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itgmania212121/stepmania/src/ScreenTitleMenu.cpp
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#include "global.h"
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/*
-----------------------------------------------------------------------------
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Class: ScreenTitleMenu
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Desc: See header.
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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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-----------------------------------------------------------------------------
*/
#include "ScreenTitleMenu.h"
#include "ScreenAttract.h"
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#include "ScreenManager.h"
#include "GameConstantsAndTypes.h"
#include "RageUtil.h"
#include "StepMania.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
#include "SongManager.h"
#include "AnnouncerManager.h"
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#include "GameState.h"
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#include "GameManager.h"
#include "InputMapper.h"
#include "ThemeManager.h"
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#include "RageSounds.h"
#include "CodeDetector.h"
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#include "RageTextureManager.h"
#include "UnlockSystem.h"
#include "ProductInfo.h"
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#include "LightsManager.h"
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#define LOGO_ON_COMMAND THEME->GetMetric("ScreenTitleMenu","LogoOnCommand")
#define LOGO_HOME_ON_COMMAND THEME->GetMetric("ScreenTitleMenu","LogoHomeOnCommand")
#define VERSION_ON_COMMAND THEME->GetMetric("ScreenTitleMenu","VersionOnCommand")
#define SONGS_ON_COMMAND THEME->GetMetric("ScreenTitleMenu","SongsOnCommand")
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#define HELP_X THEME->GetMetricF("ScreenTitleMenu","HelpX")
#define HELP_Y THEME->GetMetricF("ScreenTitleMenu","HelpY")
#define CHOICES_X THEME->GetMetricF("ScreenTitleMenu","ChoicesX")
#define CHOICES_START_Y THEME->GetMetricF("ScreenTitleMenu","ChoicesStartY")
#define CHOICES_SPACING_Y THEME->GetMetricF("ScreenTitleMenu","ChoicesSpacingY")
#define CHOICES_SHADOW_LENGTH THEME->GetMetricF("ScreenTitleMenu","ChoicesShadowLength")
#define COLOR_NOT_SELECTED THEME->GetMetricC("ScreenTitleMenu","ColorNotSelected")
#define COLOR_SELECTED THEME->GetMetricC("ScreenTitleMenu","ColorSelected")
#define ZOOM_NOT_SELECTED THEME->GetMetricF("ScreenTitleMenu","ZoomNotSelected")
#define ZOOM_SELECTED THEME->GetMetricF("ScreenTitleMenu","ZoomSelected")
#define MENU_TEXT_ALIGN THEME->GetMetricI("ScreenTitleMenu","MenuTextAlign")
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#define SECONDS_BETWEEN_COMMENTS THEME->GetMetricF("ScreenTitleMenu","SecondsBetweenComments")
#define SECONDS_BEFORE_ATTRACT THEME->GetMetricF("ScreenTitleMenu","SecondsBeforeAttract")
#define HELP_TEXT( coin_mode ) THEME->GetMetric("ScreenTitleMenu","HelpText"+Capitalize(CoinModeToString(coin_mode)))
#define MENU_ITEM_CREATE THEME->GetMetric("ScreenTitleMenu","MenuCommandOnCreate")
#define MENU_ITEM_SELECT_DELAY THEME->GetMetricF("ScreenTitleMenu","MenuCommandSelectDelay")
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#define NAME( choice ) THEME->GetMetric (m_sName,ssprintf("Name%d",choice+1))
const ScreenMessage SM_PlayComment = ScreenMessage(SM_User+1);
const ScreenMessage SM_GoToAttractLoop = ScreenMessage(SM_User+13);
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ScreenTitleMenu::ScreenTitleMenu( CString sClassName ) : ScreenSelect( sClassName )
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{
LOG->Trace( "ScreenTitleMenu::ScreenTitleMenu()" );
// Don't show screen title menu (says "Press Start")
// if there are 0 credits and inserted and CoinMode is pay.
if( PREFSMAN->m_iCoinMode == COIN_PAY &&
GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
{
SCREENMAN->SetNewScreen( THEME->GetMetric("Common","InitialScreen") );
return;
}
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/* XXX We really need two common calls: 1, something run when exiting from gameplay
* (to do this reset), and 2, something run when entering gameplay, to apply default
* options. Having special cases in attract screens and the title menu to reset
* things stinks ... */
GAMESTATE->Reset();
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LIGHTSMAN->SetLightMode( LIGHTMODE_JOINING ); // do this after Reset!
CodeDetector::RefreshCacheItems();
m_sprLogo.Load( THEME->GetPathToG(ssprintf("ScreenLogo %s",GAMESTATE->GetCurrentGameDef()->m_szName)) );
m_sprLogo.Command( PREFSMAN->m_iCoinMode==COIN_HOME ? LOGO_HOME_ON_COMMAND : LOGO_ON_COMMAND );
this->AddChild( &m_sprLogo );
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if( PREFSMAN->m_iCoinMode != COIN_HOME )
{
switch( PREFSMAN->m_Premium )
{
case PrefsManager::DOUBLES_PREMIUM:
m_Premium.LoadFromAniDir( THEME->GetPathToB("ScreenTitleMenu doubles premium") );
this->AddChild( &m_Premium );
break;
case PrefsManager::JOINT_PREMIUM:
m_Premium.LoadFromAniDir( THEME->GetPathToB("ScreenTitleMenu joint premium") );
this->AddChild( &m_Premium );
break;
}
}
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m_textVersion.LoadFromFont( THEME->GetPathToF("Common normal") );
m_textVersion.Command( VERSION_ON_COMMAND );
m_textVersion.SetText( PRODUCT_VER );
this->AddChild( &m_textVersion );
m_textSongs.LoadFromFont( THEME->GetPathToF("Common normal") );
m_textSongs.Command( SONGS_ON_COMMAND );
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CString text = ssprintf("%d songs in %d groups, %d courses", SONGMAN->GetNumSongs(), SONGMAN->GetNumGroups(), SONGMAN->GetNumCourses() );
if( PREFSMAN->m_bUseUnlockSystem )
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text += ssprintf(", %d unlocks", UNLOCKSYS->GetNumUnlocks() );
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m_textSongs.SetText( text );
this->AddChild( &m_textSongs );
CString sCoinMode = CoinModeToString((CoinMode)PREFSMAN->m_iCoinMode);
m_CoinMode.LoadFromAniDir( THEME->GetPathToB("ScreenTitleMenu "+sCoinMode) );
this->AddChild( &m_CoinMode );
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m_textHelp.LoadFromFont( THEME->GetPathToF("ScreenTitleMenu help") );
m_textHelp.SetText( HELP_TEXT((CoinMode)PREFSMAN->m_iCoinMode) );
m_textHelp.SetXY( HELP_X, HELP_Y );
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m_textHelp.SetZoom( 0.5f );
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m_textHelp.SetEffectDiffuseBlink();
m_textHelp.EnableShadow( true );
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m_textHelp.SetShadowLength( 2 );
this->AddChild( &m_textHelp );
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switch( PREFSMAN->m_iCoinMode )
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{
case COIN_HOME:
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{
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for( unsigned i=0; i<m_aModeChoices.size(); i++ )
{
m_textChoice[i].LoadFromFont( THEME->GetPathToF("ScreenTitleMenu choices") );
m_textChoice[i].SetHorizAlign( (enum Actor::HorizAlign)MENU_TEXT_ALIGN );
m_textChoice[i].SetText( NAME(i) );
m_textChoice[i].SetXY( CHOICES_X, CHOICES_START_Y + i*CHOICES_SPACING_Y );
m_textChoice[i].SetShadowLength( CHOICES_SHADOW_LENGTH );
m_textChoice[i].EnableShadow( true );
this->AddChild( &m_textChoice[i] );
}
}
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break;
case COIN_PAY:
case COIN_FREE:
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break;
default:
ASSERT(0);
}
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// m_AttractOut.Load( THEME->GetPathToB("ScreenTitleMenu out") );
// this->AddChild( &m_AttractOut );
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// m_BeginOut.Load( THEME->GetPathToB("ScreenTitleMenu begin out") );
// this->AddChild( &m_BeginOut );
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("title menu game name") );
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m_soundChange.Load( THEME->GetPathToS("ScreenTitleMenu change"),true );
m_soundSelect.Load( THEME->GetPathToS("Common start") );
m_soundInvalid.Load( THEME->GetPathToS("Common invalid") );
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m_Choice = 0;
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for( unsigned i=0; i<m_aModeChoices.size(); i++ )
if( i != m_Choice )
{
m_textChoice[i].SetZoom( ZOOM_NOT_SELECTED );
m_textChoice[i].Command( MENU_ITEM_CREATE );
}
else
GainFocus( m_Choice );
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SOUND->PlayMusic( THEME->GetPathToS("ScreenTitleMenu music") );
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this->PostScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS);
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// this->MoveToTail( &m_AttractOut ); // put it in the back so it covers up the stuff we just added
}
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ScreenTitleMenu::~ScreenTitleMenu()
{
LOG->Trace( "ScreenTitleMenu::~ScreenTitleMenu()" );
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}
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void ScreenTitleMenu::UpdateSelectableChoices()
{
}
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void ScreenTitleMenu::MoveCursor( bool up )
{
if( PREFSMAN->m_iCoinMode != COIN_HOME )
return;
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// if( m_BeginOut.IsTransitioning() )
// return;
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TimeToDemonstration.GetDeltaTime(); /* Reset the demonstration timer when a key is pressed. */
LoseFocus( m_Choice );
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m_Choice += (up? -1:+1);
wrap( (int&)m_Choice, m_aModeChoices.size() );
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m_soundChange.Play();
GainFocus( m_Choice );
}
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void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
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LOG->Trace( "ScreenTitleMenu::Input( %d-%d )", DeviceI.device, DeviceI.button ); // debugging gameport joystick problem
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if( type != IET_FIRST_PRESS )
return;
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/* If the CoinMode was changed, we need to reload this screen
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* so that the right m_aModeChoices will show */
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if( ScreenAttract::ChangeCoinModeInput( DeviceI, type, GameI, MenuI, StyleI ) )
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{
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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return;
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}
if( !MenuI.IsValid() )
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return;
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if( m_Menu.m_In.IsTransitioning() || m_Menu.m_Back.IsTransitioning() ) /* not m_Menu.m_Out */
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return;
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switch( MenuI.button )
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{
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case MENU_BUTTON_UP:
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MoveCursor( true );
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break;
case MENU_BUTTON_DOWN:
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MoveCursor( false );
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break;
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case MENU_BUTTON_BACK:
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if( m_Menu.m_Out.IsTransitioning() )
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break;
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m_Menu.Back( SM_GoToAttractLoop );
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break;
case MENU_BUTTON_START:
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if( !Screen::JoinInput( DeviceI, type, GameI, MenuI, StyleI ) )
return;
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/* return if the choice is invalid */
const ModeChoice &mc = m_aModeChoices[m_Choice];
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CString why;
if( !mc.IsPlayable( &why ) )
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{
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m_soundInvalid.Play();
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if( why != "" )
SCREENMAN->SystemMessage( why );
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return;
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}
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if( !m_Menu.m_Out.IsTransitioning() )
m_Menu.StartTransitioning( SM_GoToNextScreen );
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}
// detect codes
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if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_THEME) ||
CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_THEME2) )
{
THEME->NextTheme();
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ApplyGraphicOptions(); // update window title and icon
SCREENMAN->SystemMessage( "Theme: "+THEME->GetCurThemeName() );
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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TEXTUREMAN->DoDelayedDelete();
}
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if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_ANNOUNCER) ||
CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_ANNOUNCER2) )
{
ANNOUNCER->NextAnnouncer();
CString sName = ANNOUNCER->GetCurAnnouncerName();
if( sName=="" ) sName = "(none)";
SCREENMAN->SystemMessage( "Announcer: "+sName );
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
}
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if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_GAME) ||
CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_GAME2) )
{
for( int i=0; i<NUM_GAMES; i++ )
{
GAMESTATE->m_CurGame = (Game)(GAMESTATE->m_CurGame+1);
wrap( (int&)GAMESTATE->m_CurGame, NUM_GAMES );
if( GAMEMAN->IsGameEnabled(GAMESTATE->m_CurGame) )
break; // found the first enabled game. Stop searching.
}
/* Reload the theme if it's changed, but don't back to the initial screen. */
ResetGame( false );
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SCREENMAN->SystemMessage( ssprintf("Game: %s",GAMESTATE->GetCurrentGameDef()->m_szName) );
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
}
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// Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
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}
void ScreenTitleMenu::Update( float fDelta )
{
if( !m_Menu.IsTransitioning() && TimeToDemonstration.PeekDeltaTime() >= SECONDS_BEFORE_ATTRACT)
{
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this->PostScreenMessage( SM_GoToAttractLoop, 0 );
TimeToDemonstration.GetDeltaTime();
}
Screen::Update(fDelta);
}
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void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_PlayComment:
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("title menu attract") );
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this->PostScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS );
break;
case SM_GoToNextScreen:
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/* XXX: Bad hack: we only want to set default options if we're actually
* going into the game. We don't want to set it if we're going into the
* editor menu, since that never resets options (so it'll maintain changes
* when entering and exiting the editor), and the editor probably shouldn't
* use default options. */
if( m_Choice == 0 )
{
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// apply default options
for( int p=0; p<NUM_PLAYERS; p++ )
GAMESTATE->m_PlayerOptions[p].FromString( PREFSMAN->m_sDefaultModifiers );
GAMESTATE->m_SongOptions.FromString( PREFSMAN->m_sDefaultModifiers );
}
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m_aModeChoices[m_Choice].ApplyToAllPlayers();
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break;
case SM_GoToAttractLoop:
SCREENMAN->SetNewScreen( THEME->GetMetric("Common","InitialScreen") );
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break;
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}
}
void ScreenTitleMenu::LoseFocus( int iChoiceIndex )
{
m_textChoice[iChoiceIndex].SetEffectNone();
m_textChoice[iChoiceIndex].StopTweening();
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m_textChoice[iChoiceIndex].BeginTweening( 0.3f );
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m_textChoice[iChoiceIndex].SetZoom( ZOOM_NOT_SELECTED );
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}
void ScreenTitleMenu::GainFocus( int iChoiceIndex )
{
m_textChoice[iChoiceIndex].StopTweening();
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m_textChoice[iChoiceIndex].BeginTweening( 0.3f );
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m_textChoice[iChoiceIndex].SetZoom( ZOOM_SELECTED );
RageColor color1, color2;
color1 = COLOR_SELECTED;
color2 = color1 * 0.5f;
color2.a = 1;
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m_textChoice[iChoiceIndex].SetEffectDiffuseShift( 0.5f, color1, color2 );
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}