change ScreenTitleMenu to derive from ScreenSelectMaster
This commit is contained in:
@@ -31,51 +31,137 @@ CurrentModeZoom=1
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# Note that we don't use the "name" parameter to Choices here. Name1 is
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# the displayed text, which might be translated or otherwise changed. The "name,foo"
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# parameter to ModeChoices is an asset name, which is used in filenames.
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Fallback=ScreenWithMenuElements
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Class=ScreenTitleMenu
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Fallback=ScreenCaution
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SharedPreviewAndCursor=1
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AllowDisabledPlayerInput=1
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ChoiceNames=1,2,3,4,5,6,7
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//,8
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Choice1=screen,ScreenCaution
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Name1=GAME START
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DefaultChoice=1
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NumChoicesOnPage1=100
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Choice1=ApplyDefaultOptions;screen,ScreenCaution
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Choice2=screen,ScreenSelectGame
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Name2=SELECT GAME
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Choice3=screen,ScreenOptionsMenu
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Name3=OPTIONS
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Choice4=screen,ScreenEditMenu
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Name4=EDIT/SYNC SONGS
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Choice5=screen,ScreenEditCoursesMenu
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Name5=EDIT COURSES
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Choice6=screen,ScreenJukeboxMenu
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Name6=JUKEBOX
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Choice7=screen,ScreenExit
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Name7=EXIT
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Choice8=screen,ScreenTest
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Name8=SANDBOX
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NumIconParts=1
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IconPart1Choice1X=SCREEN_CENTER_X
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IconPart1Choice1Y=SCREEN_CENTER_Y-150
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IconPart1Choice1OnCommand=
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IconPart1Choice1OffCommand=
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IconPart1Choice1OffFocusedCommand=
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IconPart1Choice1OffUnfocusedCommand=
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IconPart1Choice1EnabledCommand=
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IconPart1Choice1DisabledCommand=
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IconPart1Choice1GainFocusCommand=
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IconPart1Choice1LoseFocusCommand=
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IconPart1Choice2X=SCREEN_CENTER_X
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IconPart1Choice2Y=SCREEN_CENTER_Y-100
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IconPart1Choice2OnCommand=
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IconPart1Choice2OffCommand=
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IconPart1Choice2OffFocusedCommand=
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IconPart1Choice2OffUnfocusedCommand=
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IconPart1Choice2EnabledCommand=
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IconPart1Choice2DisabledCommand=
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IconPart1Choice2GainFocusCommand=
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IconPart1Choice2LoseFocusCommand=
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IconPart1Choice3X=SCREEN_CENTER_X
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IconPart1Choice3Y=SCREEN_CENTER_Y-50
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IconPart1Choice3OnCommand=
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IconPart1Choice3OffCommand=
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IconPart1Choice3OffFocusedCommand=
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IconPart1Choice3OffUnfocusedCommand=
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IconPart1Choice3EnabledCommand=
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IconPart1Choice3DisabledCommand=
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IconPart1Choice3GainFocusCommand=
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IconPart1Choice3LoseFocusCommand=
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IconPart1Choice4X=SCREEN_CENTER_X
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IconPart1Choice4Y=SCREEN_CENTER_Y+0
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IconPart1Choice4OnCommand=
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IconPart1Choice4OffCommand=
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IconPart1Choice4OffFocusedCommand=
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IconPart1Choice4OffUnfocusedCommand=
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IconPart1Choice4EnabledCommand=
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IconPart1Choice4DisabledCommand=
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IconPart1Choice4GainFocusCommand=
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IconPart1Choice4LoseFocusCommand=
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IconPart1Choice5X=SCREEN_CENTER_X
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IconPart1Choice5Y=SCREEN_CENTER_Y+50
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IconPart1Choice5OnCommand=
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IconPart1Choice5OffCommand=
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IconPart1Choice5OffFocusedCommand=
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IconPart1Choice5OffUnfocusedCommand=
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IconPart1Choice5EnabledCommand=
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IconPart1Choice5DisabledCommand=
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IconPart1Choice5GainFocusCommand=
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IconPart1Choice5LoseFocusCommand=
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IconPart1Choice6X=SCREEN_CENTER_X
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IconPart1Choice6Y=SCREEN_CENTER_Y+100
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IconPart1Choice6OnCommand=
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IconPart1Choice6OffCommand=
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IconPart1Choice6OffFocusedCommand=
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IconPart1Choice6OffUnfocusedCommand=
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IconPart1Choice6EnabledCommand=
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IconPart1Choice6DisabledCommand=
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IconPart1Choice6GainFocusCommand=
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IconPart1Choice6LoseFocusCommand=
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IconPart1Choice7X=SCREEN_CENTER_X
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IconPart1Choice7Y=SCREEN_CENTER_Y+150
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IconPart1Choice7OnCommand=
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IconPart1Choice7OffCommand=
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IconPart1Choice7OffFocusedCommand=
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IconPart1Choice7OffUnfocusedCommand=
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IconPart1Choice7EnabledCommand=
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IconPart1Choice7DisabledCommand=
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IconPart1Choice7GainFocusCommand=
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IconPart1Choice7LoseFocusCommand=
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IconPart1Choice8X=SCREEN_CENTER_X
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IconPart1Choice8Y=SCREEN_CENTER_Y+200
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IconPart1Choice8OnCommand=
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IconPart1Choice8OffCommand=
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IconPart1Choice8OffFocusedCommand=
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IconPart1Choice8OffUnfocusedCommand=
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IconPart1Choice8EnabledCommand=
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IconPart1Choice8DisabledCommand=
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IconPart1Choice8GainFocusCommand=
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IconPart1Choice8LoseFocusCommand=
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NumCodes=0
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TimerSeconds=-1 // none
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StyleIcon=0
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MemoryCardIcons=0
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LogoHomeOnCommand=x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;zoomy,0;sleep,0.5;bounceend,0.5;zoomy,1;glowshift;effectperiod,2.5;effectcolor1,1,1,1,0.1;effectcolor2,1,1,1,0.3
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LogoOnCommand=x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;zoomy,0;sleep,0.5;bounceend,0.5;zoomy,1;glowshift;effectperiod,2.5;effectcolor1,1,1,1,0.1;effectcolor2,1,1,1,0.3
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VersionOnCommand=horizalign,right;x,SCREEN_RIGHT-20;y,SCREEN_TOP+20;diffuse,0.6,0.6,0.6,1;zoom,0.5;shadowlength,2
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SongsOnCommand=horizalign,left;x,SCREEN_LEFT+20;y,SCREEN_TOP+20;diffuse,0.6,0.6,0.6,1;zoom,0.5;shadowlength,2
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LogoX=SCREEN_CENTER_X
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LogoY=SCREEN_CENTER_Y
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LogoOnCommand=zoomy,0;sleep,0.5;bounceend,0.5;zoomy,1;glowshift;effectperiod,2.5;effectcolor1,1,1,1,0.1;effectcolor2,1,1,1,0.3
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VersionX=SCREEN_RIGHT-20
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VersionY=SCREEN_TOP+20
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VersionOnCommand=horizalign,right;diffuse,0.6,0.6,0.6,1;zoom,0.5;shadowlength,2
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SongsX=SCREEN_LEFT+20
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SongsY=SCREEN_TOP+20
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SongsOnCommand=horizalign,left;diffuse,0.6,0.6,0.6,1;zoom,0.5;shadowlength,2
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MaxStagesX=
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MaxStagesY=
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MaxStagesOnCommand=hidden,1
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MaxStagesText=
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LifeDifficultyX=
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LifeDifficultyY=
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LifeDifficultyOnCommand=hidden,1
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ChoicesX=SCREEN_CENTER_X
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ChoicesStartY=SCREEN_CENTER_Y-154
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ChoicesSpacingY=48
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ChoicesShadowLength=5
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HelpX=SCREEN_CENTER_X
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HelpY=SCREEN_BOTTOM-40
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ColorNotSelected=1,1,1,1
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ColorSelected=0.5,1,0.5,1
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ZoomNotSelected=1.0
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ZoomSelected=1.3
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MenuTextAlign=1 // 0=left, 1=center, 2=right
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MenuCommandOnCreate=
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MenuCommandSelectDelay=0.5
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SecondsBetweenComments=12
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SecondsBeforeAttract=30
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IdleCommentSeconds=12
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IdleTimeoutSeconds=30
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IdleTimeoutScreen=ScreenCompany
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[ScreenCaution]
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PrevScreen=ScreenTitleMenu
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@@ -131,6 +217,8 @@ MorePage2Y=
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MorePage2OnCommand=hidden,1
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MorePage2OffCommand=
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ExtraSleepAfterTweenOffSeconds=0
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IdleCommentSeconds=15
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IdleTimeoutSeconds=0
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[ScreenEz2SelectPlayer]
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JoinFrameP1X=SCREEN_CENTER_X-200
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@@ -25,8 +25,13 @@
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#define CODE_ACTION( c ) THEME->GetMetricA(m_sName,ssprintf("Code%dAction",c+1))
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#define HELP_TEXT THEME->GetMetric (m_sName,"HelpText")
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#define NEXT_SCREEN( c ) THEME->GetMetric (m_sName,ssprintf("NextScreen%d",c+1))
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#define IDLE_TIMEOUT_SCREEN THEME->GetMetric (m_sName,"IdleTimeoutScreen")
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#define ALLOW_DISABLED_PLAYER_INPUT THEME->GetMetricB(m_sName,"AllowDisabledPlayerInput")
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ScreenSelect::ScreenSelect( CString sClassName ) : ScreenWithMenuElements(sClassName)
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ScreenSelect::ScreenSelect( CString sClassName ) :
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ScreenWithMenuElements(sClassName),
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IDLE_COMMENT_SECONDS(m_sName,"IdleCommentSeconds"),
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IDLE_TIMEOUT_SECONDS(m_sName,"IdleTimeoutSeconds")
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{
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LOG->Trace( "ScreenSelect::ScreenSelect()" );
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@@ -100,6 +105,26 @@ void ScreenSelect::Update( float fDelta )
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SOUND->PlayMusic( THEME->GetPathToS(m_sName+" music") );
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}
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if( !IsTransitioning() )
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{
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if( IDLE_COMMENT_SECONDS > 0 && m_timerIdleComment.PeekDeltaTime() >= IDLE_COMMENT_SECONDS )
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{
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SOUND->PlayOnceFromAnnouncer( m_sName+" IdleComment" );
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m_timerIdleComment.GetDeltaTime();
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}
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// don't time out on this screen is coin mode is pay.
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// If we're here, then there's a credit in the machine.
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if( PREFSMAN->GetCoinMode() != COIN_PAY )
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{
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if( IDLE_TIMEOUT_SECONDS > 0 && m_timerIdleTimeout.PeekDeltaTime() >= IDLE_TIMEOUT_SECONDS )
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{
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SCREENMAN->SetNewScreen( IDLE_TIMEOUT_SCREEN );
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m_timerIdleTimeout.GetDeltaTime();
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return;
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}
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}
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}
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Screen::Update( fDelta );
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// GAMESTATE->m_MasterPlayerNumber is set to PLAYER_INVALID when going Back to
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@@ -127,12 +152,20 @@ void ScreenSelect::Input( const DeviceInput& DeviceI, const InputEventType type,
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{
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// LOG->Trace( "ScreenSelect::Input()" );
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/* Reset the demonstration timer when a key is pressed. */
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m_timerIdleComment.GetDeltaTime();
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m_timerIdleTimeout.GetDeltaTime();
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if( MenuI.button == MENU_BUTTON_COIN ||
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Screen::JoinInput(DeviceI, type, GameI, MenuI, StyleI) )
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{
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if( type == IET_FIRST_PRESS )
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this->UpdateSelectableChoices();
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return; // don't let the screen handle the MENU_START press
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if( ALLOW_DISABLED_PLAYER_INPUT )
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;
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else
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return; // don't let the screen handle the MENU_START press
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}
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if( IsTransitioning() )
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@@ -7,12 +7,11 @@
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#include "BGAnimation.h"
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#include "GameCommand.h"
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#include "CodeDetector.h"
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#include "ThemeMetric.h"
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// Derived classes must send this when done
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const ScreenMessage SM_AllDoneChoosing = (ScreenMessage)(SM_User+123); // unique
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#define MAX_CHOICES 30
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class ScreenSelect : public ScreenWithMenuElements
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{
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public:
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@@ -26,7 +25,6 @@ public:
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virtual void MenuBack( PlayerNumber pn );
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protected:
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virtual int GetSelectionIndex( PlayerNumber pn ) = 0;
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virtual void UpdateSelectableChoices() = 0; // derived screens must handle this
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@@ -37,6 +35,12 @@ protected:
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vector<CodeItem> m_aCodes;
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vector<GameCommand> m_aCodeChoices;
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RageTimer m_timerIdleComment; // count up to time between idle comment announcer sounds
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RageTimer m_timerIdleTimeout; // count up to go to the timeout screen
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ThemeMetric<float> IDLE_COMMENT_SECONDS;
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ThemeMetric<float> IDLE_TIMEOUT_SECONDS;
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};
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#endif
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@@ -25,38 +25,11 @@
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#include "ScreenOptionsMasterPrefs.h"
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#include "PlayerState.h"
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#define LOGO_ON_COMMAND THEME->GetMetricA("ScreenTitleMenu","LogoOnCommand")
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#define LOGO_HOME_ON_COMMAND THEME->GetMetricA("ScreenTitleMenu","LogoHomeOnCommand")
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#define VERSION_ON_COMMAND THEME->GetMetricA("ScreenTitleMenu","VersionOnCommand")
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#define SONGS_ON_COMMAND THEME->GetMetricA("ScreenTitleMenu","SongsOnCommand")
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#define MAX_STAGES_ON_COMMAND THEME->GetMetricA("ScreenTitleMenu","MaxStagesOnCommand")
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#define MAX_STAGES_TEXT THEME->GetMetric ("ScreenTitleMenu","MaxStagesText")
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#define LIFE_DIFFICULTY_ON_COMMAND THEME->GetMetricA("ScreenTitleMenu","LifeDifficultyOnCommand")
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#define HELP_X THEME->GetMetricF("ScreenTitleMenu","HelpX")
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#define HELP_Y THEME->GetMetricF("ScreenTitleMenu","HelpY")
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#define CHOICES_X THEME->GetMetricF("ScreenTitleMenu","ChoicesX")
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#define CHOICES_START_Y THEME->GetMetricF("ScreenTitleMenu","ChoicesStartY")
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#define CHOICES_SPACING_Y THEME->GetMetricF("ScreenTitleMenu","ChoicesSpacingY")
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#define CHOICES_SHADOW_LENGTH THEME->GetMetricF("ScreenTitleMenu","ChoicesShadowLength")
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#define COLOR_NOT_SELECTED THEME->GetMetricC("ScreenTitleMenu","ColorNotSelected")
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#define COLOR_SELECTED THEME->GetMetricC("ScreenTitleMenu","ColorSelected")
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#define ZOOM_NOT_SELECTED THEME->GetMetricF("ScreenTitleMenu","ZoomNotSelected")
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#define ZOOM_SELECTED THEME->GetMetricF("ScreenTitleMenu","ZoomSelected")
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#define MENU_TEXT_ALIGN THEME->GetMetricI("ScreenTitleMenu","MenuTextAlign")
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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( coin_mode ) THEME->GetMetric ("ScreenTitleMenu","HelpText"+Capitalize(CoinModeToString(coin_mode)))
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#define MENU_ITEM_CREATE THEME->GetMetricA("ScreenTitleMenu","MenuCommandOnCreate")
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#define MENU_ITEM_SELECT_DELAY THEME->GetMetricF("ScreenTitleMenu","MenuCommandSelectDelay")
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#define NAME( sChoiceName ) THEME->GetMetric (m_sName,ssprintf("Name%s",sChoiceName.c_str()))
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const ScreenMessage SM_PlayComment = ScreenMessage(SM_User+1);
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const ScreenMessage SM_GoToAttractLoop = ScreenMessage(SM_User+13);
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#define MAX_STAGES_TEXT THEME->GetMetric (m_sName,"MaxStagesText")
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REGISTER_SCREEN_CLASS( ScreenTitleMenu );
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ScreenTitleMenu::ScreenTitleMenu( CString sClassName ) : ScreenSelect( sClassName )
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ScreenTitleMenu::ScreenTitleMenu( CString sScreenName ) :
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ScreenSelectMaster( sScreenName )
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{
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LOG->Trace( "ScreenTitleMenu::ScreenTitleMenu()" );
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@@ -75,152 +48,59 @@ ScreenTitleMenu::ScreenTitleMenu( CString sClassName ) : ScreenSelect( sClassNam
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* things stinks ... */
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GAMESTATE->Reset();
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_JOINING ); // do this after Reset!
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// TRICKY: Do this after GameState::Reset.
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_JOINING );
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m_sprLogo.Load( THEME->GetPathG("ScreenLogo",GAMESTATE->GetCurrentGame()->m_szName) );
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m_sprLogo.RunCommands( PREFSMAN->GetCoinMode()==COIN_HOME ? LOGO_HOME_ON_COMMAND : LOGO_ON_COMMAND );
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this->AddChild( &m_sprLogo );
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if( PREFSMAN->GetCoinMode() != COIN_HOME )
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{
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switch( PREFSMAN->GetPremium() )
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{
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case PrefsManager::DOUBLES_PREMIUM:
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m_Premium.LoadFromAniDir( THEME->GetPathToB("ScreenTitleMenu doubles premium") );
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this->AddChild( &m_Premium );
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break;
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case PrefsManager::JOINT_PREMIUM:
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m_Premium.LoadFromAniDir( THEME->GetPathToB("ScreenTitleMenu joint premium") );
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this->AddChild( &m_Premium );
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break;
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}
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}
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m_sprLogo.Load( THEME->GetPathG(m_sName,GAMESTATE->GetCurrentGame()->m_szName) );
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m_sprLogo->SetName( "Logo" );
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m_sprLogo->SetDrawOrder( -1 );
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this->AddChild( m_sprLogo );
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SET_XY_AND_ON_COMMAND( m_sprLogo );
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m_textVersion.LoadFromFont( THEME->GetPathToF("Common normal") );
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m_textVersion.RunCommands( VERSION_ON_COMMAND );
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m_textVersion.SetName( "Version" );
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m_textVersion.SetText( PRODUCT_VER );
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this->AddChild( &m_textVersion );
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SET_XY_AND_ON_COMMAND( m_textVersion );
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m_textSongs.LoadFromFont( THEME->GetPathToF("Common normal") );
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m_textSongs.RunCommands( SONGS_ON_COMMAND );
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m_textSongs.SetName( "Songs" );
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CString text = ssprintf("%d songs in %d groups, %d courses", SONGMAN->GetNumSongs(), SONGMAN->GetNumGroups(), SONGMAN->GetNumCourses() );
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if( PREFSMAN->m_bUseUnlockSystem )
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text += ssprintf(", %d unlocks", UNLOCKMAN->GetNumUnlocks() );
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m_textSongs.SetText( text );
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this->AddChild( &m_textSongs );
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SET_XY_AND_ON_COMMAND( m_textSongs );
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m_textMaxStages.LoadFromFont( THEME->GetPathF(m_sName,"MaxStages") );
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m_textMaxStages.RunCommands( MAX_STAGES_ON_COMMAND );
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m_textMaxStages.SetName( "MaxStages" );
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CString sText =
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PREFSMAN->m_bEventMode ?
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CString("event mode") :
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ssprintf( "%d %s%s max", PREFSMAN->m_iNumArcadeStages, MAX_STAGES_TEXT.c_str(), (PREFSMAN->m_iNumArcadeStages>1)?"s":"" );
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m_textMaxStages.SetText( sText );
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this->AddChild( &m_textMaxStages );
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SET_XY_AND_ON_COMMAND( m_textMaxStages );
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m_textLifeDifficulty.LoadFromFont( THEME->GetPathF(m_sName,"LifeDifficulty") );
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m_textLifeDifficulty.RunCommands( LIFE_DIFFICULTY_ON_COMMAND );
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m_textLifeDifficulty.SetName( "LifeDifficulty" );
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ON_COMMAND( m_textLifeDifficulty );
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int iLifeDifficulty;
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LifeDifficulty( iLifeDifficulty, true, NULL );
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iLifeDifficulty++; // LifeDifficulty returns an index
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m_textLifeDifficulty.SetText( ssprintf( "life difficulty %d", iLifeDifficulty ) );
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this->AddChild( &m_textLifeDifficulty );
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CString sCoinMode = CoinModeToString((CoinMode)PREFSMAN->GetCoinMode());
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||||
m_CoinMode.LoadFromAniDir( THEME->GetPathToB("ScreenTitleMenu "+sCoinMode) );
|
||||
this->AddChild( &m_CoinMode );
|
||||
|
||||
m_textHelp.LoadFromFont( THEME->GetPathToF("ScreenTitleMenu help") );
|
||||
m_textHelp.SetText( HELP_TEXT((CoinMode)PREFSMAN->GetCoinMode()) );
|
||||
m_textHelp.SetXY( HELP_X, HELP_Y );
|
||||
m_textHelp.SetZoom( 0.5f );
|
||||
m_textHelp.SetEffectDiffuseBlink();
|
||||
m_textHelp.SetShadowLength( 2 );
|
||||
this->AddChild( &m_textHelp );
|
||||
|
||||
switch( PREFSMAN->GetCoinMode() )
|
||||
{
|
||||
case COIN_HOME:
|
||||
{
|
||||
for( unsigned i=0; i<m_aGameCommands.size(); i++ )
|
||||
{
|
||||
GameCommand &mc = m_aGameCommands[i];
|
||||
|
||||
m_textChoice[i].LoadFromFont( THEME->GetPathToF("ScreenTitleMenu choices") );
|
||||
m_textChoice[i].SetHorizAlign( (enum Actor::HorizAlign)MENU_TEXT_ALIGN );
|
||||
m_textChoice[i].SetText( NAME(mc.m_sName) );
|
||||
m_textChoice[i].SetXY( CHOICES_X, CHOICES_START_Y + i*CHOICES_SPACING_Y );
|
||||
m_textChoice[i].SetShadowLength( CHOICES_SHADOW_LENGTH );
|
||||
m_textChoice[i].SetShadowLength( 4 );
|
||||
this->AddChild( &m_textChoice[i] );
|
||||
}
|
||||
}
|
||||
break;
|
||||
case COIN_PAY:
|
||||
case COIN_FREE:
|
||||
break;
|
||||
default:
|
||||
ASSERT(0);
|
||||
}
|
||||
|
||||
|
||||
// m_AttractOut.Load( THEME->GetPathToB("ScreenTitleMenu out") );
|
||||
// this->AddChild( &m_AttractOut );
|
||||
|
||||
// m_BeginOut.Load( THEME->GetPathToB("ScreenTitleMenu begin out") );
|
||||
// this->AddChild( &m_BeginOut );
|
||||
|
||||
|
||||
SOUND->PlayOnceFromAnnouncer( "title menu game name" );
|
||||
|
||||
|
||||
m_soundChange.Load( THEME->GetPathToS("ScreenTitleMenu change"),true );
|
||||
|
||||
m_Choice = 0;
|
||||
|
||||
for( unsigned i=0; i<m_aGameCommands.size(); i++ )
|
||||
if( i != m_Choice )
|
||||
{
|
||||
m_textChoice[i].SetZoom( ZOOM_NOT_SELECTED );
|
||||
m_textChoice[i].RunCommands( MENU_ITEM_CREATE );
|
||||
}
|
||||
else
|
||||
GainFocus( m_Choice );
|
||||
|
||||
SOUND->PlayMusic( THEME->GetPathToS("ScreenTitleMenu music") );
|
||||
|
||||
this->PostScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS);
|
||||
SET_XY_AND_ON_COMMAND( m_textLifeDifficulty );
|
||||
|
||||
this->SortByDrawOrder();
|
||||
|
||||
// this->MoveToTail( &m_AttractOut ); // put it in the back so it covers up the stuff we just added
|
||||
SOUND->PlayOnceFromAnnouncer( "title menu game name" );
|
||||
}
|
||||
|
||||
ScreenTitleMenu::~ScreenTitleMenu()
|
||||
{
|
||||
LOG->Trace( "ScreenTitleMenu::~ScreenTitleMenu()" );
|
||||
}
|
||||
|
||||
void ScreenTitleMenu::UpdateSelectableChoices()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void ScreenTitleMenu::MoveCursor( bool up )
|
||||
{
|
||||
if( PREFSMAN->GetCoinMode() != COIN_HOME )
|
||||
return;
|
||||
// if( m_BeginOut.IsTransitioning() )
|
||||
// return;
|
||||
|
||||
TimeToDemonstration.GetDeltaTime(); /* Reset the demonstration timer when a key is pressed. */
|
||||
LoseFocus( m_Choice );
|
||||
m_Choice += (up? -1:+1);
|
||||
wrap( (int&)m_Choice, m_aGameCommands.size() );
|
||||
m_soundChange.Play();
|
||||
GainFocus( m_Choice );
|
||||
LOG->Trace( ScreenTitleMenu::~ScreenTitleMenu()" );
|
||||
}
|
||||
|
||||
void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
|
||||
@@ -234,59 +114,27 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
|
||||
* so that the right m_aGameCommands will show */
|
||||
if( ScreenAttract::ChangeCoinModeInput( DeviceI, type, GameI, MenuI, StyleI ) )
|
||||
{
|
||||
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
|
||||
SCREENMAN->SetNewScreen( m_sName );
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if( m_In.IsTransitioning() || m_Back.IsTransitioning() ) /* not m_Out */
|
||||
return;
|
||||
|
||||
if( MenuI.IsValid() )
|
||||
{
|
||||
switch( MenuI.button )
|
||||
{
|
||||
case MENU_BUTTON_UP:
|
||||
case MENU_BUTTON_LEFT:
|
||||
MoveCursor( true );
|
||||
break;
|
||||
case MENU_BUTTON_DOWN:
|
||||
case MENU_BUTTON_RIGHT:
|
||||
MoveCursor( false );
|
||||
break;
|
||||
case MENU_BUTTON_BACK:
|
||||
if( m_Out.IsTransitioning() )
|
||||
break;
|
||||
Back( SM_GoToAttractLoop );
|
||||
break;
|
||||
case MENU_BUTTON_START:
|
||||
/* return if the choice is invalid */
|
||||
const GameCommand &mc = m_aGameCommands[m_Choice];
|
||||
CString why;
|
||||
if( !mc.IsPlayable( &why ) )
|
||||
{
|
||||
SCREENMAN->PlayInvalidSound();
|
||||
if( why != "" )
|
||||
SCREENMAN->SystemMessage( why );
|
||||
return;
|
||||
}
|
||||
|
||||
if( !Screen::JoinInput( DeviceI, type, GameI, MenuI, StyleI ) )
|
||||
return;
|
||||
|
||||
if( !m_Out.IsTransitioning() )
|
||||
StartTransitioning( SM_GoToNextScreen );
|
||||
}
|
||||
}
|
||||
|
||||
if( PREFSMAN->GetCoinMode() != COIN_HOME )
|
||||
return;
|
||||
|
||||
//
|
||||
// detect codes
|
||||
//
|
||||
if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_THEME) ||
|
||||
CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_THEME2) )
|
||||
{
|
||||
THEME->NextTheme();
|
||||
ApplyGraphicOptions(); // update window title and icon
|
||||
SCREENMAN->SystemMessage( "Theme: "+THEME->GetCurThemeName() );
|
||||
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
|
||||
SCREENMAN->SetNewScreen( m_sName );
|
||||
TEXTUREMAN->DoDelayedDelete();
|
||||
}
|
||||
if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_ANNOUNCER) ||
|
||||
@@ -296,7 +144,7 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
|
||||
CString sName = ANNOUNCER->GetCurAnnouncerName();
|
||||
if( sName=="" ) sName = "(none)";
|
||||
SCREENMAN->SystemMessage( "Announcer: "+sName );
|
||||
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
|
||||
SCREENMAN->SetNewScreen( m_sName );
|
||||
}
|
||||
if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_GAME) ||
|
||||
CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_GAME2) )
|
||||
@@ -319,80 +167,10 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
|
||||
ResetGame( false );
|
||||
|
||||
SCREENMAN->SystemMessage( CString("Game: ") + GAMESTATE->GetCurrentGame()->m_szName );
|
||||
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
|
||||
SCREENMAN->SetNewScreen( m_sName );
|
||||
}
|
||||
|
||||
ScreenSelect::Input( DeviceI, type, GameI, MenuI, StyleI );
|
||||
}
|
||||
|
||||
void ScreenTitleMenu::Update( float fDelta )
|
||||
{
|
||||
// time out on this screen and go to the attract sequence
|
||||
if( !IsTransitioning() && TimeToDemonstration.PeekDeltaTime() >= SECONDS_BEFORE_ATTRACT)
|
||||
{
|
||||
// don't time out on this screen is coin mode is pay.
|
||||
// If we're here, then there's a credit in the machine.
|
||||
if( PREFSMAN->GetCoinMode() == COIN_PAY )
|
||||
; // do nothing
|
||||
else
|
||||
{
|
||||
this->PostScreenMessage( SM_GoToAttractLoop, 0 );
|
||||
TimeToDemonstration.GetDeltaTime();
|
||||
}
|
||||
}
|
||||
|
||||
Screen::Update(fDelta);
|
||||
}
|
||||
|
||||
|
||||
void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
|
||||
{
|
||||
switch( SM )
|
||||
{
|
||||
case SM_PlayComment:
|
||||
SOUND->PlayOnceFromAnnouncer( "title menu attract" );
|
||||
this->PostScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS );
|
||||
break;
|
||||
case SM_GoToNextScreen:
|
||||
/* XXX: Bad hack: we only want to set default options if we're actually
|
||||
* going into the game. We don't want to set it if we're going into the
|
||||
* editor menu, since that never resets options (so it'll maintain changes
|
||||
* when entering and exiting the editor), and the editor probably shouldn't
|
||||
* use default options. */
|
||||
if( m_Choice == 0 )
|
||||
{
|
||||
// apply default options
|
||||
FOREACH_PlayerNumber( p )
|
||||
GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.FromString( PREFSMAN->m_sDefaultModifiers );
|
||||
GAMESTATE->m_SongOptions.FromString( PREFSMAN->m_sDefaultModifiers );
|
||||
}
|
||||
m_aGameCommands[m_Choice].ApplyToAllPlayers();
|
||||
break;
|
||||
case SM_GoToAttractLoop:
|
||||
SCREENMAN->SetNewScreen( INITIAL_SCREEN );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void ScreenTitleMenu::LoseFocus( int iChoiceIndex )
|
||||
{
|
||||
m_textChoice[iChoiceIndex].SetEffectNone();
|
||||
m_textChoice[iChoiceIndex].StopTweening();
|
||||
m_textChoice[iChoiceIndex].BeginTweening( 0.3f );
|
||||
m_textChoice[iChoiceIndex].SetZoom( ZOOM_NOT_SELECTED );
|
||||
}
|
||||
|
||||
void ScreenTitleMenu::GainFocus( int iChoiceIndex )
|
||||
{
|
||||
m_textChoice[iChoiceIndex].StopTweening();
|
||||
m_textChoice[iChoiceIndex].BeginTweening( 0.3f );
|
||||
m_textChoice[iChoiceIndex].SetZoom( ZOOM_SELECTED );
|
||||
RageColor color1, color2;
|
||||
color1 = COLOR_SELECTED;
|
||||
color2 = color1 * 0.5f;
|
||||
color2.a = 1;
|
||||
m_textChoice[iChoiceIndex].SetEffectDiffuseShift( 0.5f, color1, color2 );
|
||||
ScreenSelectMaster::Input( DeviceI, type, GameI, MenuI, StyleI );
|
||||
}
|
||||
|
||||
/*
|
||||
|
||||
@@ -9,46 +9,22 @@
|
||||
#include "BitmapText.h"
|
||||
#include "RageSound.h"
|
||||
#include "RageTimer.h"
|
||||
#include "ScreenSelect.h"
|
||||
#include "ScreenSelectMaster.h"
|
||||
|
||||
#define MAX_MODE_CHOICES 30
|
||||
|
||||
class ScreenTitleMenu : public ScreenSelect
|
||||
class ScreenTitleMenu : public ScreenSelectMaster
|
||||
{
|
||||
public:
|
||||
ScreenTitleMenu( CString sName );
|
||||
virtual ~ScreenTitleMenu();
|
||||
|
||||
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
|
||||
virtual void Update( float fDelta );
|
||||
virtual void HandleScreenMessage( const ScreenMessage SM );
|
||||
|
||||
private:
|
||||
int GetSelectionIndex( PlayerNumber pn ) { return m_Choice; }
|
||||
void UpdateSelectableChoices();
|
||||
|
||||
void GainFocus( int iChoiceIndex );
|
||||
void LoseFocus( int iChoiceIndex );
|
||||
void MoveCursor( bool up );
|
||||
|
||||
unsigned m_Choice;
|
||||
|
||||
Sprite m_sprLogo;
|
||||
AutoActor m_sprLogo;
|
||||
BitmapText m_textVersion;
|
||||
BitmapText m_textSongs;
|
||||
BitmapText m_textMaxStages;
|
||||
BitmapText m_textLifeDifficulty;
|
||||
BitmapText m_textHelp;
|
||||
BitmapText m_textChoice[MAX_MODE_CHOICES];
|
||||
|
||||
RageSound m_soundChange;
|
||||
|
||||
RageTimer TimeToDemonstration;
|
||||
|
||||
BGAnimation m_CoinMode;
|
||||
BGAnimation m_Premium;
|
||||
|
||||
Transition m_AttractOut;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user