theme edit menu row string
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@@ -13,9 +13,9 @@
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#include "Steps.h"
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#include "song.h"
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#define PREV_SCREEN THEME->GetMetric(m_sName,"PrevScreen")
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#define EXPLANATION_TEXT THEME->GetMetric(m_sName,"ExplanationText")
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#define HELP_TEXT THEME->GetMetric(m_sName,"HelpText")
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#define PREV_SCREEN THEME->GetMetric(m_sName,"PrevScreen")
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#define EXPLANATION_TEXT THEME->GetMetric(m_sName,"ExplanationText")
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#define HELP_TEXT THEME->GetMetric(m_sName,"HelpText")
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const ScreenMessage SM_RefreshSelector = (ScreenMessage)(SM_User+1);
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@@ -111,14 +111,14 @@ void ScreenEditMenu::MenuStart( PlayerNumber pn )
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if( IsTransitioning() )
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return;
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Song* pSong = m_Selector.GetSelectedSong();
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StepsType st = m_Selector.GetSelectedStepsType();
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Difficulty dc = m_Selector.GetSelectedDifficulty();
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Steps* pSteps = m_Selector.GetSelectedSteps();
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// StepsType soureNT = m_Selector.GetSelectedSourceStepsType();
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// Difficulty sourceDiff = m_Selector.GetSelectedSourceDifficulty();
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Steps* pSourceSteps = m_Selector.GetSelectedSourceSteps();
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EditMenu::Action action = m_Selector.GetSelectedAction();
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Song* pSong = m_Selector.GetSelectedSong();
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StepsType st = m_Selector.GetSelectedStepsType();
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Difficulty dc = m_Selector.GetSelectedDifficulty();
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Steps* pSteps = m_Selector.GetSelectedSteps();
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// StepsType soureNT = m_Selector.GetSelectedSourceStepsType();
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// Difficulty sourceDiff = m_Selector.GetSelectedSourceDifficulty();
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Steps* pSourceSteps = m_Selector.GetSelectedSourceSteps();
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EditMenuAction action = m_Selector.GetSelectedAction();
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GAMESTATE->m_pCurSong.Set( pSong );
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GAMESTATE->m_pCurStyle = GAMEMAN->GetEditorStyleForStepsType( st );
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@@ -136,20 +136,20 @@ void ScreenEditMenu::MenuStart( PlayerNumber pn )
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switch( action )
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{
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case EditMenu::ACTION_EDIT:
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case EDIT_MENU_ACTION_EDIT:
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// Prepare prepare for ScreenEdit
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ASSERT( pSteps );
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SOUND->StopMusic();
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SCREENMAN->PlayStartSound();
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StartTransitioning( SM_GoToNextScreen );
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break;
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case EditMenu::ACTION_DELETE:
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case EDIT_MENU_ACTION_DELETE:
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ASSERT( pSteps );
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SCREENMAN->Prompt( SM_RefreshSelector, "These steps will be lost permanently.\n\nContinue with delete?", true, false, DeleteCurSteps );
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m_Selector.RefreshAll();
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return;
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case EditMenu::ACTION_COPY:
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case EditMenu::ACTION_AUTOGEN:
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case EDIT_MENU_ACTION_COPY:
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case EDIT_MENU_ACTION_AUTOGEN:
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ASSERT( !pSteps );
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ASSERT( pSourceSteps );
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{
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@@ -158,10 +158,10 @@ void ScreenEditMenu::MenuStart( PlayerNumber pn )
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Steps* pNewSteps = new Steps;
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switch( action )
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{
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case EditMenu::ACTION_COPY:
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case EDIT_MENU_ACTION_COPY:
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pNewSteps->CopyFrom( pSourceSteps, st );
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break;
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case EditMenu::ACTION_AUTOGEN:
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case EDIT_MENU_ACTION_AUTOGEN:
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pNewSteps->AutogenFrom( pSourceSteps, st );
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pNewSteps->DeAutogen();
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break;
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@@ -184,7 +184,7 @@ void ScreenEditMenu::MenuStart( PlayerNumber pn )
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m_Selector.RefreshAll();
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}
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return;
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case EditMenu::ACTION_BLANK:
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case EDIT_MENU_ACTION_BLANK:
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ASSERT( !pSteps );
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{
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// Yuck. Doing the memory allocation doesn't seem right since
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