more options re-org
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@@ -270,6 +270,11 @@ void ScreenOptions::PositionUnderlines()
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// Quad &underline = m_OptionUnderline[p][i];
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OptionsCursor &underline = m_Underline[p][i];
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// If there's only one choice (ScreenOptionsMenu), don't show underlines.
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// It looks silly.
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bool bOnlyOneChoice = m_OptionRowData[i].iNumOptions == 1;
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underline.SetDiffuse( bOnlyOneChoice ? RageColor(1,1,1,0) : RageColor(1,1,1,1) );
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int iWidth, iX, iY;
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GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
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underline.SetBarWidth( iWidth );
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@@ -487,17 +492,10 @@ void ScreenOptions::MenuLeft( PlayerNumber pn )
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return; // don't allow a move
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const int iNumOptions = m_OptionRowData[iCurRow].iNumOptions;
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if( iNumOptions == 1 )
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continue;
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m_iSelectedOption[p][iCurRow] = (m_iSelectedOption[p][iCurRow]-1+iNumOptions) % iNumOptions;
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// Chris: I commented this out because it made wrapping a pain. Is it used anyway? If so, please
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// let me know and I'll fix it.
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// do {
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// new_opt--;
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// } while(new_opt >= 0 && m_OptionDim[iCurRow][new_opt]);
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//
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// if( new_opt < 0 ) // can't go left any more
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// return;
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//
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// m_iSelectedOption[p][iCurRow] = new_opt;
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TweenCursor( (PlayerNumber)p );
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}
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@@ -518,19 +516,10 @@ void ScreenOptions::MenuRight( PlayerNumber pn )
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return; // don't allow a move
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const int iNumOptions = m_OptionRowData[iCurRow].iNumOptions;
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if( iNumOptions == 1 )
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continue;
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m_iSelectedOption[p][iCurRow] = (m_iSelectedOption[p][iCurRow]+1) % iNumOptions;
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// Chris: I commented this out because it made wrapping a pain. Is it used anyway? If so, please
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// let me know and I'll fix it.
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// int new_opt = m_iSelectedOption[p][iCurRow];
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// do {
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// new_opt++;
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// } while(new_opt < m_OptionRowData[iCurRow].iNumOptions &&
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// m_OptionDim[iCurRow][new_opt]);
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//
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// if( new_opt == m_OptionRowData[iCurRow].iNumOptions ) // can't go right any more
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// return;
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//
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// m_iSelectedOption[p][iCurRow] = new_opt;
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TweenCursor( (PlayerNumber)p );
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}
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@@ -550,17 +539,6 @@ void ScreenOptions::MenuUp( PlayerNumber pn )
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m_iCurrentRow[p]--;
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// Chris: Will add back in later
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// /* Find the prev row with any un-dimmed entries. */
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// int new_row = m_iCurrentRow[p];
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// do {
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/// if(--new_row < 0)
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// new_row = m_iNumOptionRows-1; // wrap around
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// if(!RowCompletelyDimmed(new_row)) break;
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// } while(new_row != m_iCurrentRow[p]);
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// m_iCurrentRow[p] = new_row;
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TweenCursor( (PlayerNumber)p );
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}
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m_SoundPrevRow.Play();
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