split out CodeSet
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@@ -13,8 +13,6 @@
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#define PREPARE_SCREENS THEME->GetMetric (m_sName,"PrepareScreens")
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#define PERSIST_SCREENS THEME->GetMetric (m_sName,"PersistScreens")
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#define GROUPED_SCREENS THEME->GetMetric (m_sName,"GroupedScreens")
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#define CODE_NAMES THEME->GetMetric (m_sName,"CodeNames")
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#define CODE( s ) THEME->GetMetric (m_sName,ssprintf("Code%s",s.c_str()))
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void Screen::InitScreen( Screen *pScreen )
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{
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@@ -38,27 +36,7 @@ void Screen::Init()
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REPEAT_RATE.Load( m_sName, "RepeatRate" );
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REPEAT_DELAY.Load( m_sName, "RepeatDelay" );
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//
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// Load codes
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//
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{
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split( CODE_NAMES, ",", m_asCodeNames, true );
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for( unsigned c=0; c<m_asCodeNames.size(); c++ )
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{
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vector<RString> asBits;
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split( m_asCodeNames[c], "=", asBits, true );
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RString sCodeName = asBits[0];
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if( asBits.size() > 1 )
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m_asCodeNames[c] = asBits[1];
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InputQueueCode code;
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if( !code.Load(CODE(sCodeName)) )
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continue;
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m_aCodes.push_back( code );
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}
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}
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m_Codes.Load( m_sName );
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SetFOV( 0 );
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@@ -184,16 +162,9 @@ bool Screen::OverlayInput( const InputEventPlus &input )
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void Screen::Input( const InputEventPlus &input )
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{
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for( unsigned i = 0; i < m_aCodes.size(); ++i )
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{
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if( !m_aCodes[i].EnteredCode(input.GameI.controller) )
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continue;
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Message msg("Code");
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msg.SetParam( "PlayerNumber", input.pn );
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msg.SetParam( "Name", m_asCodeNames[i] );
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Message msg("");
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if( m_Codes.InputMessage(input, msg) )
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this->HandleMessage( msg );
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}
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/* Don't send release messages with the default handler. */
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switch( input.type )
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