themable text
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@@ -14,7 +14,10 @@
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#define BUTTONS_TO_MAP THEME->GetMetric( m_sName, "ButtonsToMap" )
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#define BUTTONS_TO_MAP THEME->GetMetric( m_sName, "ButtonsToMap" )
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#define INVALID_BUTTON THEME->GetMetric( m_sName, "InvalidButton" )
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#define INVALID_BUTTON THEME->GetMetric( m_sName, "InvalidButton" )
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#define MAPPED_TO_X(gc,slot) THEME->GetMetricF( m_sName, ssprintf("MappedToP%iS%iX", gc+1, slot+1) )
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#define MAPPED_TO_X(gc,slot) THEME->GetMetricF( m_sName, ssprintf("MappedToP%iS%iX", gc+1, slot+1) )
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#define THEME_BUTTON_NAMES THEME->GetMetricB( m_sName, "ThemeButtonNames" )
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#define THEME_SECONDARY_NAMES THEME->GetMetricB( m_sName, "ThemeSecondaryNames" )
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#define BUTTON_NAME(s) THEME->GetMetric ( m_sName, ssprintf("Button%s",s) )
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static const float g_fSecondsToWaitForInput = 0.05f;
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static const float g_fSecondsToWaitForInput = 0.05f;
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@@ -62,14 +65,19 @@ void ScreenMapControllers::Init()
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BitmapText *pName = new BitmapText;
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BitmapText *pName = new BitmapText;
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pName->SetName( "Title" );
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pName->SetName( "Title" );
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pName->LoadFromFont( THEME->GetPathF("Common","title") );
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pName->LoadFromFont( THEME->GetPathF("Common","title") );
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pName->SetText( GAMESTATE->GetCurrentGame()->m_szButtonNames[pKey->m_GameButton] );
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CString sText = GAMESTATE->GetCurrentGame()->m_szButtonNames[pKey->m_GameButton];
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if( THEME_BUTTON_NAMES )
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sText = BUTTON_NAME(sText.c_str());
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pName->SetText( sText );
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ActorUtil::LoadAllCommands( *pName, m_sName );
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ActorUtil::LoadAllCommands( *pName, m_sName );
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m_Line[b].AddChild( pName );
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m_Line[b].AddChild( pName );
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BitmapText *pSecondary = new BitmapText;
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BitmapText *pSecondary = new BitmapText;
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pSecondary->SetName( "Secondary" );
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pSecondary->SetName( "Secondary" );
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pSecondary->LoadFromFont( THEME->GetPathF("Common","title") );
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pSecondary->LoadFromFont( THEME->GetPathF("Common","title") );
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CString sText = GAMEMAN->GetMenuButtonSecondaryFunction( GAMESTATE->GetCurrentGame(), pKey->m_GameButton );
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sText = GAMEMAN->GetMenuButtonSecondaryFunction( GAMESTATE->GetCurrentGame(), pKey->m_GameButton );
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if( THEME_SECONDARY_NAMES )
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sText = BUTTON_NAME(sText.c_str());
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ActorUtil::LoadAllCommands( *pSecondary, m_sName );
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ActorUtil::LoadAllCommands( *pSecondary, m_sName );
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pSecondary->SetText( sText );
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pSecondary->SetText( sText );
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m_Line[b].AddChild( pSecondary );
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m_Line[b].AddChild( pSecondary );
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