add difficulty change with MenuLeft/Right
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@@ -442,7 +442,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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return;
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return;
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case MENU_BUTTON_START:
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case MENU_BUTTON_START:
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if( MODE_MENU_AVAILABLE )
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if( MODE_MENU_AVAILABLE )
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m_MusicWheel.ChangeSort( SORT_MODE_MENU );
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m_MusicWheel.NextSort();
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else
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else
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m_soundLocked.Play();
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m_soundLocked.Play();
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return;
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return;
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@@ -517,6 +517,26 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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}
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}
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}
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}
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if( m_SelectionState == SelectionState_SelectingSteps &&
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input.type == IET_FIRST_PRESS &&
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(input.MenuI == m_GameButtonNextSong || input.MenuI == m_GameButtonPreviousSong) )
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{
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if( input.MenuI == m_GameButtonPreviousSong )
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{
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if( GAMESTATE->IsAnExtraStage() )
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m_soundLocked.Play();
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else
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ChangeDifficulty( input.pn, -1 );
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}
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else if( input.MenuI == m_GameButtonNextSong )
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{
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if( GAMESTATE->IsAnExtraStage() )
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m_soundLocked.Play();
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else
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ChangeDifficulty( input.pn, +1 );
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}
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}
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if( input.type == IET_FIRST_PRESS && DetectCodes(input) )
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if( input.type == IET_FIRST_PRESS && DetectCodes(input) )
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return;
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return;
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@@ -571,7 +591,7 @@ void ScreenSelectMusic::UpdateSelectButton()
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FOREACH_HumanPlayer( p )
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FOREACH_HumanPlayer( p )
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{
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{
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bool bSelectIsDown = INPUTMAPPER->IsBeingPressed( MENU_BUTTON_SELECT, p );
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bool bSelectIsDown = INPUTMAPPER->IsBeingPressed( MENU_BUTTON_SELECT, p );
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if( !SELECT_MENU_AVAILABLE )
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if( !SELECT_MENU_AVAILABLE || !CanChangeSong() )
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bSelectIsDown = false;
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bSelectIsDown = false;
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if( m_bSelectIsDown[p] != bSelectIsDown )
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if( m_bSelectIsDown[p] != bSelectIsDown )
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@@ -77,8 +77,8 @@ protected:
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SelectionState_SelectingSteps,
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SelectionState_SelectingSteps,
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SelectionState_Finalized
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SelectionState_Finalized
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};
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};
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bool CanChangeSong() const { return !TWO_PART_SELECTION || m_SelectionState == SelectionState_SelectingSong; }
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bool CanChangeSong() const { return m_SelectionState == SelectionState_SelectingSong; }
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bool CanChangeSteps() const { return !TWO_PART_SELECTION || m_SelectionState == SelectionState_SelectingSteps; }
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bool CanChangeSteps() const { return TWO_PART_SELECTION ? m_SelectionState == SelectionState_SelectingSteps : m_SelectionState == SelectionState_SelectingSong; }
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SelectionState GetNextSelectionState() const
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SelectionState GetNextSelectionState() const
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{
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{
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switch( m_SelectionState )
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switch( m_SelectionState )
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