CString -> RString
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@@ -63,11 +63,11 @@
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* in player options menus, but it should in the options menu.
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*/
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static CString EXPLANATION_X_NAME( size_t p ) { return ssprintf("ExplanationP%dX",int(p+1)); }
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static CString EXPLANATION_Y_NAME( size_t p ) { return ssprintf("ExplanationP%dY",int(p+1)); }
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static CString EXPLANATION_ON_COMMAND_NAME( size_t p ) { return ssprintf("ExplanationP%dOnCommand",int(p+1)); }
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static RString EXPLANATION_X_NAME( size_t p ) { return ssprintf("ExplanationP%dX",int(p+1)); }
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static RString EXPLANATION_Y_NAME( size_t p ) { return ssprintf("ExplanationP%dY",int(p+1)); }
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static RString EXPLANATION_ON_COMMAND_NAME( size_t p ) { return ssprintf("ExplanationP%dOnCommand",int(p+1)); }
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static CString OPTION_EXPLANATION( CString s )
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static RString OPTION_EXPLANATION( RString s )
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{
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return THEME->GetString("OptionExplanations",s);
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}
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@@ -353,16 +353,16 @@ ScreenOptions::~ScreenOptions()
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SAFE_DELETE( m_pRows[i] );
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}
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CString ScreenOptions::GetExplanationText( int iRow ) const
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RString ScreenOptions::GetExplanationText( int iRow ) const
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{
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const OptionRow &row = *m_pRows[iRow];
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bool bAllowExplanation = row.GetRowDef().m_bAllowExplanation;
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bool bShowExplanations = bAllowExplanation && SHOW_EXPLANATIONS.GetValue();
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if( !bShowExplanations )
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return CString();
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return RString();
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CString sExplanationName = row.GetRowDef().m_sExplanationName;
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RString sExplanationName = row.GetRowDef().m_sExplanationName;
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if( sExplanationName.empty() )
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sExplanationName = row.GetRowDef().m_sName;
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ASSERT( !sExplanationName.empty() );
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@@ -393,7 +393,7 @@ void ScreenOptions::RefreshIcons( int iRow, PlayerNumber pn )
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int iFirstSelection = row.GetOneSelection( pn, true );
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// set icon name and bullet
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CString sIcon;
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RString sIcon;
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GameCommand gc;
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if( iFirstSelection == -1 )
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@@ -555,7 +555,7 @@ void ScreenOptions::HandleScreenMessage( const ScreenMessage SM )
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return; /* already transitioning */
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/* If the selected option sets a screen, honor it. */
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CString sThisScreen = GetNextScreenForSelection( GAMESTATE->m_MasterPlayerNumber );
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RString sThisScreen = GetNextScreenForSelection( GAMESTATE->m_MasterPlayerNumber );
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if( sThisScreen != "" )
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m_sNextScreen = sThisScreen;
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@@ -750,7 +750,7 @@ void ScreenOptions::AfterChangeValueOrRow( PlayerNumber pn )
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}
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}
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const CString text = GetExplanationText( iCurRow );
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const RString text = GetExplanationText( iCurRow );
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BitmapText *pText = NULL;
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switch( m_InputMode )
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@@ -841,7 +841,7 @@ void ScreenOptions::ProcessMenuStart( const InputEventPlus &input )
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{
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/* In NAV_THREE_KEY_MENU mode, if a row doesn't set a screen, it does
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* something. Apply it now, and don't go to the next screen. */
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CString sScreen = GetNextScreenForSelection( input.MenuI.player );
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RString sScreen = GetNextScreenForSelection( input.MenuI.player );
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if( sScreen.empty() )
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{
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vector<PlayerNumber> vpns;
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@@ -963,7 +963,7 @@ void ScreenOptions::StoreFocus( PlayerNumber pn )
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m_iCurrentRow[pn], row.GetChoiceInRowWithFocus(pn), m_iFocusX[pn]);
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}
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CString ScreenOptions::GetNextScreenForSelection( PlayerNumber pn ) const
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RString ScreenOptions::GetNextScreenForSelection( PlayerNumber pn ) const
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{
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int iCurRow = this->GetCurrentRow( pn );
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ASSERT( iCurRow >= 0 && iCurRow < (int)m_pRows.size() );
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