move screen flow logic into branches, not PlayMode specific metrics
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@@ -45,8 +45,8 @@
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#define HELP_TEXT THEME->GetMetric ("ScreenSelectCharacter","HelpText")
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#define TIMER_SECONDS THEME->GetMetricI("ScreenSelectCharacter","TimerSeconds")
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#define SLEEP_AFTER_TWEEN_OFF_SECONDS THEME->GetMetricF("ScreenSelectCharacter","SleepAfterTweenOffSeconds")
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#define PREV_SCREEN( play_mode ) THEME->GetMetric ("ScreenSelectCharacter","PrevScreen"+Capitalize(PlayModeToString(play_mode)))
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#define NEXT_SCREEN( play_mode ) THEME->GetMetric ("ScreenSelectCharacter","NextScreen"+Capitalize(PlayModeToString(play_mode)))
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#define PREV_SCREEN THEME->GetMetric ("ScreenSelectCharacter","PrevScreen")
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#define NEXT_SCREEN THEME->GetMetric ("ScreenSelectCharacter","NextScreen")
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#define ICON_WIDTH THEME->GetMetricF("ScreenSelectCharacter","IconWidth")
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#define ICON_HEIGHT THEME->GetMetricF("ScreenSelectCharacter","IconHeight")
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#define ICONS_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("IconsP%dOnCommand",p+1))
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@@ -214,10 +214,10 @@ void ScreenSelectCharacter::HandleScreenMessage( const ScreenMessage SM )
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MenuStart(PLAYER_1);
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break;
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case SM_GoToPrevScreen:
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SCREENMAN->SetNewScreen( PREV_SCREEN(GAMESTATE->m_PlayMode) );
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SCREENMAN->SetNewScreen( PREV_SCREEN );
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break;
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case SM_GoToNextScreen:
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SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) );
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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break;
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}
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}
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