finish input test screen
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@@ -0,0 +1 @@
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_options to options
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@@ -0,0 +1 @@
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_options to options
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@@ -1748,7 +1748,12 @@ StyleIcon=0
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TimerSeconds=0
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[ScreenCenterImage]
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HelpText=Use arrow keys to navigate, ENTER to assign, SPACE to clear, ESCAPE when done.
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HelpText=Use arrow keys to translate.::Hold SHIFT and press the arrow keys to scale.::Press SPACE to reset centering. Press ESCAPE when done.
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StyleIcon=0
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TimerSeconds=0
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[ScreenTestInput]
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HelpText=Press any button or key. Press ESCAPE when done.
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StyleIcon=0
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TimerSeconds=0
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@@ -2559,11 +2564,10 @@ TimerSeconds=0
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# when using entries that change the screen; otherwise, the only way to
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# exit the screen when in arcade mode is "exit".
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OptionMenuFlags=together;forceallplayers;rows,11;smnavigation
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OptionMenuFlags=together;forceallplayers;rows,14;smnavigation
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# This NextScreen is only used for the "exit" choice.
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NextScreen=ScreenTitleMenu
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PrevScreen=ScreenTitleMenu
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NumRows=13
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Line1=list,Appearance Options;title,;
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Line2=list,Autogen Options;title,;
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Line3=list,Background Options;title,;
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@@ -2577,6 +2581,7 @@ Line10=list,Machine Options;title,;
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Line11=list,Sound Options;title,;
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Line12=list,Profile Options;title,;
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Line13=list,Reload Songs/Courses;title,;
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Line14=list,Test Input;title,;
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[TextBanner]
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Width=180
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@@ -3105,4 +3110,8 @@ Reload Songs/Courses=1,together
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Reload Songs/CoursesDefault=
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Reload Songs/Courses,1=screen,ScreenReloadSongs
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Reload Songs/CoursesName,1=Reload Songs/Courses
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Test Input=1,together
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Test InputDefault=
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Test Input,1=screen,ScreenTestInput
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Test InputName,1=Test Input
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@@ -74,10 +74,14 @@ void ScreenTestInput::Update( float fDeltaTime )
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GameInput gi;
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if( INPUTMAPPER->DeviceToGame(di,gi) )
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{
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CString sName = GAMESTATE->GetCurrentGameDef()->m_szButtonNames[b];
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CString sSecondary = GAMESTATE->GetCurrentGameDef()->m_szSecondaryFunction[b];
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CString sName = GAMESTATE->GetCurrentGameDef()->m_szButtonNames[gi.button];
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CString sSecondary = GAMESTATE->GetCurrentGameDef()->m_szSecondaryFunction[gi.button];
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sTemp += "(" + sName + ", " + sSecondary + ")";
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sTemp += " (" + sName + ") " + sSecondary;
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}
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else
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{
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sTemp += " (not mapped)";
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}
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asInputs.push_back( sTemp );
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@@ -85,7 +89,7 @@ void ScreenTestInput::Update( float fDeltaTime )
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}
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}
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m_sDeviceInputs = join( "\n ", asInputs );
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m_textInputs.SetText( join( "\n ", asInputs ) );
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}
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@@ -114,3 +118,16 @@ void ScreenTestInput::HandleScreenMessage( const ScreenMessage SM )
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break;
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}
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}
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void ScreenTestInput::MenuStart( PlayerNumber pn )
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{
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}
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void ScreenTestInput::MenuBack( PlayerNumber pn )
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{
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if(!m_Menu.IsTransitioning())
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{
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SOUND->PlayOnce( THEME->GetPathToS("Common start") );
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m_Menu.StartTransitioning( SM_GoToPrevScreen );
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}
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}
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@@ -30,9 +30,10 @@ public:
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virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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virtual void MenuStart( PlayerNumber pn );
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virtual void MenuBack( PlayerNumber pn );
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private:
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CString m_sDeviceInputs;
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CString m_sGameInputs;
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BitmapText m_textInputs;
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MenuElements m_Menu;
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