more fixes to Oni and courses
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@@ -105,7 +105,7 @@ void ScreenManager::Draw()
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void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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LOG->WriteLine( "ScreenManager::Input( %d-%d, %d-%d, %d-%d, %d-%d )",
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DeviceI.device, DeviceI.button, GameI.number, GameI.button, MenuI.player, MenuI.button, StyleI.player, StyleI.col );
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DeviceI.device, DeviceI.button, GameI.controller, GameI.button, MenuI.player, MenuI.button, StyleI.player, StyleI.col );
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// pass input only to topmost state
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if( m_ScreenStack.GetSize() > 0 )
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@@ -124,13 +124,13 @@ void ScreenManager::SetNewScreen( Screen *pNewScreen )
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void ScreenManager::AddScreenToTop( Screen *pNewScreen )
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{
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// our responsibility to tell the old state that it's losing focus
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m_ScreenStack[m_ScreenStack.GetSize()-1]->HandleScreenMessage( SM_LosingInputFocus );
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// m_ScreenStack[m_ScreenStack.GetSize()-1]->HandleScreenMessage( SM_LosingInputFocus );
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// add the new state onto the back of the array
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m_ScreenStack.Add( pNewScreen );
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}
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void ScreenManager::PopTopScreen()
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void ScreenManager::PopTopScreen( ScreenMessage SM )
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{
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Screen* pScreenToPop = m_ScreenStack[m_ScreenStack.GetSize()-1]; // top menu
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//pScreenToPop->HandleScreenMessage( SM_LosingInputFocus );
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@@ -138,7 +138,7 @@ void ScreenManager::PopTopScreen()
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m_ScreensToDelete.Add( pScreenToPop );
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Screen* pNewTopScreen = m_ScreenStack[m_ScreenStack.GetSize()-1];
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pNewTopScreen->HandleScreenMessage( SM_RegainingInputFocus );
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pNewTopScreen->HandleScreenMessage( SM );
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}
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void ScreenManager::SendMessageToTopScreen( ScreenMessage SM, float fDelay )
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