clean up Difficulty name theming
theme CourseDifficulty on options screen
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@@ -311,7 +311,7 @@ void DifficultyList::SetFromGameState()
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if( row.m_Steps->GetDifficulty() == DIFFICULTY_EDIT )
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s = row.m_Steps->GetDescription();
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else
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s = SONGMAN->GetDifficultyThemeName(dc);
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s = DifficultyToThemedString(dc);
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m_Descriptions[i].SetMaxWidth( DESCRIPTION_MAX_WIDTH );
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m_Descriptions[i].SetText( s );
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/* Don't mess with alpha; it might be fading on. */
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@@ -46,29 +46,30 @@ static const CString EMPTY_STRING;
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static const CString RadarCategoryNames[NUM_RADAR_CATEGORIES] = {
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"stream",
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"voltage",
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"air",
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"freeze",
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"chaos",
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"taps",
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"jumps",
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"holds",
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"mines",
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"hands",
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"Stream",
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"Voltage",
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"Air",
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"Freeze",
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"Chaos",
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"Taps",
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"Jumps",
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"Holds",
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"Mines",
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"Hands",
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};
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XToString( RadarCategory );
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static const CString DifficultyNames[NUM_RADAR_CATEGORIES] = {
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"beginner",
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"easy",
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"medium",
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"hard",
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"challenge",
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"edit",
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"Beginner",
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"Easy",
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"Medium",
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"Hard",
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"Challenge",
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"Edit",
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};
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XToString( Difficulty );
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XToThemedString( Difficulty );
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/* We prefer the above names; recognize a number of others, too. (They'l
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* get normalized when written to SMs, etc.) */
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@@ -99,20 +100,21 @@ Difficulty StringToDifficulty( const CString& sDC )
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static const CString CourseDifficultyNames[NUM_COURSE_DIFFICULTIES] = {
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"regular",
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"difficult",
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"Regular",
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"Difficult",
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};
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XToString( CourseDifficulty );
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XToThemedString( CourseDifficulty );
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StringToX( CourseDifficulty );
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static const CString PlayModeNames[NUM_PLAY_MODES] = {
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"arcade",
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"nonstop",
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"oni",
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"endless",
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"battle",
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"rave",
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"Arcade",
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"Nonstop",
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"Oni",
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"Endless",
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"Battle",
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"Rave",
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};
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XToString( PlayMode );
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StringToX( PlayMode );
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@@ -98,6 +98,7 @@ enum Difficulty
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#define FOREACH_Difficulty( dc ) FOREACH_ENUM( Difficulty, NUM_DIFFICULTIES, dc )
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const CString& DifficultyToString( Difficulty dc );
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CString DifficultyToThemedString( Difficulty dc );
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Difficulty StringToDifficulty( const CString& sDC );
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@@ -111,6 +112,7 @@ enum CourseDifficulty
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#define FOREACH_CourseDifficulty( cd ) FOREACH_ENUM( CourseDifficulty, NUM_COURSE_DIFFICULTIES, cd )
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const CString& CourseDifficultyToString( CourseDifficulty dc );
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CString CourseDifficultyToThemedString( CourseDifficulty dc );
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CourseDifficulty StringToCourseDifficulty( const CString& sDC );
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@@ -47,7 +47,7 @@ ScreenAward::ScreenAward( CString sName ) : Screen( sName )
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sAward = PerDifficultyAwardToString( pda );
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sDescription =
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PerDifficultyAwardToThemedString( pda ) + "\n" +
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SONGMAN->GetDifficultyThemeName( GAMESTATE->m_pCurNotes[p]->GetDifficulty() );
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DifficultyToThemedString( GAMESTATE->m_pCurNotes[p]->GetDifficulty() );
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}
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else if( !GAMESTATE->m_vLastPeakComboAwards[p].empty() )
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{
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@@ -114,15 +114,14 @@ void ScreenOptionsMaster::SetStep( OptionRowData &row, OptionRowHandler &hand )
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for( int d=0; d<NUM_COURSE_DIFFICULTIES; d++ )
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{
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CourseDifficulty cd = (CourseDifficulty)d;
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if( pCourse->HasCourseDifficulty(st,cd) )
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{
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CString sDifficulty = CourseDifficultyToString( cd );
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sDifficulty = Capitalize( sDifficulty );
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row.choices.push_back( ENTRY_NAME(sDifficulty+"Courses") );
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ModeChoice mc;
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mc.m_CourseDifficulty = cd;
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hand.ListEntries.push_back( mc );
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}
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if( !pCourse->HasCourseDifficulty(st,cd) )
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continue; // skip
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CString s = CourseDifficultyToThemedString( cd );
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row.choices.push_back( s );
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ModeChoice mc;
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mc.m_CourseDifficulty = cd;
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hand.ListEntries.push_back( mc );
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}
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}
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else // !GAMESTATE->IsCourseMode(), playing a song
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@@ -135,11 +134,10 @@ void ScreenOptionsMaster::SetStep( OptionRowData &row, OptionRowHandler &hand )
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Steps* pSteps = vSteps[i];
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CString s;
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// convert to theme-defined difficulty name
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if( pSteps->GetDifficulty() == DIFFICULTY_EDIT )
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s = pSteps->GetDescription();
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else
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s = SONGMAN->GetDifficultyThemeName( pSteps->GetDifficulty() );
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s = DifficultyToThemedString( pSteps->GetDifficulty() );
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s += ssprintf( " (%d)", pSteps->GetMeter() );
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row.choices.push_back( s );
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@@ -46,7 +46,7 @@ SongCreditDisplay::SongCreditDisplay()
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for( unsigned i=0; i<vpStepsToShow.size(); i++ )
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{
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Steps* pSteps = vpStepsToShow[i];
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CString sDifficulty = SONGMAN->GetDifficultyThemeName( pSteps->GetDifficulty() );
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CString sDifficulty = DifficultyToThemedString( pSteps->GetDifficulty() );
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// HACK: reset capitalization
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sDifficulty.MakeLower();
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@@ -416,12 +416,6 @@ RageColor SongManager::GetDifficultyColor( Difficulty dc ) const
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}
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}
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CString SongManager::GetDifficultyThemeName( Difficulty dc ) const
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{
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CString sMetricName = "Difficulty" + Capitalize( DifficultyToString(dc) );
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return THEME->GetMetric( "Common", sMetricName );
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}
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static void GetSongsFromVector( const vector<Song*> &Songs, vector<Song*> &AddTo, CString sGroupName, int iMaxStages )
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{
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AddTo.clear();
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@@ -56,8 +56,7 @@ public:
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RageColor GetGroupColor( const CString &sGroupName );
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RageColor GetSongColor( const Song* pSong );
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RageColor GetDifficultyColor( Difficulty dc ) const;
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CString GetDifficultyThemeName( Difficulty dc ) const;
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static CString ShortenGroupName( CString sLongGroupName );
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static int GetNumStagesForSong( const Song* pSong ); // LongVer songs take 2 stages, MarathonVer take 3
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