fix conflicting ScreenMessage IDs by automatically generating unique values
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@@ -18,6 +18,7 @@
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#include "LightsManager.h"
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#include "Command.h"
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const AutoScreenMessage SM_AllDoneChoosing;
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#define CHOICE_NAMES THEME->GetMetric (m_sName,"ChoiceNames")
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#define CHOICE( sChoiceName ) THEME->GetMetricM(m_sName,ssprintf("Choice%s",sChoiceName.c_str()))
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@@ -181,69 +182,63 @@ void ScreenSelect::Input( const DeviceInput& DeviceI, const InputEventType type,
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void ScreenSelect::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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if( SM == SM_BeginFadingOut ) /* Screen is starting to tween out. */
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{
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/* Screen is starting to tween out. */
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case SM_BeginFadingOut:
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/* At this point, we're tweening out; we can't change the selection.
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* We don't want to allow players to join if the style will be set,
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* since that can change the available selection and is likely to
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* invalidate the choice we've already made. Hack: apply the style.
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* (Applying the style may have other side-effects, so it'll be re-applied
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* in SM_GoToNextScreen.) */
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FOREACH_HumanPlayer( p )
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{
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/* At this point, we're tweening out; we can't change the selection.
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* We don't want to allow players to join if the style will be set,
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* since that can change the available selection and is likely to
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* invalidate the choice we've already made. Hack: apply the style.
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* (Applying the style may have other side-effects, so it'll be re-applied
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* in SM_GoToNextScreen.) */
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FOREACH_HumanPlayer( p )
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{
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const int sel = GetSelectionIndex( p );
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if( m_aGameCommands[sel].m_pStyle )
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GAMESTATE->m_pCurStyle = m_aGameCommands[sel].m_pStyle;
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}
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SCREENMAN->RefreshCreditsMessages();
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const int sel = GetSelectionIndex( p );
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if( m_aGameCommands[sel].m_pStyle )
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GAMESTATE->m_pCurStyle = m_aGameCommands[sel].m_pStyle;
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}
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break;
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/* It's our turn to tween out. */
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case SM_AllDoneChoosing:
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SCREENMAN->RefreshCreditsMessages();
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}
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else if( SM == SM_AllDoneChoosing ) /* It's our turn to tween out. */
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{
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if( !IsTransitioning() )
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StartTransitioning( SM_GoToNextScreen );
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break;
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case SM_GoToNextScreen:
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}
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else if( SM == SM_GoToNextScreen )
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{
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/* Apply here, not in SM_AllDoneChoosing, because applying can take a very
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* long time (200+ms), and at SM_AllDoneChoosing, we're still tweening stuff
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* off-screen.
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*
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* Hack: only apply one Screen. */
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CString sScreen;
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FOREACH_HumanPlayer( p )
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{
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/* Apply here, not in SM_AllDoneChoosing, because applying can take a very
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* long time (200+ms), and at SM_AllDoneChoosing, we're still tweening stuff
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* off-screen.
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*
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* Hack: only apply one Screen. */
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CString sScreen;
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FOREACH_HumanPlayer( p )
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{
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GameCommand gc = m_aGameCommands[this->GetSelectionIndex(p)];
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if( sScreen == "" )
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sScreen = gc.m_sScreen;
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gc.m_sScreen = "";
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gc.Apply( p );
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}
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GameCommand gc = m_aGameCommands[this->GetSelectionIndex(p)];
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if( sScreen == "" )
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sScreen = gc.m_sScreen;
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gc.m_sScreen = "";
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gc.Apply( p );
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}
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//
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// Finalize players if we set a style on this screen.
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//
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FOREACH_HumanPlayer( p )
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//
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// Finalize players if we set a style on this screen.
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//
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FOREACH_HumanPlayer( p )
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{
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const int sel = GetSelectionIndex( p );
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if( m_aGameCommands[sel].m_pStyle )
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{
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const int sel = GetSelectionIndex( p );
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if( m_aGameCommands[sel].m_pStyle )
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{
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GAMESTATE->PlayersFinalized();
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break;
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}
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GAMESTATE->PlayersFinalized();
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break;
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}
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}
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if( sScreen != "" )
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SCREENMAN->SetNewScreen( sScreen );
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else
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{
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const int iSelectionIndex = GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber);
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SCREENMAN->SetNewScreen( NEXT_SCREEN(iSelectionIndex) );
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}
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if( sScreen != "" )
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SCREENMAN->SetNewScreen( sScreen );
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else
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{
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const int iSelectionIndex = GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber);
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SCREENMAN->SetNewScreen( NEXT_SCREEN(iSelectionIndex) );
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}
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return;
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}
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