smsvn -> ssc-hg glue: rearrange directory structure
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#include "global.h"
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#include "ScreenSetTime.h"
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#include "ScreenManager.h"
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#include "RageLog.h"
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#include "InputMapper.h"
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#include "ThemeManager.h"
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#include "DateTime.h"
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#include "EnumHelper.h"
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#include "arch/ArchHooks/ArchHooks.h"
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#include "InputEventPlus.h"
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static const char *SetTimeSelectionNames[] = {
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"Year",
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"Month",
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"Day",
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"Hour",
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"Minute",
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"Second",
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};
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XToString( SetTimeSelection );
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#define FOREACH_SetTimeSelection( s ) FOREACH_ENUM( SetTimeSelection, s )
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const float g_X[NUM_SetTimeSelection] =
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{
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320, 320, 320, 320, 320, 320
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};
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const float g_Y[NUM_SetTimeSelection] =
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{
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140, 180, 220, 260, 300, 340
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};
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static float GetTitleX( SetTimeSelection s ) { return g_X[s] - 80; }
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static float GetTitleY( SetTimeSelection s ) { return g_Y[s]; }
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static float GetValueX( SetTimeSelection s ) { return g_X[s] + 80; }
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static float GetValueY( SetTimeSelection s ) { return g_Y[s]; }
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REGISTER_SCREEN_CLASS( ScreenSetTime );
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void ScreenSetTime::Init()
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{
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ScreenWithMenuElements::Init();
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m_Selection = hour;
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FOREACH_SetTimeSelection( s )
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{
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BitmapText &title = m_textTitle[s];
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BitmapText &value = m_textValue[s];
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title.LoadFromFont( THEME->GetPathF("Common","title") );
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title.SetDiffuse( RageColor(1,1,1,1) );
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title.SetText( SetTimeSelectionToString(s) );
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title.SetXY( GetTitleX(s), GetTitleY(s) );
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this->AddChild( &title );
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title.SetDiffuse( RageColor(1,1,1,0) );
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title.BeginTweening( 0.3f, TWEEN_LINEAR );
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title.SetDiffuse( RageColor(1,1,1,1) );
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value.LoadFromFont( THEME->GetPathF("Common","normal") );
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value.SetDiffuse( RageColor(1,1,1,1) );
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value.SetXY( GetValueX(s), GetValueY(s) );
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this->AddChild( &value );
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value.SetDiffuse( RageColor(1,1,1,0) );
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value.BeginTweening( 0.3f, TWEEN_LINEAR );
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value.SetDiffuse( RageColor(1,1,1,1) );
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}
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m_soundChangeSelection.Load( THEME->GetPathS("ScreenSetTime","ChangeSelection") );
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m_soundChangeValue.Load( THEME->GetPathS("ScreenSetTime","ChangeValue") );
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m_TimeOffset = 0;
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m_Selection = (SetTimeSelection)0;
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ChangeSelection( 0 );
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}
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void ScreenSetTime::Update( float fDelta )
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{
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Screen::Update( fDelta );
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time_t iNow = time(NULL);
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iNow += m_TimeOffset;
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tm now;
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localtime_r( &iNow, &now );
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int iPrettyHour = now.tm_hour%12;
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if( iPrettyHour == 0 )
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iPrettyHour = 12;
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RString sPrettyHour = ssprintf( "%d %s", iPrettyHour, now.tm_hour>=12 ? "pm" : "am" );
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m_textValue[hour] .SetText( sPrettyHour );
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m_textValue[minute] .SetText( ssprintf("%02d",now.tm_min) );
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m_textValue[second] .SetText( ssprintf("%02d",now.tm_sec) );
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m_textValue[year] .SetText( ssprintf("%02d",now.tm_year+1900) );
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m_textValue[month] .SetText( MonthToString((Month)now.tm_mon) );
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m_textValue[day] .SetText( ssprintf("%02d",now.tm_mday) );
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}
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void ScreenSetTime::Input( const InputEventPlus &input )
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{
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if( input.type != IET_FIRST_PRESS && input.type != IET_REPEAT )
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return; // ignore
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if( IsTransitioning() )
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return;
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Screen::Input( input ); // default handler
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}
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void ScreenSetTime::ChangeValue( int iDirection )
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{
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time_t iNow = time(NULL);
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time_t iAdjusted = iNow + m_TimeOffset;
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tm adjusted;
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localtime_r( &iAdjusted, &adjusted );
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//tm now = GetLocalTime();
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switch( m_Selection )
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{
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case hour: adjusted.tm_hour += iDirection; break;
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case minute: adjusted.tm_min += iDirection; break;
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case second: adjusted.tm_sec += iDirection; break;
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case year: adjusted.tm_year += iDirection; break;
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case month: adjusted.tm_mon += iDirection; break;
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case day: adjusted.tm_mday += iDirection; break;
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default: ASSERT(0);
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}
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/* Normalize: */
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iAdjusted = mktime( &adjusted );
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m_TimeOffset = iAdjusted - iNow;
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m_soundChangeValue.Play();
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}
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void ScreenSetTime::ChangeSelection( int iDirection )
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{
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// set new value of m_Selection
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SetTimeSelection OldSelection = m_Selection;
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enum_add<SetTimeSelection>( m_Selection, iDirection );
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ENUM_CLAMP( m_Selection, SetTimeSelection(0), SetTimeSelection(NUM_SetTimeSelection-1) );
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if( iDirection != 0 && m_Selection == OldSelection )
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return; // can't move any more
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m_textValue[OldSelection].StopEffect();
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m_textValue[m_Selection].SetEffectDiffuseShift( 1.f,
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RageColor(0.3f,0.3f,0.3f,1),
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RageColor(1,1,1,1) );
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if( iDirection != 0 )
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m_soundChangeSelection.Play();
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}
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void ScreenSetTime::MenuUp( const InputEventPlus &input )
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{
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ChangeSelection( -1 );
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}
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void ScreenSetTime::MenuDown( const InputEventPlus &input )
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{
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ChangeSelection( +1 );
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}
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void ScreenSetTime::MenuLeft( const InputEventPlus &input )
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{
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ChangeValue( -1 );
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}
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void ScreenSetTime::MenuRight( const InputEventPlus &input )
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{
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ChangeValue( +1 );
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}
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void ScreenSetTime::MenuStart( const InputEventPlus &input )
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{
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bool bHoldingLeftAndRight =
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INPUTMAPPER->IsBeingPressed( GAME_BUTTON_RIGHT, input.pn ) &&
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INPUTMAPPER->IsBeingPressed( GAME_BUTTON_LEFT, input.pn );
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if( bHoldingLeftAndRight )
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ChangeSelection( -1 );
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else if( m_Selection == NUM_SetTimeSelection -1 ) // last row
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{
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/* Save the new time. */
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time_t iNow = time(NULL);
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time_t iAdjusted = iNow + m_TimeOffset;
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tm adjusted;
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localtime_r( &iAdjusted, &adjusted );
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HOOKS->SetTime( adjusted );
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/* We're going to draw a little more while we transition out. We've already
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* set the new time; don't over-adjust visually. */
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m_TimeOffset = 0;
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FOREACH_SetTimeSelection( s )
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{
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BitmapText &title = m_textTitle[s];
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title.BeginTweening( 0.3f, TWEEN_LINEAR );
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title.SetDiffuse( RageColor(1,1,1,0) );
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BitmapText &value = m_textValue[s];
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value.BeginTweening( 0.3f, TWEEN_LINEAR );
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value.SetDiffuse( RageColor(1,1,1,0) );
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}
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SCREENMAN->PlayStartSound();
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StartTransitioningScreen( SM_GoToNextScreen );
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}
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else
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ChangeSelection( +1 );
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}
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void ScreenSetTime::MenuSelect( const InputEventPlus &input )
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{
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ChangeSelection( -1 );
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}
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void ScreenSetTime::MenuBack( const InputEventPlus &input )
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{
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StartTransitioningScreen( SM_GoToPrevScreen );
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}
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/*
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* (c) 2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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