move screen flow logic into branches, not PlayMode specific metrics
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@@ -15,13 +15,13 @@
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#include "ThemeManager.h"
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#include "PrefsManager.h"
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#define PREV_SCREEN( play_mode ) THEME->GetMetric ("ScreenSongOptions","PrevScreen"+Capitalize(PlayModeToString(play_mode)))
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#define NEXT_SCREEN( play_mode ) THEME->GetMetric ("ScreenSongOptions","NextScreen"+Capitalize(PlayModeToString(play_mode)))
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#define PREV_SCREEN THEME->GetMetric ("ScreenSongOptions","PrevScreen")
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#define NEXT_SCREEN THEME->GetMetric ("ScreenSongOptions","NextScreen")
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/* Get the next screen we'll go to when finished. */
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CString ScreenSongOptions::GetNextScreen()
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{
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return NEXT_SCREEN(GAMESTATE->m_PlayMode);
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return NEXT_SCREEN;
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}
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@@ -42,7 +42,7 @@ void ScreenSongOptions::GoToPrevState()
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if( GAMESTATE->m_bEditing )
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SCREENMAN->PopTopScreen( SM_None );
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else
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SCREENMAN->SetNewScreen( PREV_SCREEN(GAMESTATE->m_PlayMode) );
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SCREENMAN->SetNewScreen( PREV_SCREEN );
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}
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void ScreenSongOptions::GoToNextState()
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@@ -50,5 +50,5 @@ void ScreenSongOptions::GoToNextState()
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if( GAMESTATE->m_bEditing )
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SCREENMAN->PopTopScreen();
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else
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SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) );
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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}
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