// AUTOSET STYLE:	ScreenSelectMusic.cpp
// MODESWITCHER:	ScreenSelectMusic.cpp, ScreenSelectMusic.h, MusicWheel.cpp, MusicWheel.h, ModeChoice.cpp
// MUSIC BANNER WHEEL:	MusicWheel.cpp, MusicWheel.h, MusicWheelItem.cpp, MusicWheelItem.h, ScreenSelectMusic.cpp,
//						ScreenSelectMusic.h

#include "global.h"
#include "ScreenSelectMusic.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "SongManager.h"
#include "GameManager.h"
#include "GameSoundManager.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "InputMapper.h"
#include "GameState.h"
#include "CodeDetector.h"
#include "ThemeManager.h"
#include "Steps.h"
#include "ActorUtil.h"
#include "RageDisplay.h"
#include "RageTextureManager.h"
#include "Course.h"
#include "ProfileManager.h"
#include "MenuTimer.h"
#include "LightsManager.h"
#include "StageStats.h"
#include "StepsUtil.h"
#include "Foreach.h"
#include "Style.h"

const int NUM_SCORE_DIGITS	=	9;

#define FOV									THEME->GetMetricF(m_sName,"FOV")
#define FOV_CENTER_X						THEME->GetMetricF(m_sName,"FOVCenterX")
#define FOV_CENTER_Y						THEME->GetMetricF(m_sName,"FOVCenterY")
#define BANNER_WIDTH						THEME->GetMetricF(m_sName,"BannerWidth")
#define BANNER_HEIGHT						THEME->GetMetricF(m_sName,"BannerHeight")
#define SONG_OPTIONS_EXTRA_COMMAND			THEME->GetMetric (m_sName,"SongOptionsExtraCommand")
#define SAMPLE_MUSIC_DELAY					THEME->GetMetricF(m_sName,"SampleMusicDelay")
#define SHOW_RADAR							THEME->GetMetricB(m_sName,"ShowRadar")
#define SHOW_GRAPH							THEME->GetMetricB(m_sName,"ShowGraph")
#define SHOW_PANES							THEME->GetMetricB(m_sName,"ShowPanes")
#define SHOW_DIFFICULTY_LIST				THEME->GetMetricB(m_sName,"ShowDifficultyList")
#define PREV_SCREEN							THEME->GetMetric (m_sName,"PrevScreen")
#define NEXT_SCREEN							THEME->GetMetric (m_sName,"NextScreen")
#define NEXT_OPTIONS_SCREEN					THEME->GetMetric (m_sName,"NextOptionsScreen")
#define SCORE_SORT_CHANGE_COMMAND(i) 		THEME->GetMetric (m_sName,ssprintf("ScoreP%iSortChangeCommand", i+1))
#define SCORE_FRAME_SORT_CHANGE_COMMAND(i)	THEME->GetMetric (m_sName,ssprintf("ScoreFrameP%iSortChangeCommand", i+1))
#define DO_ROULETTE_ON_MENU_TIMER			THEME->GetMetricB(m_sName,"DoRouletteOnMenuTimer")
#define ALIGN_MUSIC_BEATS					THEME->GetMetricB(m_sName,"AlignMusicBeat")
#define CODES								THEME->GetMetric (m_sName,"Codes")

// Mode Switcher stuff
#define USE_MODE_SWITCHER					THEME->GetMetricB(m_sName,"UseModeSwitcher")
#define ONE_PLAYER_MODES					THEME->GetMetric (m_sName,"OnePlayerModes")
#define TWO_PLAYER_MODES					THEME->GetMetric (m_sName,"TwoPlayerModes")

// Banner wheel stuff
#define USE_BANNER_WHEEL					THEME->GetMetricB(m_sName,"UseBannerWheel")
#define SONG_NAME_X							THEME->GetMetricF(m_sName,"SongNameX")
#define SONG_NAME_Y							THEME->GetMetricF(m_sName,"SongNameY")
#define SORT_MENU_COLOR						THEME->GetMetricC("MusicWheel","SortMenuColor")

// This is under the [Common] group, not [ScreenSelectMusic]
#define AUTO_SET_STYLE						THEME->GetMetricB("Common","AutoSetStyle")

// Do we want a blinking AutoGenIcon?
#define	BLINK_AUTOGEN						THEME->GetMetricB(m_sName,"BlinkAutogenIcon")

static const ScreenMessage	SM_AllowOptionsMenuRepeat	= ScreenMessage(SM_User+1);
CString g_sFallbackCDTitlePath;

static CString g_sCDTitlePath;
static bool g_bWantFallbackCdTitle;
static bool g_bCDTitleWaiting = false;
static CString g_sBannerPath;
static bool g_bBannerWaiting = false;
static bool g_bSampleMusicWaiting = false;
static RageTimer g_StartedLoadingAt(RageZeroTimer);

ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : ScreenWithMenuElements( sClassName )
{
	LOG->Trace( "ScreenSelectMusic::ScreenSelectMusic()" );

	LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU );

	m_DisplayMode = GAMESTATE->IsCourseMode() ? DISPLAY_COURSES : DISPLAY_SONGS;

	/* Finish any previous stage.  It's OK to call this when we havn't played a stage yet. 
	 * Do this before anything that might look at GAMESTATE->m_iCurrentStageIndex. */
	GAMESTATE->FinishStage();

	// If, for whatever reason, we're here and there is no style set, auto set a style based on the number of 
	// joined players
	if( AUTO_SET_STYLE )
	{
		if( GAMESTATE->GetCurrentStyle() == NULL )
		{
			int iNumPlayers = GAMESTATE->GetNumSidesJoined();

			switch( iNumPlayers )
			{
			case 1: 
				GAMESTATE->m_pCurStyle = GAMEMAN->GameAndStringToStyle( GAMESTATE->m_pCurGame, "single" );
				break;
			case 2: 
				GAMESTATE->m_pCurStyle = GAMEMAN->GameAndStringToStyle( GAMESTATE->m_pCurGame, "versus" );
				break;
			default:
				LOG->Warn( "Problem with autoset style; number of players not defined." );
				break;
			}

			// vector<StepsType> vst;
			// GAMEMAN->GetStepsTypesForGame( GAMESTATE->m_pCurGame, vst );
			// const Style *pStyle = GAMEMAN->GetFirstCompatibleStyle( GAMESTATE->m_pCurGame, GAMESTATE->GetNumSidesJoined(), vst[0] );
			// GAMESTATE->SetCurrentStyle( pStyle );
		}
	}

	// Cache:
	g_sFallbackCDTitlePath = THEME->GetPathG(m_sName,"fallback cdtitle");

	if( !AUTO_SET_STYLE )
	{
		if( GAMESTATE->m_pCurStyle == NULL )
			RageException::Throw( "The Style has not been set.  A theme must set the Style before loading ScreenSelectMusic." );
	}

	if( GAMESTATE->m_PlayMode == PLAY_MODE_INVALID )
		RageException::Throw( "The PlayMode has not been set.  A theme must set the PlayMode before loading ScreenSelectMusic." );

	m_MusicWheel.m_bFirstLoad = true;
	m_MusicWheel.Load();

	// pop'n music has this under the songwheel...
	FOREACH_PlayerNumber( p )
	{
		m_sprCharacterIcon[p].SetName( ssprintf("CharacterIconP%d",p+1) );

		Character* pChar = GAMESTATE->m_pCurCharacters[p];
		CString sPath = pChar->GetSongSelectIconPath();

		if( sPath.empty() )
			continue;

		m_sprCharacterIcon[p].Load( sPath );
		SET_XY( m_sprCharacterIcon[p] );
		this->AddChild( &m_sprCharacterIcon[p] );
	}



	m_MusicWheelUnder.Load( THEME->GetPathG(m_sName,"wheel under") );
	m_MusicWheelUnder->SetName( "WheelUnder" );
	SET_XY( m_MusicWheelUnder );
	this->AddChild( m_MusicWheelUnder );

	m_MusicWheel.SetName( "MusicWheel", "Wheel" );
	SET_XY( m_MusicWheel );
	this->AddChild( &m_MusicWheel );

	if( USE_BANNER_WHEEL )
	{
		m_sprBannerMask.SetName( "TextBanner" );	// use the same metrics and animation as Banner
		m_sprBannerMask.Load( THEME->GetPathG(m_sName,"banner mask") );
		m_sprBannerMask.SetBlendMode( BLEND_NO_EFFECT );	// don't draw to color buffer
		m_sprBannerMask.SetZWrite( true );	// do draw to the zbuffer
		SET_XY( m_sprBannerMask );
		this->AddChild( &m_sprBannerMask );
	}
	else
	{
		m_sprBannerMask.SetName( "Banner" );	// use the same metrics and animation as Banner
		m_sprBannerMask.Load( THEME->GetPathG(m_sName,"banner mask") );
		m_sprBannerMask.SetBlendMode( BLEND_NO_EFFECT );	// don't draw to color buffer
		m_sprBannerMask.SetZWrite( true );	// do draw to the zbuffer
		SET_XY( m_sprBannerMask );
		this->AddChild( &m_sprBannerMask );
	}

	m_sprExplanation.Load( THEME->GetPathG(m_sName,"explanation") );
	m_sprExplanation->SetName( "Explanation" );
	SET_XY( m_sprExplanation );
	this->AddChild( m_sprExplanation );

	// this is loaded SetSong and TweenToSong
	if( !USE_BANNER_WHEEL )
	{
		m_Banner.SetName( "Banner" );
		m_Banner.SetZTestMode( ZTEST_WRITE_ON_PASS );	// do have to pass the z test
		m_Banner.ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT );
		SET_XY( m_Banner );
		this->AddChild( &m_Banner );
	}
	else
	{
		m_TextBanner.SetName( "TextBanner" );
		m_TextBanner.SetHorizAlign( align_left );
		m_TextBanner.SetXY( SONG_NAME_X, SONG_NAME_Y );
		this->AddChild( &m_TextBanner );
	}

	m_sprBannerFrame.Load( THEME->GetPathG(m_sName,"banner frame") );
	m_sprBannerFrame->SetName( "BannerFrame" );
	SET_XY( m_sprBannerFrame );
	this->AddChild( m_sprBannerFrame );

	m_BPMDisplay.SetName( "BPMDisplay" );
	m_BPMDisplay.Load();
	SET_XY( m_BPMDisplay );
	this->AddChild( &m_BPMDisplay );

	m_DifficultyDisplay.SetName( "DifficultyDisplay" );
	m_DifficultyDisplay.SetShadowLength( 0 );
	SET_XY( m_DifficultyDisplay );
	this->AddChild( &m_DifficultyDisplay );

	{
		CStringArray StageTexts;
		GAMESTATE->GetAllStageTexts( StageTexts );
		for( unsigned i = 0; i < StageTexts.size(); ++i )
		{
			CString path = THEME->GetPathG( m_sName, "stage "+StageTexts[i], true );
			if( path != "" )
				TEXTUREMAN->CacheTexture( path );
		}
	}

	// loaded in AfterMusicChange
	m_sprStage.SetName( "Stage" );
	SET_XY( m_sprStage );
	this->AddChild( &m_sprStage );

	m_sprCDTitleFront.SetName( "CDTitle" );
	m_sprCDTitleFront.Load( THEME->GetPathG(m_sName,"fallback cdtitle") );
	SET_XY( m_sprCDTitleFront );
	COMMAND( m_sprCDTitleFront, "Front" );
	this->AddChild( &m_sprCDTitleFront );

	m_sprCDTitleBack.SetName( "CDTitle" );
	m_sprCDTitleBack.Load( THEME->GetPathG(m_sName,"fallback cdtitle") );
	SET_XY( m_sprCDTitleBack );
	COMMAND( m_sprCDTitleBack, "Back" );
	this->AddChild( &m_sprCDTitleBack );

	m_GrooveRadar.SetName( "Radar" );
	SET_XY( m_GrooveRadar );
	if( SHOW_RADAR )
		this->AddChild( &m_GrooveRadar );

	m_GrooveGraph.SetName( "Graph" );
	SET_XY( m_GrooveGraph );
	if( SHOW_GRAPH )
		this->AddChild( &m_GrooveGraph );

	m_textSongOptions.SetName( "SongOptions" );
	m_textSongOptions.LoadFromFont( THEME->GetPathToF("Common normal") );
	SET_XY( m_textSongOptions );
	this->AddChild( &m_textSongOptions );

	m_textCurMode.SetName( "CurMode" );
	m_textCurMode.LoadFromFont( THEME->GetPathF(m_sName,"cur mode") );
	SET_XY( m_textCurMode );
	this->AddChild( &m_textCurMode );

	m_textNumSongs.SetName( "NumSongs" );
	m_textNumSongs.LoadFromFont( THEME->GetPathF(m_sName,"num songs") );
	SET_XY( m_textNumSongs );
	this->AddChild( &m_textNumSongs );

	m_textTotalTime.SetName( "TotalTime" );
	m_textTotalTime.LoadFromFont( THEME->GetPathF(m_sName,"total time") );
	SET_XY( m_textTotalTime );
	this->AddChild( &m_textTotalTime );

	m_CourseContentsFrame.SetName( "CourseContents" );
	SET_XY( m_CourseContentsFrame );
	this->AddChild( &m_CourseContentsFrame );

	m_Artist.SetName( "ArtistDisplay" );
	m_Artist.Load();
	SET_XY( m_Artist );
	this->AddChild( &m_Artist );
		
	m_MachineRank.SetName( "MachineRank" );
	m_MachineRank.LoadFromFont( THEME->GetPathF(m_sName,"rank") );
	SET_XY( m_MachineRank );
	this->AddChild( &m_MachineRank );

	if( SHOW_DIFFICULTY_LIST )
	{
		m_DifficultyList.SetName( "DifficultyList" );
		m_DifficultyList.Load();
		SET_XY_AND_ON_COMMAND( m_DifficultyList );
		this->AddChild( &m_DifficultyList );
	}

	FOREACH_HumanPlayer( p )
	{
		m_sprDifficultyFrame[p].SetName( ssprintf("DifficultyFrameP%d",p+1) );
		m_sprDifficultyFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("difficulty frame p%d",p+1)) );
		m_sprDifficultyFrame[p].StopAnimating();
		SET_XY( m_sprDifficultyFrame[p] );
		this->AddChild( &m_sprDifficultyFrame[p] );

		m_DifficultyIcon[p].SetName( ssprintf("DifficultyIconP%d",p+1) );
		m_DifficultyIcon[p].Load( THEME->GetPathG(m_sName,ssprintf("difficulty icons 1x%d",NUM_DIFFICULTIES)) );
		SET_XY( m_DifficultyIcon[p] );
		this->AddChild( &m_DifficultyIcon[p] );

		m_AutoGenIcon[p].SetName( ssprintf("AutogenIconP%d",p+1) );
		m_AutoGenIcon[p].Load( THEME->GetPathG(m_sName,"autogen") );
		SET_XY( m_AutoGenIcon[p] );
		this->AddChild( &m_AutoGenIcon[p] );

		m_fAutoGenIconTime = 0;
		m_bAutoGenIconSwitcher = true;

		m_OptionIconRow[p].SetName( ssprintf("OptionIconsP%d",p+1) );
		m_OptionIconRow[p].Load( (PlayerNumber)p );
		m_OptionIconRow[p].Refresh();
		SET_XY( m_OptionIconRow[p] );
		this->AddChild( &m_OptionIconRow[p] );

		m_sprMeterFrame[p].SetName( ssprintf("MeterFrameP%d",p+1) );
		m_sprMeterFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("meter frame p%d",p+1)) );
		SET_XY( m_sprMeterFrame[p] );
		this->AddChild( &m_sprMeterFrame[p] );

		if( SHOW_PANES )
		{
			m_PaneDisplay[p].SetName( "PaneDisplay", ssprintf("PaneDisplayP%d",p+1) );
			m_PaneDisplay[p].Load( (PlayerNumber) p );
			this->AddChild( &m_PaneDisplay[p] );
		}

		m_DifficultyMeter[p].SetName( "DifficultyMeter", ssprintf("MeterP%d",p+1) );
		m_DifficultyMeter[p].Load();
		SET_XY_AND_ON_COMMAND( m_DifficultyMeter[p] );
		this->AddChild( &m_DifficultyMeter[p] );

		// add an icon onto the song select to show what
		// character they're using.

		m_sprHighScoreFrame[p].SetName( ssprintf("ScoreFrameP%d",p+1) );
		m_sprHighScoreFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("score frame p%d",p+1)) );
		SET_XY( m_sprHighScoreFrame[p] );
		this->AddChild( &m_sprHighScoreFrame[p] );

		m_textHighScore[p].SetName( ssprintf("ScoreP%d",p+1) );
		m_textHighScore[p].LoadFromFont( THEME->GetPathF(m_sName,"score") );
		m_textHighScore[p].SetShadowLength( 0 );
		m_textHighScore[p].SetDiffuse( PlayerToColor(p) );
		SET_XY( m_textHighScore[p] );
		this->AddChild( &m_textHighScore[p] );
	}	

	m_MusicSortDisplay.SetName( "SortIcon" );
	m_MusicSortDisplay.Set( GAMESTATE->m_SortOrder );
	SET_XY( m_MusicSortDisplay );
	this->AddChild( &m_MusicSortDisplay );

	m_sprBalloon.SetName( "Balloon" );
	TEXTUREMAN->CacheTexture( THEME->GetPathG(m_sName,"balloon long") );
	TEXTUREMAN->CacheTexture( THEME->GetPathG(m_sName,"balloon marathon") );
	this->AddChild( &m_sprBalloon );

	m_sprCourseHasMods.LoadAndSetName( m_sName, "CourseHasMods" );
	SET_XY( m_sprCourseHasMods );
	this->AddChild( m_sprCourseHasMods );

	m_sprOptionsMessage.SetName( "OptionsMessage" );
	m_sprOptionsMessage.Load( THEME->GetPathG(m_sName,"options message 1x2") );
	m_sprOptionsMessage.StopAnimating();
	m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );	// invisible
	//this->AddChild( &m_sprOptionsMessage );	// we have to draw this manually over the top of transitions

	FOREACH_PlayerNumber( p )
	{
		m_sprNonPresence[p].SetName( ssprintf("NonPresenceP%d",p+1) );
		m_sprNonPresence[p].Load( THEME->GetPathG(m_sName,ssprintf("nonpresence p%d",p+1)) );
		SET_XY( m_sprNonPresence[p] );
		this->AddChild( &m_sprNonPresence[p] );
	}

	m_Overlay.SetName( "Overlay");
	m_Overlay.LoadFromAniDir( THEME->GetPathB(m_sName, "overlay"));
	this->AddChild( &m_Overlay );

	m_bgOptionsOut.Load( THEME->GetPathToB(m_sName+" options out") );
//	this->AddChild( &m_bgOptionsOut ); // drawn on top
	m_bgNoOptionsOut.Load( THEME->GetPathToB(m_sName+" no options out") );
//	this->AddChild( &m_bgNoOptionsOut ); // drawn on top

	m_soundDifficultyEasier.Load( THEME->GetPathS(m_sName,"difficulty easier") );
	m_soundDifficultyHarder.Load( THEME->GetPathS(m_sName,"difficulty harder") );
	m_soundOptionsChange.Load( THEME->GetPathS(m_sName,"options") );
	m_soundLocked.Load( THEME->GetPathS(m_sName,"locked") );

	SOUND->PlayOnceFromAnnouncer( "select music intro" );

	m_bMadeChoice = false;
	m_bGoToOptions = false;
	m_bAllowOptionsMenu = m_bAllowOptionsMenuRepeat = false;

	// Used by the music wheel & modeswitcher
	m_MusicWheel.m_bFromModeSwitcher = false;

	UpdateOptionsDisplays();

	AfterMusicChange();
	TweenOnScreen();

	this->SortByDrawOrder();
}


ScreenSelectMusic::~ScreenSelectMusic()
{
	LOG->Trace( "ScreenSelectMusic::~ScreenSelectMusic()" );

}

void ScreenSelectMusic::DrawPrimitives()
{
	DISPLAY->CameraPushMatrix();
	DISPLAY->LoadMenuPerspective( FOV, FOV_CENTER_X, FOV_CENTER_Y );

	Screen::DrawPrimitives();
	m_sprOptionsMessage.Draw();
	m_bgOptionsOut.Draw();
	m_bgNoOptionsOut.Draw();
	
	DISPLAY->CameraPopMatrix();
}

void ScreenSelectMusic::TweenSongPartsOnScreen( bool Initial )
{
	m_GrooveRadar.StopTweening();
	m_GrooveGraph.StopTweening();
	m_GrooveRadar.TweenOnScreen();
	m_GrooveGraph.TweenOnScreen();
	if( SHOW_DIFFICULTY_LIST )
	{
		if( Initial )
		{
			ON_COMMAND( m_DifficultyList );
			m_DifficultyList.TweenOnScreen();
		}
//		else // do this after SM_SortOrderChanged
//			m_DifficultyList.Show();
	}

	{
		FOREACH_HumanPlayer( p )
		{
			ON_COMMAND( m_sprDifficultyFrame[p] );
			ON_COMMAND( m_sprMeterFrame[p] );
			ON_COMMAND( m_DifficultyIcon[p] );
			ON_COMMAND( m_AutoGenIcon[p] );
		}
	}

	{
		FOREACH_PlayerNumber( p )
		{
			ON_COMMAND( m_sprNonPresence[p] );
		}
	}
}

void ScreenSelectMusic::TweenSongPartsOffScreen( bool Final )
{
	m_GrooveRadar.TweenOffScreen();
	m_GrooveGraph.TweenOffScreen();
	if( SHOW_DIFFICULTY_LIST )
	{
		if( Final )
		{
			OFF_COMMAND( m_DifficultyList );
			m_DifficultyList.TweenOffScreen();
		}
		else
			m_DifficultyList.Hide();
	}

	{
		FOREACH_HumanPlayer( p )
		{
			OFF_COMMAND( m_sprDifficultyFrame[p] );
			OFF_COMMAND( m_sprMeterFrame[p] );
			OFF_COMMAND( m_DifficultyIcon[p] );
			OFF_COMMAND( m_AutoGenIcon[p] );
		}
	}

	{
		FOREACH_PlayerNumber( p )
		{
			OFF_COMMAND( m_sprNonPresence[p] );
		}
	}
}

void ScreenSelectMusic::TweenCoursePartsOnScreen( bool Initial )
{
	m_CourseContentsFrame.SetZoomY( 1 );
	if( Initial )
	{
		COMMAND( m_CourseContentsFrame, "On" );
	}
	else
	{
		m_CourseContentsFrame.SetFromGameState();
		COMMAND( m_CourseContentsFrame, "Show" );
	}
}

void ScreenSelectMusic::TweenCoursePartsOffScreen( bool Final )
{
	if( Final )
	{
		OFF_COMMAND( m_CourseContentsFrame );
	}
	else
	{
		COMMAND( m_CourseContentsFrame, "Hide" );
	}
}

void ScreenSelectMusic::SkipSongPartTweens()
{
	m_GrooveRadar.FinishTweening();
	m_GrooveGraph.FinishTweening();
	if( SHOW_DIFFICULTY_LIST )
		m_DifficultyList.FinishTweening();

	FOREACH_PlayerNumber( p )
	{		
		if( !GAMESTATE->IsHumanPlayer(p) )
			continue;	// skip

		m_sprDifficultyFrame[p].FinishTweening();
		m_sprMeterFrame[p].FinishTweening();
		m_DifficultyIcon[p].FinishTweening();
		m_AutoGenIcon[p].FinishTweening();
	}
}

void ScreenSelectMusic::SkipCoursePartTweens()
{
	m_CourseContentsFrame.FinishTweening();
}

void ScreenSelectMusic::TweenOnScreen()
{
	TweenSongPartsOnScreen( true );
	TweenCoursePartsOnScreen( true );

	switch( GAMESTATE->m_SortOrder )
	{
	case SORT_ALL_COURSES:
	case SORT_NONSTOP_COURSES:
	case SORT_ONI_COURSES:
	case SORT_ENDLESS_COURSES:
		TweenSongPartsOffScreen( false );
		SkipSongPartTweens();
		break;
	default:
		TweenCoursePartsOffScreen( false );
		SkipCoursePartTweens();
		break;
	}

	ON_COMMAND( m_sprBannerMask );

	if( USE_BANNER_WHEEL )
		ON_COMMAND( m_TextBanner );
	else
		ON_COMMAND( m_Banner );

	ON_COMMAND( m_sprBannerFrame );
	ON_COMMAND( m_sprExplanation );
	ON_COMMAND( m_BPMDisplay );
	ON_COMMAND( m_DifficultyDisplay );
	ON_COMMAND( m_sprStage );
	ON_COMMAND( m_sprCDTitleFront );
	ON_COMMAND( m_sprCDTitleBack );
	ON_COMMAND( m_GrooveRadar );
	ON_COMMAND( m_GrooveGraph );
	ON_COMMAND( m_textSongOptions );
	ON_COMMAND( m_textCurMode );
	ON_COMMAND( m_textNumSongs );
	ON_COMMAND( m_textTotalTime );
	ON_COMMAND( m_MusicSortDisplay );
	ON_COMMAND( m_MusicWheelUnder );
	m_MusicWheel.TweenOnScreen();
	ON_COMMAND( m_sprBalloon );
	ON_COMMAND( m_sprCourseHasMods );
	ON_COMMAND( m_MusicWheel );
	ON_COMMAND( m_Artist );
	ON_COMMAND( m_MachineRank );
	ON_COMMAND( m_Overlay );

	FOREACH_HumanPlayer( p )
	{		
		ON_COMMAND( m_sprCharacterIcon[p] );
		ON_COMMAND( m_OptionIconRow[p] );
		ON_COMMAND( m_sprHighScoreFrame[p] );
		ON_COMMAND( m_textHighScore[p] );
		if( SHOW_PANES )
			ON_COMMAND( m_PaneDisplay[p] );
		ON_COMMAND( m_DifficultyMeter[p] );
	}

	if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
		m_textSongOptions.Command( SONG_OPTIONS_EXTRA_COMMAND );
}

void ScreenSelectMusic::TweenOffScreen()
{
	switch( GAMESTATE->m_SortOrder )
	{
	case SORT_ALL_COURSES:
	case SORT_NONSTOP_COURSES:
	case SORT_ONI_COURSES:
	case SORT_ENDLESS_COURSES:
		TweenCoursePartsOffScreen( true );
		break;
	default:
		TweenSongPartsOffScreen( true );
		break;
	}

	OFF_COMMAND( m_sprBannerMask );

	if( USE_BANNER_WHEEL )
		OFF_COMMAND( m_TextBanner );
	else
		OFF_COMMAND( m_Banner );

	OFF_COMMAND( m_sprBannerFrame );
	OFF_COMMAND( m_sprExplanation );
	OFF_COMMAND( m_BPMDisplay );
	OFF_COMMAND( m_DifficultyDisplay );
	OFF_COMMAND( m_sprStage );
	OFF_COMMAND( m_sprCDTitleFront );
	OFF_COMMAND( m_sprCDTitleBack );
	OFF_COMMAND( m_GrooveRadar );
	OFF_COMMAND( m_GrooveGraph );
	OFF_COMMAND( m_textSongOptions );
	OFF_COMMAND( m_textCurMode );
	OFF_COMMAND( m_textNumSongs );
	OFF_COMMAND( m_textTotalTime );
	OFF_COMMAND( m_MusicSortDisplay );
	m_MusicWheel.TweenOffScreen();
	OFF_COMMAND( m_MusicWheelUnder );
	OFF_COMMAND( m_MusicWheel );
	OFF_COMMAND( m_sprBalloon );
	OFF_COMMAND( m_sprCourseHasMods );
	OFF_COMMAND( m_Artist );
	OFF_COMMAND( m_MachineRank );
	OFF_COMMAND( m_Overlay );

	FOREACH_HumanPlayer( p )
	{		
		OFF_COMMAND(m_sprCharacterIcon[p]);
		OFF_COMMAND( m_OptionIconRow[p] );
		OFF_COMMAND( m_sprHighScoreFrame[p] );
		OFF_COMMAND( m_textHighScore[p] );
		if( SHOW_PANES )
			OFF_COMMAND( m_PaneDisplay[p] );
		OFF_COMMAND( m_DifficultyMeter[p] );
	}
}


/* This hides elements that are only relevant when displaying a single song,
 * and shows elements for course display.  XXX: Allow different tween commands. */
void ScreenSelectMusic::SwitchDisplayMode( DisplayMode dm )
{
	if( m_DisplayMode == dm )
		return;

	// tween off
	switch( m_DisplayMode )
	{
	case DISPLAY_SONGS:
		TweenSongPartsOffScreen( false );
		break;
	case DISPLAY_COURSES:
		TweenCoursePartsOffScreen( false );
		break;
	case DISPLAY_MODES:
		break;
	}

	// tween on
	m_DisplayMode = dm;
	switch( m_DisplayMode )
	{
	case DISPLAY_SONGS:
		TweenSongPartsOnScreen( false );
		break;
	case DISPLAY_COURSES:
		TweenCoursePartsOnScreen( false );
		break;
	case DISPLAY_MODES:
		break;
	}
}

void ScreenSelectMusic::TweenScoreOnAndOffAfterChangeSort()
{
	FOREACH_PlayerNumber( p )
	{
		if( !GAMESTATE->IsHumanPlayer(p) )
			continue;	// skip
		m_textHighScore[p].Command( SCORE_SORT_CHANGE_COMMAND(p) );
		m_sprHighScoreFrame[p].Command( SCORE_FRAME_SORT_CHANGE_COMMAND(p) );
	}

	switch( GAMESTATE->m_SortOrder )
	{
	case SORT_ALL_COURSES:
	case SORT_NONSTOP_COURSES:
	case SORT_ONI_COURSES:
	case SORT_ENDLESS_COURSES:
		SwitchDisplayMode( DISPLAY_COURSES );
		break;
	case SORT_SORT_MENU:
	case SORT_MODE_MENU:
		SwitchDisplayMode( DISPLAY_MODES );
		break;
	default:
		SwitchDisplayMode( DISPLAY_SONGS );
		break;
	}
}

void ScreenSelectMusic::CheckBackgroundRequests()
{
	if( g_bCDTitleWaiting )
	{
		// The CDTitle is normally very small, so we don't bother waiting to display it.
		CString sPath;
		if( m_BackgroundLoader.IsCacheFileFinished(g_sCDTitlePath, sPath) )
		{
			g_bCDTitleWaiting = false;

			CString sCDTitlePath = sPath;

			if( sCDTitlePath.empty() || !IsAFile(sCDTitlePath) )
				sCDTitlePath = g_bWantFallbackCdTitle? g_sFallbackCDTitlePath:"";

			if( !sCDTitlePath.empty() )
			{
				TEXTUREMAN->DisableOddDimensionWarning();
				m_sprCDTitleFront.Load( sCDTitlePath );
				m_sprCDTitleBack.Load( sCDTitlePath );
				TEXTUREMAN->EnableOddDimensionWarning();
			}

			m_BackgroundLoader.FinishedWithCachedFile( g_sCDTitlePath );
		}
		else
			return;
	}

	/* Loading the rest can cause small skips, so don't do it until the wheel settles. 
	 * Do load if we're transitioning out, though, so we don't miss starting the music
	 * for the options screen if a song is selected quickly. */
	if( !m_MusicWheel.IsSettled() && !m_Out.IsTransitioning() )
		return;

	if( USE_BANNER_WHEEL )
	{
		m_pSong = m_MusicWheel.GetSelectedSong();
		m_TextBanner.LoadFromSong( m_pSong );
		m_TextBanner.SetDiffuse( SORT_MENU_COLOR );
	}

	if( g_bBannerWaiting )
	{
		if( USE_BANNER_WHEEL )
		{
			g_bBannerWaiting = false;
			RageTimer foo;
			m_pSong = m_MusicWheel.GetSelectedSong();
			m_TextBanner.LoadFromSong( m_pSong );
			m_TextBanner.SetDiffuse( SORT_MENU_COLOR );
		}
		else
		{
			float HighQualTime = THEME->GetMetricF("FadingBanner","FadeSeconds");

			CString sPath;
			if( g_StartedLoadingAt.Ago() >= HighQualTime && m_BackgroundLoader.IsCacheFileFinished(g_sBannerPath, sPath) )
			{
				g_bBannerWaiting = false;
				RageTimer foo;
				m_Banner.Load( sPath );

				m_BackgroundLoader.FinishedWithCachedFile( g_sBannerPath );
			}
			else
				return;
		}
	}

	// Nothing else is going.  Start the music, if we havn't yet.
	if( g_bSampleMusicWaiting )
	{
		// Don't start the music sample when moving fast.
		if( g_StartedLoadingAt.Ago() >= SAMPLE_MUSIC_DELAY )
		{
			g_bSampleMusicWaiting = false;

			SOUND->PlayMusic( m_sSampleMusicToPlay, m_pSampleMusicTimingData, true, m_fSampleStartSeconds,
					m_fSampleLengthSeconds, 1.5f, ALIGN_MUSIC_BEATS ); // fade out for 1.5 seconds
		}
		else
			return;
	}
}

void ScreenSelectMusic::Update( float fDeltaTime )
{
	Screen::Update( fDeltaTime );
	m_bgOptionsOut.Update( fDeltaTime );
	m_bgNoOptionsOut.Update( fDeltaTime );
	m_sprOptionsMessage.Update( fDeltaTime );

	CheckBackgroundRequests();

	// Make sure that icon stays flashing now!
	FOREACH_HumanPlayer( pn )
	{
		Steps* pSteps = m_vpSteps.empty()? NULL: m_vpSteps[m_iSelection[pn]];

		if( pSteps && pSteps->IsAutogen() )
			DisplayAutoGenIcon( pn );
	}
}

void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
//	LOG->Trace( "ScreenSelectMusic::Input()" );

	// debugging?
	// I just like being able to see untransliterated titles occasionally.
	if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == KEY_F9 )
	{
		if( type != IET_FIRST_PRESS ) return;
		PREFSMAN->m_bShowNative ^= 1;
		m_MusicWheel.RebuildMusicWheelItems();
		m_CourseContentsFrame.SetFromGameState();
		return;
	}

	if( !GameI.IsValid() )		return;		// don't care


	/* XXX: What's the difference between this and StyleI.player? */
	/* StyleI won't be valid if it's a menu button that's pressed.  
	 * There's got to be a better way of doing this.  -Chris */
	PlayerNumber pn = GAMESTATE->GetCurrentStyle()->ControllerToPlayerNumber( GameI.controller );
	if( !GAMESTATE->IsHumanPlayer(pn) )
		return;

	if( m_bMadeChoice  &&
		MenuI.IsValid()  &&
		MenuI.button == MENU_BUTTON_START  &&
		type != IET_RELEASE  &&
		type != IET_LEVEL_CHANGED &&
		IsTransitioning() &&
		!GAMESTATE->IsExtraStage()  &&
		!GAMESTATE->IsExtraStage2() )
	{
		if(m_bGoToOptions) return; // got it already
		if(!m_bAllowOptionsMenu) return; // not allowed

		if( !m_bAllowOptionsMenuRepeat &&
			(type == IET_SLOW_REPEAT || type == IET_FAST_REPEAT ))
			return; // not allowed yet
		
		m_bGoToOptions = true;
		m_sprOptionsMessage.SetState( 1 );
		SCREENMAN->PlayStartSound();
		return;
	}

	if( IsTransitioning() )
		return;		// ignore

	if( m_bMadeChoice )		return;		// ignore

	if( MenuI.button == MENU_BUTTON_RIGHT || MenuI.button == MENU_BUTTON_LEFT )
	{

		// If we're rouletting, hands off.
		if(m_MusicWheel.IsRouletting())
			return;

		// TRICKY:  There's lots of weirdness that can happen here when tapping 
		// Left and Right quickly, like when changing sort.
		bool bLeftPressed = INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_LEFT) );
		bool bRightPressed = INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) );
		bool bLeftAndRightPressed = bLeftPressed && bRightPressed;
		bool bLeftOrRightPressed = bLeftPressed || bRightPressed;

		switch( type )
		{
		case IET_RELEASE:
			// when a key is released, stop moving the wheel
			if( !bLeftOrRightPressed )
				m_MusicWheel.Move( 0 );
			
			// Reset the repeat timer when a key is released.
			// This fixes jumping when you release Left and Right at the same 
			// time (e.g. after tapping Left+Right to change sort).
			INPUTMAPPER->ResetKeyRepeat( MenuInput(MenuI.player, MENU_BUTTON_LEFT) );
			INPUTMAPPER->ResetKeyRepeat( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) );
			break;
		case IET_FIRST_PRESS:
			if( MenuI.button == MENU_BUTTON_RIGHT )
				m_MusicWheel.Move( +1 );
			else
				m_MusicWheel.Move( -1 );

			// The wheel moves faster than one item between FIRST_PRESS
			// and SLOW_REPEAT.  Stop the wheel immediately after moving one 
			// item if both Left and Right are held.  This way, we won't move
			// another item 
			if( bLeftAndRightPressed )
				m_MusicWheel.Move( 0 );
			break;
		case IET_SLOW_REPEAT:
		case IET_FAST_REPEAT:
			// We need to handle the repeat events to start the wheel spinning again
			// when Left and Right are being held, then one is released.
			if( bLeftAndRightPressed )
			{
				// Don't spin if holding both buttons
				m_MusicWheel.Move( 0 );
			}
			else
			{
				if( MenuI.button == MENU_BUTTON_RIGHT )
					m_MusicWheel.Move( +1 );
				else
					m_MusicWheel.Move( -1 );
			}
			break;
		}
	}



	// TRICKY:  Do default processing of MenuLeft and MenuRight before detecting 
	// codes.  Do default processing of Start AFTER detecting codes.  This gives us a 
	// change to return if Start is part of a code because we don't want to process 
	// Start as "move to the next screen" if it was just part of a code.
	switch( MenuI.button )
	{
	case MENU_BUTTON_UP:	this->MenuUp( MenuI.player, type );		break;
	case MENU_BUTTON_DOWN:	this->MenuDown( MenuI.player, type );	break;
	case MENU_BUTTON_LEFT:	this->MenuLeft( MenuI.player, type );	break;
	case MENU_BUTTON_RIGHT:	this->MenuRight( MenuI.player, type );	break;
	case MENU_BUTTON_BACK:
		// Don't make the user hold the back button if they're pressing escape and escape is the back button.
		if( DeviceI.device == DEVICE_KEYBOARD  &&  DeviceI.button == KEY_ESC )
			this->MenuBack( MenuI.player );
		else
			Screen::MenuBack( MenuI.player, type );
		break;
	// Do the default handler for Start after detecting codes.
//	case MENU_BUTTON_START:	this->MenuStart( MenuI.player, type );	break;
	case MENU_BUTTON_COIN:	this->MenuCoin( MenuI.player, type );	break;
	}


	if( type == IET_FIRST_PRESS )
	{
		if( CodeDetector::EnteredEasierDifficulty(GameI.controller) )
		{
			if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
				m_soundLocked.Play();
			else
				ChangeDifficulty( pn, -1 );
			return;
		}
		if( CodeDetector::EnteredHarderDifficulty(GameI.controller) )
		{
			if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
				m_soundLocked.Play();
			else
				ChangeDifficulty( pn, +1 );
			return;
		}
		if( CodeDetector::EnteredSortMenu(GameI.controller) )
		{
			/* Ignore the SortMenu when in course mode.  However, still check for the code, so
			 * if people try pressing left+right+start in course mode, we don't pick the selected
			 * course on them. */
			if( GAMESTATE->IsCourseMode() )
				; /* nothing */
			else if( ( GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage ) || GAMESTATE->IsExtraStage2() )
				m_soundLocked.Play();
			else
				m_MusicWheel.ChangeSort( SORT_SORT_MENU );
			return;
		}
		if( CodeDetector::EnteredModeMenu(GameI.controller) )
		{
			if( ( GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage ) || GAMESTATE->IsExtraStage2() )
				m_soundLocked.Play();
			else
				m_MusicWheel.ChangeSort( SORT_MODE_MENU );
			return;
		}
		if( CodeDetector::EnteredNextSort(GameI.controller) )
		{
			if( ( GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage ) || GAMESTATE->IsExtraStage2() )
				m_soundLocked.Play();
			else
				m_MusicWheel.NextSort();
			return;
		}
		if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() && CodeDetector::DetectAndAdjustMusicOptions(GameI.controller) )
		{
			m_soundOptionsChange.Play();
			UpdateOptionsDisplays();
			return;
		}
	}

	switch( MenuI.button )
	{
	case MENU_BUTTON_START:	Screen::MenuStart( MenuI.player, type );	break;
	}
}

void ScreenSelectMusic::ChangeDifficulty( PlayerNumber pn, int dir )
{
	LOG->Trace( "ScreenSelectMusic::ChangeDifficulty( %d, %d )", pn, dir );

	ASSERT( GAMESTATE->IsHumanPlayer(pn) );

	switch( m_MusicWheel.GetSelectedType() )
	{
	case TYPE_SONG:
	case TYPE_PORTAL:
		{
			m_iSelection[pn] += dir;

			// If we're using the mode switching abilities, we apply it here
			// No modeswitcher in battle or rave, though.
			if( GAMESTATE->m_PlayMode == PLAY_MODE_BATTLE || GAMESTATE->m_PlayMode == PLAY_MODE_RAVE )
			{
				if( CLAMP(m_iSelection[pn],0,m_vpSteps.size()-1) )
					return;
			}
			else
			{
				// First case: Mode Switcher is on, and we're not in COIN_PAY mode
				// Cases don't matter anymore, based on how mode switcher now affects credits
				//if( USE_MODE_SWITCHER && (PREFSMAN->GetCoinMode() != COIN_PAY) )
				if( USE_MODE_SWITCHER )
				{
					m_MusicWheel.m_bFromModeSwitcher = true;

					// Get number of joined players
					int iNumPlayers = GAMESTATE->GetNumSidesJoined();

					// Get the song information
					Song* pSong = m_MusicWheel.GetSelectedSong();
					GAMESTATE->m_pCurSong = pSong;

					if( pSong )
						GAMESTATE->m_pPreferredSong = pSong;

					// Create the string for the style name
					CString sStyleName = GAMESTATE->m_pCurStyle->m_szName;

					// Make a list of all styles for the current Game.
					vector<const Style*> vPossibleStyles;
					GAMEMAN->GetStylesForGame( GAMESTATE->m_pCurGame, vPossibleStyles );
					ASSERT( !vPossibleStyles.empty() );

					vector<const Style*>::const_iterator iter = find(vPossibleStyles.begin(), vPossibleStyles.end(), GAMESTATE->m_pCurStyle );
					int	index = iter - vPossibleStyles.begin();

					if( dir > 0 )
					{
						if( m_iSelection[pn] > (int)(m_vpSteps.size()-1) )
						{
							index++;		// Go to the next style
							
							// If we're out of the iteration range, wrap!
							wrap( index, vPossibleStyles.size() );

							GAMESTATE->m_pCurStyle = vPossibleStyles[index];

							// One player, not so ugly
							if( iNumPlayers == 1 )
							{
								while( !ModeSwitchOkayFor1P() )
								{
									index++;		// Go to the next style

									// If we're out of the iteration range, wrap!
									wrap( index, vPossibleStyles.size() );

									GAMESTATE->m_pCurStyle = vPossibleStyles[index];
								}
							}
							// More than one player, very ugly!
							else
							{
								while( !ModeSwitchOkayFor2P() )
								{
									index++;		// Go to the next style

									// If we're out of the iteration range, wrap!
									wrap( index, vPossibleStyles.size() );

									GAMESTATE->m_pCurStyle = vPossibleStyles[index];
								}
							}

							sStyleName = GAMESTATE->m_pCurStyle->m_szName;

							// Update the music wheel to reflect changes
							m_MusicWheel.Load();
							m_MusicWheel.RebuildMusicWheelItems();

							// If not using Autogen, reload to remove songs that don't have this steps style
							if( !PREFSMAN->m_bAutogenSteps )
							{
								// Update the steps
								m_vpSteps.clear();
								pSong->GetSteps( m_vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );

								if( m_vpSteps.empty() )
								{
									Song* newSong;

									// Crap, the song doesn't have steps for this mode. Find one with steps!
									while( true ) // Infinite loop unless we break out
									{
										// Update to the new song and get the steps from it
										newSong = m_MusicWheel.GetPreferredSelectionForRandomOrPortal();

										// Okay, so we found a valid song
										if( newSong != NULL )
										{
											m_vpSteps.clear();
											newSong->GetSteps( m_vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );

											if( !m_vpSteps.empty() )
											{
												pSong = newSong;
												break;
											}
										}

										// No song was found, or something has gone wrong with the new steps.
										// Switch to a new mode and try again.
										index++;		// Go to the next style
							
										// If we're out of the iteration range, wrap!
										wrap( index, vPossibleStyles.size() );

										GAMESTATE->m_pCurStyle = vPossibleStyles[index];

										// One player, not so ugly
										if( iNumPlayers == 1 )
										{
											while( !ModeSwitchOkayFor1P() )
											{
												index++;		// Go to the next style

												// If we're out of the iteration range, wrap!
												wrap( index, vPossibleStyles.size() );

												GAMESTATE->m_pCurStyle = vPossibleStyles[index];
											}
										}
										// More than one player, very ugly!
										else
										{
											while( !ModeSwitchOkayFor2P() )
											{
												index++;		// Go to the next style

												// If we're out of the iteration range, wrap!
												wrap( index, vPossibleStyles.size() );

												GAMESTATE->m_pCurStyle = vPossibleStyles[index];
											}
										}

										// Check to see if we're valid now for original song
										// Reload new music wheel
										m_MusicWheel.Load();
										m_MusicWheel.RebuildMusicWheelItems();

										// Update the steps
										m_vpSteps.clear();
										pSong->GetSteps( m_vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );

										if( !m_vpSteps.empty() )
											break;	// The song had valid steps in this mode, so we move on

										// If we still get down to here, then we need to repeat the process.
										// Loop again!
									}
								}

								GAMESTATE->m_pCurSong = pSong;

								if( pSong )
									GAMESTATE->m_pPreferredSong = pSong;

								// So, we found a valid song for this mode. Switch to it!
								AfterMusicChange();

								StepsUtil::SortNotesArrayByDifficulty( m_vpSteps );
								m_DifficultyDisplay.SetDifficulties( pSong, GAMESTATE->GetCurrentStyle()->m_StepsType );
							}
							else
							{
								// Update the steps
								m_vpSteps.clear();
								pSong->GetSteps( m_vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );

								StepsUtil::SortNotesArrayByDifficulty( m_vpSteps );
								m_DifficultyDisplay.SetDifficulties( pSong, GAMESTATE->GetCurrentStyle()->m_StepsType );
							}

							// Reset the selection back down to minimum
							m_iSelection[pn] = 0;

							// Update the current mode text!
							CString sModeName = GAMESTATE->m_pCurStyle->m_szName;
							sModeName.MakeUpper();
							m_textCurMode.SetText( sModeName );
						}
					}
					else if( dir < 0 )
					{
						if( m_iSelection[pn] < 0 )
						{
							index--;		// Go to the previous style

							// If we're out of the iteration range, wrap!
							wrap( index, vPossibleStyles.size() );

							GAMESTATE->m_pCurStyle = vPossibleStyles[index];

							// One player, not so ugly
							if( iNumPlayers == 1 )
							{
								while( !ModeSwitchOkayFor1P() )
								{
									index--;		// Go to the previous style

									// If we're out of the iteration range, wrap!
									wrap( index, vPossibleStyles.size() );

									GAMESTATE->m_pCurStyle = vPossibleStyles[index];
								}
							}
							// More than one player, very ugly!
							else
							{
								while( !ModeSwitchOkayFor2P() )
								{
									index--;		// Go to the previous style

									// If we're out of the iteration range, wrap!
									wrap( index, vPossibleStyles.size() );

									GAMESTATE->m_pCurStyle = vPossibleStyles[index];
								}
							}

							sStyleName = GAMESTATE->m_pCurStyle->m_szName;

							// Update the music wheel to reflect changes
							m_MusicWheel.Load();
							m_MusicWheel.RebuildMusicWheelItems();

							// If not using Autogen, reload to remove songs that don't have this steps style
							if( !PREFSMAN->m_bAutogenSteps )
							{
								// Update the steps
								m_vpSteps.clear();
								pSong->GetSteps( m_vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );

								if( m_vpSteps.empty() )
								{
									Song* newSong;

									// Crap, the song doesn't have steps for this mode. Find one with steps!
									while( true ) // Infinite loop unless we break out
									{
										// Update to the new song and get the steps from it
										newSong = m_MusicWheel.GetPreferredSelectionForRandomOrPortal();

										// Okay, so we found a valid song
										if( newSong != NULL )
										{
											m_vpSteps.clear();
											newSong->GetSteps( m_vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );

											if( !m_vpSteps.empty() )
											{
												pSong = newSong;
												break;
											}
										}

										// No song was found, or something has gone wrong with the new steps.
										// Switch to a new mode and try again.
										index--;		// Go to the previous style
							
										// If we're out of the iteration range, wrap!
										wrap( index, vPossibleStyles.size() );

										GAMESTATE->m_pCurStyle = vPossibleStyles[index];

										// One player, not so ugly
										if( iNumPlayers == 1 )
										{
											while( !ModeSwitchOkayFor1P() )
											{
												index--;		// Go to the previous style

												// If we're out of the iteration range, wrap!
												wrap( index, vPossibleStyles.size() );

												GAMESTATE->m_pCurStyle = vPossibleStyles[index];
											}
										}
										// More than one player, very ugly!
										else
										{
											while( !ModeSwitchOkayFor2P() )
											{
												index--;		// Go to the previous style

												// If we're out of the iteration range, wrap!
												wrap( index, vPossibleStyles.size() );

												GAMESTATE->m_pCurStyle = vPossibleStyles[index];
											}
										}

										// Check to see if we're valid now for original song
										// Reload new music wheel
										m_MusicWheel.Load();
										m_MusicWheel.RebuildMusicWheelItems();

										// Update the steps
										m_vpSteps.clear();
										pSong->GetSteps( m_vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );

										if( !m_vpSteps.empty() )
											break;	// The song had valid steps in this mode, so we move on

										// If we still get down to here, then we need to repeat the process.
										// Loop again!
									}
								}

								GAMESTATE->m_pCurSong = pSong;

								if( pSong )
									GAMESTATE->m_pPreferredSong = pSong;

								// So, we found a valid song for this mode. Switch to it!
								AfterMusicChange();

								StepsUtil::SortNotesArrayByDifficulty( m_vpSteps );
								m_DifficultyDisplay.SetDifficulties( pSong, GAMESTATE->GetCurrentStyle()->m_StepsType );
							}
							else
							{
								// Update the steps
								m_vpSteps.clear();
								pSong->GetSteps( m_vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );

								StepsUtil::SortNotesArrayByDifficulty( m_vpSteps );
								m_DifficultyDisplay.SetDifficulties( pSong, GAMESTATE->GetCurrentStyle()->m_StepsType );
							}
							
							// Reset the selection back up to maximum!
							m_iSelection[pn] = (m_vpSteps.size()-1);

							// Update the current mode text!
							CString sModeName = GAMESTATE->m_pCurStyle->m_szName;
							sModeName.MakeUpper();
							m_textCurMode.SetText( sModeName );
						}
					}
				}
				// Second case: mode COIN_PAY, but a premium is active
				// Cases don't matter anymore, based on how mode switcher now affects credits
				/* else if( USE_MODE_SWITCHER && (PREFSMAN->GetCoinMode() == COIN_PAY) &&
							(PREFSMAN->m_Premium != PrefsManager::NO_PREMIUM) )
				{
					m_MusicWheel.m_bFromModeSwitcher = true;

					// Get number of joined players
					int iNumPlayers = GAMESTATE->GetNumSidesJoined();

					// Get the song information
					Song* pSong = m_MusicWheel.GetSelectedSong();
					GAMESTATE->m_pCurSong = pSong;

					if( pSong )
						GAMESTATE->m_pPreferredSong = pSong;

					// Create the string for the style name
					CString sStyleName = GAMESTATE->m_pCurStyle->m_szName;

					// Make a list of all styles for the current Game.
					vector<const Style*> vPossibleStyles;
					GAMEMAN->GetStylesForGame( GAMESTATE->m_pCurGame, vPossibleStyles );
					ASSERT( !vPossibleStyles.empty() );

					vector<const Style*>::const_iterator iter = find(vPossibleStyles.begin(), vPossibleStyles.end(), GAMESTATE->m_pCurStyle );
					int	index = iter - vPossibleStyles.begin();

					if( dir > 0 )
					{
						if( m_iSelection[pn] > (int)(m_vpSteps.size()-1) )
						{
							index++;		// Go to the next style
							
							// If we're out of the iteration range, wrap!
							wrap( index, vPossibleStyles.size() );

							GAMESTATE->m_pCurStyle = vPossibleStyles[index];

							// One player, not so ugly
							if( iNumPlayers == 1 )
							{
								while( !ModeSwitchOkayFor1P() )
								{
									index++;		// Go to the next style

									// If we're out of the iteration range, wrap!
									wrap( index, vPossibleStyles.size() );

									GAMESTATE->m_pCurStyle = vPossibleStyles[index];

									// Check premium status!
									// If not double, then skip over double!
									if( PREFSMAN->m_Premium != PrefsManager::DOUBLES_PREMIUM )
									{
										if( GAMESTATE->m_pCurStyle->m_szName == CString("double") )
										{
											index++;		// Go to the next style
									
											// If we're out of the iteration range, wrap!
											wrap( index, vPossibleStyles.size() );

											GAMESTATE->m_pCurStyle = vPossibleStyles[index];
										}
									}
								}
							}
							// More than one player, very ugly!
							else
							{
								while( !ModeSwitchOkayFor2P() )
								{
									index++;		// Go to the next style

									// If we're out of the iteration range, wrap!
									wrap( index, vPossibleStyles.size() );

									GAMESTATE->m_pCurStyle = vPossibleStyles[index];
								}
							}

							sStyleName = GAMESTATE->m_pCurStyle->m_szName;

							// Update the music wheel to reflect changes
							m_MusicWheel.Load();
							m_MusicWheel.RebuildMusicWheelItems();

							// If not using Autogen, reload to remove songs that don't have this steps style
							if( !PREFSMAN->m_bAutogenSteps )
							{
								// Update the steps
								m_vpSteps.clear();
								pSong->GetSteps( m_vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );

								if( m_vpSteps.empty() )
								{
									Song* newSong;

									// Crap, the song doesn't have steps for this mode. Find one with steps!
									while( true ) // Infinite loop unless we break out
									{
										// Update to the new song and get the steps from it
										newSong = m_MusicWheel.GetPreferredSelectionForRandomOrPortal();

										// Okay, so we found a valid song
										if( newSong != NULL )
										{
											m_vpSteps.clear();
											newSong->GetSteps( m_vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );

											if( !m_vpSteps.empty() )
											{
												pSong = newSong;
												break;
											}
										}

										// No song was found, or something has gone wrong with the new steps.
										// Switch to a new mode and try again.
										index++;		// Go to the next style
							
										// If we're out of the iteration range, wrap!
										wrap( index, vPossibleStyles.size() );

										GAMESTATE->m_pCurStyle = vPossibleStyles[index];

										// One player, not so ugly
										if( iNumPlayers == 1 )
										{
											while( !ModeSwitchOkayFor1P() )
											{
												index++;		// Go to the next style

												// If we're out of the iteration range, wrap!
												wrap( index, vPossibleStyles.size() );

												GAMESTATE->m_pCurStyle = vPossibleStyles[index];

												// Check premium status!
												// If not double, then skip over double!
												if( PREFSMAN->m_Premium != PrefsManager::DOUBLES_PREMIUM )
												{
													if( GAMESTATE->m_pCurStyle->m_szName == CString("double") )
													{
														index++;		// Go to the next style
												
														// If we're out of the iteration range, wrap!
														wrap( index, vPossibleStyles.size() );

														GAMESTATE->m_pCurStyle = vPossibleStyles[index];
													}
												}
											}
										}
										// More than one player, very ugly!
										else
										{
											while( !ModeSwitchOkayFor2P() )
											{
												index++;		// Go to the next style

												// If we're out of the iteration range, wrap!
												wrap( index, vPossibleStyles.size() );

												GAMESTATE->m_pCurStyle = vPossibleStyles[index];
											}
										}

										// Check to see if we're valid now for original song
										// Reload new music wheel
										m_MusicWheel.Load();
										m_MusicWheel.RebuildMusicWheelItems();

										// Update the steps
										m_vpSteps.clear();
										pSong->GetSteps( m_vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );

										if( !m_vpSteps.empty() )
											break;	// The song had valid steps in this mode, so we move on

										// If we still get down to here, then we need to repeat the process.
										// Loop again!
									}
								}

								GAMESTATE->m_pCurSong = pSong;

								if( pSong )
									GAMESTATE->m_pPreferredSong = pSong;

								// So, we found a valid song for this mode. Switch to it!
								AfterMusicChange();

								StepsUtil::SortNotesArrayByDifficulty( m_vpSteps );
								m_DifficultyDisplay.SetDifficulties( pSong, GAMESTATE->GetCurrentStyle()->m_StepsType );
							}
							else
							{
								// Update the steps
								m_vpSteps.clear();
								pSong->GetSteps( m_vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );

								StepsUtil::SortNotesArrayByDifficulty( m_vpSteps );
								m_DifficultyDisplay.SetDifficulties( pSong, GAMESTATE->GetCurrentStyle()->m_StepsType );
							}

							// Reset the selection back down to minimum
							m_iSelection[pn] = 0;

							// Update the current mode text!
							CString sModeName = GAMESTATE->m_pCurStyle->m_szName;
							sModeName.MakeUpper();
							m_textCurMode.SetText( sModeName );
						}
					}
					else if( dir < 0 )
					{
						if( m_iSelection[pn] < 0 )
						{
							index--;		// Go to the previous style

							// If we're out of the iteration range, wrap!
							wrap( index, vPossibleStyles.size() );

							GAMESTATE->m_pCurStyle = vPossibleStyles[index];

							// One player, not so ugly
							if( iNumPlayers == 1 )
							{
								while( !ModeSwitchOkayFor1P() )
								{
									index--;		// Go to the previous style

									// If we're out of the iteration range, wrap!
									wrap( index, vPossibleStyles.size() );

									GAMESTATE->m_pCurStyle = vPossibleStyles[index];

									// Check premium status!
									// If not double, then skip over double!
									//if( PREFSMAN->m_Premium != PrefsManager::DOUBLES_PREMIUM )
									//{
									//	if( GAMESTATE->m_pCurStyle->m_szName == CString("double") )
									//	{
									//		index++;		// Go to the next style
									//
									//		// If we're out of the iteration range, wrap!
									//		wrap( index, vPossibleStyles.size() );

									//		GAMESTATE->m_pCurStyle = vPossibleStyles[index];
									//	}
									//}
								}
							}
							// More than one player, very ugly!
							else
							{
								while( !ModeSwitchOkayFor2P() )
								{
									index--;		// Go to the previous style

									// If we're out of the iteration range, wrap!
									wrap( index, vPossibleStyles.size() );

									GAMESTATE->m_pCurStyle = vPossibleStyles[index];
								}
							}

							sStyleName = GAMESTATE->m_pCurStyle->m_szName;
							// Update the music wheel to reflect changes
							m_MusicWheel.Load();
							m_MusicWheel.RebuildMusicWheelItems();


							// If not using Autogen, reload to remove songs that don't have this steps style
							if( !PREFSMAN->m_bAutogenSteps )
							{
								// Update the steps
								m_vpSteps.clear();
								pSong->GetSteps( m_vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );

								if( m_vpSteps.empty() )
								{
									Song* newSong;

									// Crap, the song doesn't have steps for this mode. Find one with steps!
									while( true ) // Infinite loop unless we break out
									{
										// Update to the new song and get the steps from it
										newSong = m_MusicWheel.GetPreferredSelectionForRandomOrPortal();

										// Okay, so we found a valid song
										if( newSong != NULL )
										{
											m_vpSteps.clear();
											newSong->GetSteps( m_vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );

											if( !m_vpSteps.empty() )
											{
												pSong = newSong;
												break;
											}
										}

										// No song was found, or something has gone wrong with the new steps.
										// Switch to a new mode and try again.
										index--;		// Go to the previous style
							
										// If we're out of the iteration range, wrap!
										wrap( index, vPossibleStyles.size() );

										GAMESTATE->m_pCurStyle = vPossibleStyles[index];

										// One player, not so ugly
										if( iNumPlayers == 1 )
										{
											while( !ModeSwitchOkayFor1P() )
											{
												index--;		// Go to the previous style

												// If we're out of the iteration range, wrap!
												wrap( index, vPossibleStyles.size() );

												GAMESTATE->m_pCurStyle = vPossibleStyles[index];

												// Check premium status!
												// If not double, then skip over double!
												// No longer needed, as doubles is only 1 credit if ModeSwitcher
												// is active
												//if( PREFSMAN->m_Premium != PrefsManager::DOUBLES_PREMIUM )
												//{
												//	if( GAMESTATE->m_pCurStyle->m_szName == CString("double") )
												//	{
												//		index++;		// Go to the next style
												//
												//		// If we're out of the iteration range, wrap!
												//		wrap( index, vPossibleStyles.size() );

												//		GAMESTATE->m_pCurStyle = vPossibleStyles[index];
												//	}
												//}
											}
										}
										// More than one player, very ugly!
										else
										{
											while( !ModeSwitchOkayFor2P() )
											{
												index--;		// Go to the previous style

												// If we're out of the iteration range, wrap!
												wrap( index, vPossibleStyles.size() );

												GAMESTATE->m_pCurStyle = vPossibleStyles[index];
											}
										}

										// Check to see if we're valid now for original song
										// Reload new music wheel
										m_MusicWheel.Load();
										m_MusicWheel.RebuildMusicWheelItems();

										// Update the steps
										m_vpSteps.clear();
										pSong->GetSteps( m_vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );

										if( !m_vpSteps.empty() )
											break;	// The song had valid steps in this mode, so we move on

										// If we still get down to here, then we need to repeat the process.
										// Loop again!
									}
								}

								GAMESTATE->m_pCurSong = pSong;

								if( pSong )
									GAMESTATE->m_pPreferredSong = pSong;

								// So, we found a valid song for this mode. Switch to it!
								AfterMusicChange();

								StepsUtil::SortNotesArrayByDifficulty( m_vpSteps );
								m_DifficultyDisplay.SetDifficulties( pSong, GAMESTATE->GetCurrentStyle()->m_StepsType );
							}
							else
							{
								// Update the steps
								m_vpSteps.clear();
								pSong->GetSteps( m_vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );

								StepsUtil::SortNotesArrayByDifficulty( m_vpSteps );
								m_DifficultyDisplay.SetDifficulties( pSong, GAMESTATE->GetCurrentStyle()->m_StepsType );
							}
							
							// Reset the selection back up to maximum!
							m_iSelection[pn] = (m_vpSteps.size()-1);

							// Update the current mode text!
							CString sModeName = GAMESTATE->m_pCurStyle->m_szName;
							sModeName.MakeUpper();
							m_textCurMode.SetText( sModeName );
						}
					}
				} */
				// Not using Mode Switcher; so clamp to restrict changing
				else
				{
					if( CLAMP(m_iSelection[pn],0,m_vpSteps.size()-1) )
						return;
				}
			}

			m_MusicWheel.m_bFromModeSwitcher = false;

			// the user explicity switched difficulties.  Update the preferred difficulty
			GAMESTATE->ChangePreferredDifficulty( pn, m_vpSteps[ m_iSelection[pn] ]->GetDifficulty() );

			if( dir < 0 )
				m_soundDifficultyEasier.Play();
			else
				m_soundDifficultyHarder.Play();

			FOREACH_HumanPlayer( p )
			{
				if( pn == p || GAMESTATE->DifficultiesLocked() )
				{
					m_iSelection[p] = m_iSelection[pn];
					AfterStepsChange( p );
				}
			}
		}
		break;

	case TYPE_COURSE:
		{
			m_iSelection[pn] += dir;
			if( CLAMP(m_iSelection[pn],0,m_vpTrails.size()-1) )
				return;

			// the user explicity switched difficulties.  Update the preferred difficulty
			GAMESTATE->ChangePreferredCourseDifficulty( pn, m_vpTrails[ m_iSelection[pn] ]->m_CourseDifficulty );

			if( dir < 0 )
				m_soundDifficultyEasier.Play();
			else
				m_soundDifficultyHarder.Play();

			FOREACH_HumanPlayer( p )
			{
				if( pn == p || GAMESTATE->DifficultiesLocked() )
				{
					m_iSelection[p] = m_iSelection[pn];
					AfterTrailChange( p );
				}
			}
		}
		break;

	case TYPE_RANDOM:
	case TYPE_ROULETTE:
		/* XXX: We could be on a music or course sort, or even one with both; we don't
		 * really know which difficulty to change.  Maybe the two difficulties should be
		 * linked ... */
		if( GAMESTATE->ChangePreferredDifficulty( pn, dir ) )
		{
			if( dir < 0 )
				m_soundDifficultyEasier.Play();
			else
				m_soundDifficultyHarder.Play();
			AfterMusicChange();

			FOREACH_HumanPlayer( p )
			{
				if( pn == p || GAMESTATE->DifficultiesLocked() )
				{
					m_iSelection[p] = m_iSelection[pn];
					AfterStepsChange( p );
				}
			}
		}
		break;
	}
}


void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
{
	switch( SM )
	{
	case SM_AllowOptionsMenuRepeat:
		m_bAllowOptionsMenuRepeat = true;
		break;
	case SM_MenuTimer:
		if( m_MusicWheel.IsRouletting() )
		{
			MenuStart(PLAYER_INVALID);
			m_MenuTimer->SetSeconds( 15 );
			m_MenuTimer->Start();
		}
		else if( DO_ROULETTE_ON_MENU_TIMER )
		{
			if( m_MusicWheel.GetSelectedType() != TYPE_SONG )
			{
				m_MusicWheel.StartRoulette();
				m_MenuTimer->SetSeconds( 15 );
				m_MenuTimer->Start();
			}
			else
			{
				MenuStart(PLAYER_INVALID);
			}
		}
		else
		{
			if( m_MusicWheel.GetSelectedType() != TYPE_SONG && m_MusicWheel.GetSelectedType() != TYPE_COURSE )
				m_MusicWheel.StartRandom();
			MenuStart(PLAYER_INVALID);
		}
		return;
	case SM_GoToPrevScreen:
		SCREENMAN->SetNewScreen( PREV_SCREEN );
		/* We may have stray SM_SongChanged messages from the music wheel.  We can't
		 * handle them anymore, since the title menu (and attract screens) reset
		 * the game state, so just discard them. */
		ClearMessageQueue();
		return;
	case SM_BeginFadingOut:
		/* XXX: yuck.  Later on, maybe this can be done in one BGA with lua ... */
		if( m_bGoToOptions )
			m_bgOptionsOut.StartTransitioning( SM_GoToNextScreen );
		else
			m_bgNoOptionsOut.StartTransitioning( SM_GoToNextScreen );
		break;
	case SM_GoToNextScreen:
		if( m_bGoToOptions )
		{
			SCREENMAN->SetNewScreen( NEXT_OPTIONS_SCREEN );
		}
		else
		{
			GAMESTATE->AdjustFailType();
			SOUND->StopMusic();
			SCREENMAN->SetNewScreen( NEXT_SCREEN );
		}
		return;
	case SM_SongChanged:
		AfterMusicChange();
		break;
	case SM_SortOrderChanging: /* happens immediately */
//				m_MusicSortDisplay.FadeOff( 0, "fade", TWEEN_TIME );
		TweenScoreOnAndOffAfterChangeSort();
		break;
	case SM_SortOrderChanged: /* happens after the wheel is off and the new song is selected */
		SortOrderChanged();
		break;
	case SM_GainFocus:
		CodeDetector::RefreshCacheItems( CODES );
		break;
	case SM_LoseFocus:
		CodeDetector::RefreshCacheItems(); /* reset for other screens */
		break;
	}

	Screen::HandleScreenMessage( SM );
}

void ScreenSelectMusic::MenuStart( PlayerNumber pn )
{
	// this needs to check whether valid Steps are selected!
	bool bResult = m_MusicWheel.Select();

	/* If false, we don't have a selection just yet. */
	if( !bResult )
		return;

	// a song was selected
	switch( m_MusicWheel.GetSelectedType() )
	{
	case TYPE_SONG:
	case TYPE_PORTAL:
		{
			const bool bIsNew = PROFILEMAN->IsSongNew( m_MusicWheel.GetSelectedSong() );
			bool bIsHard = false;
			FOREACH_HumanPlayer( p )
			{
				if( GAMESTATE->m_pCurSteps[p]  &&  GAMESTATE->m_pCurSteps[p]->GetMeter() >= 10 )
					bIsHard = true;
			}

			/* See if this song is a repeat.  If we're in event mode, only check the last five songs. */
			bool bIsRepeat = false;
			int i = 0;
			if( PREFSMAN->m_bEventMode )
				i = max( 0, int(g_vPlayedStageStats.size())-5 );
			for( ; i < (int)g_vPlayedStageStats.size(); ++i )
				if( g_vPlayedStageStats[i].vpSongs.back() == m_MusicWheel.GetSelectedSong() )
					bIsRepeat = true;

			/* Don't complain about repeats if the user didn't get to pick. */
			if( GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage )
				bIsRepeat = false;

			if( bIsRepeat )
				SOUND->PlayOnceFromAnnouncer( "select music comment repeat" );
			else if( bIsNew )
				SOUND->PlayOnceFromAnnouncer( "select music comment new" );
			else if( bIsHard )
				SOUND->PlayOnceFromAnnouncer( "select music comment hard" );
			else
				SOUND->PlayOnceFromAnnouncer( "select music comment general" );

			m_bMadeChoice = true;

			/* If we're in event mode, we may have just played a course (putting us
			 * in course mode).  Make sure we're in a single song mode. */
			if( GAMESTATE->IsCourseMode() )
				GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR;
		}
		break;

	case TYPE_COURSE:
		{
			SOUND->PlayOnceFromAnnouncer( "select course comment general" );

			Course *pCourse = m_MusicWheel.GetSelectedCourse();
			ASSERT( pCourse );
			GAMESTATE->m_PlayMode = pCourse->GetPlayMode();

			// apply #LIVES
			if( pCourse->m_iLives != -1 )
			{
				GAMESTATE->m_SongOptions.m_LifeType = SongOptions::LIFE_BATTERY;
				GAMESTATE->m_SongOptions.m_iBatteryLives = pCourse->m_iLives;
			}

			m_bMadeChoice = true;
		}
		break;
	case TYPE_SECTION:
	case TYPE_ROULETTE:
	case TYPE_RANDOM:
	case TYPE_SORT:
		break;
	default:
		ASSERT(0);
	}

	if( m_bMadeChoice )
	{
		TweenOffScreen();
		SCREENMAN->PlayStartSound();

		if( !GAMESTATE->IsExtraStage()  &&  !GAMESTATE->IsExtraStage2() )
		{
//			float fShowSeconds = m_Out.GetLengthSeconds();

			// show "hold START for options"
			m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,1) );	// visible
			SET_XY_AND_ON_COMMAND( m_sprOptionsMessage );

			m_bAllowOptionsMenu = true;
			/* Don't accept a held START for a little while, so it's not
			 * hit accidentally.  Accept an initial START right away, though,
			 * so we don't ignore deliberate fast presses (which would be
			 * annoying). */
			this->PostScreenMessage( SM_AllowOptionsMenuRepeat, 0.5f );
		}

		/* If we're currently waiting on song assets, abort all except the music and
		 * start the music, so if we make a choice quickly before background requests
		 * come through, the music will still start. */
		g_bCDTitleWaiting = g_bBannerWaiting = false;
		m_BackgroundLoader.Abort();
		CheckBackgroundRequests();

		StartTransitioning( SM_BeginFadingOut );
	}

	if( GAMESTATE->IsExtraStage() && PREFSMAN->m_bPickExtraStage )
	{
		/* Check if user selected the real extra stage. */
		Song* pSong;
		Steps* pSteps;
		PlayerOptions po;
		SongOptions so;
		SONGMAN->GetExtraStageInfo( false, GAMESTATE->GetCurrentStyle(), pSong, pSteps, po, so );
		ASSERT(pSong);
		
		/* Enable 2nd extra stage if user chose the correct song */
		if( m_MusicWheel.GetSelectedSong() == pSong )
			GAMESTATE->m_bAllow2ndExtraStage = true;
		else
			GAMESTATE->m_bAllow2ndExtraStage = false;
	}
}


void ScreenSelectMusic::MenuBack( PlayerNumber pn )
{
	SOUND->StopMusic();

	Back( SM_GoToPrevScreen );
}

void ScreenSelectMusic::AfterStepsChange( PlayerNumber pn )
{
	ASSERT( GAMESTATE->IsHumanPlayer(pn) );
	
	CLAMP( m_iSelection[pn], 0, m_vpSteps.size()-1 );

	Song* pSong = GAMESTATE->m_pCurSong;
	Steps* pSteps = m_vpSteps.empty()? NULL: m_vpSteps[m_iSelection[pn]];

	GAMESTATE->m_pCurSteps[pn] = pSteps;

	int iScore = 0;
	if( pSteps )
	{
		Profile* pProfile = PROFILEMAN->IsUsingProfile(pn) ? PROFILEMAN->GetProfile(pn) : PROFILEMAN->GetMachineProfile();
		iScore = pProfile->GetStepsHighScoreList(pSong,pSteps).GetTopScore().iScore;
	}

	m_textHighScore[pn].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, iScore) );
	
	m_DifficultyIcon[pn].SetFromSteps( pn, pSteps );

	if( pSteps && pSteps->IsAutogen() )
	{
		DisplayAutoGenIcon( pn );

		// m_AutoGenIcon[pn].SetEffectDiffuseShift( 1.0f, RageColor(1,1,1,1), RageColor(1,1,1,0) );
		// m_AutoGenIcon[pn].SetDiffuse( RageColor(1,1,1,1) );
	}
	else
	{
		m_AutoGenIcon[pn].SetEffectNone();
		m_AutoGenIcon[pn].SetDiffuse( RageColor(1,1,1,0) );

		// Reset this here, so that if we have two back to back songs with the AutoGen icon,
		// it will transition over nicely
		m_fAutoGenIconTime = 0;
	}

	m_DifficultyMeter[pn].SetFromGameState( pn );
	if( SHOW_DIFFICULTY_LIST )
		m_DifficultyList.SetFromGameState();
	m_GrooveRadar.SetFromSteps( pn, pSteps );
	m_MusicWheel.NotesOrTrailChanged( pn );
	if( SHOW_PANES )
		m_PaneDisplay[pn].SetFromGameState();
}

void ScreenSelectMusic::AfterTrailChange( PlayerNumber pn )
{
	ASSERT( GAMESTATE->IsHumanPlayer(pn) );
	
	CLAMP( m_iSelection[pn], 0, m_vpTrails.size()-1 );

	Course* pCourse = GAMESTATE->m_pCurCourse;
	Trail* pTrail = m_vpTrails.empty()? NULL: m_vpTrails[m_iSelection[pn]];

	GAMESTATE->m_pCurTrail[pn] = pTrail;

	int iScore = 0;
	if( pTrail )
	{
		Profile* pProfile = PROFILEMAN->IsUsingProfile(pn) ? PROFILEMAN->GetProfile(pn) : PROFILEMAN->GetMachineProfile();
		iScore = pProfile->GetCourseHighScoreList(pCourse,pTrail).GetTopScore().iScore;
	}

	m_textHighScore[pn].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, iScore) );
	
	m_DifficultyIcon[pn].SetFromTrail( pn, pTrail );

	/*if( pTrail && pTrail->IsAutogen() )
	{
		m_AutoGenIcon[pn].SetEffectDiffuseShift( 1.0f, RageColor(1,1,1,1), RageColor(1,1,1,0) );
	}
	else
	{
		m_AutoGenIcon[pn].SetEffectNone();
		m_AutoGenIcon[pn].SetDiffuse( RageColor(1,1,1,0) );
	}*/

	// Update the trail list, but don't actually start the tween; only do that when
	// the actual course changes (AfterMusicChange).
	m_CourseContentsFrame.SetFromGameState();
	// m_CourseContentsFrame.TweenInAfterChangedCourse();

	m_DifficultyMeter[pn].SetFromGameState( pn );
	if( SHOW_DIFFICULTY_LIST )
		m_DifficultyList.SetFromGameState();
	m_GrooveRadar.SetEmpty( pn );
	m_MusicWheel.NotesOrTrailChanged( pn );
	if( SHOW_PANES )
		m_PaneDisplay[pn].SetFromGameState();
}

void ScreenSelectMusic::SwitchToPreferredDifficulty()
{
	if( !GAMESTATE->m_pCurCourse )
	{
		FOREACH_HumanPlayer( pn )
		{
			/* Find the closest match to the user's preferred difficulty. */
			int CurDifference = -1;
			for( unsigned i=0; i<m_vpSteps.size(); i++ )
			{
				int Diff = abs(m_vpSteps[i]->GetDifficulty() - GAMESTATE->m_PreferredDifficulty[pn]);

				if( CurDifference == -1 || Diff < CurDifference )
				{
					m_iSelection[pn] = i;
					CurDifference = Diff;
				}
			}

			CLAMP( m_iSelection[pn],0,m_vpSteps.size()-1 );
		}
	}
	else
	{
		FOREACH_HumanPlayer( pn )
		{
			/* Find the closest match to the user's preferred difficulty. */
			int CurDifference = -1;
			for( unsigned i=0; i<m_vpTrails.size(); i++ )
			{
				int Diff = abs(m_vpTrails[i]->m_CourseDifficulty - GAMESTATE->m_PreferredCourseDifficulty[pn]);

				if( CurDifference == -1 || Diff < CurDifference )
				{
					m_iSelection[pn] = i;
					CurDifference = Diff;
				}
			}

			CLAMP( m_iSelection[pn],0,m_vpTrails.size()-1 );
		}
	}
}

template<class T>
int FindCourseIndexOfSameMode( T begin, T end, const Course *p )
{
	const PlayMode pm = p->GetPlayMode();
	
	int n = 0;
	for( T it = begin; it != end; ++it )
	{
		if( *it == p )
			return n;

		/* If it's not playable in this mode, don't increment.  It might result in 
		 * different output in different modes, but that's better than having holes. */
		if( !(*it)->IsPlayableIn( GAMESTATE->GetCurrentStyle()->m_StepsType ) )
			continue;
		if( (*it)->GetPlayMode() != pm )
			continue;
		++n;
	}

	return -1;
}

void ScreenSelectMusic::AfterMusicChange()
{
	if( !m_MusicWheel.IsRouletting() )
		m_MenuTimer->Stall();

	// lock difficulties.  When switching from arcade to rave, we need to 
	// enforce that all players are at the same difficulty.
	if( GAMESTATE->DifficultiesLocked() )
	{
		FOREACH_HumanPlayer( p )
		{
			m_iSelection[p] = m_iSelection[0];
			GAMESTATE->m_PreferredDifficulty[p] = GAMESTATE->m_PreferredDifficulty[0];
		}
	}

	Song* pSong = m_MusicWheel.GetSelectedSong();
	GAMESTATE->m_pCurSong = pSong;
	if( pSong )
		GAMESTATE->m_pPreferredSong = pSong;

	m_GrooveGraph.SetFromSong( pSong );

	Course* pCourse = m_MusicWheel.GetSelectedCourse();
	GAMESTATE->m_pCurCourse = pCourse;
	if( pCourse )
		GAMESTATE->m_pPreferredCourse = pCourse;

	FOREACH_PlayerNumber( p )
	{
		GAMESTATE->m_pCurSteps[p] = NULL;
		GAMESTATE->m_pCurTrail[p] = NULL;
		m_vpSteps.clear();
		m_vpTrails.clear();
	}

	// Set the current Mode text here
	CString sModeName = GAMESTATE->m_pCurStyle->m_szName;
	sModeName.MakeUpper();
	m_textCurMode.SetText( sModeName );

	if( !USE_BANNER_WHEEL )
		m_Banner.SetMovingFast( !!m_MusicWheel.IsMoving() );

	CString SampleMusicToPlay, SampleMusicTimingData;
	vector<CString> m_Artists, m_AltArtists;

	m_MachineRank.SetText( "" );

	m_sSampleMusicToPlay = "";
	m_pSampleMusicTimingData = NULL;
	g_sCDTitlePath = "";
	g_sBannerPath = "";
	g_bWantFallbackCdTitle = false;
	bool bWantBanner = true;

	switch( m_MusicWheel.GetSelectedType() )
	{
	case TYPE_SECTION:
	case TYPE_SORT:
		{	
			CString sGroup = m_MusicWheel.GetSelectedSection();
			FOREACH_PlayerNumber( p )
				m_iSelection[p] = -1;

			m_BPMDisplay.NoBPM();
			g_sCDTitlePath = ""; // none
			m_DifficultyDisplay.UnsetDifficulties();

			m_fSampleStartSeconds = 0;
			m_fSampleLengthSeconds = -1;

			m_textNumSongs.SetText( "" );
			m_textTotalTime.SetText( "" );
			
			switch( m_MusicWheel.GetSelectedType() )
			{
			case TYPE_SECTION:
				g_sBannerPath = SONGMAN->GetGroupBannerPath( sGroup );
				m_sSampleMusicToPlay = THEME->GetPathS(m_sName,"section music");
				break;
			case TYPE_SORT:
				bWantBanner = false; /* we load it ourself */
				switch( GAMESTATE->m_SortOrder )
				{
				case SORT_SORT_MENU:
					if( !USE_BANNER_WHEEL )
						m_Banner.LoadSort();
					break;
				case SORT_MODE_MENU:
					if( !USE_BANNER_WHEEL )
						m_Banner.LoadMode();
					break;
				}
				m_sSampleMusicToPlay = THEME->GetPathS(m_sName,"sort music");
				break;
			default:
				ASSERT(0);
			}

			m_sprBalloon.StopTweening();
			COMMAND( m_sprBalloon, "Hide" );
			
			m_sprCourseHasMods->StopTweening();
			COMMAND( m_sprCourseHasMods, "Hide" );
		}
		break;
	case TYPE_SONG:
	case TYPE_PORTAL:
		{
			m_sSampleMusicToPlay = pSong->GetMusicPath();
			m_pSampleMusicTimingData = &pSong->m_Timing;
			m_fSampleStartSeconds = pSong->m_fMusicSampleStartSeconds;
			m_fSampleLengthSeconds = pSong->m_fMusicSampleLengthSeconds;

			m_textNumSongs.SetText( ssprintf("%d", SongManager::GetNumStagesForSong(pSong) ) );
			m_textTotalTime.SetText( SecondsToMMSSMsMs(pSong->m_fMusicLengthSeconds) );

			pSong->GetSteps( m_vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );
			StepsUtil::SortNotesArrayByDifficulty( m_vpSteps );

			if ( PREFSMAN->m_bShowBanners )
				g_sBannerPath = pSong->GetBannerPath();

			if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
			{
				m_BPMDisplay.CycleRandomly();				
			}
			else
			{
				m_BPMDisplay.SetBPM( pSong );
			}

			g_sCDTitlePath = pSong->GetCDTitlePath();
			g_bWantFallbackCdTitle = true;

			const vector<Song*> best = SONGMAN->GetBestSongs( PROFILE_SLOT_MACHINE );
			const int index = FindIndex( best.begin(), best.end(), pSong );
			if( index != -1 )
				m_MachineRank.SetText( ssprintf("%i", index+1) );

			m_DifficultyDisplay.SetDifficulties( pSong, GAMESTATE->GetCurrentStyle()->m_StepsType );

			SwitchToPreferredDifficulty();

			/* Short delay before actually showing these, so they don't show
			 * up when scrolling fast.  It'll still show up in "slow" scrolling,
			 * but it doesn't look at weird as it does in "fast", and I don't
			 * like the effect with a lot of delay. */
			if( pSong->m_fMusicLengthSeconds > PREFSMAN->m_fMarathonVerSongSeconds )
			{
				m_sprBalloon.StopTweening();
				m_sprBalloon.Load( THEME->GetPathG(m_sName,"balloon marathon") );
				SET_XY( m_sprBalloon );
				COMMAND( m_sprBalloon, "Show" );
			}
			else if( pSong->m_fMusicLengthSeconds > PREFSMAN->m_fLongVerSongSeconds )
			{
				m_sprBalloon.StopTweening();
				m_sprBalloon.Load( THEME->GetPathG(m_sName,"balloon long") );
				SET_XY( m_sprBalloon );
				COMMAND( m_sprBalloon, "Show" );
			}
			else
			{
				m_sprBalloon.StopTweening();
				COMMAND( m_sprBalloon, "Hide" );
			}

			m_sprCourseHasMods->StopTweening();
			COMMAND( m_sprCourseHasMods, "Hide" );

			m_Artists.push_back( pSong->GetDisplayArtist() );
			m_AltArtists.push_back( pSong->GetTranslitArtist() );
		}
		break;
	case TYPE_ROULETTE:
	case TYPE_RANDOM:
		bWantBanner = false; /* we load it ourself */
		switch(m_MusicWheel.GetSelectedType())
		{
		case TYPE_ROULETTE:
			if( !USE_BANNER_WHEEL )
				m_Banner.LoadRoulette();
			break;
		case TYPE_RANDOM: 
			if( !USE_BANNER_WHEEL )
				m_Banner.LoadRandom();
			break;
		default: ASSERT(0);
		}

		m_BPMDisplay.NoBPM();
		g_sCDTitlePath = ""; // none
		m_DifficultyDisplay.UnsetDifficulties();

		m_fSampleStartSeconds = 0;
		m_fSampleLengthSeconds = -1;

		m_textNumSongs.SetText( "" );
		m_textTotalTime.SetText( "" );

		switch( m_MusicWheel.GetSelectedType() )
		{
		case TYPE_ROULETTE:
			m_sSampleMusicToPlay = THEME->GetPathS(m_sName,"roulette music");
			break;
		case TYPE_RANDOM:
			m_sSampleMusicToPlay = THEME->GetPathS(m_sName,"random music");
			break;
		default:
			ASSERT(0);
		}

		m_sprBalloon.StopTweening();
		COMMAND( m_sprBalloon, "Hide" );
		
		m_sprCourseHasMods->StopTweening();
		COMMAND( m_sprCourseHasMods, "Hide" );
		
		break;
	case TYPE_COURSE:
	{
		Course* pCourse = m_MusicWheel.GetSelectedCourse();
		StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
		Trail *pTrail = pCourse->GetTrail( st );
		ASSERT( pTrail );

		pCourse->GetTrails( m_vpTrails, GAMESTATE->GetCurrentStyle()->m_StepsType );

		m_sSampleMusicToPlay = THEME->GetPathS(m_sName,"course music");
		m_fSampleStartSeconds = 0;
		m_fSampleLengthSeconds = -1;

		m_textNumSongs.SetText( ssprintf("%d", pCourse->GetEstimatedNumStages()) );
		float fTotalSeconds;
		if( pCourse->GetTotalSeconds(st,fTotalSeconds) )
			m_textTotalTime.SetText( SecondsToMMSSMsMs(fTotalSeconds) );
		else
			m_textTotalTime.SetText( "xx:xx.xx" );	// The numbers format doesn't have a '?'.  Is there a better solution?

		g_sBannerPath = pCourse->m_sBannerPath;
		if( g_sBannerPath.empty() && !USE_BANNER_WHEEL )
			m_Banner.LoadFallback();

		m_BPMDisplay.SetBPM( pCourse );

		m_DifficultyDisplay.UnsetDifficulties();

		SwitchToPreferredDifficulty();

		FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
		{
			if( e->bMystery )
			{
				m_Artists.push_back( "???" );
				m_AltArtists.push_back( "???" );
			} else {
				m_Artists.push_back( e->pSong->GetDisplayArtist() );
				m_AltArtists.push_back( e->pSong->GetTranslitArtist() );
			}
		}

		const vector<Course*> best = SONGMAN->GetBestCourses( PROFILE_SLOT_MACHINE );
		const int index = FindCourseIndexOfSameMode( best.begin(), best.end(), pCourse );
		if( index != -1 )
			m_MachineRank.SetText( ssprintf("%i", index+1) );



		m_sprBalloon.StopTweening();
		COMMAND( m_sprBalloon, "Hide" );

		if( pCourse->HasMods() )
		{
			m_sprCourseHasMods->StopTweening();
			COMMAND( m_sprCourseHasMods, "Show" );
		}
		else
		{
			m_sprCourseHasMods->StopTweening();
			COMMAND( m_sprCourseHasMods, "Hide" );
		}

		break;
	}
	default:
		ASSERT(0);
	}

	m_sprCDTitleFront.UnloadTexture();
	m_sprCDTitleBack.UnloadTexture();

	/* Cancel any previous, incomplete requests for song assets, since we need new ones. */
	m_BackgroundLoader.Abort();

	g_bCDTitleWaiting = false;
	if( !g_sCDTitlePath.empty() || g_bWantFallbackCdTitle )
	{
		LOG->Trace( "cache \"%s\"", g_sCDTitlePath.c_str());
		m_BackgroundLoader.CacheFile( g_sCDTitlePath ); // empty OK
		g_bCDTitleWaiting = true;
	}

	g_bBannerWaiting = false;
	if( bWantBanner )
	{
		LOG->Trace("LoadFromCachedBanner(%s)",g_sBannerPath .c_str());
		if( m_Banner.LoadFromCachedBanner( g_sBannerPath ) && !USE_BANNER_WHEEL )
		{
			m_BackgroundLoader.CacheFile( g_sBannerPath );
			g_bBannerWaiting = true;
		}
	}

	// Don't stop music if it's already playing the right file.
	g_bSampleMusicWaiting = false;
	if( !m_MusicWheel.IsRouletting() && SOUND->GetMusicPath() != m_sSampleMusicToPlay )
	{
		SOUND->StopMusic();
		if( !m_sSampleMusicToPlay.empty() )
			g_bSampleMusicWaiting = true;
	}

	g_StartedLoadingAt.Touch();

	// update stage counter display (long versions/marathons)
	m_sprStage.Load( THEME->GetPathG(m_sName,"stage "+GAMESTATE->GetStageText()) );

	m_Artist.SetTips( m_Artists, m_AltArtists );

	FOREACH_HumanPlayer( p )
	{
		if( GAMESTATE->m_pCurCourse )
			AfterTrailChange( p );
		else
			AfterStepsChange( p );
	}

	switch( m_MusicWheel.GetSelectedType() )
	{
	case TYPE_COURSE:
		m_CourseContentsFrame.TweenInAfterChangedCourse();
		break;
	}
}


void ScreenSelectMusic::UpdateOptionsDisplays()
{
//	m_OptionIcons.Load( GAMESTATE->m_PlayerOptions, &GAMESTATE->m_SongOptions );

//	m_PlayerOptionIcons.Refresh();

	FOREACH_PlayerNumber( p )
	{
		if( GAMESTATE->IsHumanPlayer(p) )
		{
			m_OptionIconRow[p].Refresh();

			CString s = GAMESTATE->m_PlayerOptions[p].GetString();
			s.Replace( ", ", "\n" );
//			m_textPlayerOptions[p].SetText( s );
		}
	}

	CString s = GAMESTATE->m_SongOptions.GetString();
	s.Replace( ", ", "\n" );
	m_textSongOptions.SetText( s );
}

void ScreenSelectMusic::SortOrderChanged()
{
	m_MusicSortDisplay.Set( GAMESTATE->m_SortOrder );

	switch( GAMESTATE->m_SortOrder )
	{
	case SORT_ALL_COURSES:
	case SORT_NONSTOP_COURSES:
	case SORT_ONI_COURSES:
	case SORT_ENDLESS_COURSES:
	case SORT_SORT_MENU:
	case SORT_MODE_MENU:
		// do nothing
		break;
	default:
		if( SHOW_DIFFICULTY_LIST )
			m_DifficultyList.Show();
		break;
	}

	// tween music sort on screen
//	m_MusicSortDisplay.FadeOn( 0, "fade", TWEEN_TIME );
}

// UGLY! UGLY UGLY UGLY!!!! - Mike
void ScreenSelectMusic::DisplayAutoGenIcon( PlayerNumber pn )
{
	m_AutoGenIcon[pn].SetEffectNone();

	if( BLINK_AUTOGEN )
	{
		if( m_fAutoGenIconTime >= 1 )
		{
			m_fAutoGenIconTime = 1;				// Since 1 is the maximum on RageColor
			m_bAutoGenIconSwitcher = false;
		}
		
		if( m_fAutoGenIconTime <= 0 )
		{
			m_fAutoGenIconTime = 0;				// Since 0 is the minimum on RageColor
			m_bAutoGenIconSwitcher = true;
		}

		// Increase/decrease the amount of white in the AG text
		if( m_bAutoGenIconSwitcher )
			m_fAutoGenIconTime += 0.06f;
		else
			m_fAutoGenIconTime -= 0.06f;

		
		m_AutoGenIcon[pn].SetDiffuse( RageColor(m_fAutoGenIconTime,m_fAutoGenIconTime,m_fAutoGenIconTime,1) );
	}
	else
		m_AutoGenIcon[pn].SetDiffuse( RageColor(1,1,1,1) );
}

bool ScreenSelectMusic::ModeSwitchOkayFor1P()
{
	CString sAllowedModes = ONE_PLAYER_MODES;
	bool bNotOkayFor1P = false;

	if( stricmp(sAllowedModes,"") != 0 )	// We have data in the string
	{
		CStringArray sSplitModes;

		split(sAllowedModes,",",sSplitModes,true);	// split the string, and ignore empty values

		if( sSplitModes.size() != 0 )
		{
			for( unsigned i=0; i < sSplitModes.size()-1; i++ )
			{
				if( GAMESTATE->m_pCurStyle->m_szName == sSplitModes[i] )
					break;	// The new mode is in the allowed string. Break out of the loop.
				
				// We've gone through the entire string, and we don't have a match\
				// This mode is not valid
				if( i == (sSplitModes.size()-1) )
					bNotOkayFor1P = true;
			}
		}
	}

	// We weren't okay above, so return false.
	if( bNotOkayFor1P )
		return false;

	// We'll check to make sure that the game won't crash, even if they specified a mode. For example, they may
	// have specified versus, but that will crash the game with 1 player, so we'll force it to ignore that entry.

	// Skip over:
	// DANCE:	versus, couple
	// PUMP:	versus, couple
	// EX2:		versus, versusReal
	// PARA:	versus
	// MANIAX:	versus
	// TECHNO:	versus4, versus5, versus8

	if( GAMESTATE->m_pCurStyle->m_szName == CString("versus") )
		return false;
	else if( GAMESTATE->m_pCurStyle->m_szName == CString("versus4") )
		return false;
	else if( GAMESTATE->m_pCurStyle->m_szName == CString("versus5") )
		return false;
	else if( GAMESTATE->m_pCurStyle->m_szName == CString("versus8") )
		return false;
	else if( GAMESTATE->m_pCurStyle->m_szName == CString("versusReal") )
		return false;
	else if( GAMESTATE->m_pCurStyle->m_szName == CString("couple") )
		return false;

	// Phew, we got through that without failing. We're okay in this mode.
	else
		return true;
}

bool ScreenSelectMusic::ModeSwitchOkayFor2P()
{
	CString sAllowedModes = TWO_PLAYER_MODES;
	bool bNotOkayFor2P = false;

	if( stricmp(sAllowedModes,"") != 0 )	// We have data in the string
	{
		CStringArray sSplitModes;

		split(sAllowedModes,",",sSplitModes,true);	// split the string, and ignore empty values

		if( sSplitModes.size() != 0 )
		{
			for( unsigned i=0; i < sSplitModes.size()-1; i++ )
			{
				if( GAMESTATE->m_pCurStyle->m_szName == sSplitModes[i] )
					break;	// The new mode is in the allowed string. Break out of the loop.
				
				// We've gone through the entire string, and we don't have a match\
				// This mode is not valid
				if( i == (sSplitModes.size()-1) )
					bNotOkayFor2P = true;
			}
		}
	}

	// We weren't okay above, so return false.
	if( bNotOkayFor2P )
		return false;

	// We'll check to make sure that the game won't crash, even if they specified a mode. For example, they may
	// have specified single, but that will crash the game with 2 players, so we'll force it to ignore that entry.

	// Skip over:
	// DANCE:	single, double, solo, couple-edit
	// PUMP:	single, half-double, double, couple-edit
	// EZ2:		single, real, double
	// PARA:	single
	// DS3DDX:	single
	// BM:		single, double
	// IIDX:	single7, double7, single5, double5, single5-edit, double5-edit
	// MANIAX:	single, double
	// TECHNO:	single4, single5, single8, double4, double5
	// PNM:		pnm-five, pnm-nine
	// LIGHTS:	cabinet

	if( GAMESTATE->m_pCurStyle->m_szName == CString("single") )
		return false;
	else if( GAMESTATE->m_pCurStyle->m_szName == CString("single4") )
		return false;
	else if( GAMESTATE->m_pCurStyle->m_szName == CString("single5") )
		return false;
	else if( GAMESTATE->m_pCurStyle->m_szName == CString("single5-edit") )
		return false;
	else if( GAMESTATE->m_pCurStyle->m_szName == CString("single7") )
		return false;
	else if( GAMESTATE->m_pCurStyle->m_szName == CString("single8") )
		return false;
	else if( GAMESTATE->m_pCurStyle->m_szName == CString("halfdouble") )
		return false;
	else if( GAMESTATE->m_pCurStyle->m_szName == CString("double") )
		return false;
	else if( GAMESTATE->m_pCurStyle->m_szName == CString("double4") )
		return false;
	else if( GAMESTATE->m_pCurStyle->m_szName == CString("double5") )
		return false;
	else if( GAMESTATE->m_pCurStyle->m_szName == CString("double5-edit") )
		return false;
	else if( GAMESTATE->m_pCurStyle->m_szName == CString("double7") )
		return false;
	else if( GAMESTATE->m_pCurStyle->m_szName == CString("solo") )
		return false;
	else if( GAMESTATE->m_pCurStyle->m_szName == CString("couple-edit") )
		return false;
	else if( GAMESTATE->m_pCurStyle->m_szName == CString("real") )
		return false;
	else if( GAMESTATE->m_pCurStyle->m_szName == CString("pnm-five") )
		return false;
	else if( GAMESTATE->m_pCurStyle->m_szName == CString("pnm-nine") )
		return false;
	else if( GAMESTATE->m_pCurStyle->m_szName == CString("cabinet") )
		return false;

	// Phew, we got through that without failing. We're okay in this mode.
	else
		return true;
}

/*
 * (c) 2001-2004 Chris Danford
 * All rights reserved.
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the
 * "Software"), to deal in the Software without restriction, including
 * without limitation the rights to use, copy, modify, merge, publish,
 * distribute, and/or sell copies of the Software, and to permit persons to
 * whom the Software is furnished to do so, provided that the above
 * copyright notice(s) and this permission notice appear in all copies of
 * the Software and that both the above copyright notice(s) and this
 * permission notice appear in supporting documentation.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
 * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
 * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
 * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
 * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
 * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
 * PERFORMANCE OF THIS SOFTWARE.
 */
