simplify: add SetInputMode, like SetNavigation (rest of commit coming)
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@@ -96,8 +96,9 @@ ScreenOptions::ScreenOptions( CString sClassName ) : ScreenWithMenuElements(sCla
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{
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m_fLockInputSecs = 0.0001f; // always lock for a tiny amount of time so that we throw away any queued inputs during the load.
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// This can be overridden in a derived Init().
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// These can be overridden in a derived Init().
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m_OptionsNavigation = PREFSMAN->m_bArcadeOptionsNavigation? NAV_THREE_KEY:NAV_FIVE_KEY;
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m_InputMode = INPUTMODE_SHARE_CURSOR;
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LOG->Trace( "ScreenOptions::ScreenOptions()" );
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}
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@@ -184,14 +185,12 @@ void ScreenOptions::LoadOptionIcon( PlayerNumber pn, int iRow, CString sText )
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m_pRows[iRow]->LoadOptionIcon( pn, sText );
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}
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void ScreenOptions::InitMenu( InputMode im, const vector<OptionRowDefinition> &vDefs, const vector<OptionRowHandler*> &vHands )
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void ScreenOptions::InitMenu( const vector<OptionRowDefinition> &vDefs, const vector<OptionRowHandler*> &vHands )
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{
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LOG->Trace( "ScreenOptions::Set()" );
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ASSERT( vDefs.size() == vHands.size() );
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m_InputMode = im;
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for( unsigned r=0; r<vDefs.size(); r++ ) // foreach row
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{
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m_pRows.push_back( new OptionRow() );
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