add Volume Up/Down tied to the preference so that it persists across runs
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@@ -22,7 +22,6 @@ static bool g_bIsDisplayed = false;
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static bool g_bIsSlow = false;
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static bool g_bIsHalt = false;
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static RageTimer g_HaltTimer(RageZeroTimer);
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static bool g_bMute = false;
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static bool IsGameplay()
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{
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@@ -96,7 +95,9 @@ void ScreenDebugOverlay::Init()
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g_Mappings.debugButton[16] = DeviceInput(DEVICE_KEYBOARD, KEY_Cr);
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g_Mappings.debugButton[17] = DeviceInput(DEVICE_KEYBOARD, KEY_Ct);
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g_Mappings.debugButton[18] = DeviceInput(DEVICE_KEYBOARD, KEY_Cy);
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g_Mappings.debugButton[19] = DeviceInput(DEVICE_KEYBOARD, KEY_Cu);
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g_Mappings.debugButton[19] = DeviceInput(DEVICE_KEYBOARD, KEY_UP);
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g_Mappings.debugButton[20] = DeviceInput(DEVICE_KEYBOARD, KEY_DOWN);
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}
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@@ -197,12 +198,13 @@ void ScreenDebugOverlay::UpdateText()
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case DebugLine_ClearMachineStats: s1="Clear Machine Stats"; break;
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case DebugLine_FillMachineStats: s1="Fill Machine Stats"; break;
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case DebugLine_SendNotesEnded: s1="Send Notes Ended"; break;
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case DebugLine_Volume: s1="Mute"; break;
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case DebugLine_ReloadCurrentScreen: s1="Reload"; break;
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case DebugLine_ReloadTheme: s1="Reload Theme and Textures"; break;
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case DebugLine_WriteProfiles: s1="Write Profiles"; break;
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case DebugLine_WritePreferences: s1="Write Preferences"; break;
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case DebugLine_MenuTimer: s1="Menu Timer"; break;
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case DebugLine_VolumeUp: s1="Volume Up"; break;
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case DebugLine_VolumeDown: s1="Volume Down"; break;
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case DebugLine_Uptime: s1="Uptime"; break;
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default: ASSERT(0);
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}
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@@ -224,12 +226,13 @@ void ScreenDebugOverlay::UpdateText()
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case DebugLine_ClearMachineStats: bOn=true; break;
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case DebugLine_FillMachineStats: bOn=true; break;
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case DebugLine_SendNotesEnded: bOn=true; break;
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case DebugLine_Volume: bOn=g_bMute; break;
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case DebugLine_ReloadCurrentScreen: bOn=true; break;
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case DebugLine_ReloadTheme: bOn=true; break;
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case DebugLine_WriteProfiles: bOn=true; break;
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case DebugLine_WritePreferences: bOn=true; break;
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case DebugLine_MenuTimer: bOn=PREFSMAN->m_bMenuTimer.Get(); break;
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case DebugLine_VolumeUp: bOn=true; break;
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case DebugLine_VolumeDown: bOn=true; break;
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case DebugLine_Uptime: bOn=false; break;
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default: ASSERT(0);
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}
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@@ -267,12 +270,13 @@ void ScreenDebugOverlay::UpdateText()
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case DebugLine_ClearMachineStats: s2=""; break;
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case DebugLine_FillMachineStats: s2=""; break;
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case DebugLine_SendNotesEnded: s2=""; break;
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case DebugLine_Volume: s2=bOn ? "on":"off"; break;
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case DebugLine_ReloadCurrentScreen: s2=SCREENMAN ? SCREENMAN->GetTopScreen()->GetName():""; break;
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case DebugLine_ReloadTheme: s2=""; break;
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case DebugLine_WriteProfiles: s2=""; break;
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case DebugLine_WritePreferences: s2=""; break;
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case DebugLine_MenuTimer: s2=bOn ? "on":"off"; break;
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case DebugLine_MenuTimer: s2=""; break;
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case DebugLine_VolumeUp: s2=ssprintf("%.0f%%",PREFSMAN->m_fSoundVolume.Get()*100); break;
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case DebugLine_VolumeDown: s2=""; break;
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case DebugLine_Uptime: s2=SecondsToMMSSMsMsMs(RageTimer::GetTimeSinceStart()); break;
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default: ASSERT(0);
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}
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@@ -409,10 +413,6 @@ bool ScreenDebugOverlay::OverlayInput( const DeviceInput& DeviceI, const InputEv
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case DebugLine_SendNotesEnded:
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SCREENMAN->PostMessageToTopScreen( SM_NotesEnded, 0 );
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break;
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case DebugLine_Volume:
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g_bMute = !g_bMute;
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SOUNDMAN->SetPrefs( g_bMute ? 0 : PREFSMAN->GetSoundVolume() );
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break;
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case DebugLine_ReloadCurrentScreen:
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SOUND->StopMusic();
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ResetGame();
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@@ -451,6 +451,21 @@ bool ScreenDebugOverlay::OverlayInput( const DeviceInput& DeviceI, const InputEv
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case DebugLine_MenuTimer:
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PREFSMAN->m_bMenuTimer.Set( !PREFSMAN->m_bMenuTimer );
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break;
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case DebugLine_VolumeUp:
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case DebugLine_VolumeDown:
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{
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float fVol = PREFSMAN->m_fSoundVolume;
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switch( i )
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{
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default: ASSERT(0);
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case DebugLine_VolumeUp: fVol += 0.1f; break;
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case DebugLine_VolumeDown: fVol -= 0.1f; break;
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}
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CLAMP( fVol, 0.0f, 1.0f );
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PREFSMAN->m_fSoundVolume.Set( fVol );
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SOUNDMAN->SetPrefs( PREFSMAN->m_fSoundVolume );
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}
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break;
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case DebugLine_Uptime:
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break;
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default: ASSERT(0);
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