fix release input event triggering "go to options"
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@@ -91,14 +91,19 @@ int OptionToPreferredColumn( CString sOptionText )
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return 0;
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}
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void OptionIconRow::Refresh( PlayerNumber pn )
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void OptionIconRow::Load( PlayerNumber pn )
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{
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m_PlayerNumber = pn;
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}
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void OptionIconRow::Refresh()
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{
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// init
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unsigned i;
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for( i=0; i<NUM_OPTION_COLS; i++ )
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m_OptionIcon[i].Load( pn, "", i==0 );
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m_OptionIcon[i].Load( m_PlayerNumber, "", i==0 );
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CString sOptions = GAMESTATE->m_PlayerOptions[pn].GetString();
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CString sOptions = GAMESTATE->m_PlayerOptions[m_PlayerNumber].GetString();
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CStringArray asOptions;
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split( sOptions, ", ", asOptions, true );
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@@ -128,7 +133,7 @@ void OptionIconRow::Refresh( PlayerNumber pn )
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}
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for( i=0; i<NUM_OPTION_COLS-1; i++ )
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m_OptionIcon[i+1].Load( pn, asTabs[i], false );
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m_OptionIcon[i+1].Load( m_PlayerNumber, asTabs[i], false );
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}
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void OptionIconRow::DrawPrimitives()
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@@ -25,7 +25,8 @@ class OptionIconRow : public ActorFrame
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public:
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OptionIconRow();
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void Refresh( PlayerNumber pn );
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void Load( PlayerNumber pn );
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void Refresh();
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virtual void DrawPrimitives();
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protected:
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@@ -245,7 +245,8 @@ ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : Screen( sClassName
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this->AddChild( &m_AutoGenIcon[p] );
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m_OptionIconRow[p].SetName( ssprintf("OptionIconsP%d",p+1) );
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m_OptionIconRow[p].Refresh( (PlayerNumber)p );
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m_OptionIconRow[p].Load( (PlayerNumber)p );
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m_OptionIconRow[p].Refresh();
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SET_XY( m_OptionIconRow[p] );
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this->AddChild( &m_OptionIconRow[p] );
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@@ -652,7 +653,12 @@ void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type,
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if( !GameI.IsValid() ) return; // don't care
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if( m_bMadeChoice && MenuI.IsValid() && MenuI.button == MENU_BUTTON_START && !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
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if( m_bMadeChoice &&
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MenuI.IsValid() &&
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MenuI.button == MENU_BUTTON_START &&
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type != IET_RELEASE &&
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!GAMESTATE->IsExtraStage() &&
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!GAMESTATE->IsExtraStage2() )
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{
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if(m_bGoToOptions) return; /* got it already */
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if(!m_bAllowOptionsMenu) return; /* not allowed */
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@@ -1414,7 +1420,7 @@ void ScreenSelectMusic::UpdateOptionsDisplays()
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_OptionIconRow[p].Refresh( (PlayerNumber)p );
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m_OptionIconRow[p].Refresh();
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if( GAMESTATE->IsHumanPlayer(p) )
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{
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