HG: changed src/ScreenSelectMusic.h
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@@ -90,9 +90,18 @@ void ScreenSelectMusic::Init()
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TWO_PART_CONFIRMS_ONLY.Load( m_sName, "TwoPartConfirmsOnly" );
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TWO_PART_TIMER_SECONDS.Load( m_sName, "TwoPartTimerSeconds" );
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WRAP_CHANGE_STEPS.Load( m_sName, "WrapChangeSteps" );
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//To allow changing steps with gamebuttons -DaisuMaster
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CHANGE_STEPS_WITH_GAME_BUTTONS.Load( m_sName, "ChangeStepsWithGameButtons" );
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m_GameButtonPreviousSong = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"PreviousSongButton") );
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m_GameButtonNextSong = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"NextSongButton") );
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//Ask for those only if changing steps with gamebuttons is allowed -DaisuMaster
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if( CHANGE_STEPS_WITH_GAME_BUTTONS )
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{
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m_GameButtonPreviousDifficulty = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"PreviousDifficultyButton") );
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m_GameButtonNextDifficulty = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"NextDifficultyButton") );
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}
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FOREACH_ENUM( PlayerNumber, p )
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{
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@@ -552,6 +561,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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bool bLeftIsDown = false;
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bool bRightIsDown = false;
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FOREACH_HumanPlayer( p )
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{
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if( m_OptionsList[p].IsOpened() )
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@@ -614,10 +624,31 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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}
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}
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// To allow changing steps with gamebuttons, NOT WITH THE GODDAMN CODEDETECTOR
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// yeah, wanted this since a while ago... -DaisuMaster
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if(CHANGE_STEPS_WITH_GAME_BUTTONS)
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{
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// avoid anything not being just press (read: release or repeat/hold)
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if(input.type != IET_FIRST_PRESS)
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return;
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if(m_SelectionState == SelectionState_SelectingSong)
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{
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if(input.MenuI == m_GameButtonPreviousDifficulty)
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{
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ChangeSteps(input.pn, -1);
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}
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else if( input.MenuI == m_GameButtonNextDifficulty )
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{
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ChangeSteps(input.pn, +1);
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}
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}
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}
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// two part confirms only means we can actually change songs here,
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// so we need some hackery. oops looks like this is never going into
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// mainline sm4 then -aj
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if(TWO_PART_CONFIRMS_ONLY)
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if( TWO_PART_CONFIRMS_ONLY )
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{
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if( m_SelectionState == SelectionState_SelectingSteps )
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{
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@@ -643,6 +674,30 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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m_MusicWheel.ChangeMusicUnlessLocked( +1 );
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}
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}
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// added an entry for difficulty change with
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// gamebuttons -DaisuMaster
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else if( input.MenuI == m_GameButtonPreviousDifficulty )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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else
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{
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m_SelectionState = SelectionState_SelectingSong;
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MESSAGEMAN->Broadcast("TwoPartConfirmCanceled");
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ChangeSteps( input.pn, -1);
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}
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}
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else if( input.MenuI == m_GameButtonNextDifficulty )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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else
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{
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m_SelectionState = SelectionState_SelectingSong;
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MESSAGEMAN->Broadcast("TwoPartConfirmCanceled");
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ChangeSteps( input.pn, +1);
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}
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}
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}
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}
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else
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@@ -737,6 +792,7 @@ bool ScreenSelectMusic::DetectCodes( const InputEventPlus &input )
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m_MusicWheel.SelectSection(sNewGroup);
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m_MusicWheel.SetOpenSection(sNewGroup);
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AfterMusicChange();
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//m_MusicWheel.
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}
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}
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else if( CodeDetector::EnteredCloseFolder(input.GameI.controller) )
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