add course edits, improved course editor
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#include "global.h"
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#include "ScreenOptionsEditCourse.h"
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#include "ScreenManager.h"
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#include "RageLog.h"
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#include "GameState.h"
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#include "SongManager.h"
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#include "CommonMetrics.h"
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#include "GameManager.h"
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#include "song.h"
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enum EditCourseRow
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{
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ROW_REPEAT,
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ROW_RANDOMIZE,
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ROW_LIVES,
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ROW_METER,
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NUM_EditCourseRow
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};
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enum CourseEntryAction
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{
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CourseEntryAction_Edit,
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CourseEntryAction_InsertEntry,
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CourseEntryAction_Delete,
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NUM_CourseEntryAction
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};
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static const CString CourseEntryActionNames[] = {
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"Edit",
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"Insert Entry",
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"Delete",
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};
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XToString( CourseEntryAction, NUM_CourseEntryAction );
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#define FOREACH_CourseEntryAction( i ) FOREACH_ENUM( CourseEntryAction, NUM_CourseEntryAction, i )
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REGISTER_SCREEN_CLASS( ScreenOptionsEditCourse );
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ScreenOptionsEditCourse::ScreenOptionsEditCourse( CString sName ) : ScreenOptions( sName )
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{
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LOG->Trace( "ScreenOptionsEditCourse::ScreenOptionsEditCourse()" );
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}
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void ScreenOptionsEditCourse::Init()
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{
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ScreenOptions::Init();
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// save a backup that we'll use if we revert.
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ASSERT( GAMESTATE->m_pCurCourse );
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Course *pCourse = GAMESTATE->m_pCurCourse;
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m_Original = *pCourse;
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vector<OptionRowDefinition> vDefs;
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vector<OptionRowHandler*> vHands;
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OptionRowDefinition def;
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def.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW;
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def.m_sName = "Repeat";
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def.m_vsChoices.clear();
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def.m_vsChoices.push_back( "NO" );
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def.m_vsChoices.push_back( "YES" );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.m_sName = "Randomize";
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def.m_vsChoices.clear();
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def.m_vsChoices.push_back( "NO" );
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def.m_vsChoices.push_back( "YES" );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.m_sName = "Lives";
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def.m_vsChoices.clear();
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def.m_vsChoices.push_back( "Use Bar Life" );
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for( int i=1; i<=10; i++ )
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def.m_vsChoices.push_back( ssprintf("%d",i) );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.m_sName = "Meter";
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def.m_vsChoices.clear();
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for( int i=MIN_METER; i<=MAX_METER; i++ )
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def.m_vsChoices.push_back( ssprintf("%d",i) );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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FOREACH_CONST( CourseEntry, pCourse->m_vEntries, ce )
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{
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int iEntryIndex = ce - pCourse->m_vEntries.begin();
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def.m_sName = ssprintf( "Entry %d", iEntryIndex+1 );
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def.m_vsChoices.clear();
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FOREACH_CourseEntryAction( i )
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def.m_vsChoices.push_back( CourseEntryActionToString(i) );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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}
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def.m_sName = "Insert Entry";
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def.m_vsChoices.clear();
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def.m_vsChoices.push_back( "" );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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ScreenOptions::InitMenu( vDefs, vHands );
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}
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void ScreenOptionsEditCourse::BeginScreen()
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{
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ScreenOptions::BeginScreen();
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AfterChangeValueInRow( GAMESTATE->m_MasterPlayerNumber );
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}
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void ScreenOptionsEditCourse::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_GoToNextScreen )
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{
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int iCurRow = m_iCurrentRow[GAMESTATE->m_MasterPlayerNumber];
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if( iCurRow < NUM_EditCourseRow )
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{
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ASSERT( 0 );
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}
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else if( iCurRow == m_pRows.size() - 1 )
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{
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this->HandleScreenMessage( SM_GoToPrevScreen );
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return; // don't call base
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}
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else
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{
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int iCourseEntry = iCurRow - NUM_EditCourseRow;
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GAMESTATE->m_iEditCourseEntryIndex.Set( iCourseEntry );
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}
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}
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else if( SM == SM_GoToPrevScreen )
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{
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// revert
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//Course *pCourse = GAMESTATE->m_pCurCourse;
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//*pCourse = m_Original;
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//SCREENMAN->SetNewScreen( "ScreenCourseManager" );
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//return;
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}
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ScreenOptions::HandleScreenMessage( SM );
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}
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void ScreenOptionsEditCourse::AfterChangeValueInRow( PlayerNumber pn )
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{
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ScreenOptions::AfterChangeValueInRow( pn );
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}
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void ScreenOptionsEditCourse::ImportOptions( int iRow, const vector<PlayerNumber> &vpns )
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{
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switch( iRow )
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{
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case ROW_REPEAT:
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//row.SetChoiceInRowWithFocusShared( iEntryIndex );
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break;
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case ROW_RANDOMIZE:
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//row.SetChoiceInRowWithFocusShared( iEntryIndex );
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break;
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case ROW_LIVES:
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//row.SetChoiceInRowWithFocusShared( iEntryIndex );
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break;
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case ROW_METER:
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break;
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}
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}
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void ScreenOptionsEditCourse::ExportOptions( int iRow, const vector<PlayerNumber> &vpns )
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{
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}
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void ScreenOptionsEditCourse::ProcessMenuStart( PlayerNumber pn, const InputEventType type )
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{
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Course *pCourse = GAMESTATE->m_pCurCourse;
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int iCourseEntry = GetCourseEntryIndexWithFocus();
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GAMESTATE->m_iEditCourseEntryIndex.Set( iCourseEntry );
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int iCurRow = m_iCurrentRow[GAMESTATE->m_MasterPlayerNumber];
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OptionRow &row = *m_pRows[iCurRow];
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if( iCourseEntry != -1 )
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{
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switch( row.GetChoiceInRowWithFocusShared() )
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{
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case CourseEntryAction_Edit:
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ScreenOptions::BeginFadingOut();
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break;
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case CourseEntryAction_InsertEntry:
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{
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pCourse->m_vEntries.erase( pCourse->m_vEntries.begin() + iCourseEntry );
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SCREENMAN->SetNewScreen( this->m_sName ); // reload
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}
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break;
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case CourseEntryAction_Delete:
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{
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pCourse->m_vEntries.erase( pCourse->m_vEntries.begin() + iCourseEntry );
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SCREENMAN->SetNewScreen( this->m_sName ); // reload
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}
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break;
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}
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return;
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}
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ScreenOptions::ProcessMenuStart( pn, type );
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}
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int ScreenOptionsEditCourse::GetCourseEntryIndexWithFocus() const
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{
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int iCurRow = m_iCurrentRow[GAMESTATE->m_MasterPlayerNumber];
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if( iCurRow < NUM_EditCourseRow ) // not a CourseEntry
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return -1;
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else if( iCurRow == m_pRows.size() - 1 ) // "done"
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return -1;
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else
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return iCurRow - NUM_EditCourseRow;
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}
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/*
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* (c) 2002-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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