[MessageManager] Added MenuStartP1 and MenuStartP2 messages.
[ScreenSelectMaster] Broadcast MenuStartP# messages; allow themers to handle the MenuStartP# message on screenless items.
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@@ -13,6 +13,13 @@ _____________________________________________________________________________
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sm-ssc v1.2 | 201012xx
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--------------------------------------------------------------------------------
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20101220
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--------
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* [Actor] Add bezier (_fallback/02 Actor.lua) [FSX]
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* [MessageManager] Added MenuStartP1 and MenuStartP2 messages. [freem]
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* [ScreenSelectMaster] Broadcast MenuStartP# messages; allow themers to handle
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the MenuStartP# message on screenless items. [freem]
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20101219
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--------
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* [WheelNotifyIcon] add BlinkPlayersBest metric. [freem]
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@@ -52,6 +52,8 @@ static const char *MessageIDNames[] = {
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"MenuLeftP2",
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"MenuRightP1",
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"MenuRightP2",
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"MenuStartP1",
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"MenuStartP2",
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"MenuSelectionChanged",
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"PlayerJoined",
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"PlayerUnjoined",
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@@ -49,6 +49,8 @@ enum MessageID
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Message_MenuLeftP2,
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Message_MenuRightP1,
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Message_MenuRightP2,
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Message_MenuStartP1,
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Message_MenuStartP2,
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Message_MenuSelectionChanged,
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Message_PlayerJoined,
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Message_PlayerUnjoined,
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@@ -785,7 +785,6 @@ void ScreenSelectMaster::MenuStart( const InputEventPlus &input )
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return;
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}
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const GameCommand &mc = m_aGameCommands[m_iChoice[pn]];
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/* If no options are playable, then we're just waiting for one to become available.
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@@ -802,6 +801,11 @@ void ScreenSelectMaster::MenuStart( const InputEventPlus &input )
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if( mc.m_sScreen.empty() )
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{
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mc.ApplyToAllPlayers();
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// We want to be able to broadcast a Start message to the theme, in
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// case a themer wants to handle something. -aj
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// TODO: Find a way to differentiate this from the message below, for
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// less ambiguousness?
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MESSAGEMAN->Broadcast( (MessageID)(Message_MenuStartP1+pn) );
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return;
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}
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@@ -825,7 +829,11 @@ void ScreenSelectMaster::MenuStart( const InputEventPlus &input )
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}
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if( bAllDone )
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{
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// broadcast MenuStart just like MenuLeft/Right/etc.
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MESSAGEMAN->Broadcast( (MessageID)(Message_MenuStartP1+pn) );
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this->PostScreenMessage( SM_BeginFadingOut, fSecs );// tell our owner it's time to move on
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}
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}
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/* We want all items to always run OnCommand and either GainFocus or LoseFocus
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