fix ScoreWheel scrolling
This commit is contained in:
@@ -44,43 +44,6 @@ ActorScroller::ActorScroller()
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m_quadMask.SetHidden( true );
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}
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void ActorScroller::Load(
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float fSecondsPerItem,
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float fNumItemsToDraw,
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const RageVector3 &vRotationDegrees,
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const RageVector3 &vTranslateTerm0,
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const RageVector3 &vTranslateTerm1,
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const RageVector3 &vTranslateTerm2,
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bool bUseMask
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)
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{
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m_fSecondsPerItem = fSecondsPerItem;
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m_fNumItemsToDraw = fNumItemsToDraw;
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// Note: Rotation is applied before translation.
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// rot = m_vRotationDegrees*itemOffset^1
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// trans = m_vTranslateTerm0*itemOffset^0 +
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// m_vTranslateTerm1*itemOffset^1 +
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// m_vTranslateTerm2*itemOffset^2
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ostringstream s;
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s <<
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"function(self,offset,itemIndex,numItems) " <<
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"self:x(" << vTranslateTerm0.x << " + " << vTranslateTerm1.x << "*offset + " << vTranslateTerm2.x << "*offset*offset); " <<
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"self:y(" << vTranslateTerm0.y << " + " << vTranslateTerm1.y << "*offset + " << vTranslateTerm2.y << "*offset*offset); " <<
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"self:z(" << vTranslateTerm0.z << " + " << vTranslateTerm1.z << "*offset + " << vTranslateTerm2.z << "*offset*offset); " <<
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"self:rotationx(" << vRotationDegrees.x << "*offset); " <<
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"self:rotationy(" << vRotationDegrees.y << "*offset); " <<
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"self:rotationz(" << vRotationDegrees.z << "*offset); " <<
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"end";
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m_exprTransform.SetFromExpression( s.str() );
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m_fQuantizePixels = 0;
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m_bUseMask = bUseMask;
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m_bLoaded = true;
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}
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void ActorScroller::Load2(
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float fNumItemsToDraw,
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float fItemWidth,
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@@ -99,7 +62,7 @@ void ActorScroller::Load2(
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m_fMaskWidth = fItemWidth;
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m_fMaskHeight = fItemHeight;
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m_exprTransform.SetFromExpression(
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m_exprTransformFunction.SetFromExpression(
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ssprintf("function(self,offset,itemIndex,numItems) return self:y(%f*offset) end",fItemHeight)
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);
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@@ -129,14 +92,16 @@ void ActorScroller::Load3(
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float fSecondsPerItem,
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float fNumItemsToDraw,
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bool bFastCatchup,
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const CString &sExprTransform
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const CString &sTransformFunction,
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bool bUseMask
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)
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{
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m_fSecondsPerItem = fSecondsPerItem;
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m_fNumItemsToDraw = fNumItemsToDraw;
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m_bFastCatchup = bFastCatchup;
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m_exprTransform.SetFromExpression( sExprTransform );
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m_exprTransformFunction.SetFromExpression( sTransformFunction );
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m_fQuantizePixels = 0;
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m_bUseMask = bUseMask;
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m_bLoaded = true;
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}
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@@ -164,41 +129,27 @@ void ActorScroller::LoadFromNode( const CString &sDir, const XNode *pNode )
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float fSecondsPerItem = 1;
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float fNumItemsToDraw = 0;
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RageVector3 vRotationDegrees = RageVector3(0,0,0);
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RageVector3 vTranslateTerm0 = RageVector3(0,0,0);
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RageVector3 vTranslateTerm1 = RageVector3(0,0,0);
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RageVector3 vTranslateTerm2 = RageVector3(0,0,0);
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float fItemPaddingStart = 0;
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float fItemPaddingEnd = 0;
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CString sTransformFunction;
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GET_VALUE( "SecondsPerItem", fSecondsPerItem );
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GET_VALUE( "NumItemsToDraw", fNumItemsToDraw );
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GET_VALUE( "RotationDegreesX", vRotationDegrees.x );
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GET_VALUE( "RotationDegreesY", vRotationDegrees.y );
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GET_VALUE( "RotationDegreesZ", vRotationDegrees.z );
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GET_VALUE( "TranslateTerm0X", vTranslateTerm0.x );
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GET_VALUE( "TranslateTerm0Y", vTranslateTerm0.y );
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GET_VALUE( "TranslateTerm0Z", vTranslateTerm0.z );
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GET_VALUE( "TranslateTerm1X", vTranslateTerm1.x );
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GET_VALUE( "TranslateTerm1Y", vTranslateTerm1.y );
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GET_VALUE( "TranslateTerm1Z", vTranslateTerm1.z );
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GET_VALUE( "TranslateTerm2X", vTranslateTerm2.x );
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GET_VALUE( "TranslateTerm2Y", vTranslateTerm2.y );
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GET_VALUE( "TranslateTerm2Z", vTranslateTerm2.z );
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GET_VALUE( "ItemPaddingStart", fItemPaddingStart );
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GET_VALUE( "ItemPaddingEnd", fItemPaddingEnd );
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GET_VALUE( "TransformFunction", sTransformFunction );
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#undef GET_VALUE
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Load(
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Load3(
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fSecondsPerItem,
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fNumItemsToDraw,
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vRotationDegrees,
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vTranslateTerm0,
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vTranslateTerm1,
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vTranslateTerm2 );
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false,
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sTransformFunction,
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false );
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SetCurrentAndDestinationItem( -fItemPaddingStart );
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SetDestinationItem( m_SubActors.size()-1+fItemPaddingEnd );
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pNode->GetAttrValue( "UseMask", m_bUseMask );
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pNode->GetAttrValue( "QuantizePixels", m_fQuantizePixels );
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}
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@@ -256,7 +207,7 @@ void ActorScroller::Update( float fDeltaTime )
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void ActorScroller::PositionItem( Actor *pActor, float fPositionOffsetFromCenter, int iItemIndex, int iNumItems )
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{
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m_exprTransform.PushSelf( LUA->L );
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m_exprTransformFunction.PushSelf( LUA->L );
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ASSERT( !lua_isnil(LUA->L, -1) );
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pActor->PushSelf( LUA->L );
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LuaHelpers::Push( fPositionOffsetFromCenter, LUA->L );
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@@ -27,15 +27,6 @@ class ActorScroller : public ActorFrame
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public:
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ActorScroller();
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void Load(
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float fScrollSecondsPerItem,
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float fNumItemsToDraw,
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const RageVector3 &vRotationDegrees,
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const RageVector3 &vTranslateTerm0,
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const RageVector3 &vTranslateTerm1,
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const RageVector3 &vTranslateTerm2,
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bool bUseMask = false );
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void Load2(
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float fNumItemsToDraw,
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float fItemWidth,
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@@ -48,7 +39,8 @@ public:
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float fSecondsPerItem,
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float fNumItemsToDraw,
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bool bFastCatchup,
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const CString &sExprTransform );
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const CString &sTransformFunction,
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bool bUseMask );
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virtual void Update( float fDelta );
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virtual void DrawPrimitives(); // DOES draw
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@@ -87,7 +79,7 @@ protected:
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float m_fMaskHeight;
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Quad m_quadMask;
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LuaExpression m_exprTransform; // params: self,offset,itemIndex,numItems
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LuaExpression m_exprTransformFunction; // params: self,offset,itemIndex,numItems
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};
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class ActorScrollerAutoDeleteChildren : public ActorScroller
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@@ -164,25 +164,31 @@ ScreenCredits::ScreenCredits( CString sName ) : ScreenAttract( sName )
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SongUtil::SortSongPointerArrayByTitle( arraySongs );
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// FIXME: Redo this screen with a BGA
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CString sBackgroundsTransformFunction = ssprintf(
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"function(self,offset,itemIndex,numItems) "
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" self:x(%f*offset); "
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" self:y(%f*offset); "
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"end",
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(float)BACKGROUNDS_SPACING_X,
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(float)BACKGROUNDS_SPACING_Y );
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m_ScrollerBackgrounds.SetName( "Backgrounds" );
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m_ScrollerBackgrounds.Load(
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m_ScrollerBackgrounds.Load3(
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BACKGROUNDS_SCROLL_SECONDS_PER_ITEM,
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4,
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RageVector3(0, 0, 0),
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RageVector3(0, 0, 0),
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RageVector3(BACKGROUNDS_SPACING_X, BACKGROUNDS_SPACING_Y, 0),
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RageVector3(0, 0, 0) );
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false,
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sBackgroundsTransformFunction,
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false );
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SET_XY( m_ScrollerBackgrounds );
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this->AddChild( &m_ScrollerBackgrounds );
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m_ScrollerFrames.SetName( "Backgrounds" );
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m_ScrollerFrames.Load(
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m_ScrollerFrames.Load3(
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BACKGROUNDS_SCROLL_SECONDS_PER_ITEM,
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4,
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RageVector3(0, 0, 0),
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RageVector3(0, 0, 0),
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RageVector3(BACKGROUNDS_SPACING_X, BACKGROUNDS_SPACING_Y, 0),
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RageVector3(0, 0, 0) );
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false,
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sBackgroundsTransformFunction,
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false );
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SET_XY( m_ScrollerFrames );
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this->AddChild( &m_ScrollerFrames );
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@@ -218,14 +224,21 @@ ScreenCredits::ScreenCredits( CString sName ) : ScreenAttract( sName )
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fTime = max( fTime, BACKGROUNDS_SCROLL_SECONDS_PER_ITEM*(fLast-fFirst) );
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}
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CString sTextsTransformFunction = ssprintf(
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"function(self,offset,itemIndex,numItems) "
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" self:x(%f*offset); "
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" self:y(%f*offset); "
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"end",
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(float)TEXTS_SPACING_X,
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(float)TEXTS_SPACING_Y );
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m_ScrollerTexts.SetName( "Texts" );
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m_ScrollerTexts.Load(
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m_ScrollerTexts.Load3(
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TEXTS_SCROLL_SECONDS_PER_ITEM,
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40,
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RageVector3(0, 0, 0),
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RageVector3(0, 0, 0),
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RageVector3(TEXTS_SPACING_X, TEXTS_SPACING_Y, 0),
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RageVector3(0, 0, 0) );
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false,
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sTextsTransformFunction,
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false );
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SET_XY( m_ScrollerTexts );
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this->AddChild( &m_ScrollerTexts );
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@@ -109,15 +109,20 @@ void HighScoreWheel::Load( const HighScoreList& hsl, int iIndexToFocus )
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if( m_iIndexToFocus >= 0 && m_iIndexToFocus < int(hsl.vHighScores.size()) )
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m_Items[m_iIndexToFocus].ShowFocus();
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ActorScroller::Load(
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0.2f, // fSecondsPerItem
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9, // fNumItemsToDraw
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RageVector3(18,0,0), // vRotationDegrees
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RageVector3(0,0,90), // vTranslateTerm0
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RageVector3(0,0,0), // vTranslateTerm1
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RageVector3(0,0,0), // vTranslateTerm2
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true
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);
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CString sTransformFunction =
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"function(self,offset,itemIndex,numItems) "
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" local degrees=18*offset; "
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" local radians=degrees*math.pi/180; "
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" self:rotationx(degrees); "
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" self:y(math.sin(radians)*90); "
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" self:z(math.cos(radians)*90); "
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"end";
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ActorScroller::Load3(
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0.2f,
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100,
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false,
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sTransformFunction,
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false );
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Scroll();
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}
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@@ -104,8 +104,8 @@ void ScreenSelectMaster::Init()
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SCROLLER_SECONDS_PER_ITEM,
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SCROLLER_NUM_ITEMS_TO_DRAW,
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SCROLLER_FAST_CATCHUP,
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SCROLLER_TRANSFORM
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);
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SCROLLER_TRANSFORM,
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false );
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m_Scroller[0].SetName( "Scroller" );
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this->AddChild( &m_Scroller[0] );
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@@ -126,8 +126,8 @@ void ScreenSelectMaster::Init()
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SCROLLER_SECONDS_PER_ITEM,
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SCROLLER_NUM_ITEMS_TO_DRAW,
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SCROLLER_FAST_CATCHUP,
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SCROLLER_TRANSFORM
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);
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SCROLLER_TRANSFORM,
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false );
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m_Scroller[p].SetName( ssprintf("ScrollerP%d",p+1) );
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this->AddChild( &m_Scroller[p] );
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