Cleaned up Ez2SelectStyle (however 2p support removed). Now using new ScrollingList system (PUMP can make use of this for select style also)
This commit is contained in:
@@ -26,20 +26,13 @@ Andrew Livy
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#include "GameState.h"
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#include "RageException.h"
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#include "RageTimer.h"
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#include "ScreenSelectStyle5th.h"
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/* Constants */
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const ScreenMessage SM_GoToPrevState = ScreenMessage(SM_User + 1);
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const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 2);
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#define SELECT_STYLE_TYPE THEME->GetMetricI("General","SelectStyleType")
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enum SelectStyleType // for use with the metric above
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{
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SELECT_STYLE_TYPE_MAX = 0,
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SELECT_STYLE_TYPE_5TH,
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SELECT_STYLE_TYPE_EZ2,
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};
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#define USE_NORMAL_OR_EZ2_SELECT_STYLE THEME->GetMetricB("General","UseNormalOrEZ2SelectStyle")
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const float TWEEN_TIME = 0.35f;
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const D3DXCOLOR OPT_NOT_SELECTED = D3DXCOLOR(0.3f,0.3f,0.3f,1);
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@@ -117,6 +110,10 @@ ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()
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MUSIC->Play( true );
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}
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// GAMESTATE->m_bPlayersCanJoin = true;
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// GAMESTATE->m_bIsJoined[PLAYER_1] = false;
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// GAMESTATE->m_bIsJoined[PLAYER_2] = false;
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// AfterChange();
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// TweenOnScreen();
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m_Menu.TweenOnScreenFromBlack( SM_None );
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@@ -247,21 +244,10 @@ void ScreenEz2SelectPlayer::HandleScreenMessage( const ScreenMessage SM )
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SCREENMAN->SetNewScreen( new ScreenTitleMenu );
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break;
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case SM_GoToNextState:
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switch( SELECT_STYLE_TYPE )
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{
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case SELECT_STYLE_TYPE_MAX:
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SCREENMAN->SetNewScreen( new ScreenSelectStyle );
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break;
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case SELECT_STYLE_TYPE_5TH:
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SCREENMAN->SetNewScreen( new ScreenSelectStyle5th );
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break;
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case SELECT_STYLE_TYPE_EZ2:
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if( USE_NORMAL_OR_EZ2_SELECT_STYLE )
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SCREENMAN->SetNewScreen( new ScreenEz2SelectStyle );
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break;
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default:
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ASSERT(0);
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break;
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}
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else
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SCREENMAN->SetNewScreen( new ScreenSelectStyle );
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break;
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}
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}
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@@ -316,11 +302,13 @@ void ScreenEz2SelectPlayer::MenuStart( PlayerNumber p )
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if (p == PLAYER_1)
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{
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// GAMESTATE->m_bIsJoined[PLAYER_1] = true;
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m_iSelectedStyle = 0;
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}
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else
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{
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m_iSelectedStyle = 1;
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// GAMESTATE->m_bIsJoined[PLAYER_2] = true;
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}
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m_soundSelect.PlayRandom();
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ez2_lasttimercheck[1] = TIMER->GetTimeSinceStart(); // start the timer for going to next state
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@@ -328,6 +316,8 @@ void ScreenEz2SelectPlayer::MenuStart( PlayerNumber p )
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else
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{
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m_iSelectedStyle = 2;
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// GAMESTATE->m_bIsJoined[PLAYER_1] = true;
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// GAMESTATE->m_bIsJoined[PLAYER_2] = true;
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m_soundSelect.PlayRandom();
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}
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@@ -4,8 +4,8 @@ Desc: See Header
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Copyright (C):
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Andrew Livy
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NOTES: Needs a good cleanup. Code is messy
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and sloppy and err needs cleaning up ;)
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NOTES: Although cleaner, can still do with
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a polish :)
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*****************************************/
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/* Includes */
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@@ -33,92 +33,19 @@ and sloppy and err needs cleaning up ;)
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/* Constants */
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// const CString BG_ANIMS_DIR = "BGAnimations\\";
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const ScreenMessage SM_GoToPrevState = ScreenMessage(SM_User + 1);
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const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 2);
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/*
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const CString DANCE_STYLES[] = {
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"easy",
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"hard",
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"real",
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"double",
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};
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*/
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enum DStyles {
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DS_CLUB,
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DS_EASY,
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DS_HARD,
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DS_REAL
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DS_REAL,
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DS_CLUB
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};
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const float TWEEN_TIME = 0.35f;
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const D3DXCOLOR OPT_NOT_SELECTED = D3DXCOLOR(0.3f,0.3f,0.3f,1);
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const D3DXCOLOR OPT_SELECTED = D3DXCOLOR(1.0f,1.0f,1.0f,1);
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const float OPT_X[NUM_EZ2STYLE_GRAPHICS] = {
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CENTER_X-350,
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CENTER_X,
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CENTER_X+350,
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CENTER_X+700,
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}; // tells us the default X position
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const float OPT_Y[NUM_EZ2STYLE_GRAPHICS] = {
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CENTER_Y,
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CENTER_Y,
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CENTER_Y,
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CENTER_Y,
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}; // tells us the default Y position
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const float CLUB_X[NUM_EZ2STYLE_GRAPHICS] = {
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OPT_X[0]+0,
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OPT_X[0]-350,
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OPT_X[2]+0,
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OPT_X[1]+0,
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};
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const float EASY_X[NUM_EZ2STYLE_GRAPHICS] = {
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OPT_X[1]+0,
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OPT_X[0]+0,
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OPT_X[0]-350,
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OPT_X[2]+0,
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};
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const float HARD_X[NUM_EZ2STYLE_GRAPHICS] = {
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OPT_X[2]+0,
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OPT_X[1]+0,
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OPT_X[0]+0,
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OPT_X[0]-350,
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};
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const float REAL_X[NUM_EZ2STYLE_GRAPHICS] = {
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OPT_X[3]+0,
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OPT_X[2]+0,
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OPT_X[1]+0,
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OPT_X[0]+0,
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};
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const float OPT_XP[NUM_EZ2P_GRAPHICS] = {
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CENTER_X+200, // This is the pad X
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CENTER_X-200, // This is the pad X
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CENTER_X-198, // This is the 1p X
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CENTER_X+195, // This is the 2p X
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}; // tells us the default X position
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const float OPT_YP[NUM_EZ2P_GRAPHICS] = {
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CENTER_Y+130,
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CENTER_Y+130,
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CENTER_Y+115,
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CENTER_Y+115,
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}; // tells us the default Y position
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#define SELECT_DIFFICULTY_TYPE THEME->GetMetricI("General","SelectDifficultyType")
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enum SelectDifficultyType // for use with the metric above
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{
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SELECT_DIFFICULTY_TYPE_SKIP = 0,
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SELECT_DIFFICULTY_TYPE_MAX,
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};
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#define SKIP_SELECT_DIFFICULTY THEME->GetMetricB("General","SkipSelectDifficulty")
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float ez2p_lasttimercheck[2];
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@@ -134,8 +61,7 @@ ScreenEz2SelectStyle::ScreenEz2SelectStyle()
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{
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LOG->Trace( "ScreenEz2SelectStyle::ScreenEz2SelectStyle()" );
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m_iSelectedStyle=0;
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ez2p_lasttimercheck[0] = TIMER->GetTimeSinceStart();
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m_iSelectedStyle=DS_EASY; // start on EASY
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// Load in the sprites we will be working with.
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for( int i=0; i<NUM_EZ2STYLE_GRAPHICS; i++ )
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@@ -146,97 +72,36 @@ ScreenEz2SelectStyle::ScreenEz2SelectStyle()
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this->AddSubActor( &m_sprBackground[i] );
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}
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for( i=0; i<NUM_EZ2STYLE_GRAPHICS; i++ )
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{
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m_sprOpt[i].Load( THEME->GetPathTo("Graphics",ssprintf("select style info game %d style %d",GAMESTATE->m_CurGame,i)) );
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m_sprOpt[i].SetXY( OPT_X[i], OPT_Y[i] );
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m_sprOpt[i].SetZoom( 1 );
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this->AddSubActor( &m_sprOpt[i] );
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}
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m_ScrList.SetNumberVisibleElements( 3 );
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m_ScrList.CreateNewElement( "select style info game 2 style 1" );
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m_ScrList.CreateNewElement( "select style info game 2 style 2" );
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m_ScrList.CreateNewElement( "select style info game 2 style 3" );
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m_ScrList.CreateNewElement( "select style info game 2 style 0" ); // Excess so that the user is tricked into thinking
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m_ScrList.CreateNewElement( "select style info game 2 style 1" ); // the list is infinite
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m_ScrList.CreateNewElement( "select style info game 2 style 2" );
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m_ScrList.CreateNewElement( "select style info game 2 style 3" );
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m_ScrList.CreateNewElement( "select style info game 2 style 0" );
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m_ScrList.CreateNewElement( "select style info game 2 style 1" );
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m_ScrList.CreateNewElement( "select style info game 2 style 2" );
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m_ScrList.CreateNewElement( "select style info game 2 style 3" );
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m_ScrList.CreateNewElement( "select style info game 2 style 0" );
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m_ScrList.SetXY(CENTER_X, CENTER_Y);
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m_ScrList.SetCurrentPosition( DS_EASY );
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for( i=0; i<NUM_EZ2P_GRAPHICS; i++ )
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{
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CString sPlyFileName;
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switch( i )
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{
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case 0: sPlyFileName = "select difficulty hard picture"; break;
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case 1: sPlyFileName = "select difficulty hard picture"; break;
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case 2: sPlyFileName = "select difficulty medium picture"; break;
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case 3: sPlyFileName = "select difficulty easy picture"; break;
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}
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m_sprPly[i].Load( THEME->GetPathTo("Graphics",sPlyFileName) );
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m_sprPly[i].SetXY( OPT_XP[i], OPT_YP[i] );
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m_sprPly[i].SetZoom( 1 );
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this->AddSubActor( &m_sprPly[i] );
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}
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this->AddSubActor( &m_ScrList );
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m_Menu.Load(
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THEME->GetPathTo("Graphics","select style background"),
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THEME->GetPathTo("Graphics","select style top edge"),
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ssprintf("Use %c %c to select, then press START", char(1), char(2) ),
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ssprintf("Press %c on the pad you wish to play on", char(4) ),
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false, true, 40
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);
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this->AddSubActor( &m_Menu );
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m_soundChange.Load( THEME->GetPathTo("Sounds","select style change") );
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m_soundSelect.Load( THEME->GetPathTo("Sounds","menu start") );
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m_soundInvalid.Load( THEME->GetPathTo("Sounds","menu invalid") );
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/* Chris: if EZ2 shouldn't play a sound here, then make a slient sound file. */
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SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_STYLE_INTRO) );
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GAMESTATE->m_bPlayersCanJoin = true;
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if( !MUSIC->IsPlaying() )
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{
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MUSIC->Load( THEME->GetPathTo("Sounds","select style music") );
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MUSIC->Play( true );
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}
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/*
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TODO: Get all the EZ2 specific stuff out of here
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*/
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if ( GAMESTATE->m_bSideIsJoined[PLAYER_1] && GAMESTATE->m_CurStyle == STYLE_EZ2_SINGLE) //if p1 already selected hide graphic.
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{
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m_iSelectedPlayer = 0;
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m_sprPly[1].BeginTweening( 0 );
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m_sprPly[1].SetTweenZoomY( 0 );
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m_sprPly[2].BeginTweening( 0 );
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m_sprPly[2].SetTweenZoomY( 0 );
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}
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else if ( GAMESTATE->m_bSideIsJoined[PLAYER_2] && GAMESTATE->m_CurStyle == STYLE_EZ2_SINGLE) //if p2 already selected hide graphic.
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{
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m_iSelectedPlayer = 1;
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m_sprPly[3].BeginTweening( 0 );
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m_sprPly[3].SetTweenZoomY( 0 );
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m_sprPly[0].BeginTweening( 0 );
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m_sprPly[0].SetTweenZoomY( 0 );
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}
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else // if both are already selected, hide the graphics alltogether
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{
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m_iSelectedPlayer = 2;
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m_sprPly[1].BeginTweening( 0 );
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m_sprPly[1].SetTweenZoomY( 0 );
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m_sprPly[2].BeginTweening( 0 );
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m_sprPly[2].SetTweenZoomY( 0 );
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m_sprPly[3].BeginTweening( 0 );
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m_sprPly[3].SetTweenZoomY( 0 );
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m_sprPly[0].BeginTweening( 0 );
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m_sprPly[0].SetTweenZoomY( 0 );
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// hide the CLUB graphic...
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m_sprOpt[0].BeginTweening( 0 );
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m_sprOpt[0].SetTweenZoomY( 0 );
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m_iSelectedStyle = 1; // make sure we DONT have CLUB selected
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m_sprOpt[DS_EASY].SetXY( EASY_X[m_iSelectedStyle]-350, OPT_Y[0] );
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m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]-350, OPT_Y[0] );
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m_sprOpt[DS_REAL].SetXY( HARD_X[m_iSelectedStyle], OPT_Y[0] );
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MenuLeft( PLAYER_1 ); // shift left so that we're clean again.
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}
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GAMESTATE->m_CurStyle = STYLE_NONE; // why reset this? because we want player2 to be able to input at this stage.
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m_Menu.TweenOnScreenFromBlack( SM_None );
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}
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@@ -258,14 +123,17 @@ Desc: Draws the screen =P
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void ScreenEz2SelectStyle::DrawPrimitives()
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{
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if (m_iSelectedPlayer != 2) // no need to animate graphics if we have no graphics to animate ;)
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/* if (m_iSelectedPlayer != 2) // no need to animate graphics if we have no graphics to animate ;)
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{
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AnimateGraphics();
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}
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*/
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AnimateBackground();
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m_Menu.DrawBottomLayer();
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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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@@ -294,50 +162,6 @@ void ScreenEz2SelectStyle::HandleScreenMessage( const ScreenMessage SM )
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switch( SM )
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{
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case SM_MenuTimer:
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if (m_iSelectedPlayer == 2) // both players
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{
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// m_soundInvalid.PlayRandom();
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// return;
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if (m_iSelectedStyle == 0) // easy
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{
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}
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else if (m_iSelectedStyle == 1) // hard
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{
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// m_soundInvalid.PlayRandom();
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// return;
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GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_HARD_VERSUS;
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}
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else if (m_iSelectedStyle == 2) // real
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{
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GAMESTATE->m_CurStyle = STYLE_EZ2_REAL_VERSUS;
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//m_soundInvalid.PlayRandom();
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//return;
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}
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}
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else
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{
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if (m_iSelectedStyle == 0) // easy
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{
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GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE;
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}
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else if (m_iSelectedStyle == 1) // hard
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{
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GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_HARD;
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}
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else if (m_iSelectedStyle == 2) // real
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{
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GAMESTATE->m_CurStyle = STYLE_EZ2_REAL;
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}
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else // club
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{
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GAMESTATE->m_CurStyle = STYLE_EZ2_DOUBLE;
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// GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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}
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}
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m_soundSelect.PlayRandom();
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GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
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SCREENMAN->SetNewScreen( new ScreenSelectGroup );
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@@ -348,17 +172,10 @@ void ScreenEz2SelectStyle::HandleScreenMessage( const ScreenMessage SM )
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SCREENMAN->SetNewScreen( new ScreenTitleMenu );
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break;
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case SM_GoToNextState:
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switch( SELECT_DIFFICULTY_TYPE )
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{
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case SELECT_DIFFICULTY_TYPE_SKIP:
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if( SKIP_SELECT_DIFFICULTY )
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SCREENMAN->SetNewScreen( new ScreenSelectGroup );
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break;
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case SELECT_DIFFICULTY_TYPE_MAX:
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else
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SCREENMAN->SetNewScreen( new ScreenSelectDifficulty );
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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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@@ -401,22 +218,7 @@ depending on the users choice.
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************************************/
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void ScreenEz2SelectStyle::SetFadedStyles()
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{
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m_sprOpt[0].SetTweenDiffuseColor( OPT_NOT_SELECTED );
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m_sprOpt[1].SetTweenDiffuseColor( OPT_NOT_SELECTED );
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m_sprOpt[2].SetTweenDiffuseColor( OPT_NOT_SELECTED );
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m_sprOpt[3].SetTweenDiffuseColor( OPT_NOT_SELECTED );
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if (m_iSelectedStyle != 3)
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{
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m_sprOpt[m_iSelectedStyle + 1].SetTweenDiffuseColor( OPT_SELECTED );
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}
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else
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{
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m_sprOpt[0].SetTweenDiffuseColor( OPT_SELECTED );
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}
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if (m_iSelectedPlayer == 2 && m_iSelectedStyle == DS_REAL)
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{
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m_sprOpt[1].SetTweenDiffuseColor( OPT_SELECTED );
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}
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}
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/************************************
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@@ -426,121 +228,18 @@ presses the button bound to right
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************************************/
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void ScreenEz2SelectStyle::MenuRight( PlayerNumber p )
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{
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if (m_iSelectedPlayer != 2) // Single player
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m_ScrList.ShiftRight();
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if (m_iSelectedStyle == 3) // wrap around
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m_iSelectedStyle = 0;
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else
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m_iSelectedStyle++;
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switch (m_iSelectedStyle)
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{
|
||||
if (((m_iSelectedPlayer == 0 && p == PLAYER_2) || (m_iSelectedPlayer == 1 && p == PLAYER_1)) != TRUE) // make sure players who haven't selected yet can't choose a style
|
||||
{
|
||||
if( m_iSelectedStyle == 3 ) // wrap to the first dance style
|
||||
m_iSelectedStyle = 0; // which is (club) easy (hard)
|
||||
else
|
||||
m_iSelectedStyle = m_iSelectedStyle + 1; // otherwise shuffle up a style...
|
||||
|
||||
if(m_iSelectedStyle == 2) // If it's HARD and CLUB needs to appear from the other side...
|
||||
{
|
||||
m_sprOpt[0].SetXY( REAL_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
|
||||
}
|
||||
else if(m_iSelectedStyle == 3) // If it's REAL and EASY needs to appear from the other side...
|
||||
{
|
||||
m_sprOpt[1].SetXY( CLUB_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
|
||||
}
|
||||
else if(m_iSelectedStyle == 0) // If it's CLUB and HARD needs to appear from the other side...
|
||||
{
|
||||
m_sprOpt[2].SetXY( EASY_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
|
||||
m_sprOpt[3].SetXY( EASY_X[m_iSelectedStyle]+1050, OPT_Y[0] ); // REAL must also move, due to the fact that it is the end item at the start, it moves differently to the rest.
|
||||
}
|
||||
|
||||
m_sprOpt[0].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[0].SetTweenX( CLUB_X[m_iSelectedStyle] );
|
||||
m_sprOpt[0].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
|
||||
|
||||
m_sprOpt[1].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[1].SetTweenX( EASY_X[m_iSelectedStyle] );
|
||||
m_sprOpt[1].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
|
||||
m_sprOpt[2].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[2].SetTweenX( HARD_X[m_iSelectedStyle] );
|
||||
m_sprOpt[2].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
|
||||
m_sprOpt[3].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[3].SetTweenX( REAL_X[m_iSelectedStyle] );
|
||||
m_sprOpt[3].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
|
||||
SetFadedStyles();
|
||||
}
|
||||
}
|
||||
else // Two Players (means NO club option...)
|
||||
{
|
||||
if (((m_iSelectedPlayer == 0 && p == PLAYER_2) || (m_iSelectedPlayer == 1 && p == PLAYER_1)) != TRUE) // make sure players who haven't selected yet can't choose a style
|
||||
{
|
||||
if( m_iSelectedStyle == DS_REAL ) // wrap to the last dance style
|
||||
m_iSelectedStyle = DS_EASY;
|
||||
else
|
||||
m_iSelectedStyle = m_iSelectedStyle + 1;
|
||||
|
||||
if( m_iSelectedStyle == DS_REAL ) // (REALLY EASY)
|
||||
{
|
||||
m_sprOpt[DS_HARD].SetXY( CLUB_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
|
||||
m_sprOpt[DS_REAL].SetXY( REAL_X[m_iSelectedStyle]+350, OPT_Y[0] );
|
||||
m_sprOpt[DS_EASY].SetXY( CLUB_X[m_iSelectedStyle]+350, OPT_Y[0] );
|
||||
}
|
||||
else if( m_iSelectedStyle == DS_HARD ) // (REALLY REAL)
|
||||
{
|
||||
m_sprOpt[DS_EASY].SetXY( REAL_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
|
||||
m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]+350, OPT_Y[0] );
|
||||
m_sprOpt[DS_REAL].SetXY( REAL_X[m_iSelectedStyle]+350, OPT_Y[0] );
|
||||
}
|
||||
else if( m_iSelectedStyle == DS_EASY ) // (REALLY HARD)
|
||||
{
|
||||
m_sprOpt[DS_REAL].SetXY( HARD_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
|
||||
m_sprOpt[DS_EASY].SetXY( EASY_X[m_iSelectedStyle]+350, OPT_Y[0] );
|
||||
m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]+350, OPT_Y[0] );
|
||||
}
|
||||
|
||||
|
||||
/* NOTE: Because we're really shifting three values using a setup for four values
|
||||
the DS_ values are shifted out of phase by 1, i.e. DS_REAL is now actually DS_EASY
|
||||
Confused? I was =) Anyhow, this will only happen if there are two players and we don't want
|
||||
them playing double
|
||||
*/
|
||||
if (m_iSelectedStyle == DS_REAL)
|
||||
{
|
||||
m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[DS_EASY].SetTweenX( CLUB_X[m_iSelectedStyle] );
|
||||
m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[DS_HARD].SetTweenX( CLUB_X[m_iSelectedStyle] + 350 );
|
||||
m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[DS_REAL].SetTweenX( REAL_X[m_iSelectedStyle] );
|
||||
m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
}
|
||||
else if (m_iSelectedStyle == DS_HARD)
|
||||
{
|
||||
m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[DS_EASY].SetTweenX( REAL_X[m_iSelectedStyle] + 350 );
|
||||
m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[DS_HARD].SetTweenX( HARD_X[m_iSelectedStyle] );
|
||||
m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[DS_REAL].SetTweenX( REAL_X[m_iSelectedStyle] );
|
||||
m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
}
|
||||
else if (m_iSelectedStyle == DS_EASY)
|
||||
{
|
||||
m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[DS_EASY].SetTweenX( EASY_X[m_iSelectedStyle] );
|
||||
m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[DS_HARD].SetTweenX( HARD_X[m_iSelectedStyle] );
|
||||
m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[DS_REAL].SetTweenX( HARD_X[m_iSelectedStyle] + 350 );
|
||||
m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
}
|
||||
}
|
||||
SetFadedStyles();
|
||||
case DS_EASY: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE; break;
|
||||
case DS_HARD: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_HARD; break;
|
||||
case DS_REAL: GAMESTATE->m_CurStyle = STYLE_EZ2_REAL; break;
|
||||
case DS_CLUB: GAMESTATE->m_CurStyle = STYLE_EZ2_DOUBLE; break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -551,119 +250,18 @@ presses the button bound to left
|
||||
************************************/
|
||||
void ScreenEz2SelectStyle::MenuLeft( PlayerNumber p )
|
||||
{
|
||||
if (m_iSelectedPlayer != 2) // Single player
|
||||
m_ScrList.ShiftLeft();
|
||||
if (m_iSelectedStyle == 0) // wrap around
|
||||
m_iSelectedStyle = 3;
|
||||
else
|
||||
m_iSelectedStyle--;
|
||||
|
||||
switch (m_iSelectedStyle)
|
||||
{
|
||||
if (((m_iSelectedPlayer == 0 && p == PLAYER_2) || (m_iSelectedPlayer == 1 && p == PLAYER_1)) != TRUE) // make sure players who haven't selected yet can't choose a style
|
||||
{
|
||||
if( m_iSelectedStyle == 0 ) // wrap to the last dance style
|
||||
m_iSelectedStyle = 3;
|
||||
else
|
||||
m_iSelectedStyle = m_iSelectedStyle - 1;
|
||||
|
||||
if( m_iSelectedStyle == 3 )
|
||||
{
|
||||
m_sprOpt[3].SetXY( CLUB_X[m_iSelectedStyle]-700, OPT_Y[0] ); // First move it over the other side off-screen...
|
||||
m_sprOpt[2].SetXY( CLUB_X[m_iSelectedStyle]-1050, OPT_Y[0] );
|
||||
}
|
||||
else if( m_iSelectedStyle == 2 )
|
||||
{
|
||||
m_sprOpt[1].SetXY( HARD_X[m_iSelectedStyle]-700, OPT_Y[0] ); // First move it over the other side off-screen...
|
||||
}
|
||||
else if( m_iSelectedStyle == 1 )
|
||||
{
|
||||
m_sprOpt[0].SetXY( EASY_X[m_iSelectedStyle]-1050, OPT_Y[0] ); // First move it over the other side off-screen...
|
||||
}
|
||||
|
||||
m_sprOpt[0].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[0].SetTweenX( CLUB_X[m_iSelectedStyle] );
|
||||
m_sprOpt[0].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
|
||||
m_sprOpt[1].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[1].SetTweenX( EASY_X[m_iSelectedStyle] );
|
||||
m_sprOpt[1].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
|
||||
m_sprOpt[2].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[2].SetTweenX( HARD_X[m_iSelectedStyle] );
|
||||
m_sprOpt[2].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
|
||||
m_sprOpt[3].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[3].SetTweenX( REAL_X[m_iSelectedStyle] );
|
||||
m_sprOpt[3].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
|
||||
SetFadedStyles();
|
||||
}
|
||||
}
|
||||
else // Two Players (means NO club option...)
|
||||
{
|
||||
if (((m_iSelectedPlayer == 0 && p == PLAYER_2) || (m_iSelectedPlayer == 1 && p == PLAYER_1)) != TRUE) // make sure players who haven't selected yet can't choose a style
|
||||
{
|
||||
if( m_iSelectedStyle == DS_EASY ) // wrap to the last dance style
|
||||
m_iSelectedStyle = DS_REAL;
|
||||
else
|
||||
m_iSelectedStyle = m_iSelectedStyle - 1;
|
||||
|
||||
if( m_iSelectedStyle == DS_REAL ) // (REALLY EASY)
|
||||
{
|
||||
m_sprOpt[DS_HARD].SetXY( CLUB_X[m_iSelectedStyle], OPT_Y[0] ); // First move it over the other side off-screen...
|
||||
m_sprOpt[DS_REAL].SetXY( REAL_X[m_iSelectedStyle]-350, OPT_Y[0] );
|
||||
}
|
||||
else if( m_iSelectedStyle == DS_HARD ) // (REALLY REAL)
|
||||
{
|
||||
m_sprOpt[DS_EASY].SetXY( REAL_X[m_iSelectedStyle], OPT_Y[0] ); // First move it over the other side off-screen...
|
||||
m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]-350, OPT_Y[0] );
|
||||
}
|
||||
else if( m_iSelectedStyle == DS_EASY ) // (REALLY HARD)
|
||||
{
|
||||
m_sprOpt[DS_REAL].SetXY( HARD_X[m_iSelectedStyle], OPT_Y[0] ); // First move it over the other side off-screen...
|
||||
m_sprOpt[DS_EASY].SetXY( EASY_X[m_iSelectedStyle]-350, OPT_Y[0] );
|
||||
}
|
||||
|
||||
|
||||
/* NOTE: Because we're really shifting three values using a setup for four values
|
||||
the DS_ values are shifted out of phase by 1, i.e. DS_REAL is now actually DS_EASY
|
||||
Confused? I was =) Anyhow, this will only happen if there are two players and we don't want
|
||||
them playing double
|
||||
*/
|
||||
if (m_iSelectedStyle == DS_REAL)
|
||||
{
|
||||
m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[DS_EASY].SetTweenX( CLUB_X[m_iSelectedStyle] );
|
||||
m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[DS_HARD].SetTweenX( CLUB_X[m_iSelectedStyle] + 350 );
|
||||
m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[DS_REAL].SetTweenX( REAL_X[m_iSelectedStyle] );
|
||||
m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
}
|
||||
else if (m_iSelectedStyle == DS_HARD)
|
||||
{
|
||||
m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[DS_EASY].SetTweenX( REAL_X[m_iSelectedStyle] + 350 );
|
||||
m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[DS_HARD].SetTweenX( HARD_X[m_iSelectedStyle] );
|
||||
m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[DS_REAL].SetTweenX( REAL_X[m_iSelectedStyle] );
|
||||
m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
}
|
||||
else if (m_iSelectedStyle == DS_EASY)
|
||||
{
|
||||
m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[DS_EASY].SetTweenX( EASY_X[m_iSelectedStyle] );
|
||||
m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[DS_HARD].SetTweenX( HARD_X[m_iSelectedStyle] );
|
||||
m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
|
||||
m_sprOpt[DS_REAL].SetTweenX( HARD_X[m_iSelectedStyle] + 350 );
|
||||
m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
|
||||
}
|
||||
|
||||
|
||||
SetFadedStyles();
|
||||
}
|
||||
case DS_EASY: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE; break;
|
||||
case DS_HARD: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_HARD; break;
|
||||
case DS_REAL: GAMESTATE->m_CurStyle = STYLE_EZ2_REAL; break;
|
||||
case DS_CLUB: GAMESTATE->m_CurStyle = STYLE_EZ2_DOUBLE; break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -674,85 +272,21 @@ presses the button bound to start
|
||||
************************************/
|
||||
void ScreenEz2SelectStyle::MenuStart( PlayerNumber p )
|
||||
{
|
||||
// GAMESTATE->m_CurStyle = DANCE_STYLES[m_iSelectedStyle];
|
||||
|
||||
if ((m_iSelectedPlayer == 0 && p == PLAYER_2) || (m_iSelectedPlayer == 1 && p == PLAYER_1))
|
||||
{
|
||||
//if (p == PLAYER_2) // CURRENTLY PLAYER 2 IS BROKEN
|
||||
//{
|
||||
// m_soundInvalid.PlayRandom();
|
||||
// return;
|
||||
//}
|
||||
m_soundSelect.PlayRandom();
|
||||
TweenPlyOffScreen();
|
||||
m_iSelectedPlayer = 2; // set to BOTH players now.
|
||||
|
||||
// hide the CLUB graphic...
|
||||
m_sprOpt[0].BeginTweening( 0 );
|
||||
m_sprOpt[0].SetTweenZoomY( 0 );
|
||||
m_iSelectedStyle = 1; // make sure we DONT have CLUB selected
|
||||
m_sprOpt[DS_EASY].SetXY( EASY_X[m_iSelectedStyle]-350, OPT_Y[0] );
|
||||
m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]-350, OPT_Y[0] );
|
||||
m_sprOpt[DS_REAL].SetXY( HARD_X[m_iSelectedStyle], OPT_Y[0] );
|
||||
MenuLeft( p ); // shift left so that we're clean again.
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_iSelectedPlayer == 2) // both players
|
||||
{
|
||||
// m_soundInvalid.PlayRandom();
|
||||
// return;
|
||||
|
||||
if (m_iSelectedStyle == 0 || m_iSelectedStyle == 3) // easy
|
||||
{
|
||||
GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_VERSUS;
|
||||
}
|
||||
else if (m_iSelectedStyle == 1) // hard
|
||||
{
|
||||
GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_HARD_VERSUS;
|
||||
}
|
||||
else if (m_iSelectedStyle == 2) // real
|
||||
{
|
||||
GAMESTATE->m_CurStyle = STYLE_EZ2_REAL_VERSUS;
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_iSelectedStyle == 0) // easy
|
||||
{
|
||||
GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE;
|
||||
}
|
||||
else if (m_iSelectedStyle == 1) // hard
|
||||
{
|
||||
GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_HARD;
|
||||
}
|
||||
else if (m_iSelectedStyle == 2) // real
|
||||
{
|
||||
GAMESTATE->m_CurStyle = STYLE_EZ2_REAL;
|
||||
//m_soundInvalid.PlayRandom();
|
||||
//return;
|
||||
}
|
||||
else // club
|
||||
{
|
||||
GAMESTATE->m_CurStyle = STYLE_EZ2_DOUBLE;
|
||||
GAMESTATE->m_CurStyle = STYLE_EZ2_DOUBLE;
|
||||
// GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
|
||||
//m_soundInvalid.PlayRandom();
|
||||
//return;
|
||||
}
|
||||
}
|
||||
m_soundSelect.PlayRandom();
|
||||
|
||||
this->ClearMessageQueue();
|
||||
|
||||
GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
|
||||
|
||||
m_Menu.TweenOffScreenToMenu( SM_GoToNextState );
|
||||
|
||||
TweenOffScreen();
|
||||
}
|
||||
// if( p!=PLAYER_INVALID && !GAMESTATE->m_bIsJoined[p] )
|
||||
// {
|
||||
// SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","menu start") );
|
||||
// GAMESTATE->m_bIsJoined[p] = true;
|
||||
// SCREENMAN->RefreshCreditsMessages();
|
||||
// m_soundSelect.PlayRandom();
|
||||
// return; // don't fall through
|
||||
// }
|
||||
|
||||
m_soundSelect.PlayRandom();
|
||||
this->ClearMessageQueue();
|
||||
GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
|
||||
// GAMESTATE->m_bPlayersCanJoin = false;
|
||||
m_Menu.TweenOffScreenToMenu( SM_GoToNextState );
|
||||
}
|
||||
|
||||
/************************************
|
||||
@@ -773,7 +307,7 @@ void ScreenEz2SelectStyle::AnimateGraphics()
|
||||
{
|
||||
|
||||
//if (bounce < 10 && direct == 0 && wait == 2) // Bounce 1p/2p up
|
||||
if (TIMER->GetTimeSinceStart() > ez2p_lasttimercheck[0] + 0.01f && ez2p_direct == 0)
|
||||
/* if (TIMER->GetTimeSinceStart() > ez2p_lasttimercheck[0] + 0.01f && ez2p_direct == 0)
|
||||
{
|
||||
ez2p_lasttimercheck[0] = TIMER->GetTimeSinceStart();
|
||||
ez2p_bounce+=1;
|
||||
@@ -800,6 +334,7 @@ void ScreenEz2SelectStyle::AnimateGraphics()
|
||||
ez2p_direct = 0;
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
/************************************
|
||||
@@ -861,12 +396,5 @@ When selected.
|
||||
************************************/
|
||||
void ScreenEz2SelectStyle::TweenPlyOffScreen()
|
||||
{
|
||||
m_sprPly[1].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
|
||||
m_sprPly[1].SetTweenZoomY( 0 );
|
||||
m_sprPly[2].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
|
||||
m_sprPly[2].SetTweenZoomY( 0 );
|
||||
m_sprPly[0].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
|
||||
m_sprPly[0].SetTweenZoomY( 0 );
|
||||
m_sprPly[3].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
|
||||
m_sprPly[3].SetTweenZoomY( 0 );
|
||||
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
/********************************
|
||||
ScreenEz2SelectStyle.h
|
||||
Desc: The "Player Select Screen" for Ez2dancer
|
||||
Desc: The "Style Select Screen" for Ez2dancer
|
||||
Copyright (c):
|
||||
Andrew Livy
|
||||
*********************************/
|
||||
@@ -16,11 +16,12 @@ Andrew Livy
|
||||
#include "RandomSample.h"
|
||||
#include "Quad.h"
|
||||
#include "MenuElements.h"
|
||||
#include "ScrollingList.h"
|
||||
|
||||
/* Class Definition */
|
||||
|
||||
const int NUM_EZ2STYLE_GRAPHICS = 4;
|
||||
const int NUM_EZ2P_GRAPHICS = 4;
|
||||
const int NUM_EZ2STYLE_GRAPHICS = 4;
|
||||
// const int NUM_EZ2P_GRAPHICS = 4;
|
||||
|
||||
class ScreenEz2SelectStyle : public Screen
|
||||
{
|
||||
@@ -51,10 +52,13 @@ private:
|
||||
/* Variable Declarations */
|
||||
|
||||
MenuElements m_Menu;
|
||||
Sprite m_sprOpt[NUM_EZ2STYLE_GRAPHICS];
|
||||
Sprite m_sprPly[NUM_EZ2P_GRAPHICS];
|
||||
// Sprite m_sprOpt[NUM_EZ2STYLE_GRAPHICS];
|
||||
// Sprite m_sprPly[NUM_EZ2P_GRAPHICS];
|
||||
Sprite m_sprBackground[NUM_EZ2STYLE_GRAPHICS];
|
||||
|
||||
ScrollingList m_ScrList;
|
||||
|
||||
|
||||
int m_iSelectedStyle;
|
||||
int m_iSelectedPlayer;
|
||||
RandomSample m_soundChange;
|
||||
|
||||
@@ -0,0 +1,403 @@
|
||||
#include "stdafx.h"
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
Class: ScrollingList
|
||||
|
||||
Desc: See header.
|
||||
|
||||
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
|
||||
Andrew Livy
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#include "ScrollingList.h"
|
||||
#include "RageUtil.h"
|
||||
#include "GameConstantsAndTypes.h"
|
||||
#include "PrefsManager.h"
|
||||
#include "RageLog.h"
|
||||
#include "PrefsManager.h"
|
||||
#include "Course.h"
|
||||
#include "SongManager.h"
|
||||
|
||||
const int DEFAULT_VISIBLE_ELEMENTS = 3;
|
||||
|
||||
const float SPACING3ELEMENTS = 310.0f;
|
||||
const float SPACING4ELEMENTS = 225.0f;
|
||||
const float SPACING5ELEMENTS = 150.0f;
|
||||
|
||||
|
||||
ScrollingListDisplay::ScrollingListDisplay()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/************************************
|
||||
Allows us to create a graphic element
|
||||
in the scrolling list
|
||||
*************************************/
|
||||
|
||||
void ScrollingListDisplay::Load( CString graphiclocation )
|
||||
{
|
||||
m_gLocation = graphiclocation;
|
||||
m_sprListElement.Load( THEME->GetPathTo("Graphics",m_gLocation) );
|
||||
this->AddSubActor( &m_sprListElement );
|
||||
}
|
||||
|
||||
/***********************************
|
||||
RedefineGraphic
|
||||
|
||||
Allows us to change a graphic
|
||||
element in the scrolling list
|
||||
************************************/
|
||||
|
||||
void ScrollingListDisplay::RedefineGraphic( CString graphiclocation )
|
||||
{
|
||||
m_gLocation = graphiclocation;
|
||||
m_sprListElement.Load( THEME->GetPathTo("Graphics",m_gLocation) );
|
||||
}
|
||||
|
||||
/*************************************
|
||||
GetGraphicLocation
|
||||
|
||||
Returns the graphic filename from a
|
||||
scrollinglist element
|
||||
**************************************/
|
||||
|
||||
CString ScrollingListDisplay::GetGraphicLocation()
|
||||
{
|
||||
return m_gLocation;
|
||||
}
|
||||
|
||||
/***************************************
|
||||
ScrollingList
|
||||
|
||||
Initializes Variables for the ScrollingList
|
||||
****************************************/
|
||||
|
||||
ScrollingList::ScrollingList()
|
||||
{
|
||||
m_iNumContents = 0;
|
||||
m_iNumVisElements = DEFAULT_VISIBLE_ELEMENTS;
|
||||
m_iCurrentPos = 0;
|
||||
}
|
||||
|
||||
/**************************************
|
||||
CreateNewElement
|
||||
|
||||
Adds a new graphic element to the end of
|
||||
the scrolling element
|
||||
***************************************/
|
||||
|
||||
void ScrollingList::CreateNewElement( CString graphiclocation )
|
||||
{
|
||||
float CurrentSpacing;
|
||||
if (m_iNumVisElements <= 3)
|
||||
{
|
||||
CurrentSpacing = SPACING3ELEMENTS;
|
||||
}
|
||||
else if (m_iNumVisElements == 4)
|
||||
{
|
||||
CurrentSpacing = SPACING4ELEMENTS;
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentSpacing = SPACING5ELEMENTS;
|
||||
}
|
||||
|
||||
m_ScrollingListDisplays[m_iNumContents].Load( graphiclocation );
|
||||
this->AddSubActor( &m_ScrollingListDisplays[m_iNumContents] );
|
||||
|
||||
m_ScrollingListDisplays[m_iNumContents].SetX( 0 - (CurrentSpacing * m_iNumContents) );
|
||||
|
||||
if (m_iNumContents != SCRLIST_MAX_TOTAL_CONTENTS) // make sure that we cannot 'over create' menus
|
||||
m_iNumContents = m_iNumContents + 1;
|
||||
}
|
||||
|
||||
|
||||
/**************************************
|
||||
ShiftLeft
|
||||
|
||||
Make the entire list shuffle left
|
||||
**************************************/
|
||||
|
||||
void ScrollingList::ShiftLeft()
|
||||
{
|
||||
if ( m_iCurrentPos == 0 ) // if we're at the start of the list wrap to the end
|
||||
{
|
||||
m_iCurrentPos = m_iNumContents - 1;
|
||||
}
|
||||
else // just decrease our position
|
||||
{
|
||||
m_iCurrentPos--;
|
||||
}
|
||||
|
||||
float CurrentSpacing;
|
||||
if (m_iNumVisElements <= 3)
|
||||
{
|
||||
CurrentSpacing = SPACING3ELEMENTS;
|
||||
}
|
||||
else if (m_iNumVisElements == 4)
|
||||
{
|
||||
CurrentSpacing = SPACING4ELEMENTS;
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentSpacing = SPACING5ELEMENTS;
|
||||
}
|
||||
|
||||
|
||||
SetCurrentPosition( m_iCurrentPos );
|
||||
|
||||
for (int i=10; i > 0; i-- ) // 21 elements (10 going in both directions plus a 0)
|
||||
{
|
||||
if (m_iCurrentPos - i >= 0) // set -ve -tweening
|
||||
{
|
||||
m_ScrollingListDisplays[m_iCurrentPos - i].SetX( 0 - ((i-1) * CurrentSpacing) - (CurrentSpacing * 2) );
|
||||
m_ScrollingListDisplays[m_iCurrentPos - i].BeginTweening( 0.3f, TWEEN_BIAS_BEGIN );
|
||||
m_ScrollingListDisplays[m_iCurrentPos - i].SetTweenX( 0 - (CurrentSpacing * i) );
|
||||
}
|
||||
else
|
||||
{
|
||||
m_ScrollingListDisplays[m_iNumContents - i].SetX( 0 - ((i-1) * CurrentSpacing) - (CurrentSpacing * 2));
|
||||
m_ScrollingListDisplays[m_iNumContents - i].BeginTweening( 0.3f, TWEEN_BIAS_BEGIN );
|
||||
m_ScrollingListDisplays[m_iNumContents - i].SetTweenX( 0 - (CurrentSpacing * i) );
|
||||
}
|
||||
|
||||
if (m_iCurrentPos + i <= m_iNumContents - 1) // set +ve tweening
|
||||
{
|
||||
m_ScrollingListDisplays[m_iCurrentPos + i].SetX( 0 + (CurrentSpacing * i) + CurrentSpacing - (CurrentSpacing * 2));
|
||||
m_ScrollingListDisplays[m_iCurrentPos + i].BeginTweening( 0.3f, TWEEN_BIAS_BEGIN );
|
||||
m_ScrollingListDisplays[m_iCurrentPos + i].SetTweenX( 0 + (CurrentSpacing * i) );
|
||||
}
|
||||
else
|
||||
{
|
||||
m_ScrollingListDisplays[i-1].SetX( 0 + (CurrentSpacing * i) + CurrentSpacing - (CurrentSpacing * 2));
|
||||
m_ScrollingListDisplays[i-1].BeginTweening( 0.3f, TWEEN_BIAS_BEGIN );
|
||||
m_ScrollingListDisplays[i-1].SetTweenX( 0 + (CurrentSpacing * i) );
|
||||
}
|
||||
}
|
||||
|
||||
m_ScrollingListDisplays[m_iCurrentPos].SetX( 0 + CurrentSpacing - (CurrentSpacing * 2));
|
||||
m_ScrollingListDisplays[m_iCurrentPos].BeginTweening( 0.3f, TWEEN_BIAS_BEGIN );
|
||||
m_ScrollingListDisplays[m_iCurrentPos].SetTweenX( 0 );
|
||||
}
|
||||
|
||||
/**************************************
|
||||
ShiftRight
|
||||
|
||||
Make the entire list shuffle right
|
||||
**************************************/
|
||||
|
||||
void ScrollingList::ShiftRight()
|
||||
{
|
||||
if ( m_iCurrentPos == m_iNumContents - 1 ) // if we're at the end of the list wrap to the start
|
||||
{
|
||||
m_iCurrentPos = 0;
|
||||
}
|
||||
else // just decrease our position
|
||||
{
|
||||
m_iCurrentPos++;
|
||||
}
|
||||
|
||||
float CurrentSpacing;
|
||||
if (m_iNumVisElements <= 3)
|
||||
{
|
||||
CurrentSpacing = SPACING3ELEMENTS;
|
||||
}
|
||||
else if (m_iNumVisElements == 4)
|
||||
{
|
||||
CurrentSpacing = SPACING4ELEMENTS;
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentSpacing = SPACING5ELEMENTS;
|
||||
}
|
||||
|
||||
|
||||
SetCurrentPosition( m_iCurrentPos );
|
||||
|
||||
for (int i=10; i > 0; i-- ) // 21 elements (10 going in both directions plus a 0)
|
||||
{
|
||||
if (m_iCurrentPos - i >= 0) // set -ve -tweening
|
||||
{
|
||||
m_ScrollingListDisplays[m_iCurrentPos - i].SetX( 0 - ((i-1) * CurrentSpacing) );
|
||||
m_ScrollingListDisplays[m_iCurrentPos - i].BeginTweening( 0.3f, TWEEN_BIAS_BEGIN );
|
||||
m_ScrollingListDisplays[m_iCurrentPos - i].SetTweenX( 0 - (CurrentSpacing * i) );
|
||||
}
|
||||
else
|
||||
{
|
||||
m_ScrollingListDisplays[m_iNumContents - i].SetX( 0 - ((i-1) * CurrentSpacing) );
|
||||
m_ScrollingListDisplays[m_iNumContents - i].BeginTweening( 0.3f, TWEEN_BIAS_BEGIN );
|
||||
m_ScrollingListDisplays[m_iNumContents - i].SetTweenX( 0 - (CurrentSpacing * i) );
|
||||
}
|
||||
|
||||
if (m_iCurrentPos + i <= m_iNumContents - 1) // set +ve tweening
|
||||
{
|
||||
m_ScrollingListDisplays[m_iCurrentPos + i].SetX( 0 + (CurrentSpacing * i) + CurrentSpacing );
|
||||
m_ScrollingListDisplays[m_iCurrentPos + i].BeginTweening( 0.3f, TWEEN_BIAS_BEGIN );
|
||||
m_ScrollingListDisplays[m_iCurrentPos + i].SetTweenX( 0 + (CurrentSpacing * i) );
|
||||
}
|
||||
else
|
||||
{
|
||||
m_ScrollingListDisplays[i-1].SetX( 0 + (CurrentSpacing * i) + CurrentSpacing );
|
||||
m_ScrollingListDisplays[i-1].BeginTweening( 0.3f, TWEEN_BIAS_BEGIN );
|
||||
m_ScrollingListDisplays[i-1].SetTweenX( 0 + (CurrentSpacing * i) );
|
||||
}
|
||||
}
|
||||
|
||||
m_ScrollingListDisplays[m_iCurrentPos].SetX( 0 + CurrentSpacing );
|
||||
m_ScrollingListDisplays[m_iCurrentPos].BeginTweening( 0.3f, TWEEN_BIAS_BEGIN );
|
||||
m_ScrollingListDisplays[m_iCurrentPos].SetTweenX( 0 );
|
||||
}
|
||||
|
||||
/***********************************
|
||||
SetCurrentPostion
|
||||
|
||||
From the current postion in the array, add graphic elements
|
||||
in either direction to make the list seem infinite.
|
||||
***********************************/
|
||||
|
||||
void ScrollingList::SetCurrentPosition( int CurrentPos )
|
||||
{
|
||||
m_iCurrentPos = CurrentPos;
|
||||
// Setup Spacing
|
||||
float CurrentSpacing;
|
||||
if (m_iNumVisElements <= 3)
|
||||
{
|
||||
CurrentSpacing = SPACING3ELEMENTS;
|
||||
}
|
||||
else if (m_iNumVisElements == 4)
|
||||
{
|
||||
CurrentSpacing = SPACING4ELEMENTS;
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentSpacing = SPACING5ELEMENTS;
|
||||
}
|
||||
|
||||
// ORDER SPECIFICALLY!
|
||||
// Central Element at front, then the next two behind, then the outer two behind them e.t.c.
|
||||
// 21012 << Central element is 0, 1's are either side, 2's either side of those 3's come off-screen (regardless of spacing)
|
||||
// we need 3's incase the user suddenly scrolls!!
|
||||
|
||||
for( int i=3; i > 0; i--)
|
||||
{
|
||||
// Find the -ve Element
|
||||
if ((CurrentPos - i) >= 0) // Bounds Checking: If we aren't under the first element
|
||||
{
|
||||
m_ScrollingListDisplays[CurrentPos-i].SetX( 0 - (i * CurrentSpacing ));
|
||||
}
|
||||
else // if we are under the final limit (by i)
|
||||
{
|
||||
m_ScrollingListDisplays[m_iNumContents+(CurrentPos - i)].SetX( 0 - (i * CurrentSpacing ));
|
||||
}
|
||||
|
||||
// Find the +ve Element
|
||||
if ((CurrentPos + i) <= m_iNumContents-1) // Bounds Checking: If we aren't over the final element
|
||||
{
|
||||
m_ScrollingListDisplays[CurrentPos+i].SetX( 0 + (i * CurrentSpacing ));
|
||||
}
|
||||
else // if we are over the final limit (by i)
|
||||
{
|
||||
m_ScrollingListDisplays[i-1].SetX( 0 + (i * CurrentSpacing ));
|
||||
}
|
||||
}
|
||||
|
||||
// Set The MIDDLE element
|
||||
m_ScrollingListDisplays[CurrentPos].SetX( 0 );
|
||||
}
|
||||
|
||||
/******************************
|
||||
SetNumberVisibleElements
|
||||
|
||||
Allows us to set whether 3,4 or 5
|
||||
elements are visible on screen at once
|
||||
*******************************/
|
||||
|
||||
void ScrollingList::SetNumberVisibleElements( int VisibleElements )
|
||||
{
|
||||
m_iNumVisElements = VisibleElements;
|
||||
}
|
||||
|
||||
/*******************************
|
||||
Update
|
||||
|
||||
Updates the actorframe
|
||||
********************************/
|
||||
|
||||
void ScrollingList::Update( float fDeltaTime )
|
||||
{
|
||||
ActorFrame::Update( fDeltaTime );
|
||||
|
||||
for( int i=0; i<m_iNumContents; i++ )
|
||||
m_ScrollingListDisplays[i].Update( fDeltaTime );
|
||||
}
|
||||
|
||||
/********************************
|
||||
DrawPrimitives
|
||||
|
||||
Draws the elements onto the screen
|
||||
*********************************/
|
||||
|
||||
void ScrollingList::DrawPrimitives()
|
||||
{
|
||||
const D3DXCOLOR OPT_NOT_SELECTED = D3DXCOLOR(0.4f,0.4f,0.4f,1);
|
||||
const D3DXCOLOR OPT_SELECTED = D3DXCOLOR(1.0f,1.0f,1.0f,1);
|
||||
|
||||
for (int i=m_iNumContents; i>=0; i--)
|
||||
{
|
||||
if (i != m_iCurrentPos)
|
||||
{
|
||||
m_ScrollingListDisplays[i].SetDiffuseColor( OPT_NOT_SELECTED );
|
||||
}
|
||||
else
|
||||
{
|
||||
m_ScrollingListDisplays[i].SetDiffuseColor( OPT_SELECTED );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Start Drawing in a Specific Order For the elements around the current element
|
||||
if (m_iCurrentPos == 0) // start of list?
|
||||
{
|
||||
m_ScrollingListDisplays[m_iNumContents - 2].Draw();
|
||||
m_ScrollingListDisplays[2].Draw();
|
||||
|
||||
m_ScrollingListDisplays[m_iNumContents - 1].Draw();
|
||||
m_ScrollingListDisplays[1].Draw();
|
||||
}
|
||||
else if (m_iCurrentPos == m_iNumContents - 1) // end of list
|
||||
{
|
||||
m_ScrollingListDisplays[1].Draw();
|
||||
m_ScrollingListDisplays[m_iNumContents - 3].Draw();
|
||||
|
||||
m_ScrollingListDisplays[0].Draw();
|
||||
m_ScrollingListDisplays[m_iNumContents - 2].Draw();
|
||||
}
|
||||
else if (m_iCurrentPos == 1) // near start
|
||||
{
|
||||
m_ScrollingListDisplays[m_iNumContents - 2].Draw();
|
||||
m_ScrollingListDisplays[3].Draw();
|
||||
|
||||
m_ScrollingListDisplays[2].Draw();
|
||||
m_ScrollingListDisplays[0].Draw();
|
||||
}
|
||||
else if (m_iCurrentPos == m_iNumContents - 2) // near end
|
||||
{
|
||||
m_ScrollingListDisplays[0].Draw();
|
||||
m_ScrollingListDisplays[m_iNumContents - 4].Draw();
|
||||
|
||||
m_ScrollingListDisplays[m_iNumContents - 1].Draw();
|
||||
m_ScrollingListDisplays[m_iNumContents - 3].Draw();
|
||||
}
|
||||
else // we're somewhere in the middle
|
||||
{
|
||||
m_ScrollingListDisplays[m_iCurrentPos + 2].Draw();
|
||||
m_ScrollingListDisplays[m_iCurrentPos - 2].Draw();
|
||||
m_ScrollingListDisplays[m_iCurrentPos - 1].Draw();
|
||||
m_ScrollingListDisplays[m_iCurrentPos + 1].Draw();
|
||||
}
|
||||
|
||||
m_ScrollingListDisplays[m_iCurrentPos].Draw();
|
||||
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
Class: ScrollingList.h
|
||||
|
||||
Desc: Creates an array of graphics which can scroll left and right.
|
||||
|
||||
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
|
||||
Andrew Livy
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "Screen.h"
|
||||
#include "Sprite.h"
|
||||
#include "BitmapText.h"
|
||||
#include "TransitionFade.h"
|
||||
#include "RandomSample.h"
|
||||
#include "RandomStream.h"
|
||||
|
||||
|
||||
// const int SCRLIST_MAX_VISIBLE_CONTENTS = 5;
|
||||
const int SCRLIST_MAX_TOTAL_CONTENTS = 20; // this is only meant for menu systems, not song lists
|
||||
|
||||
|
||||
class ScrollingListDisplay : public ActorFrame
|
||||
{
|
||||
public:
|
||||
ScrollingListDisplay();
|
||||
|
||||
void Load( CString graphiclocation );
|
||||
void RedefineGraphic( CString graphiclocation );
|
||||
CString GetGraphicLocation();
|
||||
|
||||
CString m_gLocation;
|
||||
Sprite m_sprListElement;
|
||||
};
|
||||
|
||||
|
||||
class ScrollingList : public ActorFrame
|
||||
{
|
||||
public:
|
||||
ScrollingList();
|
||||
|
||||
void SetCurrentPosition( int CurrentPos );
|
||||
void SetNumberVisibleElements( int VisibleElements );
|
||||
void CreateNewElement( CString graphiclocation);
|
||||
virtual void Update( float fDeltaTime );
|
||||
virtual void DrawPrimitives();
|
||||
void ShiftLeft();
|
||||
void ShiftRight();
|
||||
|
||||
// void SetFromCourse( Course* pCourse );
|
||||
|
||||
protected:
|
||||
|
||||
// Quad m_quad;
|
||||
|
||||
int m_iCurrentPos;
|
||||
int m_iNumVisElements;
|
||||
int m_iNumContents;
|
||||
ScrollingListDisplay m_ScrollingListDisplays[SCRLIST_MAX_TOTAL_CONTENTS]; // stores the list of elements (from start to finish)
|
||||
|
||||
// float m_fTimeUntilScroll;
|
||||
// float m_fItemAtTopOfList; // between 0 and m_iNumContents
|
||||
};
|
||||
@@ -704,6 +704,14 @@ SOURCE=.\ScrollBar.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ScrollingList.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ScrollingList.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\SnapDisplay.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
Reference in New Issue
Block a user