comment/whitespace editing
This commit is contained in:
+4
-6
@@ -9,8 +9,7 @@ public:
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void Load( const RString &sCommand );
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RString GetOriginalCommandString() const; // used when reporting an error in number of args
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RString GetName() const; // the command name is the first argument in all-lowercase
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RString GetName() const; // the command name is the first argument in all-lowercase
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void Clear() { m_vsArgs.clear(); }
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@@ -32,10 +31,9 @@ public:
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};
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// Take a command list string and return pointers to each of the tokens in the
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// string. sCommand list is a list of commands separated by ';'.
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// TODO: This is expensive to do during the game. Eventually,
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// move all calls to ParseCommands to happen during load, then execute
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// from the parsed Command structures.
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// string. sCommand list is a list of commands separated by ';'.
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// TODO: This is expensive to do during the game. Eventually, move all calls to
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// ParseCommands to happen during load, then execute from the parsed Command structures.
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void ParseCommands( const RString &sCmds, Commands &vCmdsOut );
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Commands ParseCommands( const RString &sCmds );
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@@ -99,7 +99,7 @@ bool CourseLoaderCRS::LoadFromMsd( const RString &sPath, const MsdFile &msd, Cou
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out.m_iCustomMeter[cd] = max( atoi(sParams[2]), 0 );
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}
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}
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// todo: add COMBO and COMBOMODE? -aj
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// todo: add COMBO and COMBOMODE from DWI CRS files? -aj
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else if( 0 == stricmp(sValueName, "MODS") )
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{
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+19
-21
@@ -21,37 +21,35 @@ XToString( Difficulty );
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StringToX( Difficulty );
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LuaXType( Difficulty );
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/* We prefer the above names; recognize a number of others, too. (They'll
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* get normalized when written to SMs, etc.) */
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/* TODO: Format specific hacks should be moved into the file loader for
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* that format. We don't want to carry these hacks forward to file
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* formats that don't need them. */
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/* We prefer the above names; recognize a number of others, too. (They'll get
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* normalized when written to SMs, etc.) TODO: Format specific hacks should be
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* moved into the file loader for that format. We don't want to carry these
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* hacks forward to file formats that don't need them. */
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Difficulty DwiCompatibleStringToDifficulty( const RString& sDC )
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{
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RString s2 = sDC;
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s2.MakeLower();
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if( s2 == "beginner" ) return Difficulty_Beginner;
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if( s2 == "beginner" ) return Difficulty_Beginner;
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else if( s2 == "easy" ) return Difficulty_Easy;
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else if( s2 == "basic" ) return Difficulty_Easy;
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else if( s2 == "light" ) return Difficulty_Easy;
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else if( s2 == "medium" ) return Difficulty_Medium;
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else if( s2 == "another" ) return Difficulty_Medium;
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else if( s2 == "trick" ) return Difficulty_Medium;
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else if( s2 == "basic" ) return Difficulty_Easy;
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else if( s2 == "light" ) return Difficulty_Easy;
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else if( s2 == "medium" ) return Difficulty_Medium;
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else if( s2 == "another" ) return Difficulty_Medium;
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else if( s2 == "trick" ) return Difficulty_Medium;
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else if( s2 == "standard" ) return Difficulty_Medium;
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else if( s2 == "difficult") return Difficulty_Medium;
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else if( s2 == "hard" ) return Difficulty_Hard;
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else if( s2 == "ssr" ) return Difficulty_Hard;
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else if( s2 == "maniac" ) return Difficulty_Hard;
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else if( s2 == "heavy" ) return Difficulty_Hard;
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else if( s2 == "smaniac" ) return Difficulty_Challenge;
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else if( s2 == "ssr" ) return Difficulty_Hard;
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else if( s2 == "maniac" ) return Difficulty_Hard;
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else if( s2 == "heavy" ) return Difficulty_Hard;
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else if( s2 == "smaniac" ) return Difficulty_Challenge;
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else if( s2 == "challenge" ) return Difficulty_Challenge;
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else if( s2 == "expert" ) return Difficulty_Challenge;
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else if( s2 == "oni" ) return Difficulty_Challenge;
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else if( s2 == "expert" ) return Difficulty_Challenge;
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else if( s2 == "oni" ) return Difficulty_Challenge;
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else if( s2 == "edit" ) return Difficulty_Edit;
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else return Difficulty_Invalid;
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else return Difficulty_Invalid;
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}
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const RString &CourseDifficultyToLocalizedString( CourseDifficulty x )
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{
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static auto_ptr<LocalizedString> g_CourseDifficultyName[NUM_Difficulty];
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@@ -86,6 +84,8 @@ RString GetCustomDifficulty( StepsType st, Difficulty dc, CourseType ct )
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* sure what the correct behavior in this case should be. Should we still
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* allow custom difficulties? Why do we not allow custom difficulties for
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* Couple, Routine, or Edit? - Steve */
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// CustomDifficulty for Edit defeats the purpose of the edit's name.
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// I don't know the other two. -aj
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if( st == StepsType_Invalid )
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{
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/* This is not totally necessary since DifficultyToString() will
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@@ -161,13 +161,11 @@ RString TrailToCustomDifficulty( const Trail *pTrail )
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return GetCustomDifficulty( pTrail->m_StepsType, pTrail->m_CourseDifficulty, pTrail->m_CourseType );
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}
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#include "LuaBinding.h"
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LuaFunction( StepsToCustomDifficulty, StepsToCustomDifficulty(Luna<Steps>::check(L, 1)) );
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LuaFunction( TrailToCustomDifficulty, TrailToCustomDifficulty(Luna<Trail>::check(L, 1)) );
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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@@ -78,7 +78,7 @@ void StepsDisplayList::LoadFromNode( const XNode* pNode )
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for( unsigned m = 0; m < m_Lines.size(); ++m )
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{
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// todo: Row1, Row2? also m_sName+"Row" -aj
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// todo: Use Row1, Row2 for names? also m_sName+"Row" -aj
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m_Lines[m].m_Meter.SetName( "Row" );
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m_Lines[m].m_Meter.Load( "StepsDisplayListRow", NULL );
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this->AddChild( &m_Lines[m].m_Meter );
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+2
-2
@@ -2606,7 +2606,7 @@ static const Game g_Game_Popn =
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/** Guitar5 ******************************************************************/
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//ThemeMetric<int> GUITAR5_COL_SPACING ("ColumnSpacing","Guitar5");
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static const int GUITAR5_COL_SPACING = 48; // todo: get a proper value? -aj
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static const int GUITAR5_COL_SPACING = 48;
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static const Style g_Style_Guitar_Five =
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{ // STYLE_GUITAR_FIVE
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@@ -3051,7 +3051,7 @@ StepsType GameManager::StringToStepsType( RString sStepsType )
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sStepsType.MakeLower();
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// TODO: Format specific hacks should be moved into the file loader for that format.
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// If i'm assuming this correctly, these only apply to .sm files: -aj
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// If i'm assuming this correctly, these two only apply to .sm files: -aj
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// HACK: We eliminated "ez2-single-hard", but we should still handle it.
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if( sStepsType == "ez2-single-hard" )
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+1
-1
@@ -69,7 +69,7 @@ void ModIcon::Set( const RString &_sText )
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m_sprEmpty->SetVisible( bVacant );
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m_text.SetText( sText );
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// This line makes Lua option rows crash: -aj
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// This line makes Lua option rows crash: -aj
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m_text.CropToWidth( CROP_TEXT_TO_WIDTH );
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}
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+8
-8
@@ -77,7 +77,7 @@ static const OptionColumnEntry g_OptionColumnEntries[] =
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{"Brake", 0},
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{"Wave", 0},
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{"Expand", 0},
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{"Boomerang", 0},
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{"Boomerang", 0},
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//--------------------//
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{"Drunk", 1},
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{"Dizzy", 1},
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@@ -89,13 +89,13 @@ static const OptionColumnEntry g_OptionColumnEntries[] =
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{"Sudden", 2},
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{"Stealth", 2},
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{"Blink", 2},
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{"RandomVanish", 2},
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{"RandomVanish",2},
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//--------------------//
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{"Mirror", 3},
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{"Left", 3},
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{"Right", 3},
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{"Shuffle", 3},
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{"SuperShuffle", 3},
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{"SuperShuffle",3},
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//--------------------//
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{"Little", 4},
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{"NoHolds", 4},
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@@ -104,11 +104,11 @@ static const OptionColumnEntry g_OptionColumnEntries[] =
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//--------------------//
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{"Reverse", 5},
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{"Split", 5},
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{"Alternate", 5},
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{"Alternate", 5},
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{"Cross", 5},
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{"Centered", 5},
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{"Centered", 5},
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//--------------------//
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{"Incoming", 6},
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{"Incoming", 6},
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{"Space", 6},
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{"Hallway", 6},
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{"Distant", 6},
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@@ -116,7 +116,7 @@ static const OptionColumnEntry g_OptionColumnEntries[] =
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int OptionToPreferredColumn( RString sOptionText )
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{
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/* Speedups always go in column 0. digit ... x */
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// Speedups always go in column 0. digit ... x
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if( sOptionText.size() > 1 &&
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isdigit(sOptionText[0]) &&
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tolower(sOptionText[sOptionText.size()-1]) == 'x' )
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@@ -128,7 +128,7 @@ int OptionToPreferredColumn( RString sOptionText )
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if( g_OptionColumnEntries[i].szString == sOptionText )
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return g_OptionColumnEntries[i].iSlotIndex;
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/* This warns about C1234 and noteskins. */
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// This warns about C1234 and noteskins.
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// LOG->Warn("Unknown option: '%s'", sOptionText.c_str() );
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return 0;
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}
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@@ -18,8 +18,8 @@
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static RString BackgroundChangeToString( const BackgroundChange &bgc )
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{
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// TODO: Technically we need to double-escape the filename (because it might contain '=') and then
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// unescape the value returned by the MsdFile.
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// TODO: Technically we need to double-escape the filename (because it might
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// contain '=') and then unescape the value returned by the MsdFile.
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RString s = ssprintf(
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"%.3f=%s=%.3f=%d=%d=%d=%s=%s=%s=%s=%s",
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bgc.m_fStartBeat,
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+26
-28
@@ -661,7 +661,7 @@ const BitmapText &OptionRow::GetTextItemForRow( PlayerNumber pn, int iChoiceOnRo
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{
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case LAYOUT_SHOW_ONE_IN_ROW:
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index = bOneChoice ? 0 : pn;
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/* If only P2 is enabled, his selections will be in index 0. */
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// If only P2 is enabled, his selections will be in index 0.
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if( m_textItems.size() == 1 )
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index = 0;
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break;
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@@ -685,14 +685,13 @@ void OptionRow::GetWidthXY( PlayerNumber pn, int iChoiceOnRow, int &iWidthOut, i
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iYOut = lrintf( m_Frame.GetDestY() );
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}
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int OptionRow::GetOneSelection( PlayerNumber pn, bool bAllowFail ) const
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{
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for( unsigned i=0; i<m_vbSelected[pn].size(); i++ )
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if( m_vbSelected[pn][i] )
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return i;
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ASSERT( bAllowFail ); // shouldn't call this if not expecting one to be selected
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ASSERT( bAllowFail ); // shouldn't call this if not expecting one to be selected
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return -1;
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}
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@@ -761,14 +760,12 @@ void OptionRow::ResetFocusFromSelection( PlayerNumber pn )
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switch( m_pHand->m_Def.m_selectType )
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{
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case SELECT_ONE:
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/* Import the focus from the selected option. */
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// Import the focus from the selected option.
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iSelection = GetOneSelection( pn, true );
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break;
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}
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//
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// HACK: Set focus to one item in the row, which is "go down"
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//
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if( m_bFirstItemGoesDown )
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iSelection = 0;
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@@ -809,12 +806,14 @@ void OptionRow::SetExitText( RString sExitText )
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void OptionRow::Reload()
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{
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// TODO: Nothing uses this yet and it causes skips when changing options.
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//if( m_pHand->m_Def.m_bExportOnChange )
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//{
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// bool bRowHasFocus[NUM_PLAYERS];
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// ZERO( bRowHasFocus );
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// ExportOptions( vpns, bRowHasFocus );
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//}
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/*
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if( m_pHand->m_Def.m_bExportOnChange )
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{
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bool bRowHasFocus[NUM_PLAYERS];
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ZERO( bRowHasFocus );
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ExportOptions( vpns, bRowHasFocus );
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}
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*/
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switch( m_pHand->Reload() )
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{
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@@ -841,14 +840,15 @@ void OptionRow::Reload()
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break;
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}
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// TODO: Nothing uses this yet and it causes skips when changing options.
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//if( m_pHand->m_Def.m_bExportOnChange )
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//{
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// bool bRowHasFocus[NUM_PLAYERS];
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// ZERO( bRowHasFocus );
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// ExportOptions( vpns, bRowHasFocus );
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//}
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/*
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if( m_pHand->m_Def.m_bExportOnChange )
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{
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bool bRowHasFocus[NUM_PLAYERS];
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ZERO( bRowHasFocus );
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ExportOptions( vpns, bRowHasFocus );
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}
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*/
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}
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void OptionRow::HandleMessage( const Message &msg )
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@@ -866,8 +866,8 @@ void OptionRow::HandleMessage( const Message &msg )
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}
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/* Hack: the NextRow entry is never set, and should be transparent. Remove
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* it, and readd it below. */
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/* Hack: the NextRow entry is never set, and should be transparent.
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* Remove it, and readd it below. */
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#define ERASE_ONE_BOOL_AT_FRONT_IF_NEEDED( vbSelected ) \
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if( GetFirstItemGoesDown() ) \
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vbSelected.erase( vbSelected.begin() );
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@@ -889,7 +889,7 @@ void OptionRow::ImportOptions( const vector<PlayerNumber> &vpns )
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ASSERT( m_vbSelected[p].size() == m_pHand->m_Def.m_vsChoices.size() );
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ERASE_ONE_BOOL_AT_FRONT_IF_NEEDED( m_vbSelected[p] );
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}
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m_pHand->ImportOption( this, vpns, m_vbSelected );
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FOREACH_CONST( PlayerNumber, vpns, iter )
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@@ -906,7 +906,7 @@ int OptionRow::ExportOptions( const vector<PlayerNumber> &vpns, bool bRowHasFocu
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ASSERT( m_pHand->m_Def.m_vsChoices.size() > 0 );
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int iChangeMask = 0;
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FOREACH_CONST( PlayerNumber, vpns, iter )
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{
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PlayerNumber p = *iter;
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@@ -916,15 +916,14 @@ int OptionRow::ExportOptions( const vector<PlayerNumber> &vpns, bool bRowHasFocu
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ASSERT( m_vbSelected[p].size() == m_pHand->m_Def.m_vsChoices.size() );
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ERASE_ONE_BOOL_AT_FRONT_IF_NEEDED( m_vbSelected[p] );
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// SELECT_NONE rows get exported if they have focus when the user presses
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// Start.
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// SELECT_NONE rows get exported if they have focus when the user presses Start.
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int iChoice = GetChoiceInRowWithFocus( p );
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if( m_pHand->m_Def.m_selectType == SELECT_NONE && bFocus )
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m_vbSelected[p][iChoice] = true;
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}
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iChangeMask |= m_pHand->ExportOption( vpns, m_vbSelected );
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FOREACH_CONST( PlayerNumber, vpns, iter )
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{
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PlayerNumber p = *iter;
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@@ -933,14 +932,13 @@ int OptionRow::ExportOptions( const vector<PlayerNumber> &vpns, bool bRowHasFocu
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int iChoice = GetChoiceInRowWithFocus( p );
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if( m_pHand->m_Def.m_selectType == SELECT_NONE && bFocus )
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m_vbSelected[p][iChoice] = false;
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INSERT_ONE_BOOL_AT_FRONT_IF_NEEDED( m_vbSelected[p] );
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}
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return iChangeMask;
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}
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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@@ -745,7 +745,8 @@ class OptionRowHandlerListDifficulties: public OptionRowHandlerList
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FOREACH_CONST( Difficulty, CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue(), d )
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{
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StepsType st = GAMEMAN->GetHowToPlayStyleForGame( GAMESTATE->m_pCurGame )->m_StepsType; // TODO: Is this the best thing we can do here?
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// TODO: Is this the best thing we can do here?
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StepsType st = GAMEMAN->GetHowToPlayStyleForGame( GAMESTATE->m_pCurGame )->m_StepsType;
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RString s = CustomDifficultyToLocalizedString( GetCustomDifficulty(st, *d, CourseType_Invalid) );
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m_Def.m_vsChoices.push_back( s );
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