move Trasform caching out of ActorScroller and into LuaExpressionTransform so that ScreenOptions can use it too.
add RowOn/OffCommand to ScreenOptions
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@@ -68,8 +68,9 @@ OptionRow::OptionRow( const OptionRowType *pSource )
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ZERO( m_OptionIcons );
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Clear();
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this->AddChild( &m_Frame );
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m_tsDestination.Init();
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}
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OptionRow::~OptionRow()
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@@ -590,11 +591,12 @@ void OptionRow::UpdateEnabledDisabled()
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bThisRowHasFocusByAll &= m_bRowHasFocus[p];
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bool bRowEnabled = !m_RowDef.m_vEnabledForPlayers.empty();
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if( m_Frame.DestTweenState() != m_FrameDestination.DestTweenState() )
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if( m_Frame.DestTweenState() != m_tsDestination )
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{
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m_Frame.StopTweening();
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m_Frame.BeginTweening( m_pParentType->TWEEN_SECONDS );
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m_Frame.DestTweenState() = m_FrameDestination.DestTweenState();
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m_Frame.DestTweenState() = m_tsDestination;
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}
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if( bThisRowHasFocusByAny )
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@@ -769,7 +771,7 @@ void OptionRow::GetWidthXY( PlayerNumber pn, int iChoiceOnRow, int &iWidthOut, i
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* their final positions. (This is so we don't tween colors, too.) m_FrameDestination
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* is the actual destination position, even though we may not have set up the
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* tween yet. */
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float fY = m_FrameDestination.DestTweenState().pos.y;
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float fY = m_tsDestination.pos.y;
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iYOut = int(roundf(fY));
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}
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