add half-finished screen centering code (necessary for arcade and Xbox)
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@@ -0,0 +1,123 @@
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#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenCenterImage
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Desc: Where the player maps device input to pad input.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ScreenCenterImage.h"
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#include "PrefsManager.h"
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#include "ScreenManager.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
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#include "InputMapper.h"
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#include "GameManager.h"
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#include "GameState.h"
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#include "RageSounds.h"
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#include "ThemeManager.h"
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#include "RageDisplay.h"
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ScreenCenterImage::ScreenCenterImage( CString sClassName ) : Screen( sClassName )
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{
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LOG->Trace( "ScreenCenterImage::ScreenCenterImage()" );
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m_textInstructions.LoadFromFont( THEME->GetPathToF("Common normal") );
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m_textInstructions.SetText( "" );
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m_textInstructions.SetXY( CENTER_X, CENTER_Y );
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m_textInstructions.SetDiffuse( RageColor(0,1,0,0) );
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m_textInstructions.SetZoom( 0.8f );
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this->AddChild( &m_textInstructions );
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m_Menu.Load( "ScreenCenterImage" );
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this->AddChild( &m_Menu );
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SOUND->PlayMusic( THEME->GetPathToS("ScreenCenterImage music") );
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}
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ScreenCenterImage::~ScreenCenterImage()
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{
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LOG->Trace( "ScreenCenterImage::~ScreenCenterImage()" );
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}
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void ScreenCenterImage::DrawPrimitives()
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{
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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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void ScreenCenterImage::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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if( m_Menu.IsTransitioning() )
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return;
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if( type != IET_RELEASE )
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{
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}
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switch( DeviceI.button )
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{
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case SDLK_SPACE:
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if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RSHIFT)) ||
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INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LSHIFT)) )
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{
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if( DeviceI.button == SDLK_LEFT )
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DISPLAY->CenteringScale( 0.999f, 1, 1 );
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if( DeviceI.button == SDLK_DOWN )
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DISPLAY->CenteringScale( 1.f, 1/0.999f, 1.f );
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if( DeviceI.button == SDLK_UP )
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DISPLAY->CenteringScale( 1.f, 0.999f, 1.f );
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if( DeviceI.button == SDLK_RIGHT )
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DISPLAY->CenteringScale( 1/0.999f, 1.f, 1.f );
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}
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else
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{
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if( DeviceI.button == SDLK_LEFT )
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DISPLAY->CenteringTranslate( -1, 0, 0 );
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if( DeviceI.button == SDLK_DOWN )
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DISPLAY->CenteringTranslate( 0, +1, 0 );
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if( DeviceI.button == SDLK_UP )
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DISPLAY->CenteringTranslate( 0, -1, 0 );
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if( DeviceI.button == SDLK_RIGHT )
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DISPLAY->CenteringTranslate( +1, 0, 0 );
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}
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break;
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case SDLK_ESCAPE:
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if(!m_Menu.IsTransitioning())
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{
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SOUND->PlayOnce( THEME->GetPathToS("Common back") );
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m_Menu.StartTransitioning( SM_GoToPrevScreen );
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}
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case SDLK_RETURN:
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case SDLK_KP_ENTER:
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if(!m_Menu.IsTransitioning())
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{
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SOUND->PlayOnce( THEME->GetPathToS("Common start") );
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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}
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}
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}
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void ScreenCenterImage::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_GoToPrevScreen:
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case SM_GoToNextScreen:
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SCREENMAN->SetNewScreen( "ScreenOptionsMenu" );
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break;
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}
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}
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@@ -0,0 +1,39 @@
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/*
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-----------------------------------------------------------------------------
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Class: ScreenCenterImage
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Desc: Where the player maps device input to instrument buttons.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "Screen.h"
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#include "Sprite.h"
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#include "BitmapText.h"
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#include "PrefsManager.h"
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#include "GrayArrow.h"
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#include "InputMapper.h"
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#include "MenuElements.h"
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#include "RageInputDevice.h"
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class ScreenCenterImage : public Screen
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{
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public:
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ScreenCenterImage( CString sName );
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virtual ~ScreenCenterImage();
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virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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void DrawPrimitives();
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private:
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BitmapText m_textInstructions;
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MenuElements m_Menu;
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};
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