Add new ScreenOptionsManageProfiles
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@@ -31,8 +31,6 @@ ProfileManager* PROFILEMAN = NULL; // global and accessable from anywhere in our
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#define MACHINE_PROFILE_DIR "Data/MachineProfile/"
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const CString LAST_GOOD_DIR = "LastGood/";
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static ThemeMetric<CString> NEW_PROFILE_DEFAULT_NAME( "ProfileManager", "NewProfileDefaultName" );
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// Directories to search for a profile if m_sMemoryCardProfileSubdir doesn't
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// exist, separated by ";":
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@@ -659,22 +657,6 @@ bool ProfileManager::IsPersistentProfile( ProfileSlot slot ) const
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}
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}
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CString ProfileManager::GetNewLocalProfileDefaultName() const
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{
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vector<CString> vsUsedNames;
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PROFILEMAN->GetLocalProfileDisplayNames( vsUsedNames );
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CString sPotentialName;
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for( int i=1; i<1000; i++ )
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{
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sPotentialName = ssprintf( "%s%04d", NEW_PROFILE_DEFAULT_NAME.GetValue().c_str(), i );
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bool bNameIsUsed = find( vsUsedNames.begin(), vsUsedNames.end(), sPotentialName ) != vsUsedNames.end();
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if( !bNameIsUsed )
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return sPotentialName;
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}
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return sPotentialName;
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}
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void ProfileManager::GetLocalProfileIDs( vector<CString> &vsProfileIDsOut ) const
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{
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vsProfileIDsOut.clear();
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@@ -689,31 +671,6 @@ void ProfileManager::GetLocalProfileDisplayNames( vector<CString> &vsProfileDisp
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vsProfileDisplayNamesOut.push_back( iter->second->m_sDisplayName );
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}
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bool ProfileManager::ValidateLocalProfileName( const CString &sAnswer, CString &sErrorOut )
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{
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CString sCurrentProfileOldName = PROFILEMAN->GetLocalProfile( GAMESTATE->m_sLastSelectedProfileID ).m_sDisplayName;
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vector<CString> vsProfileNames;
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PROFILEMAN->GetLocalProfileDisplayNames( vsProfileNames );
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bool bAlreadyAProfileWithThisName = find( vsProfileNames.begin(), vsProfileNames.end(), sAnswer ) != vsProfileNames.end();
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if( sAnswer == "" )
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{
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sErrorOut = "Profile name cannot be blank.";
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return false;
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}
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else if( sAnswer == sCurrentProfileOldName )
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{
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return true;
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}
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else if( bAlreadyAProfileWithThisName )
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{
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sErrorOut = "There is already another profile with this name. Please choose a different name.";
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return false;
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}
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return true;
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}
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// lua start
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#include "LuaBinding.h"
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