add code to go back in event mode
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@@ -64,6 +64,7 @@ const CString g_sCodeNames[CodeDetector::NUM_CODES] = {
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"NextBannerGroup2",
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"NextBannerGroup2",
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"SaveScreenshot",
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"SaveScreenshot",
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"CancelAllPlayerOptions",
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"CancelAllPlayerOptions",
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"BackInEventMode",
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};
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};
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CodeItem g_CodeItems[CodeDetector::NUM_CODES];
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CodeItem g_CodeItems[CodeDetector::NUM_CODES];
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@@ -76,6 +76,7 @@ public:
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CODE_BW_NEXT_GROUP2,
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CODE_BW_NEXT_GROUP2,
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CODE_SAVE_SCREENSHOT,
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CODE_SAVE_SCREENSHOT,
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CODE_CANCEL_ALL_PLAYER_OPTIONS,
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CODE_CANCEL_ALL_PLAYER_OPTIONS,
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CODE_BACK_IN_EVENT_MODE,
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NUM_CODES // leave this at the end
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NUM_CODES // leave this at the end
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};
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};
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@@ -50,6 +50,7 @@
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#include "ProfileManager.h"
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#include "ProfileManager.h"
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#include "ThemeManager.h"
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#include "ThemeManager.h"
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#include "MemoryCardManager.h"
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#include "MemoryCardManager.h"
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#include "CodeDetector.h"
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ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our program
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ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our program
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@@ -483,6 +484,14 @@ void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type
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// LOG->Trace( "ScreenManager::Input( %d-%d, %d-%d, %d-%d, %d-%d )",
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// LOG->Trace( "ScreenManager::Input( %d-%d, %d-%d, %d-%d, %d-%d )",
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// DeviceI.device, DeviceI.button, GameI.controller, GameI.button, MenuI.player, MenuI.button, StyleI.player, StyleI.col );
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// DeviceI.device, DeviceI.button, GameI.controller, GameI.button, MenuI.player, MenuI.button, StyleI.player, StyleI.col );
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// check back in event mode
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if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_BACK_IN_EVENT_MODE) )
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{
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MenuInput mi(MenuI.player,MENU_BUTTON_BACK);
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m_ScreenStack.back()->Input( DeviceI, type, GameI, mi, StyleI );
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return;
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}
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// pass input only to topmost state
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// pass input only to topmost state
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if( !m_ScreenStack.empty() )
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if( !m_ScreenStack.empty() )
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m_ScreenStack.back()->Input( DeviceI, type, GameI, MenuI, StyleI );
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m_ScreenStack.back()->Input( DeviceI, type, GameI, MenuI, StyleI );
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