pause: use cross to leave sub-menu instead of triangle
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@@ -157,16 +157,17 @@ namespace TLAC::Components
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if (inputState->Tapped.Buttons & JVS_R)
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setMenuPos(curMenuSet, curMenuPos + 1);
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if (inputState->Tapped.Buttons & JVS_TRIANGLE)
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if (inputState->Tapped.Buttons & JVS_CROSS)
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{
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if (curMenuSet != MENUSET_MAIN)
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if (curMenuSet == MENUSET_MAIN)
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{
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pause = false;
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}
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else
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{
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setMenuPos(MENUSET_MAIN, mainMenuPos);
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}
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}
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if (inputState->Tapped.Buttons & JVS_CROSS)
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pause = false;
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if (inputState->Tapped.Buttons & JVS_CIRCLE)
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menu[curMenuSet].items[curMenuPos].callback();
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@@ -335,15 +336,7 @@ namespace TLAC::Components
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dtParams.colour = 0xffffffff;
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drawTextW(&dtParams, (drawTextFlags)(DRAWTEXT_ENABLE_XADVANCE), L"L/R:Move ");
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if (curMenuSet != MENUSET_MAIN)
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{
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spriteLoc.x = dtParams.textCurrentLoc.x + halfSpriteSize; // the aets are centered on their location, so fudge this a little
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triangleAet = createAetLayer(3, 0x19, CREATEAET_20000, "button_sankaku", &spriteLoc, 0, nullptr, nullptr, 0, 0, &spriteScale, nullptr);
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dtParams.textCurrentLoc.x += spriteSize;
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drawTextW(&dtParams, (drawTextFlags)(DRAWTEXT_ENABLE_XADVANCE), L":Back ");
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}
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spriteLoc.x = dtParams.textCurrentLoc.x + halfSpriteSize;
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squareAet = createAetLayer(3, 0x19, CREATEAET_20000, "button_shikaku", &spriteLoc, 0, nullptr, nullptr, 0, 0, &spriteScale, nullptr);
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dtParams.textCurrentLoc.x += spriteSize;
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@@ -352,8 +345,11 @@ namespace TLAC::Components
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spriteLoc.x = dtParams.textCurrentLoc.x + halfSpriteSize;
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crossAet = createAetLayer(3, 0x19, CREATEAET_20000, "button_batsu", &spriteLoc, 0, nullptr, nullptr, 0, 0, &spriteScale, nullptr);
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dtParams.textCurrentLoc.x += spriteSize;
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drawTextW(&dtParams, (drawTextFlags)(DRAWTEXT_ENABLE_XADVANCE), L":Close ");
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if (curMenuSet == MENUSET_MAIN)
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drawTextW(&dtParams, (drawTextFlags)(DRAWTEXT_ENABLE_XADVANCE), L":Close ");
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else
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drawTextW(&dtParams, (drawTextFlags)(DRAWTEXT_ENABLE_XADVANCE), L":Back ");
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spriteLoc.x = dtParams.textCurrentLoc.x + halfSpriteSize;
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circleAet = createAetLayer(3, 0x19, CREATEAET_20000, "button_maru", &spriteLoc, 0, nullptr, nullptr, 0, 0, &spriteScale, nullptr);
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dtParams.textCurrentLoc.x += spriteSize;
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