TEXT THEME->GetMetric("ScreenTitleMenu","HelpText")
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#define HELP_TEXT_HOME THEME->GetMetric("ScreenTitleMenu","HelpTextHome")
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#define HELP_TEXT_PAY THEME->GetMetric("ScreenTitleMenu","HelpTextPay")
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#define HELP_TEXT_FREE THEME->GetMetric("ScreenTitleMenu","HelpTextFree")
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#define NEXT_SCREEN THEME->GetMetric("ScreenTitleMenu","NextScreen")
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const ScreenMessage SM_PlayComment = ScreenMessage(SM_User+1);
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@@ -65,33 +67,47 @@ const ScreenMessage SM_GoToAttractLoop = ScreenMessage(SM_User+13);
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ScreenTitleMenu::ScreenTitleMenu()
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{
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LOG->Trace( "ScreenTitleMenu::ScreenTitleMenu()" );
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}
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void ScreenTitleMenu::FirstUpdate()
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{
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LOG->Trace( "ScreenTitleMenu::FirstUpdate()" );
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ScreenLogo::FirstUpdate();
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// we have to do init here because ScreenLogo does it's initialization in FirstUpdate()
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m_textHelp.LoadFromFont( THEME->GetPathTo("Fonts","help") );
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m_textHelp.SetText( HELP_TEXT );
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CString sHelpText;
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switch( PREFSMAN->m_CoinMode )
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{
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case PrefsManager::COIN_HOME: sHelpText = HELP_TEXT_HOME; break;
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case PrefsManager::COIN_PAY: sHelpText = HELP_TEXT_PAY; break;
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case PrefsManager::COIN_FREE: sHelpText = HELP_TEXT_FREE; break;
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default: ASSERT(0);
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}
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m_textHelp.SetText( sHelpText );
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m_textHelp.SetXY( HELP_X, HELP_Y );
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m_textHelp.SetZoom( 0.5f );
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m_textHelp.SetEffectBlinking();
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m_textHelp.TurnShadowOn();
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m_textHelp.SetShadowLength( 2 );
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this->AddChild( &m_textHelp );
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int i;
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for( i=0; i< NUM_TITLE_MENU_CHOICES; i++ )
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switch( PREFSMAN->m_CoinMode )
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{
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m_textChoice[i].LoadFromFont( THEME->GetPathTo("Fonts","titlemenu") );
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m_textChoice[i].SetText( CHOICE_TEXT[i] );
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m_textChoice[i].SetXY( CHOICES_X, CHOICES_START_Y + i*CHOICES_SPACING_Y );
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float fShadowLength = CHOICES_SHADOW_LENGTH;
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m_textChoice[i].SetShadowLength( fShadowLength );
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this->AddChild( &m_textChoice[i] );
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}
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case PrefsManager::COIN_HOME:
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int i;
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for( i=0; i< NUM_TITLE_MENU_CHOICES; i++ )
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{
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m_textChoice[i].LoadFromFont( THEME->GetPathTo("Fonts","titlemenu") );
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m_textChoice[i].SetText( CHOICE_TEXT[i] );
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m_textChoice[i].SetXY( CHOICES_X, CHOICES_START_Y + i*CHOICES_SPACING_Y );
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m_textChoice[i].SetShadowLength( CHOICES_SHADOW_LENGTH );
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m_textChoice[i].TurnShadowOn();
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this->AddChild( &m_textChoice[i] );
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}
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break;
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case PrefsManager::COIN_PAY:
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break;
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case PrefsManager::COIN_FREE:
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break;
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default:
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ASSERT(0);
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}
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("title menu game name") );
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@@ -103,7 +119,7 @@ void ScreenTitleMenu::FirstUpdate()
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m_TitleMenuChoice = CHOICE_GAME_START;
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for( i=0; i<NUM_TITLE_MENU_CHOICES; i++ )
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for( int i=0; i<NUM_TITLE_MENU_CHOICES; i++ )
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LoseFocus( i );
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GainFocus( m_TitleMenuChoice );
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@@ -124,12 +140,124 @@ ScreenTitleMenu::~ScreenTitleMenu()
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void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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// LOG->Trace( "ScreenTitleMenu::Input()" );
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LOG->Trace( "ScreenTitleMenu::Input( %d-%d )", DeviceI.device, DeviceI.button ); // debugging gameport joystick problem
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if( m_Fade.IsClosing() )
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if( type != IET_FIRST_PRESS )
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return;
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if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F3 )
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{
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(int&)PREFSMAN->m_CoinMode = (PREFSMAN->m_CoinMode+1) % PrefsManager::NUM_COIN_MODES;
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ResetGame();
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CString sMessage = "Coin Mode: ";
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switch( PREFSMAN->m_CoinMode )
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{
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case PrefsManager::COIN_HOME: sMessage += "HOME"; break;
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case PrefsManager::COIN_PAY: sMessage += "PAY"; break;
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case PrefsManager::COIN_FREE: sMessage += "FREE"; break;
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}
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SCREENMAN->SystemMessage( sMessage );
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return;
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}
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if( !MenuI.IsValid() )
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return;
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switch( MenuI.button )
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{
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case MENU_BUTTON_UP:
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switch( PREFSMAN->m_CoinMode )
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{
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case PrefsManager::COIN_HOME:
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TimeToDemonstration.GetDeltaTime(); /* Reset the demonstration timer when a key is pressed. */
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LoseFocus( m_TitleMenuChoice );
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if( m_TitleMenuChoice == 0 ) // wrap around
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m_TitleMenuChoice = (ScreenTitleMenu::TitleMenuChoice)((int)NUM_TITLE_MENU_CHOICES);
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m_TitleMenuChoice = TitleMenuChoice( m_TitleMenuChoice-1 );
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m_soundChange.PlayRandom();
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GainFocus( m_TitleMenuChoice );
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break;
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case PrefsManager::COIN_PAY:
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case PrefsManager::COIN_FREE:
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return; // ignore
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}
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break;
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case MENU_BUTTON_DOWN:
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switch( PREFSMAN->m_CoinMode )
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{
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case PrefsManager::COIN_HOME:
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TimeToDemonstration.GetDeltaTime(); /* Reset the demonstration timer when a key is pressed. */
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LoseFocus( m_TitleMenuChoice );
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if( m_TitleMenuChoice == (int)ScreenTitleMenu::NUM_TITLE_MENU_CHOICES-1 )
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m_TitleMenuChoice = (TitleMenuChoice)-1; // wrap around
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m_TitleMenuChoice = TitleMenuChoice( m_TitleMenuChoice+1 );
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m_soundChange.PlayRandom();
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GainFocus( m_TitleMenuChoice );
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break;
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case PrefsManager::COIN_PAY:
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case PrefsManager::COIN_FREE:
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return; // ignore
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}
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break;
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case MENU_BUTTON_BACK:
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m_Fade.CloseWipingRight( SM_GoToAttractLoop );
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break;
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case MENU_BUTTON_START:
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switch( PREFSMAN->m_CoinMode )
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{
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case PrefsManager::COIN_PAY:
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if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
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break; // not enough coins
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else
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GAMESTATE->m_iCoins -= PREFSMAN->m_iCoinsPerCredit;
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// fall through
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case PrefsManager::COIN_HOME:
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case PrefsManager::COIN_FREE:
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GAMESTATE->m_bSideIsJoined[MenuI.player] = true;
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GAMESTATE->m_MasterPlayerNumber = MenuI.player;
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GAMESTATE->m_bPlayersCanJoin = false;
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switch( m_TitleMenuChoice )
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{
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case CHOICE_GAME_START:
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case CHOICE_SELECT_GAME:
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case CHOICE_MAP_INSTRUMENTS:
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case CHOICE_INPUT_OPTIONS:
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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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case CHOICE_EDIT:
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if( SONGMAN->m_pSongs.empty() )
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{
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m_soundInvalid.PlayRandom();
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}
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else
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{
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m_soundSelect.PlayRandom();
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m_Fade.CloseWipingRight( SM_GoToNextScreen );
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}
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break;
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case CHOICE_EXIT:
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m_soundSelect.PlayRandom();
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ExitGame();
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LOG->Trace("CHOICE_EXIT: shutting down");
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return;
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default:
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ASSERT(0);
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}
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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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Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
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}
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@@ -218,87 +346,3 @@ void ScreenTitleMenu::GainFocus( int iChoiceIndex )
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m_textChoice[iChoiceIndex].SetEffectCamelion( 2.5f, color1, color2 );
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}
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void ScreenTitleMenu::MenuUp( PlayerNumber pn )
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{
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TimeToDemonstration.GetDeltaTime(); /* Reset the demonstration timer when a key is pressed. */
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LoseFocus( m_TitleMenuChoice );
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if( m_TitleMenuChoice == 0 ) // wrap around
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m_TitleMenuChoice = (ScreenTitleMenu::TitleMenuChoice)((int)NUM_TITLE_MENU_CHOICES);
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m_TitleMenuChoice = TitleMenuChoice( m_TitleMenuChoice-1 );
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m_soundChange.PlayRandom();
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GainFocus( m_TitleMenuChoice );
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}
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void ScreenTitleMenu::MenuDown( PlayerNumber pn )
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{
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TimeToDemonstration.GetDeltaTime(); /* Reset the demonstration timer when a key is pressed. */
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LoseFocus( m_TitleMenuChoice );
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if( m_TitleMenuChoice == (int)ScreenTitleMenu::NUM_TITLE_MENU_CHOICES-1 )
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m_TitleMenuChoice = (TitleMenuChoice)-1; // wrap around
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m_TitleMenuChoice = TitleMenuChoice( m_TitleMenuChoice+1 );
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m_soundChange.PlayRandom();
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GainFocus( m_TitleMenuChoice );
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}
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void ScreenTitleMenu::MenuStart( PlayerNumber pn )
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{
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GAMESTATE->m_bSideIsJoined[pn] = true;
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GAMESTATE->m_MasterPlayerNumber = pn;
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GAMESTATE->m_bPlayersCanJoin = false;
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switch( m_TitleMenuChoice )
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{
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case CHOICE_GAME_START:
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case CHOICE_SELECT_GAME:
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case CHOICE_MAP_INSTRUMENTS:
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case CHOICE_INPUT_OPTIONS:
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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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case CHOICE_EDIT:
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if( SONGMAN->m_pSongs.empty() )
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{
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m_soundInvalid.PlayRandom();
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}
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else
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{
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m_soundSelect.PlayRandom();
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m_Fade.CloseWipingRight( SM_GoToNextScreen );
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}
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break;
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case CHOICE_EXIT: {
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m_soundSelect.PlayRandom();
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Exit();
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LOG->Trace("CHOICE_EXIT: shutting down");
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}
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return;
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default:
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ASSERT(0);
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}
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}
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void ScreenTitleMenu::MenuBack( PlayerNumber pn )
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{
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this->m_Fade.CloseWipingRight( SM_GoToAttractLoop );
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}
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