Added debug menu option for resetting key mappings to default. Added sanity checking requirement to ScreenMapControllers.
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@@ -12,6 +12,7 @@
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#include "ScreenGameplay.h"
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#include "RageSoundManager.h"
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#include "GameSoundManager.h"
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#include "InputMapper.h"
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#include "RageTextureManager.h"
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#include "MemoryCardManager.h"
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#include "NoteSkinManager.h"
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@@ -544,6 +545,7 @@ static LocalizedString PROFILE ( "ScreenDebugOverlay", "Profile" );
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static LocalizedString CLEAR_PROFILE_STATS ( "ScreenDebugOverlay", "Clear Profile Stats" );
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static LocalizedString FILL_PROFILE_STATS ( "ScreenDebugOverlay", "Fill Profile Stats" );
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static LocalizedString SEND_NOTES_ENDED ( "ScreenDebugOverlay", "Send Notes Ended" );
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static LocalizedString RESET_KEY_MAP ("ScreenDebugOverlay", "Reset key mapping to default");
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static LocalizedString RELOAD ( "ScreenDebugOverlay", "Reload" );
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static LocalizedString RESTART ( "ScreenDebugOverlay", "Restart" );
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static LocalizedString SCREEN_ON ( "ScreenDebugOverlay", "Send On To Screen" );
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@@ -952,6 +954,18 @@ class DebugLineSendNotesEnded : public IDebugLine
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}
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};
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class DebugLineResetKeyMapping : public IDebugLine
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{
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virtual RString GetDisplayTitle() { return RESET_KEY_MAP.GetValue(); }
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virtual RString GetDisplayValue() { return RString(); }
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virtual bool IsEnabled() { return true; }
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virtual void DoAndLog( RString &sMessageOut )
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{
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INPUTMAPPER->ResetMappingsToDefault();
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IDebugLine::DoAndLog( sMessageOut );
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}
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};
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class DebugLineReloadCurrentScreen : public IDebugLine
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{
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virtual RString GetDisplayTitle() { return RELOAD.GetValue(); }
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@@ -1272,6 +1286,7 @@ DECLARE_ONE( DebugLineVisualDelayDown );
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DECLARE_ONE( DebugLineVisualDelayUp );
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DECLARE_ONE( DebugLineForceCrash );
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DECLARE_ONE( DebugLineUptime );
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DECLARE_ONE( DebugLineResetKeyMapping );
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/*
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