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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@@ -49,7 +49,7 @@ ThemeManager::ThemeManager()
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m_uHashForCurThemeMetrics = m_uHashForBaseThemeMetrics = 0;
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CStringArray arrayThemeNames;
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GetAllThemeNames( arrayThemeNames );
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GetThemeNames( arrayThemeNames );
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}
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ThemeManager::~ThemeManager()
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@@ -57,7 +57,7 @@ ThemeManager::~ThemeManager()
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delete m_pIniMetrics;
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}
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void ThemeManager::GetAllThemeNames( CStringArray& AddTo )
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void ThemeManager::GetThemeNames( CStringArray& AddTo )
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{
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GetDirListing( THEMES_DIR+"/*", AddTo, true );
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@@ -71,28 +71,10 @@ void ThemeManager::GetAllThemeNames( CStringArray& AddTo )
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}
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}
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void ThemeManager::GetThemeNamesForCurGame( CStringArray& AddTo )
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{
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GetAllThemeNames( AddTo );
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/*
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// strip out announcers that don't have the current game name in them
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CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
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sGameName.MakeLower();
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for( unsigned i=AddTo.size()-1; i>=0; i-- )
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{
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CString sLowercaseVer = AddTo[i];
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sLowercaseVer.MakeLower();
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if( sLowercaseVer.Find(sGameName)==-1 )
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AddTo.RemoveAt(i);
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}
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*/
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}
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bool ThemeManager::DoesThemeExist( CString sThemeName )
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{
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CStringArray asThemeNames;
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GetAllThemeNames( asThemeNames );
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GetThemeNames( asThemeNames );
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for( unsigned i=0; i<asThemeNames.size(); i++ )
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{
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if( !sThemeName.CompareNoCase(asThemeNames[i]) )
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@@ -381,3 +363,14 @@ RageColor ThemeManager::GetMetricC( CString sClassName, CString sValueName )
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return RageColor(r,g,b,a);
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}
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void ThemeManager::NextTheme()
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{
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CStringArray as;
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GetThemeNames( as );
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for( unsigned i=0; i<as.size(); i++ )
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if( as[i].CompareNoCase(m_sCurThemeName)==0 )
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break;
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int iNewIndex = (i+1)%as.size();
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SwitchTheme( as[iNewIndex] );
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}
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