Changed Notes difficulty/description in preparation for edit selection system
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@@ -85,6 +85,7 @@ ScreenOptions::ScreenOptions( CString sBackgroundPath, CString sPagePath, CStrin
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m_framePage.SetX( SCREEN_LEFT-SCREEN_WIDTH );
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m_framePage.BeginTweening( 0.3f, Actor::TWEEN_BIAS_BEGIN );
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m_framePage.SetTweenX( 0 );
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ZeroMemory(&m_OptionDim, sizeof(m_OptionDim));
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}
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void ScreenOptions::Init( InputMode im, OptionRowData OptionRowData[], int iNumOptionLines, bool bUseIcons )
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@@ -231,6 +232,36 @@ void ScreenOptions::InitOptionsText()
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option.SetXY( CENTER_X, fY );
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}
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void ScreenOptions::DimOption(int line, int option, bool dim)
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{
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if(m_OptionDim[line][option] == dim)
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return;
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m_OptionDim[line][option] = dim;
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m_textOptions[line][option].StopTweening();
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m_textOptions[line][option].BeginTweening(.250);
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if(m_OptionDim[line][option])
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m_textOptions[line][option].SetTweenDiffuse( RageColor(.5,.5,.5,1) );
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else
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m_textOptions[line][option].SetTweenDiffuse( RageColor(1,1,1,1) );
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/* Don't know if I like this ...-glenn
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m_textOptionLineTitles[line].BeginTweening(.250);
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if(RowCompletelyDimmed(line))
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m_textOptionLineTitles[line].SetTweenZoom( 0.6f );
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else
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m_textOptionLineTitles[line].SetTweenZoom( 0.7f );
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*/
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}
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bool ScreenOptions::RowCompletelyDimmed(int line) const
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{
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for(unsigned i = 0; i < m_OptionRowData[line].iNumOptions; ++i)
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if(!m_OptionDim[line][i]) return false;
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return true;
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}
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void ScreenOptions::PositionUnderlines()
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{
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// Set the position of the underscores showing the current choice for each option line.
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@@ -459,6 +490,17 @@ void ScreenOptions::MenuLeft( PlayerNumber pn )
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const int iNumOptions = m_OptionRowData[iCurRow].iNumOptions;
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m_iSelectedOption[p][iCurRow] = (m_iSelectedOption[p][iCurRow]-1+iNumOptions) % iNumOptions;
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// Chris: I commented this out because it made wrapping a pain. Is it used anyway? If so, please
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// let me know and I'll fix it.
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// do {
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// new_opt--;
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// } while(new_opt >= 0 && m_OptionDim[iCurRow][new_opt]);
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//
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// if( new_opt < 0 ) // can't go left any more
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// return;
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//
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// m_iSelectedOption[p][iCurRow] = new_opt;
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TweenCursor( (PlayerNumber)p );
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}
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m_SoundChangeCol.Play();
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@@ -479,6 +521,19 @@ void ScreenOptions::MenuRight( PlayerNumber pn )
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const int iNumOptions = m_OptionRowData[iCurRow].iNumOptions;
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m_iSelectedOption[p][iCurRow] = (m_iSelectedOption[p][iCurRow]+1) % iNumOptions;
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// Chris: I commented this out because it made wrapping a pain. Is it used anyway? If so, please
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// let me know and I'll fix it.
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// int new_opt = m_iSelectedOption[p][iCurRow];
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// do {
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// new_opt++;
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// } while(new_opt < m_OptionRowData[iCurRow].iNumOptions &&
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// m_OptionDim[iCurRow][new_opt]);
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//
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// if( new_opt == m_OptionRowData[iCurRow].iNumOptions ) // can't go right any more
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// return;
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//
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// m_iSelectedOption[p][iCurRow] = new_opt;
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TweenCursor( (PlayerNumber)p );
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}
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m_SoundChangeCol.Play();
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@@ -496,6 +551,18 @@ void ScreenOptions::MenuUp( PlayerNumber pn )
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return; // can't go up any more
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m_iCurrentRow[p]--;
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// Chris: Will add back in later
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// /* Find the prev row with any un-dimmed entries. */
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// int new_row = m_iCurrentRow[p];
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// do {
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/// if(--new_row < 0)
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// new_row = m_iNumOptionRows-1; // wrap around
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// if(!RowCompletelyDimmed(new_row)) break;
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// } while(new_row != m_iCurrentRow[p]);
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// m_iCurrentRow[p] = new_row;
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TweenCursor( (PlayerNumber)p );
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}
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m_SoundPrevRow.Play();
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@@ -514,6 +581,17 @@ void ScreenOptions::MenuDown( PlayerNumber pn )
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return; // can't go down any more
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m_iCurrentRow[p]++;
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// Chris: Commented this out, but will add back in later.
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// /* Find the next row with any un-dimmed entries. */
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// int new_row = m_iCurrentRow[p];
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// do {
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// if( ++new_row == m_iNumOptionRows )
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// new_row = 0; // wrap around
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// if(!RowCompletelyDimmed(new_row)) break;
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// } while(new_row != m_iCurrentRow[p]);
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// m_iCurrentRow[p] = new_row;
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TweenCursor( (PlayerNumber)p );
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}
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m_SoundNextRow.Play();
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