move MenuElements into a base ScreenWithMenuElements so that metrics can be overridden using the Fallback mechanism
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@@ -34,10 +34,10 @@ ScreenPlayerOptions::ScreenPlayerOptions( CString sClassName ) :
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/* If we're going to "press start for more options" or skipping options
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* entirely, we need a different fade out. XXX: this is a hack */
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if( PREFSMAN->m_ShowSongOptions == PrefsManager::NO || GAMESTATE->m_bEditing )
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m_Menu.m_Out.Load( THEME->GetPathToB("ScreenPlayerOptions direct out") ); /* direct to stage */
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m_Out.Load( THEME->GetPathToB("ScreenPlayerOptions direct out") ); /* direct to stage */
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else if( m_bAskOptionsMessage )
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{
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m_Menu.m_Out.Load( THEME->GetPathToB("ScreenPlayerOptions option out") ); /* optional song options */
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m_Out.Load( THEME->GetPathToB("ScreenPlayerOptions option out") ); /* optional song options */
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m_sprOptionsMessage.Load( THEME->GetPathToG("ScreenPlayerOptions options") );
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m_sprOptionsMessage.StopAnimating();
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@@ -106,7 +106,7 @@ void ScreenPlayerOptions::Input( const DeviceInput& DeviceI, const InputEventTyp
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{
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if( m_bAskOptionsMessage &&
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type == IET_FIRST_PRESS &&
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!m_Menu.m_In.IsTransitioning() &&
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!m_In.IsTransitioning() &&
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MenuI.IsValid() &&
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MenuI.button == MENU_BUTTON_START )
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{
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@@ -152,7 +152,7 @@ void ScreenPlayerOptions::HandleScreenMessage( const ScreenMessage SM )
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{
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m_bAcceptedChoices = true;
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float fShowSeconds = m_Menu.m_Out.GetLengthSeconds();
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float fShowSeconds = m_Out.GetLengthSeconds();
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// show "hold START for options"
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m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
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