Add a virtual keyboard to ScreenTextEntry
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@@ -194,50 +194,39 @@ void ScreenEditMenu::MenuStart( PlayerNumber pn )
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break;
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case EDIT_MENU_ACTION_COPY:
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case EDIT_MENU_ACTION_AUTOGEN:
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ASSERT( !pSteps );
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ASSERT( pSourceSteps );
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{
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// Yuck. Doing the memory allocation doesn't seem right since
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// Song allocates all of the other Steps.
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pSteps = new Steps;
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switch( action )
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{
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case EDIT_MENU_ACTION_COPY:
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pSteps->CopyFrom( pSourceSteps, st );
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break;
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case EDIT_MENU_ACTION_AUTOGEN:
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pSteps->AutogenFrom( pSourceSteps, st );
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pSteps->DeAutogen();
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break;
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default:
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ASSERT(0);
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}
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pSteps->SetDifficulty( dc ); // override difficulty with the user's choice
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CString sEditName = GetCopyDescription(pSourceSteps);
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pSong->MakeUniqueEditDescription( st, sEditName );
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pSteps->SetDescription( sEditName );
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pSong->AddSteps( pSteps );
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SCREENMAN->PlayStartSound();
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GAMESTATE->m_pCurSong.Set( pSong );
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GAMESTATE->m_pCurSteps[0].Set( pSteps );
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}
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break;
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case EDIT_MENU_ACTION_BLANK:
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ASSERT( !pSteps );
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{
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// Yuck. Doing the memory allocation doesn't seem right since
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// Song allocates all of the other Steps.
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pSteps = new Steps;
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pSteps->CreateBlank( st );
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pSteps->SetDifficulty( dc );
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pSteps->SetMeter( 1 );
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CString sEditName = "Blank";
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CString sEditName;
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switch( action )
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{
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case EDIT_MENU_ACTION_COPY:
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ASSERT( pSourceSteps );
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pSteps->CopyFrom( pSourceSteps, st );
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sEditName = GetCopyDescription(pSourceSteps);
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break;
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case EDIT_MENU_ACTION_AUTOGEN:
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ASSERT( pSourceSteps );
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pSteps->AutogenFrom( pSourceSteps, st );
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pSteps->DeAutogen();
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sEditName = GetCopyDescription(pSourceSteps);
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break;
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case EDIT_MENU_ACTION_BLANK:
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pSteps->CreateBlank( st );
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pSteps->SetMeter( 1 );
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sEditName = "Blank";
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break;
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default:
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ASSERT(0);
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}
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pSteps->SetDifficulty( dc ); // override difficulty with the user's choice
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pSong->MakeUniqueEditDescription( st, sEditName );
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pSteps->SetDescription( sEditName );
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pSong->AddSteps( pSteps );
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SCREENMAN->PlayStartSound();
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GAMESTATE->m_pCurSong.Set( pSong );
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@@ -262,7 +251,8 @@ void ScreenEditMenu::MenuStart( PlayerNumber pn )
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ASSERT( pSteps );
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SOUND->StopMusic();
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SCREENMAN->PlayStartSound();
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StartTransitioning( SM_GoToNextScreen );
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//StartTransitioning( SM_GoToNextScreen );
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SCREENMAN->TextEntry( SM_None, "Testing", "");
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break;
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case EDIT_MENU_ACTION_DELETE:
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break;
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