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Assorted UI cleanups. Add a bunch of little image files that may be used in the Ouya port later.
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@@ -26,6 +26,7 @@
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#include "UI/GameSettingsScreen.h"
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#include "UI/GameInfoCache.h"
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#include "UI/MenuScreens.h"
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#include "UI/MiscScreens.h"
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#include "UI/MainScreen.h"
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void GameScreen::CreateViews() {
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@@ -172,42 +173,3 @@ void GameScreen::CallbackDeleteGame(bool yes) {
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}
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}
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void DrawBackground(float alpha);
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void PromptScreen::DrawBackground(UIContext &dc) {
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::DrawBackground(1.0f);
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}
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void PromptScreen::CreateViews() {
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// Information in the top left.
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// Back button to the bottom left.
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// Scrolling action menu to the right.
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using namespace UI;
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Margins actionMenuMargins(0, 100, 15, 0);
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root_ = new LinearLayout(ORIENT_HORIZONTAL);
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ViewGroup *leftColumn = new AnchorLayout(new LinearLayoutParams(1.0f));
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root_->Add(leftColumn);
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leftColumn->Add(new TextView(0, message_, ALIGN_LEFT, 1.0f, new AnchorLayoutParams(10, 10, NONE, NONE)));
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ViewGroup *rightColumnItems = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
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root_->Add(rightColumnItems);
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rightColumnItems->Add(new Choice(yesButtonText_))->OnClick.Handle(this, &PromptScreen::OnYes);
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if (noButtonText_ != "")
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rightColumnItems->Add(new Choice(noButtonText_))->OnClick.Handle(this, &PromptScreen::OnNo);
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}
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UI::EventReturn PromptScreen::OnYes(UI::EventParams &e) {
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callback_(true);
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screenManager()->finishDialog(this, DR_OK);
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return UI::EVENT_DONE;
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}
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UI::EventReturn PromptScreen::OnNo(UI::EventParams &e) {
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callback_(false);
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screenManager()->finishDialog(this, DR_CANCEL);
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return UI::EVENT_DONE;
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}
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