Change event mode to a CoinMode (since using COIN_PAY and EventMode at the same time doesn't make sense).
Split ScreenLogo and ScreenTitleMenu. In ScreenTitleMenu, add a different animation if using COIN_HOME (for SMMAX2). Added codes at TitleMenu to change Theme and Announcer.
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@@ -18,8 +18,6 @@
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#include "SongManager.h"
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#define LOGO_ON_COMMAND THEME->GetMetric("ScreenLogo","LogoOnCommand")
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#define VERSION_ON_COMMAND THEME->GetMetric("ScreenLogo","VersionOnCommand")
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#define SONGS_ON_COMMAND THEME->GetMetric("ScreenLogo","SongsOnCommand")
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ScreenLogo::ScreenLogo() : ScreenAttract("ScreenLogo")
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@@ -28,17 +26,6 @@ ScreenLogo::ScreenLogo() : ScreenAttract("ScreenLogo")
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m_sprLogo.Command( LOGO_ON_COMMAND );
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this->AddChild( &m_sprLogo );
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m_textVersion.LoadFromFont( THEME->GetPathToF("Common normal") );
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m_textVersion.Command( VERSION_ON_COMMAND );
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m_textVersion.SetText( "CVS" );
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this->AddChild( &m_textVersion );
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m_textSongs.LoadFromFont( THEME->GetPathToF("Common normal") );
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m_textSongs.Command( SONGS_ON_COMMAND );
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m_textSongs.SetText( ssprintf("%d songs in %d groups, %d courses", SONGMAN->GetNumSongs(), SONGMAN->GetNumGroups(), SONGMAN->GetNumCourses()) );
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this->AddChild( &m_textSongs );
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this->MoveToTail( &m_In ); // put it in the back so it covers up the stuff we just added
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this->MoveToTail( &m_Out ); // put it in the back so it covers up the stuff we just added
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}
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