add meter to options screen Steps row
set preferred difficulty when changing options screen Steps row
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@@ -105,16 +105,17 @@ void ScreenOptionsMaster::SetStep( OptionRow &row, OptionRowHandler &hand )
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}
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else if( GAMESTATE->m_pCurSong ) // playing a song
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{
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vector<Steps*> vNotes;
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GAMESTATE->m_pCurSong->GetSteps( vNotes, GAMESTATE->GetCurrentStyleDef()->m_StepsType );
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SortNotesArrayByDifficulty( vNotes );
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for( unsigned i=0; i<vNotes.size(); i++ )
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vector<Steps*> vSteps;
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GAMESTATE->m_pCurSong->GetSteps( vSteps, GAMESTATE->GetCurrentStyleDef()->m_StepsType );
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SortNotesArrayByDifficulty( vSteps );
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for( unsigned i=0; i<vSteps.size(); i++ )
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{
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CString s = vNotes[i]->GetDescription();
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s.MakeUpper();
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Steps* pSteps = vSteps[i];
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// convert to theme-defined values
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s = SONGMAN->GetDifficultyThemeName(s);
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CString s;
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// convert to theme-defined difficulty name
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s = SONGMAN->GetDifficultyThemeName( pSteps->GetDifficulty() );
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s += ssprintf( " (%d)", pSteps->GetMeter() );
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row.choices.push_back( s );
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}
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@@ -443,10 +444,14 @@ int ScreenOptionsMaster::ExportOption( const OptionRow &row, const OptionRowHand
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}
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else if( GAMESTATE->m_pCurSong ) // playing a song
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{
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vector<Steps*> vNotes;
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GAMESTATE->m_pCurSong->GetSteps( vNotes, GAMESTATE->GetCurrentStyleDef()->m_StepsType );
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SortNotesArrayByDifficulty( vNotes );
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GAMESTATE->m_pCurNotes[pn] = vNotes[ sel ];
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vector<Steps*> vSteps;
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GAMESTATE->m_pCurSong->GetSteps( vSteps, GAMESTATE->GetCurrentStyleDef()->m_StepsType );
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SortNotesArrayByDifficulty( vSteps );
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Steps* pSteps = vSteps[ sel ];
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// set current notes
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GAMESTATE->m_pCurNotes[pn] = pSteps;
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// set preferred difficulty
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GAMESTATE->m_PreferredDifficulty[pn] = pSteps->GetDifficulty();
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}
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break;
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