working on new course editor
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@@ -767,6 +767,21 @@ void OptionRow::Reload( const OptionRowDefinition &def )
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}
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}
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void OptionRow::SetEnabledRowForAllPlayers( bool bEnabledForAllPlayers )
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{
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OptionRowDefinition def = m_RowDef;
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if( bEnabledForAllPlayers )
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{
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OptionRowDefinition temp;
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def.m_vEnabledForPlayers = temp.m_vEnabledForPlayers;
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}
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else
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{
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def.m_vEnabledForPlayers.clear();
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}
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Reload( def );
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}
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void OptionRow::HandleMessage( const CString& sMessage )
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{
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Reload( m_RowDef );
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@@ -161,6 +161,7 @@ public:
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void SetExitText( CString sExitText );
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void Reload( const OptionRowDefinition &def );
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void SetEnabledRowForAllPlayers( bool bEnabledForAllPlayers );
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//
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// Messages
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@@ -7,17 +7,32 @@
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#include "GameManager.h"
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#include "song.h"
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enum EditCourseRow
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enum EditCourseEntryRow
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{
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ROW_ENTRY_TYPE,
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ROW_SONG_GROUP,
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ROW_SONG,
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ROW_DIFFICULTY,
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ROW_BASE_DIFFICULTY,
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ROW_LOW_METER,
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ROW_HIGH_METER,
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ROW_BEST_WORST_VALUE,
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ROW_SET_MODS,
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ROW_DONE,
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NUM_EditCourseEntryRow
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};
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#define FOREACH_EditCourseEntryRow( i ) FOREACH_ENUM( EditCourseEntryRow, NUM_EditCourseEntryRow, i )
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const bool g_bRowEnabledForEntryType[NUM_EditCourseEntryRow][NUM_CourseEntryType] =
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{ // fixed, random, random_group, best, worst
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/* entry type */ { true, true, true, true, true },
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/* song group */ { true, false, true, false, false },
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/* song */ { true, false, false, false, false },
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/* base difficulty */ { true, true, true, false, false },
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/* low meter */ { true, true, true, false, false },
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/* high meter */ { true, true, true, false, false },
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/* best worst */ { false, false, false, true, true },
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/* set mods */ { true, true, true, true, true },
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/* done */ { true, true, true, true, true },
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};
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REGISTER_SCREEN_CLASS( ScreenEditCourseEntry );
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@@ -114,6 +129,17 @@ void ScreenEditCourseEntry::AfterChangeValueInRow( PlayerNumber pn )
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case ROW_ENTRY_TYPE:
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// export entry type
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{
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OptionRow &row = *m_pRows[ROW_ENTRY_TYPE];
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int iChoice = row.GetChoiceInRowWithFocus( GAMESTATE->m_MasterPlayerNumber );
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sSongGroup = row.GetRowDef().choices[ iChoice ];
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CourseEntryType cet = (CourseEntryType)iChoice;
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FOREACH_EditCourseEntryRow( i )
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{
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OptionRow &row = *m_pRows[i];
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bool bEnabled = g_bRowEnabledForEntryType[i][cet];
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row.SetEnabledRowForAllPlayers( bEnabled );
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}
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}
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// fall through
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case ROW_SONG_GROUP:
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@@ -153,10 +179,10 @@ void ScreenEditCourseEntry::AfterChangeValueInRow( PlayerNumber pn )
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ce.pSong = SONGMAN->GetAllSongs()[iChoice];
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}
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// fall through
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case ROW_DIFFICULTY:
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case ROW_BASE_DIFFICULTY:
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// export difficulty
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{
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OptionRow &row = *m_pRows[ROW_DIFFICULTY];
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OptionRow &row = *m_pRows[ROW_BASE_DIFFICULTY];
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int iChoice = row.GetChoiceInRowWithFocus( GAMESTATE->m_MasterPlayerNumber );
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ce.difficulty = DIFFICULTIES_TO_SHOW.GetValue()[iChoice];
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}
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@@ -224,7 +250,7 @@ void ScreenEditCourseEntry::GoToNextScreen()
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case ROW_ENTRY_TYPE:
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case ROW_SONG_GROUP:
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case ROW_SONG:
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case ROW_DIFFICULTY:
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case ROW_BASE_DIFFICULTY:
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case ROW_LOW_METER:
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case ROW_HIGH_METER:
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case ROW_BEST_WORST_VALUE:
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@@ -250,7 +276,7 @@ void ScreenEditCourseEntry::ProcessMenuStart( PlayerNumber pn, const InputEventT
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case ROW_ENTRY_TYPE:
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case ROW_SONG_GROUP:
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case ROW_SONG:
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case ROW_DIFFICULTY:
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case ROW_BASE_DIFFICULTY:
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case ROW_LOW_METER:
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case ROW_HIGH_METER:
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case ROW_BEST_WORST_VALUE:
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