GetPathTo -> GetPath
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@@ -201,7 +201,7 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
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}
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m_sprNameFrame[p].SetName( ssprintf("EntryFrameP%i",p+1) );
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m_sprNameFrame[p].Load( THEME->GetPathToG( ssprintf("ScreenNameEntryTraditional name frame p%i",p+1) ) );
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m_sprNameFrame[p].Load( THEME->GetPathG("ScreenNameEntryTraditional",ssprintf("name frame p%i",p+1)) );
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SET_XY_AND_ON_COMMAND( m_sprNameFrame[p] );
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this->AddChild( &m_sprNameFrame[p] );
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@@ -210,7 +210,7 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
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this->AddChild( &m_Keyboard[p] );
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/* Add letters to m_Keyboard. */
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const CString fontpath = THEME->GetPathToF("ScreenNameEntryTraditional letters");
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const CString fontpath = THEME->GetPathF("ScreenNameEntryTraditional","letters");
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const wstring Chars = CStringToWstring(KEYBOARD_LETTERS);
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for( unsigned ch = 0; ch < Chars.size(); ++ch )
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{
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@@ -256,11 +256,11 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
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}
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m_sprCursor[p].SetName( ssprintf("CursorP%i",p+1) );
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m_sprCursor[p].Load( THEME->GetPathToG( ssprintf("ScreenNameEntryTraditional cursor p%i",p+1) ) );
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m_sprCursor[p].Load( THEME->GetPathG("ScreenNameEntryTraditional",ssprintf("cursor p%i",p+1)) );
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m_Keyboard[p].AddChild( &m_sprCursor[p] );
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m_textSelection[p].SetName( ssprintf("SelectionP%i",p+1) );
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m_textSelection[p].LoadFromFont( THEME->GetPathToF("ScreenNameEntryTraditional entry") );
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m_textSelection[p].LoadFromFont( THEME->GetPathF("ScreenNameEntryTraditional","entry") );
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SET_XY_AND_ON_COMMAND( m_textSelection[p] );
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this->AddChild( &m_textSelection[p] );
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@@ -366,14 +366,14 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
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if( grade != GRADE_NO_DATA )
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{
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display.m_Grade.SetName( ssprintf("GradeP%i",p+1) );
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display.m_Grade.Load( THEME->GetPathToG("ScreenNameEntryTraditional grades") );
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display.m_Grade.Load( THEME->GetPathG("ScreenNameEntryTraditional","grades") );
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display.m_Grade.SetGrade( p, grade );
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SET_ON( display.m_Grade );
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this->AddChild( &display.m_Grade );
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}
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display.m_Difficulty.SetName( ssprintf("DifficultyP%i",p+1) );
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display.m_Difficulty.Load( THEME->GetPathToG("ScreenNameEntryTraditional difficulty icons") );
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display.m_Difficulty.Load( THEME->GetPathG("ScreenNameEntryTraditional","difficulty icons") );
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if( GAMESTATE->IsCourseMode() )
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display.m_Difficulty.SetFromTrail( p, pTrail );
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else
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@@ -399,7 +399,7 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
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/* We always show the banner frame (if any), because fading from a graphic to
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* itself is ugly. */
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display.m_sprBannerFrame.SetName( ssprintf("BannerFrameP%i",p+1) );
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display.m_sprBannerFrame.Load( THEME->GetPathToG(ssprintf("ScreenNameEntryTraditional banner frame p%i",p+1)) );
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display.m_sprBannerFrame.Load( THEME->GetPathG("ScreenNameEntryTraditional",ssprintf("banner frame p%i",p+1)) );
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SET_XY_AND_ON_COMMAND( display.m_sprBannerFrame );
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this->AddChild( &display.m_sprBannerFrame );
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}
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@@ -408,11 +408,11 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
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this->PostScreenMessage( SM_ChangeDisplayedFeat, FEAT_INTERVAL );
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m_soundKey.Load( THEME->GetPathToS("ScreenNameEntryTraditional key") );
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m_soundChange.Load( THEME->GetPathToS("ScreenNameEntryTraditional change",true) );
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m_soundInvalid.Load( THEME->GetPathToS("ScreenNameEntryTraditional invalid",true) );
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m_soundKey.Load( THEME->GetPathS("ScreenNameEntryTraditional","key") );
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m_soundChange.Load( THEME->GetPathS("ScreenNameEntryTraditional","change",true) );
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m_soundInvalid.Load( THEME->GetPathS("ScreenNameEntryTraditional","invalid",true) );
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SOUND->PlayMusic( THEME->GetPathToS("ScreenNameEntryTraditional music") );
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SOUND->PlayMusic( THEME->GetPathS("ScreenNameEntryTraditional","music") );
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this->SortByDrawOrder();
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}
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