not "default". Earlier it was set so that it would be that way if the user didn't pick any options, but after the user changed options, ScreenEdit would use the "default" NoteSkin. This involved adding a bit of static state to ScreenEdit so that between calls to GAMESTATE::Reset, new incarnations of ScreenEdits would keep the user's settings.
515 lines
13 KiB
C++
515 lines
13 KiB
C++
/* ScreenEdit - Edit, record, playback, and synchronize notes. */
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#ifndef SCREEN_EDIT_H
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#define SCREEN_EDIT_H
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#include "ScreenWithMenuElements.h"
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#include "BitmapText.h"
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#include "Player.h"
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#include "RageSound.h"
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#include "SnapDisplay.h"
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#include "Background.h"
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#include "Foreground.h"
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#include "NoteField.h"
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#include "song.h"
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#include "Steps.h"
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#include "ThemeMetric.h"
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#include "PlayerState.h"
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#include "MenuInput.h"
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#include <map>
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const int NUM_EDIT_BUTTON_COLUMNS = 10;
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struct MenuDef;
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enum EditState
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{
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STATE_EDITING,
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STATE_RECORDING,
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STATE_RECORDING_PAUSED,
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STATE_PLAYING,
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NUM_EditState,
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EditState_Invalid
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};
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enum EditButton
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{
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EDIT_BUTTON_COLUMN_0,
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EDIT_BUTTON_COLUMN_1,
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EDIT_BUTTON_COLUMN_2,
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EDIT_BUTTON_COLUMN_3,
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EDIT_BUTTON_COLUMN_4,
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EDIT_BUTTON_COLUMN_5,
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EDIT_BUTTON_COLUMN_6,
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EDIT_BUTTON_COLUMN_7,
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EDIT_BUTTON_COLUMN_8,
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EDIT_BUTTON_COLUMN_9,
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/* These are modifiers to EDIT_BUTTON_COLUMN_*. */
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EDIT_BUTTON_RIGHT_SIDE,
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EDIT_BUTTON_LAY_MINE_OR_ROLL,
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EDIT_BUTTON_LAY_TAP_ATTACK,
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EDIT_BUTTON_LAY_LIFT,
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EDIT_BUTTON_REMOVE_NOTE,
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EDIT_BUTTON_SCROLL_UP_LINE,
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EDIT_BUTTON_SCROLL_UP_PAGE,
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EDIT_BUTTON_SCROLL_DOWN_LINE,
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EDIT_BUTTON_SCROLL_DOWN_PAGE,
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EDIT_BUTTON_SCROLL_NEXT_MEASURE,
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EDIT_BUTTON_SCROLL_PREV_MEASURE,
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EDIT_BUTTON_SCROLL_HOME,
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EDIT_BUTTON_SCROLL_END,
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EDIT_BUTTON_SCROLL_NEXT,
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EDIT_BUTTON_SCROLL_PREV,
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/* These are modifiers to EDIT_BUTTON_SCROLL_*. */
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EDIT_BUTTON_SCROLL_SELECT,
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EDIT_BUTTON_LAY_SELECT,
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EDIT_BUTTON_SCROLL_SPEED_UP,
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EDIT_BUTTON_SCROLL_SPEED_DOWN,
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EDIT_BUTTON_SNAP_NEXT,
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EDIT_BUTTON_SNAP_PREV,
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EDIT_BUTTON_OPEN_EDIT_MENU,
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EDIT_BUTTON_OPEN_AREA_MENU,
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EDIT_BUTTON_OPEN_BGCHANGE_LAYER1_MENU,
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EDIT_BUTTON_OPEN_BGCHANGE_LAYER2_MENU,
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EDIT_BUTTON_OPEN_COURSE_MENU,
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EDIT_BUTTON_OPEN_COURSE_ATTACK_MENU,
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EDIT_BUTTON_OPEN_INPUT_HELP,
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EDIT_BUTTON_BAKE_RANDOM_FROM_SONG_GROUP,
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EDIT_BUTTON_BAKE_RANDOM_FROM_SONG_GROUP_AND_GENRE,
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EDIT_BUTTON_PLAY_FROM_START,
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EDIT_BUTTON_PLAY_FROM_CURSOR,
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EDIT_BUTTON_PLAY_SELECTION,
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EDIT_BUTTON_RECORD_FROM_CURSOR,
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EDIT_BUTTON_RECORD_SELECTION,
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EDIT_BUTTON_RETURN_TO_EDIT,
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EDIT_BUTTON_INSERT,
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EDIT_BUTTON_DELETE,
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EDIT_BUTTON_INSERT_SHIFT_PAUSES,
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EDIT_BUTTON_DELETE_SHIFT_PAUSES,
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EDIT_BUTTON_OPEN_NEXT_STEPS,
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EDIT_BUTTON_OPEN_PREV_STEPS,
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EDIT_BUTTON_TOGGLE_ASSIST_TICK,
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EDIT_BUTTON_TOGGLE_AUTOPLAY,
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EDIT_BUTTON_PLAY_SAMPLE_MUSIC,
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EDIT_BUTTON_BPM_UP,
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EDIT_BUTTON_BPM_DOWN,
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EDIT_BUTTON_STOP_UP,
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EDIT_BUTTON_STOP_DOWN,
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EDIT_BUTTON_OFFSET_UP,
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EDIT_BUTTON_OFFSET_DOWN,
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EDIT_BUTTON_SAMPLE_START_UP,
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EDIT_BUTTON_SAMPLE_START_DOWN,
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EDIT_BUTTON_SAMPLE_LENGTH_UP,
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EDIT_BUTTON_SAMPLE_LENGTH_DOWN,
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/* This modifies offset, BPM, and stop segment changes. */
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EDIT_BUTTON_ADJUST_FINE,
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EDIT_BUTTON_UNDO,
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EDIT_BUTTON_ADD_COURSE_MODS,
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EDIT_BUTTON_SWITCH_PLAYERS,
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NUM_EditButton, // leave this at the end
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EditButton_Invalid
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};
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#define FOREACH_EditButton( e ) FOREACH_ENUM( EditButton, e )
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const int NUM_EDIT_TO_DEVICE_SLOTS = 2;
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const int NUM_EDIT_TO_MENU_SLOTS = 2;
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/*
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* g_MapEditToDI is a simple mapping: edit functions map to DeviceInputs.
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* If g_MapEditToDIHold for a given edit function is valid, then at least one
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* input in g_MapEditToDIHold must be held when pressing any key in g_MapEditToDI
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* for the input to occur.
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*/
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struct MapEditToDI
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{
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DeviceInput button[NUM_EditButton][NUM_EDIT_TO_DEVICE_SLOTS];
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DeviceInput hold[NUM_EditButton][NUM_EDIT_TO_DEVICE_SLOTS];
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void Clear()
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{
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FOREACH_EditButton(e)
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for( int slot = 0; slot < NUM_EDIT_TO_DEVICE_SLOTS; ++slot )
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{
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button[e][slot].MakeInvalid();
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hold[e][slot].MakeInvalid();
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}
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}
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};
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// Like MapEditToDI, but maps MenuButton instead of DeviceInput.
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struct MapEditButtonToMenuButton
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{
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MenuButton button[NUM_EditButton][NUM_EDIT_TO_MENU_SLOTS];
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void Clear()
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{
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FOREACH_EditButton(e)
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for( int slot = 0; slot < NUM_EDIT_TO_MENU_SLOTS; ++slot )
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button[e][slot] = MenuButton_Invalid;
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}
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};
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class ScreenEdit : public ScreenWithMenuElements
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{
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public:
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virtual void Init();
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virtual void BeginScreen();
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virtual void EndScreen();
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static void ResetStaticState();
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virtual ~ScreenEdit();
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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virtual void Input( const InputEventPlus &input );
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void InputEdit( const InputEventPlus &input, EditButton EditB );
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void InputRecord( const InputEventPlus &input, EditButton EditB );
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void InputRecordPaused( const InputEventPlus &input, EditButton EditB );
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void InputPlay( const InputEventPlus &input, EditButton EditB );
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virtual void HandleMessage( const Message &msg );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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void SetDirty( bool bDirty ) { m_bDirty = bDirty; }
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bool IsDirty() const { return m_bDirty; }
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protected:
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virtual ScreenType GetScreenType() const { return m_EditState==STATE_PLAYING ? gameplay : ScreenWithMenuElements::GetScreenType(); }
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void TransitionEditState( EditState em );
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void ScrollTo( float fDestinationBeat );
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void PlayTicks();
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void PlayPreviewMusic();
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// Call this before modifying m_NoteDataEdit.
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void SaveUndo();
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// Revert m_NoteDataEdit using m_Undo.
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void Undo();
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void ClearUndo();
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// Call this after modifying m_NoteDataEdit. It will Undo() if
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// MAX_NOTES_PER_MEASURE was exceeded.
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void CheckNumberOfNotesAndUndo();
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void OnSnapModeChange();
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float GetMaximumBeatForNewNote() const; // don't allow Down key to go past this beat.
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float GetMaximumBeatForMoving() const; // don't allow Down key to go past this beat.
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void DoHelp();
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EditState m_EditState;
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Song* m_pSong;
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Steps* m_pSteps;
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PlayerNumber m_InputPlayerNumber;
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PlayerState m_PlayerStateEdit;
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NoteField m_NoteFieldEdit;
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NoteData m_NoteDataEdit;
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SnapDisplay m_SnapDisplay;
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BitmapText m_textInputTips;
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void UpdateTextInfo();
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BitmapText m_textInfo; // status information that changes
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bool m_bTextInfoNeedsUpdate;
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BitmapText m_textPlayRecordHelp;
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// keep track of where we are and what we're doing
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float m_fTrailingBeat; // this approaches GAMESTATE->m_fSongBeat, which is the actual beat
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/* The location we were at when shift was pressed, or
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* -1 when shift isn't pressed: */
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int m_iShiftAnchor;
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NoteData m_Clipboard;
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bool m_bHasUndo;
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NoteData m_Undo;
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bool m_bDirty;
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RageSound m_soundAddNote;
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RageSound m_soundRemoveNote;
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RageSound m_soundChangeLine;
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RageSound m_soundChangeSnap;
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RageSound m_soundMarker;
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RageSound m_soundValueIncrease;
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RageSound m_soundValueDecrease;
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RageSound m_soundSwitchSteps;
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RageSound m_soundSave;
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// used for reverting
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void CopyToLastSave();
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void CopyFromLastSave();
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void RevertFromDisk();
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Song m_SongLastSave;
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map< Difficulty, Steps > m_mStepsLastSave;
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// for MODE_RECORD
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NoteField m_NoteFieldRecord;
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NoteData m_NoteDataRecord;
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RageTimer m_RemoveNoteButtonLastChanged;
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bool m_bRemoveNoteButtonDown;
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// for MODE_PLAY
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void SetupCourseAttacks();
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PlayerPlus m_Player;
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Background m_Background;
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Foreground m_Foreground;
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bool m_bReturnToRecordMenuAfterPlay;
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// for MODE_RECORD and MODE_PLAY
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int m_iStartPlayingAt, m_iStopPlayingAt;
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float m_fBeatToReturnTo;
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RageSound m_soundMusic;
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RageSound m_soundAssistTick;
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ThemeMetric<EditMode> EDIT_MODE;
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public:
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enum MainMenuChoice
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{
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play_selection,
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set_selection_start,
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set_selection_end,
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edit_steps_information,
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play_whole_song,
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play_selection_start_to_end,
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play_current_beat_to_end,
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save,
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revert_to_last_save,
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revert_from_disk,
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options,
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edit_song_info,
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edit_bpm,
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edit_stop,
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play_preview_music,
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exit,
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save_on_exit,
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NUM_MAIN_MENU_CHOICES,
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MAIN_MENU_CHOICE_INVALID
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};
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void HandleMainMenuChoice( MainMenuChoice c, const vector<int> &iAnswers );
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void HandleMainMenuChoice( MainMenuChoice c ) { const vector<int> v; HandleMainMenuChoice( c, v ); }
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MainMenuChoice m_CurrentAction;
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enum AreaMenuChoice
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{
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cut,
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copy,
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paste_at_current_beat,
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paste_at_begin_marker,
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clear,
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quantize,
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turn,
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transform,
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alter,
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tempo,
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play,
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record,
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insert_and_shift,
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delete_and_shift,
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shift_pauses_forward,
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shift_pauses_backward,
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convert_to_pause,
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convert_pause_to_beat,
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undo,
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NUM_AREA_MENU_CHOICES
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};
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void HandleAreaMenuChoice( AreaMenuChoice c, const vector<int> &iAnswers, bool bAllowUndo = true );
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void HandleAreaMenuChoice( AreaMenuChoice c, bool bAllowUndo = true ) { const vector<int> v; HandleAreaMenuChoice( c, v, bAllowUndo ); }
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enum TurnType
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{
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left,
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right,
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mirror,
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shuffle,
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super_shuffle,
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NUM_TURN_TYPES
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};
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enum TransformType
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{
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noholds,
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nomines,
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little,
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wide,
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big,
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quick,
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skippy,
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add_mines,
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echo,
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stomp,
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planted,
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floored,
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twister,
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nojumps,
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nohands,
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noquads,
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nostretch,
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NUM_TRANSFORM_TYPES
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};
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enum AlterType
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{
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autogen_to_fill_width,
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backwards,
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swap_sides,
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copy_left_to_right,
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copy_right_to_left,
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clear_left,
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clear_right,
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collapse_to_one,
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collapse_left,
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shift_left,
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shift_right,
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NUM_ALTER_TYPES
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};
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enum TempoType
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{
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compress_2x,
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compress_3_2,
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compress_4_3,
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expand_4_3,
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expand_3_2,
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expand_2x,
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NUM_TEMPO_TYPES
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};
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enum StepsInformationChoice
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{
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difficulty,
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meter,
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description,
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predict_meter,
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tap_notes,
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jumps,
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hands,
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quads,
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holds,
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mines,
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stream,
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voltage,
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air,
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freeze,
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chaos,
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NUM_STEPS_INFORMATION_CHOICES
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};
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void HandleStepsInformationChoice( StepsInformationChoice c, const vector<int> &iAnswers );
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enum SongInformationChoice
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{
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main_title,
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sub_title,
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artist,
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credit,
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main_title_transliteration,
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sub_title_transliteration,
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artist_transliteration,
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last_beat_hint,
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NUM_SONG_INFORMATION_CHOICES
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};
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void HandleSongInformationChoice( SongInformationChoice c, const vector<int> &iAnswers );
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enum BGChangeChoice
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{
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layer,
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rate,
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transition,
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effect,
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color1,
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color2,
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file1_type,
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file1_song_bganimation,
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file1_song_movie,
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file1_song_still,
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file1_global_bganimation,
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file1_global_movie,
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file1_global_movie_song_group,
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file1_global_movie_song_group_and_genre,
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file2_type,
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file2_song_bganimation,
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file2_song_movie,
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file2_song_still,
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file2_global_bganimation,
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file2_global_movie,
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file2_global_movie_song_group,
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file2_global_movie_song_group_and_genre,
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delete_change,
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NUM_BGCHANGE_CHOICES
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};
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void HandleBGChangeChoice( BGChangeChoice c, const vector<int> &iAnswers );
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enum CourseAttackChoice
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{
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duration,
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set_mods,
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remove,
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NUM_CourseAttackChoice
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};
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void InitEditMappings();
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EditButton DeviceToEdit( const DeviceInput &DeviceI ) const;
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EditButton MenuButtonToEditButton( MenuButton MenuI ) const;
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bool EditToDevice( EditButton button, int iSlotNum, DeviceInput &DeviceI ) const;
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bool EditPressed( EditButton button, const DeviceInput &DeviceI );
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bool EditIsBeingPressed( EditButton button ) const;
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const MapEditToDI *GetCurrentDeviceInputMap() const;
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const MapEditButtonToMenuButton *GetCurrentMenuButtonMap() const;
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MapEditToDI m_EditMappingsDeviceInput;
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MapEditToDI m_PlayMappingsDeviceInput;
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MapEditToDI m_RecordMappingsDeviceInput;
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MapEditToDI m_RecordPausedMappingsDeviceInput;
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MapEditButtonToMenuButton m_EditMappingsMenuButton;
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MapEditButtonToMenuButton m_PlayMappingsMenuButton;
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MapEditButtonToMenuButton m_RecordMappingsMenuButton;
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MapEditButtonToMenuButton m_RecordPausedMappingsMenuButton;
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void MakeFilteredMenuDef( const MenuDef* pDef, MenuDef &menu );
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void EditMiniMenu( const MenuDef* pDef, ScreenMessage SM_SendOnOK = SM_None, ScreenMessage SM_SendOnCancel = SM_None );
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};
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#endif
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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