rename: ModeChoice -> GameCommand
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@@ -144,9 +144,9 @@ ScreenTitleMenu::ScreenTitleMenu( CString sClassName ) : ScreenSelect( sClassNam
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{
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case COIN_HOME:
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{
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for( unsigned i=0; i<m_aModeChoices.size(); i++ )
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for( unsigned i=0; i<m_aGameCommands.size(); i++ )
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{
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ModeChoice &mc = m_aModeChoices[i];
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GameCommand &mc = m_aGameCommands[i];
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m_textChoice[i].LoadFromFont( THEME->GetPathToF("ScreenTitleMenu choices") );
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m_textChoice[i].SetHorizAlign( (enum Actor::HorizAlign)MENU_TEXT_ALIGN );
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@@ -180,7 +180,7 @@ ScreenTitleMenu::ScreenTitleMenu( CString sClassName ) : ScreenSelect( sClassNam
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m_Choice = 0;
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for( unsigned i=0; i<m_aModeChoices.size(); i++ )
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for( unsigned i=0; i<m_aGameCommands.size(); i++ )
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if( i != m_Choice )
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{
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m_textChoice[i].SetZoom( ZOOM_NOT_SELECTED );
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@@ -218,7 +218,7 @@ void ScreenTitleMenu::MoveCursor( bool up )
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TimeToDemonstration.GetDeltaTime(); /* Reset the demonstration timer when a key is pressed. */
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LoseFocus( m_Choice );
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m_Choice += (up? -1:+1);
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wrap( (int&)m_Choice, m_aModeChoices.size() );
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wrap( (int&)m_Choice, m_aGameCommands.size() );
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m_soundChange.Play();
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GainFocus( m_Choice );
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}
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@@ -231,7 +231,7 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
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return;
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/* If the CoinMode was changed, we need to reload this screen
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* so that the right m_aModeChoices will show */
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* so that the right m_aGameCommands will show */
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if( ScreenAttract::ChangeCoinModeInput( DeviceI, type, GameI, MenuI, StyleI ) )
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{
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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@@ -261,7 +261,7 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
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break;
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case MENU_BUTTON_START:
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/* return if the choice is invalid */
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const ModeChoice &mc = m_aModeChoices[m_Choice];
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const GameCommand &mc = m_aGameCommands[m_Choice];
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CString why;
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if( !mc.IsPlayable( &why ) )
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{
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@@ -366,7 +366,7 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
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GAMESTATE->m_PlayerOptions[p].FromString( PREFSMAN->m_sDefaultModifiers );
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GAMESTATE->m_SongOptions.FromString( PREFSMAN->m_sDefaultModifiers );
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}
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m_aModeChoices[m_Choice].ApplyToAllPlayers();
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m_aGameCommands[m_Choice].ApplyToAllPlayers();
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break;
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case SM_GoToAttractLoop:
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SCREENMAN->SetNewScreen( INITIAL_SCREEN );
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