OptionRow: member name cleanup, add focus commands
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@@ -43,65 +43,65 @@ void ScreenEditCourseEntry::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 = "Song Group";
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def.choices.clear();
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def.m_sName = "Song Group";
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def.m_vsChoices.clear();
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vector<CString> vsSongGroups;
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SONGMAN->GetSongGroupNames( vsSongGroups );
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def.choices.push_back( "(any)" );
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def.m_vsChoices.push_back( "(any)" );
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FOREACH_CONST( CString, vsSongGroups, s )
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def.choices.push_back( *s );
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def.m_vsChoices.push_back( *s );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.name = "Song";
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def.choices.clear();
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def.choices.push_back( "" );
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def.m_sName = "Song";
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def.m_vsChoices.clear();
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def.m_vsChoices.push_back( "" );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.name = "Base Difficulty";
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def.choices.clear();
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def.choices.push_back( "(any)" );
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def.m_sName = "Base Difficulty";
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def.m_vsChoices.clear();
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def.m_vsChoices.push_back( "(any)" );
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FOREACH_CONST( Difficulty, DIFFICULTIES_TO_SHOW.GetValue(), dc )
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def.choices.push_back( DifficultyToThemedString(*dc) );
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def.m_vsChoices.push_back( DifficultyToThemedString(*dc) );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.name = "Low Meter";
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def.choices.clear();
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def.choices.push_back( "(any)" );
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def.m_sName = "Low Meter";
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def.m_vsChoices.clear();
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def.m_vsChoices.push_back( "(any)" );
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for( int i=MIN_METER; i<=MAX_METER; i++ )
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def.choices.push_back( ssprintf("%i",i) );
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def.m_vsChoices.push_back( ssprintf("%i",i) );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.name = "High Meter";
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def.choices.clear();
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def.choices.push_back( "(any)" );
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def.m_sName = "High Meter";
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def.m_vsChoices.clear();
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def.m_vsChoices.push_back( "(any)" );
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for( int i=MIN_METER; i<=MAX_METER; i++ )
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def.choices.push_back( ssprintf("%i",i) );
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def.m_vsChoices.push_back( ssprintf("%i",i) );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.name = "Sort";
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def.choices.clear();
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def.m_sName = "Sort";
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def.m_vsChoices.clear();
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FOREACH_SongSort( i )
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def.choices.push_back( SongSortToThemedString(i) );
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def.m_vsChoices.push_back( SongSortToThemedString(i) );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.name = "Choose";
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def.choices.clear();
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def.m_sName = "Choose";
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def.m_vsChoices.clear();
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for( int i=0; i<20; i++ )
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def.choices.push_back( FormatNumberAndSuffix(i+1) );
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def.m_vsChoices.push_back( FormatNumberAndSuffix(i+1) );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.name = "Set Mods";
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def.choices.clear();
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def.choices.push_back( "Set Mods" );
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def.m_sName = "Set Mods";
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def.m_vsChoices.clear();
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def.m_vsChoices.push_back( "Set Mods" );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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@@ -131,21 +131,21 @@ void ScreenEditCourseEntry::AfterChangeValueInRow( PlayerNumber pn )
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if( iChoice == 0 )
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ce.sSongGroup = "";
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else
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ce.sSongGroup = row.GetRowDef().choices[ iChoice ];
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ce.sSongGroup = row.GetRowDef().m_vsChoices[ iChoice ];
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}
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// refresh songs
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{
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OptionRow &row = *m_pRows[ROW_SONG];
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OptionRowDefinition def = row.GetRowDef();
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def.choices.clear();
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def.choices.push_back( "(any)" );
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def.m_vsChoices.clear();
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def.m_vsChoices.push_back( "(any)" );
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vector<Song*> vpSongs;
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if( ce.sSongGroup.empty() )
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SONGMAN->GetSongs( vpSongs );
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else
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SONGMAN->GetSongs( vpSongs, ce.sSongGroup );
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FOREACH_CONST( Song*, vpSongs, s )
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def.choices.push_back( (*s)->GetTranslitFullTitle() );
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def.m_vsChoices.push_back( (*s)->GetTranslitFullTitle() );
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vector<Song*>::const_iterator iter = find( vpSongs.begin(), vpSongs.end(), ce.pSong );
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if( iter != vpSongs.end() )
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{
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@@ -235,11 +235,11 @@ void ScreenEditCourseEntry::ImportAllOptions()
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// import song group
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{
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OptionRow &row = *m_pRows[ROW_SONG_GROUP];
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FOREACH_CONST( CString, row.GetRowDef().choices, s )
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FOREACH_CONST( CString, row.GetRowDef().m_vsChoices, s )
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{
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if( *s == ce.sSongGroup )
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{
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int iChoice = s - row.GetRowDef().choices.begin();
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int iChoice = s - row.GetRowDef().m_vsChoices.begin();
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row.SetOneSharedSelection( iChoice );
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AfterChangeValueInRow( GAMESTATE->m_MasterPlayerNumber );
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break;
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