Total Re-write of ScreenSelectMode, now working under the ScreenSelect class, but still a lot of work to do.
This commit is contained in:
@@ -26,120 +26,53 @@ Chris Danford
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/* Constants */
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#define JOIN_FRAME_X( p ) THEME->GetMetricF("ScreenSelectMode",ssprintf("JoinFrameP%dX",p+1))
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#define JOIN_FRAME_Y( i ) THEME->GetMetricF("ScreenSelectMode",ssprintf("JoinFrameP%dY",i+1))
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#define JOIN_MESSAGE_X( p ) THEME->GetMetricF("ScreenSelectMode",ssprintf("JoinMessageP%dX",p+1))
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#define JOIN_MESSAGE_Y( i ) THEME->GetMetricF("ScreenSelectMode",ssprintf("JoinMessageP%dY",i+1))
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#define GUIDE_X THEME->GetMetricF("ScreenSelectMode","GuideX")
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#define GUIDE_Y THEME->GetMetricF("ScreenSelectMode","GuideY")
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#define HELP_TEXT THEME->GetMetric("ScreenSelectMode","HelpText")
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#define TIMER_SECONDS THEME->GetMetricI("ScreenSelectMode","TimerSeconds")
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#define NEXT_SCREEN THEME->GetMetric("ScreenSelectMode","NextScreen")
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#define SCROLLING_ELEMENT_SPACING THEME->GetMetricI("ScreenSelectMode","ScrollingElementSpacing")
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#define SCROLLING_LIST_X THEME->GetMetricF("ScreenSelectMode","ScrollingListX")
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#define SCROLLING_LIST_Y THEME->GetMetricF("ScreenSelectMode","ScrollingListY")
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#define SELECTION_SPECIFIC_BG_ANIMATIONS THEME->GetMetricB("ScreenSelectMode","SelectionSpecificBGAnimations")
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#define BOUNCE_JOIN_MESSAGE THEME->GetMetricB("ScreenSelectMode","BounceJoinMessage")
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#define FOLD_ON_JOIN THEME->GetMetricB("ScreenSelectMode","FoldOnJoin")
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const float TWEEN_TIME = 0.35f;
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#define ELEM_SPACING THEME->GetMetricI("ScreenSelectMode","ElementSpacing")
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#define INCLUDE_DOUBLE_IN_JP THEME->GetMetricI("ScreenSelectMode","IncludeDoubleInJointPremium")
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#define SCROLLING_LIST_X THEME->GetMetricI("ScreenSelectMode","ScrollingListX")
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#define SCROLLING_LIST_Y THEME->GetMetricI("ScreenSelectMode","ScrollingListY")
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#define GUIDE_X THEME->GetMetricF("ScreenSelectMode", "GuideX")
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#define GUIDE_Y THEME->GetMetricF("ScreenSelectMode", "GuideY")
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/************************************
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ScreenSelectMode (Constructor)
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Desc: Sets up the screen display
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************************************/
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ScreenSelectMode::ScreenSelectMode() : Screen("ScreenSelectMode")
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ScreenSelectMode::ScreenSelectMode() : ScreenSelect( "ScreenSelectMode" )
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{
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LOG->Trace( "ScreenSelectMode::ScreenSelectMode()" );
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GAMESTATE->m_bPlayersCanJoin = true;
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SCREENMAN->RefreshCreditsMessages();
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GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE; // the only mode you can select on this screen
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/*********** TODO: MAKE THIS WORK FOR ALL GAME STYLES! *************/
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m_ChoiceListFrame.Load( THEME->GetPathToG("ScreenSelectMode list frame"));
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m_ChoiceListFrame.SetXY( SCROLLING_LIST_X, SCROLLING_LIST_Y);
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this->AddChild( &m_ChoiceListFrame );
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m_ScrollingList.SetXY( CENTER_X, SCROLLING_LIST_Y );
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m_ScrollingList.SetSpacing( SCROLLING_ELEMENT_SPACING );
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m_ScrollingList.SetNumberVisible( 9 );
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m_soundModeChange.Load( THEME->GetPathToS("ScreenSelectMode modechange"));
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unsigned i;
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for( i=0; i<m_aModeChoices.size(); i++ )
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{
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const ModeChoice& mc = m_aModeChoices[i];
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//
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// Load Sprite
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//
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CString sElementName = ssprintf("ScreenSelectMode %s", mc.name );
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CString sElementPath = THEME->GetPathToG(sElementName);
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arrayLocations.push_back( sElementPath );
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}
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// m_ScrollingList.UseSpriteType(BANNERTYPE);
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m_ScrollingList.SetXY( SCROLLING_LIST_X, SCROLLING_LIST_Y );
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m_ScrollingList.SetSpacing( ELEM_SPACING );
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this->AddChild( &m_ScrollingList );
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m_ChoiceListHighlight.Load( THEME->GetPathToG("ScreenSelectMode list highlight"));
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m_ChoiceListHighlight.SetXY( CENTER_X, SCROLLING_LIST_Y);
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this->AddChild( &m_ChoiceListHighlight );
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m_ChoiceListHighlight.SetXY( SCROLLING_LIST_X, SCROLLING_LIST_Y );
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this->AddChild(&m_ChoiceListHighlight);
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m_Guide.Load( THEME->GetPathToG("select mode guide"));
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m_Guide.SetXY( GUIDE_X, GUIDE_Y );
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this->AddChild( &m_Guide );
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_sprJoinFrame[p].Load( THEME->GetPathToG("ScreenSelectMode join frame 1x2") );
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m_sprJoinFrame[p].StopAnimating();
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m_sprJoinFrame[p].SetState( p );
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m_sprJoinFrame[p].SetXY( JOIN_FRAME_X(p), JOIN_FRAME_Y(p) );
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this->AddChild( &m_sprJoinFrame[p] );
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if( GAMESTATE->m_bSideIsJoined[p] )
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m_sprJoinFrame[p].SetZoomY( 0 );
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m_sprJoinMessage[p].Load( THEME->GetPathToG("ScreenSelectMode join message 2x2") );
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m_sprJoinMessage[p].StopAnimating();
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m_sprJoinMessage[p].SetState( p );
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m_sprJoinMessage[p].SetXY( JOIN_MESSAGE_X(p), JOIN_MESSAGE_Y(p) );
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if( BOUNCE_JOIN_MESSAGE )
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m_sprJoinMessage[p].SetEffectBounce( 0.5f, RageVector3(0,10,0) );
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this->AddChild( &m_sprJoinMessage[p] );
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if( GAMESTATE->m_bSideIsJoined[p] )
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{
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m_sprJoinMessage[p].SetState( p+NUM_PLAYERS );
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if( FOLD_ON_JOIN )
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{
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m_sprJoinMessage[p].SetZoomY( 0 );
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m_sprJoinFrame[p].SetZoomY( 0 );
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}
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}
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}
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m_Menu.Load( "ScreenSelectMode" );
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this->AddChild( &m_Menu );
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m_soundSelect.Load( THEME->GetPathToS("Common start") );
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m_soundChange.Load( THEME->GetPathToS("ScreenSelectMode change"), true );
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select mode intro") );
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SOUNDMAN->PlayMusic( THEME->GetPathToS("ScreenSelectMode music") );
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RefreshModeChoices();
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if( SELECTION_SPECIFIC_BG_ANIMATIONS )
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{
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CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
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for( unsigned i=0; i<m_apPossibleModeChoices.size(); i++ )
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{
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CString sChoiceName = m_apPossibleModeChoices[i]->name;
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m_Infotext[i].Load( THEME->GetPathToG(ssprintf("ScreenSelectMode infotext %s %s", sGameName.c_str(), sChoiceName.c_str())) );
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m_Infotext[i].SetXY( GUIDE_X, GUIDE_Y );
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this->AddChild( &m_Infotext[i] );
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m_Infotext[i].SetDiffuse( RageColor(0,0,0,0));
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}
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}
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AfterChange();
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TweenOnScreen();
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UpdateSelectableChoices();
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}
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/************************************
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@@ -152,267 +85,71 @@ ScreenSelectMode::~ScreenSelectMode()
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LOG->Trace( "ScreenSelectMode::~ScreenSelectMode()" );
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}
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/************************************
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Update
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Desc: Animates the 1p/2p selection
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************************************/
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void ScreenSelectMode::Update( float fDeltaTime )
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{
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m_BGAnimations[ m_ScrollingList.GetSelection() ].Update( fDeltaTime );
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Screen::Update( fDeltaTime );
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}
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/************************************
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DrawPrimitives
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Desc: Draws the screen =P
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************************************/
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void ScreenSelectMode::DrawPrimitives()
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{
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m_Menu.DrawBottomLayer();
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m_BGAnimations[ m_ScrollingList.GetSelection() ].Draw();
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Screen::DrawPrimitives();
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m_Menu.DrawTopLayer();
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}
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/************************************
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Input
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Desc: Handles player input.
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************************************/
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void ScreenSelectMode::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( "ScreenSelectMode::Input()" );
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if( m_Menu.IsTransitioning() )
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return;
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
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}
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/************************************
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HandleScreenMessage
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Desc: Handles Screen Messages and changes
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game states.
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************************************/
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void ScreenSelectMode::HandleScreenMessage( const ScreenMessage SM )
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{
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Screen::HandleScreenMessage( SM );
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switch( SM )
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{
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case SM_MenuTimer:
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MenuStart( PLAYER_INVALID );
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TweenOffScreen();
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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break;
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case SM_GoToPrevScreen:
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SOUNDMAN->StopMusic();
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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case SM_GoToNextScreen:
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// Put the mode choice into effect
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int iSelection = m_ScrollingList.GetSelection();
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const ModeChoice* pChoice = m_apPossibleModeChoices[ iSelection ];
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GAMESTATE->m_CurStyle = pChoice->style;
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GAMESTATE->m_PlayMode = pChoice->pm;
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for( int p=0; p<NUM_PLAYERS; p++ )
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GAMESTATE->m_PreferredDifficulty[p] = pChoice->dc;
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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break;
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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SCREENMAN->SetNewScreen( "ScreenSelectCourse" );
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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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}
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void ScreenSelectMode::RefreshModeChoices()
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{
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int iNumSidesJoined = GAMESTATE->GetNumSidesJoined();
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// GAMEMAN->GetModesChoicesForGame( GAMESTATE->m_CurGame, m_apPossibleModeChoices ); // FIXME
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ASSERT( !m_apPossibleModeChoices.empty() );
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int i;
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// remove ModeChoices that won't work with the current number of players
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for( i=m_apPossibleModeChoices.size()-1; i>=0; i-- )
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if( m_apPossibleModeChoices[i]->numSidesJoinedToPlay != iNumSidesJoined )
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m_apPossibleModeChoices.erase( m_apPossibleModeChoices.begin()+i,
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m_apPossibleModeChoices.begin()+i+1 );
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CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
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CStringArray asGraphicPaths;
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for( unsigned j=0; j<m_apPossibleModeChoices.size(); j++ )
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{
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const ModeChoice* pChoice = m_apPossibleModeChoices[j];
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asGraphicPaths.push_back( THEME->GetPathToG( ssprintf("select mode choice %s %s", sGameName.c_str(), pChoice->name) ) );
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}
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m_ScrollingList.Load( asGraphicPaths );
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if( SELECTION_SPECIFIC_BG_ANIMATIONS )
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{
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CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
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for( unsigned i=0; i<m_apPossibleModeChoices.size(); i++ )
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{
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CString sChoiceName = m_apPossibleModeChoices[i]->name;
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m_BGAnimations[i].LoadFromAniDir( THEME->GetPathToB(ssprintf("select mode %s %s", sGameName.c_str(), sChoiceName.c_str())) );
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}
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}
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}
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/************************************
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MenuBack
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Desc: Actions performed when a player
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presses the button bound to back
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************************************/
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void ScreenSelectMode::MenuBack( PlayerNumber pn )
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{
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SOUNDMAN->StopMusic();
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m_Menu.Back( SM_GoToPrevScreen );
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}
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void ScreenSelectMode::AfterChange()
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{
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if( SELECTION_SPECIFIC_BG_ANIMATIONS )
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{
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for( unsigned i=0; i<m_apPossibleModeChoices.size(); i++ )
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{
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if(i == (unsigned)m_ScrollingList.GetSelection())
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{
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m_Infotext[i].SetDiffuse(RageColor(1,1,1,1));
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}
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else
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{
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m_Infotext[i].SetDiffuse(RageColor(0,0,0,0));
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}
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}
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}
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// CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
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// const ModeChoice& choice = m_aPossibleModeChoices[ m_ScrollingList.GetSelection() ];
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}
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void ScreenSelectMode::MenuLeft( PlayerNumber pn )
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{
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m_ScrollingList.Left();
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m_soundChange.Play();
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AfterChange();
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m_soundModeChange.Play();
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}
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void ScreenSelectMode::MenuRight( PlayerNumber pn )
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{
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m_ScrollingList.Right();
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m_soundChange.Play();
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AfterChange();
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m_soundModeChange.Play();
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}
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/************************************
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MenuDown
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Desc: Actions performed when a player
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presses the button bound to down
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************************************/
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void ScreenSelectMode::MenuDown( PlayerNumber pn )
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void ScreenSelectMode::UpdateSelectableChoices()
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{
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if( GAMESTATE->m_bSideIsJoined[pn] ) // already joined
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return; // ignore
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CStringArray GraphicPaths;
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m_iNumChoices = 0;
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unsigned i=0;
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unsigned j=0;
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for( i=0; i<m_aModeChoices.size(); i++ )
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{
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const ModeChoice& mc = m_aModeChoices[i];
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CString modename = mc.name;
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modename.MakeUpper();
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MenuStart( pn );
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// if its joint premium and inclusive of double consider double and versus as needing another coin
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// if its joint premium and non-inclusive of double consider double as appearing only when one player is available.
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// if its joint premium, everythings available for play
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if(
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(PREFSMAN->m_bJointPremium && INCLUDE_DOUBLE_IN_JP == 1 && ((GAMESTATE->GetNumSidesJoined() == 1 && mc.numSidesJoinedToPlay == 1) || (GAMESTATE->GetNumSidesJoined() == 2 && mc.numSidesJoinedToPlay == 2))) ||
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(PREFSMAN->m_bJointPremium && INCLUDE_DOUBLE_IN_JP == 0 &&
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((modename.substr(0, 6) == "DOUBLE" && GAMESTATE->GetNumSidesJoined() != 2 ) || GAMESTATE->GetNumSidesJoined() == 1 && mc.numSidesJoinedToPlay == 1) ||
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(modename.substr(0, 6) != "DOUBLE" && GAMESTATE->GetNumSidesJoined() == 2 && mc.numSidesJoinedToPlay == 2)) ||
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(!PREFSMAN->m_bJointPremium)
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)
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{
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m_iNumChoices++;
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if(j<=MAX_ELEMS)
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{
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m_iSelectableChoices[j] = i;
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j++;
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}
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else
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{
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ASSERT(0); // too many choices, can't track them all. Quick Fix: If You Get This Just Increase MAX_ELEMS
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}
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GraphicPaths.push_back(arrayLocations[i]);
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}
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}
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m_ScrollingList.Unload();
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m_ScrollingList.Load(GraphicPaths);
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}
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/************************************
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MenuStart
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Desc: Actions performed when a player
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presses the button bound to start
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************************************/
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void ScreenSelectMode::MenuStart( PlayerNumber pn )
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{
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if( pn == PLAYER_INVALID )
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pn = GAMESTATE->m_MasterPlayerNumber;
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if( !GAMESTATE->m_bSideIsJoined[pn] )
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{
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// join them
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GAMESTATE->m_bSideIsJoined[pn] = true;
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SCREENMAN->RefreshCreditsMessages();
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m_soundSelect.Play();
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m_sprJoinMessage[pn].SetState( pn + NUM_PLAYERS );
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if( FOLD_ON_JOIN )
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{
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m_sprJoinMessage[pn].BeginTweening( 0.25f );
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m_sprJoinMessage[pn].SetZoomY( 0 );
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m_sprJoinFrame[pn].BeginTweening( 0.25f );
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m_sprJoinFrame[pn].SetZoomY( 0 );
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}
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RefreshModeChoices();
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m_ScrollingList.SetSelection( 0 );
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}
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else
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{
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// made a selection
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m_soundSelect.Play();
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TweenOffScreen();
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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GAMESTATE->m_bPlayersCanJoin = false;
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SCREENMAN->RefreshCreditsMessages();
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}
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SCREENMAN->PostMessageToTopScreen( SM_AllDoneChoosing, 0 );
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}
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void ScreenSelectMode::TweenOnScreen()
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int ScreenSelectMode::GetSelectionIndex( PlayerNumber pn )
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{
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float fOriginalZoomY = m_ScrollingList.GetZoomY();
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m_ScrollingList.BeginTweening( 0.5f );
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m_ScrollingList.SetZoomY( fOriginalZoomY );
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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float fOffScreenOffset = float( (p==PLAYER_1) ? -SCREEN_WIDTH/2 : +SCREEN_WIDTH/2 );
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float fOriginalX;
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fOriginalX = m_sprJoinMessage[p].GetX();
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m_sprJoinMessage[p].SetX( m_sprJoinMessage[p].GetX()+fOffScreenOffset );
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m_sprJoinMessage[p].BeginTweening( 0.5f, Actor::TWEEN_BOUNCE_END );
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m_sprJoinMessage[p].SetX( fOriginalX );
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fOriginalX = m_sprJoinFrame[p].GetX();
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m_sprJoinFrame[p].SetX( m_sprJoinMessage[p].GetX()+fOffScreenOffset );
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m_sprJoinFrame[p].BeginTweening( 0.5f, Actor::TWEEN_BOUNCE_END );
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m_sprJoinFrame[p].SetX( fOriginalX );
|
||||
}
|
||||
return m_iSelectableChoices[m_ScrollingList.GetSelection()];
|
||||
}
|
||||
|
||||
void ScreenSelectMode::TweenOffScreen()
|
||||
void ScreenSelectMode::Update( float fDelta )
|
||||
{
|
||||
m_ScrollingList.BeginTweening( 0.5f );
|
||||
m_ScrollingList.SetZoomY( 0 );
|
||||
|
||||
for( int p=0; p<NUM_PLAYERS; p++ )
|
||||
{
|
||||
float fOffScreenOffset = float( (p==PLAYER_1) ? -SCREEN_WIDTH : +SCREEN_WIDTH );
|
||||
|
||||
m_sprJoinMessage[p].BeginTweening( 0.5f, Actor::TWEEN_DECELERATE );
|
||||
m_sprJoinMessage[p].SetX( m_sprJoinMessage[p].GetX()+fOffScreenOffset );
|
||||
m_sprJoinFrame[p].BeginTweening( 0.5f, Actor::TWEEN_DECELERATE );
|
||||
m_sprJoinFrame[p].SetX( m_sprJoinMessage[p].GetX()+fOffScreenOffset );
|
||||
}
|
||||
}
|
||||
ScreenSelect::Update( fDelta );
|
||||
}
|
||||
Reference in New Issue
Block a user