added SelectType and LayoutType enums
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+9
-10
@@ -19,6 +19,7 @@ enum SelectType
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};
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};
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const RString& SelectTypeToString( SelectType pm );
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const RString& SelectTypeToString( SelectType pm );
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SelectType StringToSelectType( const RString& s );
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SelectType StringToSelectType( const RString& s );
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LuaDeclareType( SelectType );
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enum LayoutType
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enum LayoutType
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{
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{
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@@ -29,6 +30,7 @@ enum LayoutType
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};
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};
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const RString& LayoutTypeToString( LayoutType pm );
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const RString& LayoutTypeToString( LayoutType pm );
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LayoutType StringToLayoutType( const RString& s );
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LayoutType StringToLayoutType( const RString& s );
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LuaDeclareType( LayoutType );
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struct OptionRowDefinition
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struct OptionRowDefinition
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{
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{
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@@ -44,7 +46,7 @@ struct OptionRowDefinition
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bool m_bAllowThemeItems; // Should be true for dynamic strings.
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bool m_bAllowThemeItems; // Should be true for dynamic strings.
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bool m_bAllowThemeTitle; // Should be true for dynamic strings.
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bool m_bAllowThemeTitle; // Should be true for dynamic strings.
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bool m_bAllowExplanation; // if false, ignores ScreenOptions::SHOW_EXPLANATIONS. Should be true for dynamic strings.
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bool m_bAllowExplanation; // if false, ignores ScreenOptions::SHOW_EXPLANATIONS. Should be true for dynamic strings.
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bool m_bShowChoicesListOnSelect;
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bool m_bShowChoicesListOnSelect; // (currently unused)
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bool IsEnabledForPlayer( PlayerNumber pn ) const
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bool IsEnabledForPlayer( PlayerNumber pn ) const
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{
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{
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@@ -106,18 +108,15 @@ public:
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virtual void LoadInternal( const Commands &cmds ) { }
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virtual void LoadInternal( const Commands &cmds ) { }
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/*
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/* We may re-use OptionRowHandlers. This is called before each use. If the
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* We may re-use OptionRowHandlers. This is called before each
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* contents of the row are dependent on external state (for example, the
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* use. If the contents of the row are dependent on external
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* current song), clear the row contents and reinitialize them. As an
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* state (for example, the current song), clear the row contents
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* optimization, rows which do not change can be initialized just once and
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* and reinitialize them. As an optimization, rows which do not
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* left alone.
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* change can be initialized just once and left alone.
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*
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* If the row has been reinitialized, return RELOAD_CHANGED_ALL, and the
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* If the row has been reinitialized, return RELOAD_CHANGED_ALL, and the
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* graphic elements will also be reinitialized. If only m_vEnabledForPlayers
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* graphic elements will also be reinitialized. If only m_vEnabledForPlayers
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* has been changed, return RELOAD_CHANGED_ENABLED. If the row is static, and
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* has been changed, return RELOAD_CHANGED_ENABLED. If the row is static, and
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* nothing has changed, return RELOAD_CHANGED_NONE.
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* nothing has changed, return RELOAD_CHANGED_NONE. */
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*/
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enum ReloadChanged { RELOAD_CHANGED_NONE, RELOAD_CHANGED_ENABLED, RELOAD_CHANGED_ALL };
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enum ReloadChanged { RELOAD_CHANGED_NONE, RELOAD_CHANGED_ENABLED, RELOAD_CHANGED_ALL };
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virtual ReloadChanged Reload() { return RELOAD_CHANGED_NONE; }
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virtual ReloadChanged Reload() { return RELOAD_CHANGED_NONE; }
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