more easily themable sort text
(Not sure whether to use the choice name or the GameCommand m_sName. The GameCommand name is used to identify asset names. However, we already have a Choice name here, and it's weird having two names: the GC name just seems like a confusing extra layer of indirection. Hmm ...)
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@@ -23,6 +23,7 @@
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#include "PlayerState.h"
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#include "PlayerState.h"
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#define NUM_WHEEL_ITEMS ((int)ceil(NUM_WHEEL_ITEMS_TO_DRAW+2))
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#define NUM_WHEEL_ITEMS ((int)ceil(NUM_WHEEL_ITEMS_TO_DRAW+2))
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#define WHEEL_TEXT(s) THEME->GetMetric( "MusicWheel", ssprintf("%sText",s.c_str()) );
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static CString SECTION_COLORS_NAME( size_t i ) { return ssprintf("SectionColor%d",int(i+1)); }
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static CString SECTION_COLORS_NAME( size_t i ) { return ssprintf("SectionColor%d",int(i+1)); }
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static CString CHOICE_NAME( CString s ) { return ssprintf("Choice%s",s.c_str()); }
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static CString CHOICE_NAME( CString s ) { return ssprintf("Choice%s",s.c_str()); }
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@@ -420,7 +421,7 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
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{
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{
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WheelItemData wid( TYPE_SORT, NULL, "", NULL, SORT_MENU_COLOR );
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WheelItemData wid( TYPE_SORT, NULL, "", NULL, SORT_MENU_COLOR );
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wid.m_Action.Load( i, ParseCommands(CHOICE.GetValue(vsNames[i])) );
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wid.m_Action.Load( i, ParseCommands(CHOICE.GetValue(vsNames[i])) );
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wid.m_sLabel = wid.m_Action.m_sName;
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wid.m_sLabel = WHEEL_TEXT(vsNames[i]);
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switch( so )
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switch( so )
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{
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{
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