localize more strings
This commit is contained in:
@@ -48,8 +48,8 @@ public:
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int m_iButtonsPerController;
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int m_iButtonsPerController;
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int GetNumGameplayButtons() const;
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int GetNumGameplayButtons() const;
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char m_szButtonNames[MAX_GAME_BUTTONS][60]; // The name used by the button graphics system. e.g. "left", "right", "middle C", "snare"
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char m_szButtonNames[MAX_GAME_BUTTONS][60]; // The name used by the button graphics system. e.g. "left", "right", "middle C", "snare"
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GameButton m_DedicatedMenuButton[NUM_MENU_BUTTONS];
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GameButton m_DedicatedMenuButton[NUM_MenuButton];
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GameButton m_SecondaryMenuButton[NUM_MENU_BUTTONS];
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GameButton m_SecondaryMenuButton[NUM_MenuButton];
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DeviceButton m_iDefaultKeyboardKey[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]; // default keyboard keys only have an effect the current game is this game
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DeviceButton m_iDefaultKeyboardKey[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]; // default keyboard keys only have an effect the current game is this game
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GameButton ButtonNameToIndex( const CString &sButtonName ) const;
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GameButton ButtonNameToIndex( const CString &sButtonName ) const;
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@@ -3,6 +3,7 @@
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#include "RageLog.h"
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#include "RageLog.h"
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#include "RageUtil.h"
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#include "RageUtil.h"
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#include "Game.h"
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#include "Game.h"
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#include "ThemeManager.h"
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static const char *GameControllerNames[] = {
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static const char *GameControllerNames[] = {
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@@ -18,6 +19,11 @@ CString GameButtonToString( const Game* pGame, GameButton i )
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return pGame->m_szButtonNames[i];
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return pGame->m_szButtonNames[i];
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}
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}
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CString GameButtonToLocalizedString( const Game* pGame, GameButton i )
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{
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return THEME->GetString( "GameButton", GameButtonToString(pGame,i) );
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}
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GameButton StringToGameButton( const Game* pGame, const CString& s )
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GameButton StringToGameButton( const Game* pGame, const CString& s )
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{
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{
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for( int i=0; i<pGame->m_iButtonsPerController; i++ )
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for( int i=0; i<pGame->m_iButtonsPerController; i++ )
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@@ -17,7 +17,8 @@ enum GameController
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#define FOREACH_GameController( gc ) FOREACH_ENUM( GameController, MAX_GAME_CONTROLLERS, gc )
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#define FOREACH_GameController( gc ) FOREACH_ENUM( GameController, MAX_GAME_CONTROLLERS, gc )
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typedef int GameButton;
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typedef int GameButton;
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CString GameButtonToString( GameButton i );
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CString GameButtonToString( const Game* pGame, GameButton i );
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CString GameButtonToLocalizedString( const Game* pGame, GameButton i );
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GameButton StringToGameButton( const Game* pGame, const CString& s );
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GameButton StringToGameButton( const Game* pGame, const CString& s );
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const GameButton MAX_GAME_BUTTONS = 20;
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const GameButton MAX_GAME_BUTTONS = 20;
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@@ -2794,7 +2794,7 @@ const Style* GameManager::GameAndStringToStyle( const Game *game, CString sStyle
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}
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}
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CString GameManager::GetMenuButtonSecondaryFunction( const Game *pGame, GameButton gb ) const
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MenuButton GameManager::GetMenuButtonSecondaryFunction( const Game *pGame, GameButton gb ) const
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{
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{
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/*
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/*
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* Each GameButton can be used in gameplay (if any gameplay style maps to
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* Each GameButton can be used in gameplay (if any gameplay style maps to
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@@ -2821,28 +2821,16 @@ CString GameManager::GetMenuButtonSecondaryFunction( const Game *pGame, GameButt
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}
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}
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}
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}
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static const char *szSecondaryNames[] =
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{
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"MenuLeft",
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"MenuRight",
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"MenuUp",
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"MenuDown",
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"MenuStart",
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"MenuSelect",
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"MenuBack",
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"Coin",
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"Operator"
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};
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FOREACH_MenuButton(m)
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FOREACH_MenuButton(m)
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{
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{
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if( !bUsedInGameplay && pGame->m_DedicatedMenuButton[m] == gb )
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if( !bUsedInGameplay && pGame->m_DedicatedMenuButton[m] == gb )
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return CString();
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return MenuButton_INVALID;
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else if( bUsedInGameplay && pGame->m_SecondaryMenuButton[m] == gb )
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else if( bUsedInGameplay && pGame->m_SecondaryMenuButton[m] == gb )
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return szSecondaryNames[m];
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return m;
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}
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}
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return CString(); // only used in gameplay
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return MenuButton_INVALID; // only used in gameplay
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}
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}
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@@ -9,6 +9,7 @@ struct lua_State;
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#include "GameConstantsAndTypes.h"
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#include "GameConstantsAndTypes.h"
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#include "GameInput.h"
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#include "GameInput.h"
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#include "MenuInput.h"
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class GameManager
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class GameManager
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{
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{
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@@ -35,7 +36,7 @@ public:
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static const Game* StringToGameType( CString sGameType );
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static const Game* StringToGameType( CString sGameType );
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const Style* GameAndStringToStyle( const Game* pGame, CString sStyle );
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const Style* GameAndStringToStyle( const Game* pGame, CString sStyle );
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static CString StyleToLocalizedString( const Style* s );
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static CString StyleToLocalizedString( const Style* s );
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CString GetMenuButtonSecondaryFunction( const Game *pGame, GameButton gb ) const;
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MenuButton GetMenuButtonSecondaryFunction( const Game *pGame, GameButton gb ) const;
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// Lua
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// Lua
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void PushSelf( lua_State *L );
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void PushSelf( lua_State *L );
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@@ -108,7 +108,8 @@ LocalizedString.cpp LocalizedString.h \
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LuaFunctions.h \
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LuaFunctions.h \
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LuaReference.cpp LuaReference.h \
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LuaReference.cpp LuaReference.h \
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LuaExpressionTransform.cpp LuaExpressionTransform.h \
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LuaExpressionTransform.cpp LuaExpressionTransform.h \
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LyricsLoader.cpp LyricsLoader.h MenuInput.h \
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LyricsLoader.cpp LyricsLoader.h
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MenuInput.cpp MenuInput.h \
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NoteData.cpp NoteData.h NoteDataUtil.cpp NoteDataUtil.h NoteDataWithScoring.cpp NoteDataWithScoring.h \
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NoteData.cpp NoteData.h NoteDataUtil.cpp NoteDataUtil.h NoteDataWithScoring.cpp NoteDataWithScoring.h \
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NoteFieldPositioning.cpp NoteFieldPositioning.h NoteTypes.cpp NoteTypes.h NotesLoader.cpp NotesLoader.h \
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NoteFieldPositioning.cpp NoteFieldPositioning.h NoteTypes.cpp NoteTypes.h NotesLoader.cpp NotesLoader.h \
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NotesLoaderBMS.cpp NotesLoaderBMS.h NotesLoaderDWI.cpp NotesLoaderDWI.h NotesLoaderKSF.cpp NotesLoaderKSF.h \
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NotesLoaderBMS.cpp NotesLoaderBMS.h NotesLoaderDWI.cpp NotesLoaderDWI.h NotesLoaderKSF.cpp NotesLoaderKSF.h \
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@@ -0,0 +1,46 @@
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#include "global.h"
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#include "MenuInput.h"
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#include "EnumHelper.h"
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#include "RageUtil.h"
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#include "LocalizedString.h"
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static const char *MenuButtonNames[] =
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{
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"MenuLeft",
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"MenuRight",
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"MenuUp",
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"MenuDown",
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"MenuStart",
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"MenuSelect",
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"MenuBack",
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"Coin",
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"Operator"
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};
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XToString( MenuButton, NUM_MenuButton );
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XToLocalizedString( MenuButton );
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/*
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* (c) 2006 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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@@ -16,10 +16,13 @@ enum MenuButton
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MENU_BUTTON_BACK,
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MENU_BUTTON_BACK,
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MENU_BUTTON_COIN,
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MENU_BUTTON_COIN,
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MENU_BUTTON_OPERATOR,
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MENU_BUTTON_OPERATOR,
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NUM_MENU_BUTTONS, // leave this at the end
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NUM_MenuButton, // leave this at the end
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MENU_BUTTON_INVALID
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MenuButton_INVALID
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};
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};
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#define FOREACH_MenuButton( m ) FOREACH_ENUM( MenuButton, NUM_MENU_BUTTONS, m )
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#define FOREACH_MenuButton( m ) FOREACH_ENUM( MenuButton, NUM_MenuButton, m )
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const CString &MenuButtonToString( MenuButton mb );
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const CString &MenuButtonToLocalizedString( MenuButton mb );
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struct MenuInput
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struct MenuInput
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{
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{
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@@ -33,7 +36,7 @@ struct MenuInput
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bool operator!=( const MenuInput &other ) { return !operator==(other); };
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bool operator!=( const MenuInput &other ) { return !operator==(other); };
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inline bool IsValid() const { return player != PLAYER_INVALID; };
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inline bool IsValid() const { return player != PLAYER_INVALID; };
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inline void MakeInvalid() { player = PLAYER_INVALID; button = MENU_BUTTON_INVALID; };
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inline void MakeInvalid() { player = PLAYER_INVALID; button = MenuButton_INVALID; };
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};
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};
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#endif
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#endif
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@@ -12,11 +12,11 @@
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#include "ScreenDimensions.h"
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#include "ScreenDimensions.h"
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#include "Command.h"
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#include "Command.h"
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#include "InputEventPlus.h"
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#include "InputEventPlus.h"
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#include "LocalizedString.h"
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#define BUTTONS_TO_MAP THEME->GetMetric ( m_sName, "ButtonsToMap" )
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#define BUTTONS_TO_MAP THEME->GetMetric ( m_sName, "ButtonsToMap" )
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#define INVALID_BUTTON THEME->GetMetric ( m_sName, "InvalidButton" )
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static LocalizedString INVALID_BUTTON ( "ScreenMapControllers", "InvalidButton" );
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#define MAPPED_TO_COMMAND(gc,slot) THEME->GetMetricA( m_sName, ssprintf("MappedToP%iS%iCommand", gc+1, slot+1) )
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#define MAPPED_TO_COMMAND(gc,slot) THEME->GetMetricA( m_sName, ssprintf("MappedToP%iS%iCommand", gc+1, slot+1) )
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#define BUTTON_NAME(s) THEME->GetString ( m_sName, s )
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static const float g_fSecondsToWaitForInput = 0.05f;
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static const float g_fSecondsToWaitForInput = 0.05f;
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@@ -67,8 +67,7 @@ void ScreenMapControllers::Init()
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BitmapText *pName = new BitmapText;
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BitmapText *pName = new BitmapText;
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pName->SetName( "Title" );
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pName->SetName( "Title" );
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pName->LoadFromFont( THEME->GetPathF("Common","title") );
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pName->LoadFromFont( THEME->GetPathF("Common","title") );
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CString sText = GAMESTATE->GetCurrentGame()->m_szButtonNames[pKey->m_GameButton];
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CString sText = GameButtonToLocalizedString( GAMESTATE->GetCurrentGame(), pKey->m_GameButton );
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sText = BUTTON_NAME(sText.c_str());
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pName->SetText( sText );
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pName->SetText( sText );
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ActorUtil::LoadAllCommands( *pName, m_sName );
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ActorUtil::LoadAllCommands( *pName, m_sName );
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m_Line[b].AddChild( pName );
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m_Line[b].AddChild( pName );
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@@ -76,8 +75,9 @@ void ScreenMapControllers::Init()
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BitmapText *pSecondary = new BitmapText;
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BitmapText *pSecondary = new BitmapText;
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pSecondary->SetName( "Secondary" );
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pSecondary->SetName( "Secondary" );
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pSecondary->LoadFromFont( THEME->GetPathF("Common","title") );
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pSecondary->LoadFromFont( THEME->GetPathF("Common","title") );
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sText = GAMEMAN->GetMenuButtonSecondaryFunction( GAMESTATE->GetCurrentGame(), pKey->m_GameButton );
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MenuButton mb = GAMEMAN->GetMenuButtonSecondaryFunction( GAMESTATE->GetCurrentGame(), pKey->m_GameButton );
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sText = BUTTON_NAME(sText.c_str());
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if( mb != MenuButton_INVALID )
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sText = MenuButtonToLocalizedString( mb );
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ActorUtil::LoadAllCommands( *pSecondary, m_sName );
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ActorUtil::LoadAllCommands( *pSecondary, m_sName );
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pSecondary->SetText( sText );
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pSecondary->SetText( sText );
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m_Line[b].AddChild( pSecondary );
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m_Line[b].AddChild( pSecondary );
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@@ -11,6 +11,7 @@
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#include "PrefsManager.h"
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#include "PrefsManager.h"
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#include "RageInput.h"
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#include "RageInput.h"
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#include "InputEventPlus.h"
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#include "InputEventPlus.h"
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#include "LocalizedString.h"
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REGISTER_SCREEN_CLASS( ScreenTestInput );
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REGISTER_SCREEN_CLASS( ScreenTestInput );
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@@ -47,7 +48,9 @@ ScreenTestInput::~ScreenTestInput()
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LOG->Trace( "ScreenTestInput::~ScreenTestInput()" );
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LOG->Trace( "ScreenTestInput::~ScreenTestInput()" );
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}
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}
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static LocalizedString CONTROLLER ( "ScreenTestInput", "Controller" );
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static LocalizedString SECONDARY ( "ScreenTestInput", "secondary" );
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static LocalizedString NOT_MAPPED ( "ScreenTestInput", "not mapped" );
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void ScreenTestInput::Update( float fDeltaTime )
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void ScreenTestInput::Update( float fDeltaTime )
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{
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{
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Screen::Update( fDeltaTime );
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Screen::Update( fDeltaTime );
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@@ -88,19 +91,19 @@ void ScreenTestInput::Update( float fDeltaTime )
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GameInput gi;
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GameInput gi;
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if( INPUTMAPPER->DeviceToGame(*di,gi) )
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if( INPUTMAPPER->DeviceToGame(*di,gi) )
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{
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{
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CString sName = GAMESTATE->GetCurrentGame()->m_szButtonNames[gi.button];
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CString sName = GameButtonToLocalizedString( GAMESTATE->GetCurrentGame(), gi.button );
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sTemp += ssprintf(" - Controller %d %s", gi.controller+1, sName.c_str() );
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sTemp += ssprintf(" - "+CONTROLLER.GetValue()+" %d %s", gi.controller+1, sName.c_str() );
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if( !PREFSMAN->m_bOnlyDedicatedMenuButtons )
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if( !PREFSMAN->m_bOnlyDedicatedMenuButtons )
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{
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{
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CString sSecondary = GAMEMAN->GetMenuButtonSecondaryFunction( GAMESTATE->GetCurrentGame(), gi.button );
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MenuButton mb = GAMEMAN->GetMenuButtonSecondaryFunction( GAMESTATE->GetCurrentGame(), gi.button );
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if( !sSecondary.empty() )
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if( mb != MenuButton_INVALID )
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sTemp += ssprintf(" - (%s secondary)", sSecondary.c_str() );
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sTemp += ssprintf( " - (%s %s)", MenuButtonToLocalizedString(mb).c_str(), SECONDARY.GetValue().c_str() );
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}
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}
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}
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}
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else
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else
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{
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{
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sTemp += " - not mapped";
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sTemp += " - "+NOT_MAPPED.GetValue();
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}
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}
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CString sComment = INPUTFILTER->GetButtonComment( *di );
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CString sComment = INPUTFILTER->GetButtonComment( *di );
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@@ -80,7 +80,7 @@ void ScreenTestLights::Update( float fDeltaTime )
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}
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}
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else
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else
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{
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{
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CString sGameButton = GAMESTATE->GetCurrentGame()->m_szButtonNames[gb];
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CString sGameButton = GameButtonToLocalizedString( GAMESTATE->GetCurrentGame(), gb );
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s += ssprintf( "controller light: P%d %d %s\n", gc+1, gb, sGameButton.c_str() );
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s += ssprintf( "controller light: P%d %d %s\n", gc+1, gb, sGameButton.c_str() );
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}
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}
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Block a user