Split transliterations into title, subtitle and artist
Add naming submenu for the edit screen wherein title, subtitle, artist and their transliterations can be changed Remove the top-level keys for same actions Make edit screen submenus shortcut-key friendly
This commit is contained in:
+196
-58
@@ -22,6 +22,7 @@
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#include "GameState.h"
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#include "InputFilter.h"
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#include <utility>
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//
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// Defines specific to GameScreenTitleMenu
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@@ -49,9 +50,13 @@ const float EDIT_GRAY_Y = GRAY_ARROW_Y;
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const float PLAYER_X = EDIT_X;
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const float PLAYER_Y = SCREEN_TOP;
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const float MENU_ITEM_X = CENTER_X-200;
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const float MENU_ITEM_START_Y = SCREEN_TOP + 24;
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const float MENU_ITEM_SPACING_Y = 18;
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const float ACTION_MENU_ITEM_X = CENTER_X-200;
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const float ACTION_MENU_ITEM_START_Y = SCREEN_TOP + 24;
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const float ACTION_MENU_ITEM_SPACING_Y = 18;
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const float NAMING_MENU_ITEM_X = CENTER_X-200;
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const float NAMING_MENU_ITEM_START_Y = SCREEN_TOP + 24;
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const float NAMING_MENU_ITEM_SPACING_Y = 18;
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const CString HELP_TEXT =
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"Esc: show command menu\n"
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@@ -92,7 +97,7 @@ const CString SHORTCUT_TEXT = "";
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"M: Play sample music\n";
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*/
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const CString MENU_ITEM_TEXT[NUM_MENU_ITEMS] = {
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const CString ACTION_MENU_ITEM_TEXT[NUM_ACTION_MENU_ITEMS] = {
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"Enter: Set begin marker (Enter)",
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"Space: Set end marker (Space)",
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"P: Play selection",
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@@ -103,9 +108,7 @@ const CString MENU_ITEM_TEXT[NUM_MENU_ITEMS] = {
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"V: Paste clipboard at current beat",
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"D: Toggle difficulty",
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"E: Edit description",
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"A: Edit main title",
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"U: Edit subtitle",
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"Y: Edit transliteration",
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"N: Edit Title/Subtitle/Artist & Transliterations",
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"I: Toggle assist tick",
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"B: Add/Edit background change at current beat",
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"Ins: Insert blank beat and shift down",
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@@ -119,7 +122,7 @@ const CString MENU_ITEM_TEXT[NUM_MENU_ITEMS] = {
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"S: Save changes as SM and DWI",
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"Q: Quit"
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};
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int MENU_ITEM_KEY[NUM_MENU_ITEMS] = {
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const int ACTION_MENU_ITEM_KEY[NUM_ACTION_MENU_ITEMS] = {
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DIK_RETURN,
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DIK_SPACE,
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DIK_P,
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@@ -130,9 +133,7 @@ int MENU_ITEM_KEY[NUM_MENU_ITEMS] = {
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DIK_V,
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DIK_D,
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DIK_E,
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DIK_A,
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DIK_U,
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DIK_GRAVE,
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DIK_N,
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DIK_I,
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DIK_B,
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DIK_INSERT,
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@@ -147,6 +148,24 @@ int MENU_ITEM_KEY[NUM_MENU_ITEMS] = {
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DIK_Q,
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};
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const CString NAMING_MENU_ITEM_TEXT[NUM_NAMING_MENU_ITEMS] = {
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" M: Edit main title",
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" S: Edit sub title",
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" A: Edit artist",
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"Shift-M: Edit main title transliteration",
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"Shift-S: Edit sub title transliteration",
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"Shift-A: Edit artist transliteration"
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};
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// Pairs of keystroke + ifCapital
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const std::pair<int, bool> NAMING_MENU_ITEM_KEY[NUM_NAMING_MENU_ITEMS] = {
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std::make_pair(DIK_M, false),
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std::make_pair(DIK_S, false),
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std::make_pair(DIK_A, false),
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std::make_pair(DIK_M, true),
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std::make_pair(DIK_S, true),
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std::make_pair(DIK_A, true),
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};
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const ScreenMessage SM_GoToPrevScreen = ScreenMessage(SM_User+1);
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const ScreenMessage SM_GoToNextScreen = ScreenMessage(SM_User+2);
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@@ -269,14 +288,23 @@ ScreenEdit::ScreenEdit()
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m_soundAssistTick.Load( THEME->GetPathTo("Sounds","gameplay assist tick") );
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for( int i=0; i<NUM_MENU_ITEMS; i++ )
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for( int i=0; i<NUM_ACTION_MENU_ITEMS; i++ )
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{
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m_textMenu[i].LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_textMenu[i].SetXY( MENU_ITEM_X, MENU_ITEM_START_Y + MENU_ITEM_SPACING_Y*i );
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m_textMenu[i].SetHorizAlign( Actor::align_left );
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m_textMenu[i].SetZoom( 0.5f );
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m_textMenu[i].SetShadowLength( 2 );
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m_textMenu[i].SetText( MENU_ITEM_TEXT[i] );
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m_textActionMenu[i].LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_textActionMenu[i].SetXY( ACTION_MENU_ITEM_X, ACTION_MENU_ITEM_START_Y + ACTION_MENU_ITEM_SPACING_Y*i );
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m_textActionMenu[i].SetHorizAlign( Actor::align_left );
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m_textActionMenu[i].SetZoom( 0.5f );
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m_textActionMenu[i].SetShadowLength( 2 );
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m_textActionMenu[i].SetText( ACTION_MENU_ITEM_TEXT[i] );
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}
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for( int j=0; j<NUM_NAMING_MENU_ITEMS; j++ )
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{
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m_textNamingMenu[j].LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_textNamingMenu[j].SetXY( NAMING_MENU_ITEM_X, NAMING_MENU_ITEM_START_Y + NAMING_MENU_ITEM_SPACING_Y*j );
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m_textNamingMenu[j].SetHorizAlign( Actor::align_left );
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m_textNamingMenu[j].SetZoom( 0.5f );
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m_textNamingMenu[j].SetShadowLength( 2 );
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m_textNamingMenu[j].SetText( NAMING_MENU_ITEM_TEXT[j] );
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}
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m_iMenuSelection = 0;
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@@ -377,10 +405,16 @@ void ScreenEdit::Update( float fDeltaTime )
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m_fTrailingBeat += fDelta * fDeltaTime*5;
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}
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if( m_EditMode == MODE_MENU )
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if( m_EditMode == MODE_ACTION_MENU )
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{
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for( int i=0; i<NUM_MENU_ITEMS; i++ )
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m_textMenu[i].Update( fDeltaTime );
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for( int i=0; i<NUM_ACTION_MENU_ITEMS; i++ )
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m_textActionMenu[i].Update( fDeltaTime );
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}
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if( m_EditMode == MODE_NAMING_MENU )
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{
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for( int i=0; i<NUM_NAMING_MENU_ITEMS; i++ )
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m_textNamingMenu[i].Update( fDeltaTime );
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}
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m_NoteFieldEdit.Update( fDeltaTime );
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@@ -445,7 +479,6 @@ void ScreenEdit::Update( float fDeltaTime )
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"Description = %s\n"
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"Main title = %s\n"
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"Sub title = %s\n"
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"Transliteration = %s\n"
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"Num notes tap: %d, hold: %d\n"
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"Assist tick is %s\n"
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"MusicOffsetSeconds: %.2f\n"
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@@ -458,7 +491,6 @@ void ScreenEdit::Update( float fDeltaTime )
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GAMESTATE->m_pCurNotes[PLAYER_1] ? GAMESTATE->m_pCurNotes[PLAYER_1]->m_sDescription : "no description",
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m_pSong->m_sMainTitle,
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m_pSong->m_sSubTitle,
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m_pSong->m_sTransliteration,
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iNumTapNotes, iNumHoldNotes,
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GAMESTATE->m_SongOptions.m_AssistType==SongOptions::ASSIST_TICK ? "ON" : "OFF",
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m_pSong->m_fBeat0OffsetInSeconds,
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@@ -517,10 +549,16 @@ void ScreenEdit::DrawPrimitives()
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*/
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}
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if( m_EditMode == MODE_MENU )
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if( m_EditMode == MODE_ACTION_MENU )
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{
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for( int i=0; i<NUM_MENU_ITEMS; i++ )
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m_textMenu[i].Draw();
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for( int i=0; i<NUM_ACTION_MENU_ITEMS; i++ )
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m_textActionMenu[i].Draw();
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}
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if( m_EditMode == MODE_NAMING_MENU )
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{
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for( int i=0; i<NUM_NAMING_MENU_ITEMS; i++ )
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m_textNamingMenu[i].Draw();
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}
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Screen::DrawPrimitives();
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@@ -533,7 +571,8 @@ void ScreenEdit::Input( const DeviceInput& DeviceI, const InputEventType type, c
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switch( m_EditMode )
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{
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case MODE_EDITING: InputEdit( DeviceI, type, GameI, MenuI, StyleI ); break;
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case MODE_MENU: InputMenu( DeviceI, type, GameI, MenuI, StyleI ); break;
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case MODE_ACTION_MENU: InputActionMenu( DeviceI, type, GameI, MenuI, StyleI ); break;
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case MODE_NAMING_MENU: InputNamingMenu( DeviceI, type, GameI, MenuI, StyleI ); break;
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case MODE_RECORDING: InputRecord( DeviceI, type, GameI, MenuI, StyleI ); break;
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case MODE_PLAYING: InputPlay( DeviceI, type, GameI, MenuI, StyleI ); break;
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default: ASSERT(0);
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@@ -578,10 +617,28 @@ void ChangeSubTitle( CString sNew )
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pSong->m_sSubTitle = sNew;
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}
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void ChangeTransliteration( CString sNew )
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void ChangeArtist( CString sNew )
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{
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Song* pSong = GAMESTATE->m_pCurSong;
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pSong->m_sTransliteration = sNew;
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pSong->m_sArtist = sNew;
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}
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void ChangeMainTitleTranslit( CString sNew )
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{
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Song* pSong = GAMESTATE->m_pCurSong;
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pSong->m_sMainTitleTranslit = sNew;
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}
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void ChangeSubTitleTranslit( CString sNew )
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{
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Song* pSong = GAMESTATE->m_pCurSong;
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pSong->m_sSubTitleTranslit = sNew;
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}
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void ChangeArtistTranslit( CString sNew )
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{
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Song* pSong = GAMESTATE->m_pCurSong;
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pSong->m_sArtistTranslit = sNew;
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}
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// End helper functions for InputEdit
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@@ -825,9 +882,19 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
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break;
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case DIK_ESCAPE:
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{
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m_EditMode = MODE_MENU;
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m_EditMode = MODE_ACTION_MENU;
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m_iMenuSelection = 0;
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MenuItemGainFocus( m_iMenuSelection );
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MenuItemGainFocus( &m_textActionMenu[m_iMenuSelection] );
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m_rectRecordBack.BeginTweening( 0.5f );
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m_rectRecordBack.SetTweenDiffuse( D3DXCOLOR(0,0,0,0.8f) );
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}
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break;
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case DIK_N:
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{
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m_EditMode = MODE_NAMING_MENU;
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m_iMenuSelection = 0;
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MenuItemGainFocus( &m_textNamingMenu[m_iMenuSelection] );
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m_rectRecordBack.BeginTweening( 0.5f );
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m_rectRecordBack.SetTweenDiffuse( D3DXCOLOR(0,0,0,0.8f) );
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@@ -962,18 +1029,6 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
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SCREENMAN->TextEntry( SM_None, "Edit notes description.\nPress Enter to confirm,\nEscape to cancel.", m_pNotes->m_sDescription, ChangeDescription, NULL );
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break;
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case DIK_A:
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SCREENMAN->TextEntry( SM_None, "Edit song main title.\nPress Enter to confirm,\nEscape to cancel.", m_pSong->m_sMainTitle, ChangeMainTitle, NULL );
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break;
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case DIK_U:
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SCREENMAN->TextEntry( SM_None, "Edit song sub title.\nPress Enter to confirm,\nEscape to cancel.", m_pSong->m_sSubTitle, ChangeSubTitle, NULL );
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break;
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case DIK_Y:
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SCREENMAN->TextEntry( SM_None, "Edit song transliteration.\nPress Enter to confirm,\nEscape to cancel.", m_pSong->m_sTransliteration, ChangeTransliteration, NULL);
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break;
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case DIK_B:
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{
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CString sOldBackground;
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@@ -1175,7 +1230,7 @@ void ScreenEdit::InputRecord( const DeviceInput& DeviceI, const InputEventType t
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}
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}
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void ScreenEdit::InputMenu( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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void ScreenEdit::InputActionMenu( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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if( DeviceI.device != DEVICE_KEYBOARD )
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return;
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@@ -1184,30 +1239,113 @@ void ScreenEdit::InputMenu( const DeviceInput& DeviceI, const InputEventType typ
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switch( DeviceI.button )
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{
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case DIK_UP:
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MenuItemLoseFocus( m_iMenuSelection );
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m_iMenuSelection = (m_iMenuSelection-1+NUM_MENU_ITEMS) % NUM_MENU_ITEMS;
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MenuItemLoseFocus( &m_textActionMenu[m_iMenuSelection] );
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m_iMenuSelection = (m_iMenuSelection-1+NUM_ACTION_MENU_ITEMS) % NUM_ACTION_MENU_ITEMS;
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printf( "%d\n", m_iMenuSelection );
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MenuItemGainFocus( m_iMenuSelection );
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MenuItemGainFocus( &m_textActionMenu[m_iMenuSelection] );
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break;
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case DIK_DOWN:
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MenuItemLoseFocus( m_iMenuSelection );
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m_iMenuSelection = (m_iMenuSelection+1) % NUM_MENU_ITEMS;
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MenuItemLoseFocus( &m_textActionMenu[m_iMenuSelection] );
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m_iMenuSelection = (m_iMenuSelection+1) % NUM_ACTION_MENU_ITEMS;
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printf( "%d\n", m_iMenuSelection );
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MenuItemGainFocus( m_iMenuSelection );
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MenuItemGainFocus( &m_textActionMenu[m_iMenuSelection] );
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break;
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case DIK_RETURN:
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case DIK_ESCAPE:
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m_EditMode = MODE_EDITING;
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m_rectRecordBack.BeginTweening( 0.5f );
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m_rectRecordBack.SetTweenDiffuse( D3DXCOLOR(0,0,0,0) );
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MenuItemLoseFocus( m_iMenuSelection );
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MenuItemLoseFocus( &m_textActionMenu[m_iMenuSelection] );
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if( DeviceI.button == DIK_RETURN )
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{
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SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","menu start") );
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int iMenuKey = MENU_ITEM_KEY[m_iMenuSelection];
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int iMenuKey = ACTION_MENU_ITEM_KEY[m_iMenuSelection];
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InputEdit( DeviceInput(DEVICE_KEYBOARD,iMenuKey), IET_FIRST_PRESS, GameInput(), MenuInput(), StyleInput() );
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}
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break;
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default:
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// On recognized keys, behave as on the top level
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for(int i=0; i<NUM_ACTION_MENU_ITEMS; i++) {
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if( DeviceI.button == ACTION_MENU_ITEM_KEY[i] ) {
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m_EditMode = MODE_EDITING;
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m_rectRecordBack.BeginTweening( 0.5f );
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m_rectRecordBack.SetTweenDiffuse( D3DXCOLOR(0,0,0,0) );
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MenuItemLoseFocus( &m_textActionMenu[m_iMenuSelection] );
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SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","menu start") );
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InputEdit( DeviceI, IET_FIRST_PRESS, GameInput(), MenuInput(), StyleInput() );
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}
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}
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break;
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}
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}
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void ScreenEdit::InputNamingMenu( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI, bool forceShiftPressed )
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{
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if( DeviceI.device != DEVICE_KEYBOARD )
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return;
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if(type == IET_RELEASE) return; // don't care
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bool translit = forceShiftPressed ||
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, DIK_LSHIFT)) ||
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, DIK_RSHIFT));
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switch( DeviceI.button ) {
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case DIK_M:
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case DIK_S:
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case DIK_A:
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case DIK_ESCAPE:
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case DIK_RETURN:
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m_EditMode = MODE_EDITING;
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m_rectRecordBack.BeginTweening( 0.5f );
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m_rectRecordBack.SetTweenDiffuse( D3DXCOLOR(0,0,0,0) );
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MenuItemLoseFocus( &m_textNamingMenu[m_iMenuSelection] );
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break;
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}
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switch( DeviceI.button )
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{
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case DIK_M:
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if(translit) {
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SCREENMAN->TextEntry( SM_None, "Edit song main title transliteration.\nPress Enter to confirm,\nEscape to cancel.", m_pSong->m_sMainTitleTranslit, ChangeMainTitleTranslit, NULL);
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} else {
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SCREENMAN->TextEntry( SM_None, "Edit song main title.\nPress Enter to confirm,\nEscape to cancel.", m_pSong->m_sMainTitle, ChangeMainTitle, NULL );
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}
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break;
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case DIK_S:
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if(translit) {
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SCREENMAN->TextEntry( SM_None, "Edit song sub title transliteration.\nPress Enter to confirm,\nEscape to cancel.", m_pSong->m_sSubTitleTranslit, ChangeSubTitleTranslit, NULL);
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} else {
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SCREENMAN->TextEntry( SM_None, "Edit song sub title.\nPress Enter to confirm,\nEscape to cancel.", m_pSong->m_sSubTitle, ChangeSubTitle, NULL );
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}
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break;
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case DIK_A:
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if(translit) {
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SCREENMAN->TextEntry( SM_None, "Edit song artist transliteration.\nPress Enter to confirm,\nEscape to cancel.", m_pSong->m_sArtistTranslit, ChangeArtistTranslit, NULL);
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} else {
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SCREENMAN->TextEntry( SM_None, "Edit song artist.\nPress Enter to confirm,\nEscape to cancel.", m_pSong->m_sArtist, ChangeArtist, NULL );
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}
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break;
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case DIK_UP:
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MenuItemLoseFocus( &m_textNamingMenu[m_iMenuSelection] );
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m_iMenuSelection = (m_iMenuSelection-1+NUM_NAMING_MENU_ITEMS) % NUM_NAMING_MENU_ITEMS;
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printf( "%d\n", m_iMenuSelection );
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MenuItemGainFocus( &m_textNamingMenu[m_iMenuSelection] );
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break;
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case DIK_DOWN:
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MenuItemLoseFocus( &m_textNamingMenu[m_iMenuSelection] );
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m_iMenuSelection = (m_iMenuSelection+1) % NUM_NAMING_MENU_ITEMS;
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printf( "%d\n", m_iMenuSelection );
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MenuItemGainFocus( &m_textNamingMenu[m_iMenuSelection] );
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break;
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case DIK_RETURN:
|
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SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","menu start") );
|
||||
const std::pair<int, bool>& pairMenuKey = NAMING_MENU_ITEM_KEY[m_iMenuSelection];
|
||||
InputNamingMenu( DeviceInput(DEVICE_KEYBOARD,pairMenuKey.first), IET_FIRST_PRESS, GameInput(), MenuInput(), StyleInput(), pairMenuKey.second );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1303,15 +1441,15 @@ void ScreenEdit::OnSnapModeChange()
|
||||
GAMESTATE->m_fSongBeat -= NoteRowToBeat( iStepIndexHangover );
|
||||
}
|
||||
|
||||
void ScreenEdit::MenuItemGainFocus( int iItemIndex )
|
||||
void ScreenEdit::MenuItemGainFocus( BitmapText* menuitem )
|
||||
{
|
||||
m_textMenu[iItemIndex].SetEffectCamelion( 2.5, D3DXCOLOR(1,1,1,1), D3DXCOLOR(0,1,0,1) );
|
||||
m_textMenu[iItemIndex].SetZoom( 0.7f );
|
||||
menuitem->SetEffectCamelion( 2.5, D3DXCOLOR(1,1,1,1), D3DXCOLOR(0,1,0,1) );
|
||||
menuitem->SetZoom( 0.7f );
|
||||
SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","edit menu change") );
|
||||
}
|
||||
|
||||
void ScreenEdit::MenuItemLoseFocus( int iItemIndex )
|
||||
void ScreenEdit::MenuItemLoseFocus( BitmapText* menuitem )
|
||||
{
|
||||
m_textMenu[iItemIndex].SetEffectNone();
|
||||
m_textMenu[iItemIndex].SetZoom( 0.5f );
|
||||
menuitem->SetEffectNone();
|
||||
menuitem->SetZoom( 0.5f );
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user