OptionRow: member name cleanup, add focus commands
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@@ -67,59 +67,59 @@ void ScreenEditCourse::Init()
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vector<OptionRowHandler*> vHands;
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OptionRowDefinition def;
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def.layoutType = LAYOUT_SHOW_ONE_IN_ROW;
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def.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW;
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def.name = "Title";
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def.choices.clear();
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def.choices.push_back( pCourse->GetTranslitFullTitle() );
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def.m_sName = "Title";
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def.m_vsChoices.clear();
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def.m_vsChoices.push_back( pCourse->GetTranslitFullTitle() );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.name = "Repeat";
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def.choices.clear();
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def.choices.push_back( "NO" );
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def.choices.push_back( "YES" );
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def.m_sName = "Repeat";
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def.m_vsChoices.clear();
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def.m_vsChoices.push_back( "NO" );
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def.m_vsChoices.push_back( "YES" );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.name = "Randomize";
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def.choices.clear();
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def.choices.push_back( "NO" );
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def.choices.push_back( "YES" );
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def.m_sName = "Randomize";
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def.m_vsChoices.clear();
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def.m_vsChoices.push_back( "NO" );
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def.m_vsChoices.push_back( "YES" );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.name = "Lives";
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def.choices.clear();
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def.choices.push_back( "Use Bar Life" );
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def.m_sName = "Lives";
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def.m_vsChoices.clear();
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def.m_vsChoices.push_back( "Use Bar Life" );
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for( int i=1; i<=10; i++ )
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def.choices.push_back( ssprintf("%d",i) );
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def.m_vsChoices.push_back( ssprintf("%d",i) );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.name = "Type";
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def.choices.clear();
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def.m_sName = "Type";
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def.m_vsChoices.clear();
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FOREACH_CONST( StepsType, STEPS_TYPES_TO_SHOW.GetValue(), st )
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def.choices.push_back( GAMEMAN->StepsTypeToString(*st) );
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def.m_vsChoices.push_back( GAMEMAN->StepsTypeToString(*st) );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.name = "Type Meter";
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def.choices.clear();
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def.m_sName = "Type Meter";
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def.m_vsChoices.clear();
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for( int i=MIN_METER; i<=MAX_METER; i++ )
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def.choices.push_back( ssprintf("%d",i) );
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def.m_vsChoices.push_back( ssprintf("%d",i) );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.name = "Edit Entry";
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def.choices.clear();
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def.m_sName = "Edit Entry";
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def.m_vsChoices.clear();
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for( unsigned i=0; i<pCourse->m_vEntries.size(); i++ )
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def.choices.push_back( ssprintf("%u of %u",i+1,pCourse->m_vEntries.size()) );
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def.m_vsChoices.push_back( ssprintf("%u of %u",i+1,pCourse->m_vEntries.size()) );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.name = "Insert Entry";
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def.choices.clear();
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def.m_sName = "Insert Entry";
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def.m_vsChoices.clear();
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for( unsigned i=0; i<=pCourse->m_vEntries.size(); i++ )
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{
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CString s;
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@@ -127,15 +127,15 @@ void ScreenEditCourse::Init()
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s = ssprintf("After %u",i);
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else
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s = ssprintf("Before %u",i+1);
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def.choices.push_back( s );
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def.m_vsChoices.push_back( s );
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}
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.name = "Delete Entry";
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def.choices.clear();
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def.m_sName = "Delete Entry";
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def.m_vsChoices.clear();
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for( unsigned i=0; i<pCourse->m_vEntries.size(); i++ )
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def.choices.push_back( ssprintf("%u of %u",i+1,pCourse->m_vEntries.size()) );
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def.m_vsChoices.push_back( ssprintf("%u of %u",i+1,pCourse->m_vEntries.size()) );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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@@ -173,9 +173,9 @@ void ScreenEditCourse::AfterChangeValueInRow( PlayerNumber pn )
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{
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OptionRow &row = *m_pRows[ROW_TYPE];
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OptionRowDefinition def = row.GetRowDef();
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def.choices.clear();
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def.m_vsChoices.clear();
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vector<StepsTypeAndDifficulty> vThrowAway;
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GetStepsTypeAndDifficulty( vThrowAway, def.choices );
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GetStepsTypeAndDifficulty( vThrowAway, def.m_vsChoices );
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row.Reload( def );
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}
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// fall through
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