move MenuElements into a base ScreenWithMenuElements so that metrics can be overridden using the Fallback mechanism
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@@ -28,7 +28,7 @@ const ScreenMessage SM_DoneOpening = ScreenMessage(SM_User-7);
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const ScreenMessage SM_StartClosing = ScreenMessage(SM_User-8);
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ScreenStyleSplash::ScreenStyleSplash( CString sName ) : Screen( sName )
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ScreenStyleSplash::ScreenStyleSplash( CString sName ) : ScreenWithMenuElements( sName )
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{
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SOUND->StopMusic();
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@@ -50,16 +50,13 @@ ScreenStyleSplash::ScreenStyleSplash( CString sName ) : Screen( sName )
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m_Background.LoadFromAniDir( THEME->GetPathToB(ssprintf("ScreenStyleSplash-%s-%s-%d",sGameName.c_str(),sStyleName.c_str(),iDifficulty) ) );
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this->AddChild( &m_Background );
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m_Menu.Load( "ScreenStyleSplash" );
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this->AddChild( &m_Menu );
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this->PostScreenMessage( SM_StartClosing, 2 );
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}
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void ScreenStyleSplash::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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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 );
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@@ -71,8 +68,8 @@ void ScreenStyleSplash::HandleScreenMessage( const ScreenMessage SM )
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switch( SM )
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{
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case SM_StartClosing:
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if( !m_Menu.IsTransitioning() )
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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if( !IsTransitioning() )
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StartTransitioning( SM_GoToNextScreen );
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break;
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case SM_DoneOpening:
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@@ -88,22 +85,20 @@ void ScreenStyleSplash::HandleScreenMessage( const ScreenMessage SM )
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void ScreenStyleSplash::MenuStart( PlayerNumber pn )
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{
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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StartTransitioning( SM_GoToNextScreen );
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}
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void ScreenStyleSplash::MenuBack( PlayerNumber pn )
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{
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if(m_Menu.IsTransitioning())
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if(IsTransitioning())
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return;
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this->ClearMessageQueue();
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m_Menu.Back( SM_GoToPrevScreen );
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Back( SM_GoToPrevScreen );
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SOUND->PlayOnce( THEME->GetPathToS("menu back") );
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}
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void ScreenStyleSplash::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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