remove size on statc CString arrays so that XToString can catch size differences

This commit is contained in:
Chris Danford
2005-05-05 19:55:04 +00:00
parent 11f9384528
commit 3db3500226
22 changed files with 100 additions and 98 deletions
+6 -5
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@@ -12,7 +12,7 @@
#include "PrefsManager.h" #include "PrefsManager.h"
#include "PlayerState.h" #include "PlayerState.h"
const CString g_sCodeNames[CodeDetector::NUM_CODES] = { const CString CodeNames[] = {
"Easier1", "Easier1",
"Easier2", "Easier2",
"Harder1", "Harder1",
@@ -55,8 +55,9 @@ const CString g_sCodeNames[CodeDetector::NUM_CODES] = {
"CancelAllPlayerOptions", "CancelAllPlayerOptions",
"BackInEventMode", "BackInEventMode",
}; };
XToString( Code, NUM_CODES );
CodeItem g_CodeItems[CodeDetector::NUM_CODES]; static CodeItem g_CodeItems[NUM_CODES];
bool CodeItem::EnteredCode( GameController controller ) const bool CodeItem::EnteredCode( GameController controller ) const
@@ -172,10 +173,10 @@ void CodeDetector::RefreshCacheItems( CString sClass )
{ {
if( sClass == "" ) if( sClass == "" )
sClass = "CodeDetector"; sClass = "CodeDetector";
for( int i=0; i<NUM_CODES; i++ ) FOREACH_Code( c )
{ {
CodeItem& item = g_CodeItems[i]; CodeItem& item = g_CodeItems[c];
const CString sCodeName = g_sCodeNames[i]; const CString sCodeName = CodeToString(c);
const CString sButtonsNames = THEME->GetMetric(sClass,sCodeName); const CString sButtonsNames = THEME->GetMetric(sClass,sCodeName);
item.Load( sButtonsNames ); item.Load( sButtonsNames );
+22 -21
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@@ -5,27 +5,6 @@
#include "GameInput.h" #include "GameInput.h"
struct CodeItem
{
public:
bool Load( CString sButtonsNames );
bool EnteredCode( GameController controller ) const;
private:
vector<GameButton> buttons;
enum Type
{
sequence, // press the buttons in sequence
hold_and_press, // hold the first iNumButtons-1 buttons, then press the last
tap // press all buttons simultaneously
};
Type m_Type;
float fMaxSecondsBack;
};
class CodeDetector
{
public:
enum Code { enum Code {
CODE_EASIER1, CODE_EASIER1,
CODE_EASIER2, CODE_EASIER2,
@@ -70,7 +49,29 @@ public:
CODE_BACK_IN_EVENT_MODE, CODE_BACK_IN_EVENT_MODE,
NUM_CODES // leave this at the end NUM_CODES // leave this at the end
}; };
#define FOREACH_Code( c ) FOREACH_ENUM( Code, NUM_CODES, c )
struct CodeItem
{
public:
bool Load( CString sButtonsNames );
bool EnteredCode( GameController controller ) const;
private:
vector<GameButton> buttons;
enum Type
{
sequence, // press the buttons in sequence
hold_and_press, // hold the first iNumButtons-1 buttons, then press the last
tap // press all buttons simultaneously
};
Type m_Type;
float fMaxSecondsBack;
};
class CodeDetector
{
public:
static void RefreshCacheItems( CString sClass="" ); // call this before checking codes, but call infrequently static void RefreshCacheItems( CString sClass="" ); // call this before checking codes, but call infrequently
static bool EnteredEasierDifficulty( GameController controller ); static bool EnteredEasierDifficulty( GameController controller );
static bool EnteredHarderDifficulty( GameController controller ); static bool EnteredHarderDifficulty( GameController controller );
+2 -2
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@@ -5,7 +5,7 @@
#include "LuaManager.h" #include "LuaManager.h"
static const CString DifficultyNames[NUM_DIFFICULTIES] = { static const CString DifficultyNames[] = {
"Beginner", "Beginner",
"Easy", "Easy",
"Medium", "Medium",
@@ -59,7 +59,7 @@ REGISTER_WITH_LUA_FUNCTION( LuaDifficulty );
static const CString CourseDifficultyNames[NUM_DIFFICULTIES] = static const CString CourseDifficultyNames[] =
{ {
"Beginner", "Beginner",
"Easy", "Easy",
+2 -2
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@@ -15,7 +15,7 @@
#include "SongUtil.h" #include "SongUtil.h"
static const CString EditMenuRowNames[NUM_EDIT_MENU_ROWS] = { static const CString EditMenuRowNames[] = {
"Group", "Group",
"Song", "Song",
"StepsType", "StepsType",
@@ -27,7 +27,7 @@ static const CString EditMenuRowNames[NUM_EDIT_MENU_ROWS] = {
XToString( EditMenuRow, NUM_EDIT_MENU_ROWS ); XToString( EditMenuRow, NUM_EDIT_MENU_ROWS );
XToThemedString( EditMenuRow, NUM_EDIT_MENU_ROWS ); XToThemedString( EditMenuRow, NUM_EDIT_MENU_ROWS );
static const CString EditMenuActionNames[NUM_EDIT_MENU_ACTIONS] = { static const CString EditMenuActionNames[] = {
"Edit", "Edit",
"Delete", "Delete",
"Create", "Create",
+14 -14
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@@ -11,7 +11,7 @@
#include <float.h> #include <float.h>
static const CString RadarCategoryNames[NUM_RADAR_CATEGORIES] = { static const CString RadarCategoryNames[] = {
"Stream", "Stream",
"Voltage", "Voltage",
"Air", "Air",
@@ -41,7 +41,7 @@ static void LuaStepsType(lua_State* L)
REGISTER_WITH_LUA_FUNCTION( LuaStepsType ); REGISTER_WITH_LUA_FUNCTION( LuaStepsType );
static const CString PlayModeNames[NUM_PLAY_MODES] = { static const CString PlayModeNames[] = {
"Regular", "Regular",
"Nonstop", "Nonstop",
"Oni", "Oni",
@@ -74,7 +74,7 @@ RankingCategory AverageMeterToRankingCategory( int iAverageMeter )
} }
static const CString RankingCategoryNames[NUM_RANKING_CATEGORIES] = { static const CString RankingCategoryNames[] = {
"a", "a",
"b", "b",
"c", "c",
@@ -84,7 +84,7 @@ XToString( RankingCategory, NUM_RANKING_CATEGORIES );
StringToX( RankingCategory ); StringToX( RankingCategory );
static const CString CoinModeNames[NUM_COIN_MODES] = { static const CString CoinModeNames[] = {
"home", "home",
"pay", "pay",
"free", "free",
@@ -92,7 +92,7 @@ static const CString CoinModeNames[NUM_COIN_MODES] = {
XToString( CoinMode, NUM_COIN_MODES ); XToString( CoinMode, NUM_COIN_MODES );
static const CString PremiumNames[NUM_PREMIUMS] = { static const CString PremiumNames[] = {
"none", "none",
"doubles", "doubles",
"joint", "joint",
@@ -100,7 +100,7 @@ static const CString PremiumNames[NUM_PREMIUMS] = {
XToString( Premium, NUM_PREMIUMS ); XToString( Premium, NUM_PREMIUMS );
static const CString SortOrderNames[NUM_SORT_ORDERS] = { static const CString SortOrderNames[] = {
"Preferred", "Preferred",
"Group", "Group",
"Title", "Title",
@@ -146,7 +146,7 @@ static void LuaSortOrder(lua_State* L)
REGISTER_WITH_LUA_FUNCTION( LuaSortOrder ); REGISTER_WITH_LUA_FUNCTION( LuaSortOrder );
static const CString TapNoteScoreNames[NUM_TAP_NOTE_SCORES] = { static const CString TapNoteScoreNames[] = {
"None", "None",
"HitMine", "HitMine",
"AvoidMine", "AvoidMine",
@@ -162,7 +162,7 @@ StringToX( TapNoteScore );
XToThemedString( TapNoteScore, NUM_TAP_NOTE_SCORES ); XToThemedString( TapNoteScore, NUM_TAP_NOTE_SCORES );
static const CString HoldNoteScoreNames[NUM_HOLD_NOTE_SCORES] = { static const CString HoldNoteScoreNames[] = {
"None", "None",
"NG", "NG",
"OK", "OK",
@@ -172,7 +172,7 @@ StringToX( HoldNoteScore );
XToThemedString( HoldNoteScore, NUM_HOLD_NOTE_SCORES ); XToThemedString( HoldNoteScore, NUM_HOLD_NOTE_SCORES );
static const CString MemoryCardStateNames[NUM_MEMORY_CARD_STATES] = { static const CString MemoryCardStateNames[] = {
"ready", "ready",
"checking", "checking",
"late", "late",
@@ -183,7 +183,7 @@ static const CString MemoryCardStateNames[NUM_MEMORY_CARD_STATES] = {
XToString( MemoryCardState, NUM_MEMORY_CARD_STATES ); XToString( MemoryCardState, NUM_MEMORY_CARD_STATES );
static const CString PerDifficultyAwardNames[NUM_PER_DIFFICULTY_AWARDS] = { static const CString PerDifficultyAwardNames[] = {
"FullComboGreats", "FullComboGreats",
"SingleDigitGreats", "SingleDigitGreats",
"OneGreat", "OneGreat",
@@ -204,7 +204,7 @@ StringToX( PerDifficultyAward );
// strings can be used as XML entity names. // strings can be used as XML entity names.
// Numbers are intentially not at the back so that "1000" and "10000" don't // Numbers are intentially not at the back so that "1000" and "10000" don't
// conflict when searching for theme elements. // conflict when searching for theme elements.
static const CString PeakComboAwardNames[NUM_PEAK_COMBO_AWARDS] = { static const CString PeakComboAwardNames[] = {
"Peak1000Combo", "Peak1000Combo",
"Peak2000Combo", "Peak2000Combo",
"Peak3000Combo", "Peak3000Combo",
@@ -281,7 +281,7 @@ bool DisplayBpms::IsSecret() const
return false; return false;
} }
static const CString StyleTypeNames[NUM_STYLE_TYPES] = { static const CString StyleTypeNames[] = {
"OnePlayerOneSide", "OnePlayerOneSide",
"TwoPlayersTwoSides", "TwoPlayersTwoSides",
"OnePlayerTwoSides", "OnePlayerTwoSides",
@@ -290,7 +290,7 @@ XToString( StyleType, NUM_STYLE_TYPES );
StringToX( StyleType ); StringToX( StyleType );
static const CString MenuDirNames[NUM_MENU_DIRS] = { static const CString MenuDirNames[] = {
"Up", "Up",
"Down", "Down",
"Left", "Left",
@@ -300,7 +300,7 @@ static const CString MenuDirNames[NUM_MENU_DIRS] = {
XToString( MenuDir, NUM_MENU_DIRS ); XToString( MenuDir, NUM_MENU_DIRS );
static const CString GoalTypeNames[NUM_GOAL_TYPES] = { static const CString GoalTypeNames[] = {
"Calories", "Calories",
"Time", "Time",
"None", "None",
+1 -1
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@@ -5,7 +5,7 @@
#include "Game.h" #include "Game.h"
static const CString GameControllerNames[MAX_GAME_CONTROLLERS] = { static const CString GameControllerNames[] = {
"Controller1", "Controller1",
"Controller2", "Controller2",
}; };
+1 -1
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@@ -2783,7 +2783,7 @@ CString GameManager::GetMenuButtonSecondaryFunction( const Game *pGame, GameButt
} }
} }
static const char *szSecondaryNames[NUM_MENU_BUTTONS] = static const char *szSecondaryNames[] =
{ {
"MenuLeft", "MenuLeft",
"MenuRight", "MenuRight",
+1 -1
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@@ -765,7 +765,7 @@ int GameState::GetCourseSongIndex() const
CString GameState::GetPlayerDisplayName( PlayerNumber pn ) const CString GameState::GetPlayerDisplayName( PlayerNumber pn ) const
{ {
ASSERT( IsPlayerEnabled(pn) ); ASSERT( IsPlayerEnabled(pn) );
const CString defaultnames[NUM_PLAYERS] = { "Player 1", "Player 2" }; const CString defaultnames[] = { "Player 1", "Player 2" };
if( IsHumanPlayer(pn) ) if( IsHumanPlayer(pn) )
{ {
if( !PROFILEMAN->GetPlayerName(pn).empty() ) if( !PROFILEMAN->GetPlayerName(pn).empty() )
+2 -2
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@@ -17,7 +17,7 @@ Preference<float> g_fLightsFalloffSeconds( Options, "LightsFalloffSeconds", 0.1f
Preference<float> g_fLightsAheadSeconds( Options, "LightsAheadSeconds", 0.05f ); Preference<float> g_fLightsAheadSeconds( Options, "LightsAheadSeconds", 0.05f );
static const CString CabinetLightNames[NUM_CABINET_LIGHTS] = { static const CString CabinetLightNames[] = {
"MarqueeUpLeft", "MarqueeUpLeft",
"MarqueeUpRight", "MarqueeUpRight",
"MarqueeLrLeft", "MarqueeLrLeft",
@@ -30,7 +30,7 @@ static const CString CabinetLightNames[NUM_CABINET_LIGHTS] = {
XToString( CabinetLight, NUM_CABINET_LIGHTS ); XToString( CabinetLight, NUM_CABINET_LIGHTS );
StringToX( CabinetLight ); StringToX( CabinetLight );
static const CString LightsModeNames[NUM_LIGHTS_MODES] = { static const CString LightsModeNames[] = {
"Attract", "Attract",
"Joining", "Joining",
"Menu", "Menu",
+1 -1
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@@ -8,7 +8,7 @@
MessageManager* MESSAGEMAN = NULL; // global and accessable from anywhere in our program MessageManager* MESSAGEMAN = NULL; // global and accessable from anywhere in our program
static const CString MessageNames[NUM_MESSAGES] = { static const CString MessageNames[] = {
"CurrentSongChanged", "CurrentSongChanged",
"CurrentStepsP1Changed", "CurrentStepsP1Changed",
"CurrentStepsP2Changed", "CurrentStepsP2Changed",
+3 -3
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@@ -29,7 +29,7 @@ enum Part
const CString& PartToString( Part p ); const CString& PartToString( Part p );
#define FOREACH_Part( p ) FOREACH_ENUM( Part, NUM_PARTS, p ) #define FOREACH_Part( p ) FOREACH_ENUM( Part, NUM_PARTS, p )
static const CString PartNames[NUM_PARTS] = { static const CString PartNames[] = {
"TapNote", "TapNote",
"TapAddition", "TapAddition",
"TapMine", "TapMine",
@@ -273,13 +273,13 @@ Sprite* NoteColorSprite::Get( NoteType nt )
} }
static const CString HoldTypeNames[NUM_HOLD_TYPES] = { static const CString HoldTypeNames[] = {
"hold", "hold",
"roll", "roll",
}; };
XToString( HoldType, NUM_HOLD_TYPES ); XToString( HoldType, NUM_HOLD_TYPES );
static const CString ActiveTypeNames[NUM_ACTIVE_TYPES] = { static const CString ActiveTypeNames[] = {
"active", "active",
"inactive", "inactive",
}; };
+1 -1
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@@ -12,7 +12,7 @@ TapNote TAP_ORIGINAL_AUTO_KEYSOUND ( TapNote::autoKeysound,TapNote::SubType_inva
TapNote TAP_ADDITION_TAP ( TapNote::tap, TapNote::SubType_invalid, TapNote::addition, "", 0, false, 0 ); TapNote TAP_ADDITION_TAP ( TapNote::tap, TapNote::SubType_invalid, TapNote::addition, "", 0, false, 0 );
TapNote TAP_ADDITION_MINE ( TapNote::mine, TapNote::SubType_invalid, TapNote::addition, "", 0, false, 0 ); TapNote TAP_ADDITION_MINE ( TapNote::mine, TapNote::SubType_invalid, TapNote::addition, "", 0, false, 0 );
static const CString NoteTypeNames[NUM_NOTE_TYPES] = { static const CString NoteTypeNames[] = {
"4th", "4th",
"8th", "8th",
"12th", "12th",
+2 -2
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@@ -13,7 +13,7 @@
#include "Course.h" #include "Course.h"
#include "Style.h" #include "Style.h"
static const CString SelectTypeNames[NUM_SELECT_TYPES] = { static const CString SelectTypeNames[] = {
"SelectOne", "SelectOne",
"SelectMultiple", "SelectMultiple",
"SelectNone", "SelectNone",
@@ -21,7 +21,7 @@ static const CString SelectTypeNames[NUM_SELECT_TYPES] = {
XToString( SelectType, NUM_SELECT_TYPES ); XToString( SelectType, NUM_SELECT_TYPES );
StringToX( SelectType ); StringToX( SelectType );
static const CString LayoutTypeNames[NUM_LAYOUT_TYPES] = { static const CString LayoutTypeNames[] = {
"ShowAllInRow", "ShowAllInRow",
"ShowOneInRow", "ShowOneInRow",
}; };
+1 -1
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@@ -6,7 +6,7 @@
#include "LuaFunctions.h" #include "LuaFunctions.h"
#include "LuaManager.h" #include "LuaManager.h"
static const CString PrefsGroupNames[NUM_PREFS_GROUPS] = { static const CString PrefsGroupNames[] = {
"Debug", "Debug",
"Editor", "Editor",
"Options", "Options",
+4 -4
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@@ -112,7 +112,7 @@ RageKeySym StringToRageKeySym( const CString& s )
} }
static const CString InputDeviceNames[NUM_INPUT_DEVICES] = { static const CString InputDeviceNames[] = {
"Key", "Key",
"Joy1", "Joy1",
"Joy2", "Joy2",
@@ -138,7 +138,7 @@ XToString( InputDevice, NUM_INPUT_DEVICES );
StringToX( InputDevice ); StringToX( InputDevice );
static const CString JoystickButtonNames[NUM_JOYSTICK_BUTTONS] = { static const CString JoystickButtonNames[] = {
"Left", "Left",
"Right", "Right",
"Up", "Up",
@@ -200,7 +200,7 @@ XToString( JoystickButton, NUM_JOYSTICK_BUTTONS );
StringToX( JoystickButton ); StringToX( JoystickButton );
static const CString PumpPadButtonNames[NUM_PUMP_PAD_BUTTONS] = { static const CString PumpPadButtonNames[] = {
"UL", "UL",
"UR", "UR",
"MID", "MID",
@@ -217,7 +217,7 @@ XToString( PumpPadButton, NUM_PUMP_PAD_BUTTONS );
StringToX( PumpPadButton ); StringToX( PumpPadButton );
static const CString ParaPadButtonNames[NUM_PARA_PAD_BUTTONS] = { static const CString ParaPadButtonNames[] = {
"L", "L",
"UL", "UL",
"U", "U",
+2 -2
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@@ -1309,8 +1309,8 @@ void ScreenEvaluation::Input( const DeviceInput& DeviceI, const InputEventType t
HighScore &hs = m_HighScore[pn]; HighScore &hs = m_HighScore[pn];
if( CodeDetector::EnteredCode(GameI.controller, CodeDetector::CODE_SAVE_SCREENSHOT1) || if( CodeDetector::EnteredCode(GameI.controller, CODE_SAVE_SCREENSHOT1) ||
CodeDetector::EnteredCode(GameI.controller, CodeDetector::CODE_SAVE_SCREENSHOT2) ) CodeDetector::EnteredCode(GameI.controller, CODE_SAVE_SCREENSHOT2) )
{ {
if( !m_bSavedScreenshot[pn] && // only allow one screenshot if( !m_bSavedScreenshot[pn] && // only allow one screenshot
PROFILEMAN->IsUsingProfile(pn) ) PROFILEMAN->IsUsingProfile(pn) )
+1 -1
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@@ -135,7 +135,7 @@ void ScreenPlayerOptions::Input( const DeviceInput& DeviceI, const InputEventTyp
} }
PlayerNumber pn = GAMESTATE->GetCurrentStyle()->ControllerToPlayerNumber( GameI.controller ); PlayerNumber pn = GAMESTATE->GetCurrentStyle()->ControllerToPlayerNumber( GameI.controller );
if( GAMESTATE->IsHumanPlayer(pn) && CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_CANCEL_ALL_PLAYER_OPTIONS) ) if( GAMESTATE->IsHumanPlayer(pn) && CodeDetector::EnteredCode(GameI.controller,CODE_CANCEL_ALL_PLAYER_OPTIONS) )
{ {
if( m_CancelAll.IsLoaded() ) if( m_CancelAll.IsLoaded() )
m_CancelAll.Play(); m_CancelAll.Play();
+1 -1
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@@ -10,7 +10,7 @@
#include "EnumHelper.h" #include "EnumHelper.h"
#include "arch/ArchHooks/ArchHooks.h" #include "arch/ArchHooks/ArchHooks.h"
static const CString SetTimeSelectionNames[NUM_SET_TIME_SELECTIONS] = { static const CString SetTimeSelectionNames[] = {
"Year", "Year",
"Month", "Month",
"Day", "Day",
+6 -6
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@@ -128,8 +128,8 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
// //
// detect codes // detect codes
// //
if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_THEME) || if( CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_THEME) ||
CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_THEME2) ) CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_THEME2) )
{ {
THEME->NextTheme(); THEME->NextTheme();
ApplyGraphicOptions(); // update window title and icon ApplyGraphicOptions(); // update window title and icon
@@ -137,8 +137,8 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
SCREENMAN->SetNewScreen( m_sName ); SCREENMAN->SetNewScreen( m_sName );
TEXTUREMAN->DoDelayedDelete(); TEXTUREMAN->DoDelayedDelete();
} }
if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_ANNOUNCER) || if( CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_ANNOUNCER) ||
CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_ANNOUNCER2) ) CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_ANNOUNCER2) )
{ {
ANNOUNCER->NextAnnouncer(); ANNOUNCER->NextAnnouncer();
CString sName = ANNOUNCER->GetCurAnnouncerName(); CString sName = ANNOUNCER->GetCurAnnouncerName();
@@ -146,8 +146,8 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
SCREENMAN->SystemMessage( "Announcer: "+sName ); SCREENMAN->SystemMessage( "Announcer: "+sName );
SCREENMAN->SetNewScreen( m_sName ); SCREENMAN->SetNewScreen( m_sName );
} }
if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_GAME) || if( CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_GAME) ||
CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_GAME2) ) CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_GAME2) )
{ {
vector<const Game*> vGames; vector<const Game*> vGames;
GAMEMAN->GetEnabledGames( vGames ); GAMEMAN->GetEnabledGames( vGames );
+1 -1
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@@ -1460,7 +1460,7 @@ static void HandleInputEvents(float fDeltaTime)
// check back in event mode // check back in event mode
if( GAMESTATE->IsEventMode() && if( GAMESTATE->IsEventMode() &&
CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_BACK_IN_EVENT_MODE) ) CodeDetector::EnteredCode(GameI.controller,CODE_BACK_IN_EVENT_MODE) )
{ {
MenuI.player = PLAYER_1; MenuI.player = PLAYER_1;
MenuI.button = MENU_BUTTON_BACK; MenuI.button = MENU_BUTTON_BACK;
+1 -1
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@@ -24,7 +24,7 @@
ThemeManager* THEME = NULL; // global object accessable from anywhere in the program ThemeManager* THEME = NULL; // global object accessable from anywhere in the program
static const CString ElementCategoryNames[NUM_ELEMENT_CATEGORIES] = { static const CString ElementCategoryNames[] = {
"BGAnimations", "BGAnimations",
"Fonts", "Fonts",
"Graphics", "Graphics",
+1 -1
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@@ -18,7 +18,7 @@ UnlockManager* UNLOCKMAN = NULL; // global and accessable from anywhere in our p
#define UNLOCK_NAMES THEME->GetMetric ("Unlocks","UnlockNames") #define UNLOCK_NAMES THEME->GetMetric ("Unlocks","UnlockNames")
#define UNLOCK(sLineName) THEME->GetMetric ("Unlocks",ssprintf("Unlock%s",sLineName.c_str())) #define UNLOCK(sLineName) THEME->GetMetric ("Unlocks",ssprintf("Unlock%s",sLineName.c_str()))
static CString UnlockTypeNames[NUM_UNLOCK_TYPES] = static CString UnlockTypeNames[] =
{ {
"ArcadePoints", "ArcadePoints",
"DancePoints", "DancePoints",