move MenuElements into a base ScreenWithMenuElements so that metrics can be overridden using the Fallback mechanism
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@@ -35,7 +35,7 @@
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#define NEXT_SCREEN THEME->GetMetric ("ScreenSelectGroup","NextScreen")
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ScreenSelectGroup::ScreenSelectGroup( CString sClassName ) : Screen( sClassName )
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ScreenSelectGroup::ScreenSelectGroup( CString sClassName ) : ScreenWithMenuElements( sClassName )
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{
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LOG->Trace( "ScreenSelectGroup::ScreenSelectGroup()" );
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@@ -47,11 +47,6 @@ ScreenSelectGroup::ScreenSelectGroup( CString sClassName ) : Screen( sClassName
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}
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m_Menu.Load( "ScreenSelectGroup" );
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this->AddChild( &m_Menu );
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unsigned i;
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int j;
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@@ -165,7 +160,7 @@ void ScreenSelectGroup::Input( const DeviceInput& DeviceI, const InputEventType
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{
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LOG->Trace( "ScreenSelectGroup::Input()" );
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if( m_Menu.IsTransitioning() )
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if( IsTransitioning() )
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return;
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
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@@ -173,9 +168,7 @@ void ScreenSelectGroup::Input( const DeviceInput& DeviceI, const InputEventType
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void ScreenSelectGroup::DrawPrimitives()
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{
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m_Menu.DrawBottomLayer();
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Screen::DrawPrimitives();
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m_Menu.DrawTopLayer();
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}
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void ScreenSelectGroup::HandleScreenMessage( const ScreenMessage SM )
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@@ -183,7 +176,7 @@ void ScreenSelectGroup::HandleScreenMessage( const ScreenMessage SM )
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switch( SM )
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{
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case SM_BeginFadingOut:
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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StartTransitioning( SM_GoToNextScreen );
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break;
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case SM_MenuTimer:
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MenuStart(PLAYER_1);
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@@ -254,7 +247,7 @@ void ScreenSelectGroup::MenuStart( PlayerNumber pn )
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return;
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m_soundSelect.PlayRandom();
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m_Menu.m_MenuTimer->Stop();
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m_MenuTimer->Stop();
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m_bChosen = true;
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GAMESTATE->m_pCurSong = NULL;
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@@ -272,7 +265,7 @@ void ScreenSelectGroup::MenuStart( PlayerNumber pn )
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void ScreenSelectGroup::MenuBack( PlayerNumber pn )
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{
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m_Menu.Back( SM_GoToPrevScreen );
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Back( SM_GoToPrevScreen );
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}
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void ScreenSelectGroup::TweenOffScreen()
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