use ModeChoice::IsPlayable
This commit is contained in:
@@ -164,7 +164,7 @@ void ScreenSelectDifficulty::UpdateSelectableChoices()
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{
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/* If the icon is text, use a dimmer diffuse, or we won't be
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* able to see the glow. */
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if( GAMESTATE->IsPlayable(m_ModeChoices[page][i]) )
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if( m_ModeChoices[page][i].IsPlayable() )
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{
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m_sprInfo[page][i].SetDiffuse( RageColor(1,1,1,1) );
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m_sprPicture[page][i].SetDiffuse( RageColor(1,1,1,1) );
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@@ -198,7 +198,7 @@ void ScreenSelectDifficulty::MenuLeft( PlayerNumber pn )
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int iSwitchToIndex = -1;
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for( int i=m_iChoiceOnPage[pn]-1; i>=0; i-- )
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{
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if( GAMESTATE->IsPlayable(m_ModeChoices[m_CurrentPage][i]))
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if( m_ModeChoices[m_CurrentPage][i].IsPlayable() )
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{
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iSwitchToIndex = i;
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break;
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@@ -226,7 +226,7 @@ void ScreenSelectDifficulty::MenuRight( PlayerNumber pn )
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int iSwitchToIndex = -1;
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for( int i=m_iChoiceOnPage[pn]+1; i<(int) m_ModeChoices[m_CurrentPage].size(); i++ )
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{
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if( GAMESTATE->IsPlayable(m_ModeChoices[m_CurrentPage][i]))
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if( m_ModeChoices[m_CurrentPage][i].IsPlayable() )
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{
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iSwitchToIndex = i;
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break;
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@@ -270,7 +270,7 @@ void ScreenSelectDifficulty::ChangePage( Page newPage )
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if( !bPageIncreasing ) {
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for( int i=m_ModeChoices[newPage].size()-1; i>=0; i-- )
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{
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if( GAMESTATE->IsPlayable(m_ModeChoices[newPage][i]))
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if( m_ModeChoices[newPage][i].IsPlayable() )
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{
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iSwitchToIndex = i;
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break;
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@@ -279,7 +279,7 @@ void ScreenSelectDifficulty::ChangePage( Page newPage )
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} else {
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for( unsigned i=0; i<m_ModeChoices[newPage].size(); i++ )
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{
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if( GAMESTATE->IsPlayable(m_ModeChoices[newPage][i]))
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if( m_ModeChoices[newPage][i].IsPlayable() )
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{
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iSwitchToIndex = i;
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break;
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@@ -204,7 +204,7 @@ void ScreenSelectMaster::UpdateSelectableChoices()
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* will be undone by the tween. Hmm. */
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for( unsigned c=0; c<m_aModeChoices.size(); c++ )
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{
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if( GAMESTATE->IsPlayable(m_aModeChoices[c]) )
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if( m_aModeChoices[c].IsPlayable() )
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for( int i=0; i<NUM_ICON_PARTS; i++ )
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m_sprIcon[i][c].SetDiffuse( RageColor(1,1,1,1) );
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else
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@@ -139,7 +139,7 @@ void ScreenSelectStyle::MenuLeft( PlayerNumber pn )
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int iSwitchToIndex = -1; // -1 means none found
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for( int i=m_iSelection-1; i>=0; i-- )
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{
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if( GAMESTATE->IsPlayable(m_aModeChoices[i]) )
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if( m_aModeChoices[i].IsPlayable() )
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{
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iSwitchToIndex = i;
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break;
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@@ -160,7 +160,7 @@ void ScreenSelectStyle::MenuRight( PlayerNumber pn )
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int iSwitchToIndex = -1; // -1 means none found
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for( unsigned i=m_iSelection+1; i<m_aModeChoices.size(); i++ )
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{
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if( GAMESTATE->IsPlayable(m_aModeChoices[i]) )
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if( m_aModeChoices[i].IsPlayable() )
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{
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iSwitchToIndex = i;
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break;
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@@ -223,7 +223,7 @@ void ScreenSelectStyle::UpdateSelectableChoices()
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{
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/* If the icon is text, use a dimmer diffuse, or we won't be
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* able to see the glow. */
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if( GAMESTATE->IsPlayable(m_aModeChoices[i]) )
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if( m_aModeChoices[i].IsPlayable() )
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{
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m_sprIcon[i].SetDiffuse( RageColor(1,1,1,1) );
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m_textIcon[i].SetDiffuse( RageColor(0.5f,0.5f,0.5f,1) ); // gray so glow is visible
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@@ -241,7 +241,7 @@ void ScreenSelectStyle::UpdateSelectableChoices()
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int iSwitchToStyleIndex = -1; // -1 means none found
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for( i=0; i<m_aModeChoices.size(); i++ )
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{
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if( GAMESTATE->IsPlayable(m_aModeChoices[i]) )
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if( m_aModeChoices[i].IsPlayable() )
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{
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iSwitchToStyleIndex = i;
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break;
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@@ -222,11 +222,13 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
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case MENU_BUTTON_START:
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/* return if the choice is invalid */
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const ModeChoice &mc = m_aModeChoices[m_Choice];
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if( mc.m_bInvalid )
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CString why;
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if( !mc.IsPlayable( &why ) )
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{
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m_soundInvalid.Play();
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if( mc.m_sInvalidReason != "" )
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SCREENMAN->SystemMessage( mc.m_sInvalidReason );
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if( why != "" )
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SCREENMAN->SystemMessage( why );
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return;
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}
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