Add TwoPartSelection metric for Pump-like selection
per-player Select Menu remove m_soundSelectPressed and play sound in Lua instead
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@@ -69,6 +69,27 @@ protected:
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DynamicThemeMetric<bool> SELECT_MENU_AVAILABLE;
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DynamicThemeMetric<bool> MODE_MENU_AVAILABLE;
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ThemeMetric<bool> USE_OPTIONS_LIST;
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ThemeMetric<bool> TWO_PART_SELECTION;
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enum SelectionState
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{
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SelectionState_SelectingSong,
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SelectionState_SelectingSteps,
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SelectionState_Finalized
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};
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bool CanChangeSong() const { return !TWO_PART_SELECTION || m_SelectionState == SelectionState_SelectingSong; }
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bool CanChangeSteps() const { return !TWO_PART_SELECTION || m_SelectionState == SelectionState_SelectingSteps; }
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SelectionState GetNextSelectionState() const
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{
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switch( m_SelectionState )
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{
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DEFAULT_FAIL( m_SelectionState );
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case SelectionState_SelectingSong:
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return TWO_PART_SELECTION ? SelectionState_SelectingSteps : SelectionState_Finalized;
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case SelectionState_SelectingSteps:
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return SelectionState_Finalized;
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}
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}
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GameButton m_GameButtonPreviousSong;
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GameButton m_GameButtonNextSong;
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@@ -88,20 +109,19 @@ protected:
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OptionsList m_OptionsList[NUM_PLAYERS];
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bool m_bMadeChoice;
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SelectionState m_SelectionState;
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bool m_bGoToOptions;
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RString m_sSampleMusicToPlay;
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TimingData *m_pSampleMusicTimingData;
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float m_fSampleStartSeconds, m_fSampleLengthSeconds;
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bool m_bAllowOptionsMenu, m_bAllowOptionsMenuRepeat;
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bool m_bSelectIsDown;
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bool m_bSelectIsDown[NUM_PLAYERS];
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RageSound m_soundStart;
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RageSound m_soundDifficultyEasier;
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RageSound m_soundDifficultyHarder;
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RageSound m_soundOptionsChange;
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RageSound m_soundLocked;
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RageSound m_soundSelectPressed;
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BackgroundLoader m_BackgroundLoader;
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RageTexturePreloader m_TexturePreload;
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