remove redundant m_RowDef
This commit is contained in:
+82
-61
@@ -38,7 +38,7 @@ void OptionRow::PrepareItemText( CString &s ) const
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// HACK: Always theme the NEXT_ROW and EXIT items.
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if( s == NEXT_ROW_NAME ) bTheme = true;
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if( s == EXIT_NAME ) bTheme = true;
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if( m_RowDef.m_bAllowThemeItems ) bTheme = true;
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if( m_pHand->m_Def.m_bAllowThemeItems ) bTheme = true;
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// Items beginning with a pipe mean "don't theme".
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// This allows us to disable theming on a per-choice basis for choice names that are just a number
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@@ -60,7 +60,7 @@ CString OptionRow::OptionTitle( CString s ) const
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bool bTheme = false;
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// HACK: Always theme the NEXT_ROW and EXIT items, even if metrics says not to theme.
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if( m_RowDef.m_bAllowThemeTitle )
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if( m_pHand->m_Def.m_bAllowThemeTitle )
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bTheme = true;
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if( s.empty() )
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@@ -155,7 +155,6 @@ void OptionRowType::Load( const CString &sType )
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void OptionRow::LoadNormal( OptionRowHandler *pHand, bool bFirstItemGoesDown )
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{
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m_RowDef = pHand->m_Def;
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m_RowType = OptionRow::RowType_Normal;
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m_pHand = pHand;
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m_bFirstItemGoesDown = bFirstItemGoesDown;
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@@ -167,17 +166,17 @@ void OptionRow::LoadNormal( OptionRowHandler *pHand, bool bFirstItemGoesDown )
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{
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vector<bool> &vbSelected = m_vbSelected[p];
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vbSelected.resize( 0 );
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vbSelected.resize( m_RowDef.m_vsChoices.size(), false );
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vbSelected.resize( m_pHand->m_Def.m_vsChoices.size(), false );
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// set select the first item if a SELECT_ONE row
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if( vbSelected.size() && m_RowDef.m_selectType == SELECT_ONE )
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if( vbSelected.size() && m_pHand->m_Def.m_selectType == SELECT_ONE )
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vbSelected[0] = true;
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}
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// TRICKY: Insert a down arrow as the first choice in the row.
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if( m_bFirstItemGoesDown )
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{
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m_RowDef.m_vsChoices.insert( m_RowDef.m_vsChoices.begin(), NEXT_ROW_NAME );
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m_pHand->m_Def.m_vsChoices.insert( m_pHand->m_Def.m_vsChoices.begin(), NEXT_ROW_NAME );
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FOREACH_PlayerNumber( p )
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m_vbSelected[p].insert( m_vbSelected[p].begin(), false );
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}
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@@ -185,7 +184,7 @@ void OptionRow::LoadNormal( OptionRowHandler *pHand, bool bFirstItemGoesDown )
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CString OptionRow::GetRowTitle() const
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{
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CString sLineName = m_RowDef.m_sName;
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CString sLineName = m_pHand->m_Def.m_sName;
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CString sTitle = OptionTitle(sLineName);
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// HACK: tack the BPM onto the name of the speed line
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@@ -232,7 +231,7 @@ CString OptionRow::GetRowTitle() const
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}
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/* Set up text, underlines and titles for options. This can be called
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* as soon as m_RowDef is available. */
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* as soon as m_pHand->m_Def is available. */
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void OptionRow::InitText()
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{
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/* If we have elements already, we're being updated from a new set of options.
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@@ -278,20 +277,20 @@ void OptionRow::InitText()
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float fX = m_pParentType->ITEMS_START_X;
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for( unsigned c=0; c<m_RowDef.m_vsChoices.size(); c++ )
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for( unsigned c=0; c<m_pHand->m_Def.m_vsChoices.size(); c++ )
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{
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CString sText = m_RowDef.m_vsChoices[c];
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CString sText = m_pHand->m_Def.m_vsChoices[c];
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PrepareItemText( sText );
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bt.SetText( sText );
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fX += bt.GetZoomedWidth();
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if( c != m_RowDef.m_vsChoices.size()-1 )
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if( c != m_pHand->m_Def.m_vsChoices.size()-1 )
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fX += m_pParentType->ITEMS_GAP_X;
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if( fX > m_pParentType->ITEMS_END_X )
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{
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m_RowDef.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW;
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m_pHand->m_Def.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW;
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break;
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}
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}
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@@ -300,7 +299,7 @@ void OptionRow::InitText()
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//
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// load m_textItems
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//
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switch( m_RowDef.m_layoutType )
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switch( m_pHand->m_Def.m_layoutType )
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{
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case LAYOUT_SHOW_ONE_IN_ROW:
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// init text
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@@ -312,7 +311,7 @@ void OptionRow::InitText()
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pText->RunCommands( m_pParentType->ITEMS_ON_COMMAND );
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pText->SetShadowLength( 0 );
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if( m_RowDef.m_bOneChoiceForAllPlayers )
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if( m_pHand->m_Def.m_bOneChoiceForAllPlayers )
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{
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pText->SetX( m_pParentType->ITEMS_LONG_ROW_SHARED_X );
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break; // only initialize one item since it's shared
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@@ -343,12 +342,12 @@ void OptionRow::InitText()
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case LAYOUT_SHOW_ALL_IN_ROW:
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{
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float fX = m_pParentType->ITEMS_START_X;
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for( unsigned c=0; c<m_RowDef.m_vsChoices.size(); c++ )
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for( unsigned c=0; c<m_pHand->m_Def.m_vsChoices.size(); c++ )
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{
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// init text
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BitmapText *bt = new BitmapText( m_pParentType->m_textItemParent );
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m_textItems.push_back( bt );
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CString sText = m_RowDef.m_vsChoices[c];
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CString sText = m_pHand->m_Def.m_vsChoices[c];
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PrepareItemText( sText );
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bt->SetText( sText );
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bt->RunCommands( m_pParentType->ITEMS_ON_COMMAND );
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@@ -416,8 +415,8 @@ void OptionRow::AfterImportOptions()
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* players. */
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FOREACH_PlayerNumber( p )
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{
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if( m_RowDef.m_layoutType == LAYOUT_SHOW_ONE_IN_ROW &&
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!m_RowDef.m_bOneChoiceForAllPlayers )
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if( m_pHand->m_Def.m_layoutType == LAYOUT_SHOW_ONE_IN_ROW &&
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!m_pHand->m_Def.m_bOneChoiceForAllPlayers )
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m_textItems[p]->SetHidden( !GAMESTATE->IsHumanPlayer(p) );
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}
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@@ -433,7 +432,7 @@ void OptionRow::AfterImportOptions()
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// Make all selections the same if bOneChoiceForAllPlayers
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// Hack: we only import active players, so if only player 2 is imported,
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// we need to copy p2 to p1, not p1 to p2.
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if( m_RowDef.m_bOneChoiceForAllPlayers )
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if( m_pHand->m_Def.m_bOneChoiceForAllPlayers )
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{
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PlayerNumber pnCopyFrom = GAMESTATE->m_MasterPlayerNumber;
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if( GAMESTATE->m_MasterPlayerNumber == PLAYER_INVALID )
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@@ -444,7 +443,7 @@ void OptionRow::AfterImportOptions()
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FOREACH_PlayerNumber( p )
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{
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switch( m_RowDef.m_selectType )
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switch( m_pHand->m_Def.m_selectType )
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{
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case SELECT_ONE:
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{
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@@ -494,7 +493,6 @@ void OptionRow::LoadExit()
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pHand->m_Def.m_bOneChoiceForAllPlayers = true;
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m_RowType = OptionRow::RowType_Exit;
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m_pHand = pHand;
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m_RowDef = m_pHand->m_Def;
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FOREACH_PlayerNumber( p )
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{
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vector<bool> &vbSelected = m_vbSelected[p];
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@@ -508,15 +506,15 @@ void OptionRow::PositionUnderlines( PlayerNumber pn )
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if( vpUnderlines.empty() )
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return;
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PlayerNumber pnTakeSelectedFrom = m_RowDef.m_bOneChoiceForAllPlayers ? PLAYER_1 : pn;
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PlayerNumber pnTakeSelectedFrom = m_pHand->m_Def.m_bOneChoiceForAllPlayers ? PLAYER_1 : pn;
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const int iNumUnderlines = (m_RowDef.m_layoutType == LAYOUT_SHOW_ONE_IN_ROW) ? 1 : vpUnderlines.size();
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const int iNumUnderlines = (m_pHand->m_Def.m_layoutType == LAYOUT_SHOW_ONE_IN_ROW) ? 1 : vpUnderlines.size();
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for( int i=0; i<iNumUnderlines; i++ )
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{
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OptionsCursor& ul = *vpUnderlines[i];
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int iChoiceWithFocus = (m_RowDef.m_layoutType == LAYOUT_SHOW_ONE_IN_ROW) ? m_iChoiceInRowWithFocus[pnTakeSelectedFrom] : i;
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int iChoiceWithFocus = (m_pHand->m_Def.m_layoutType == LAYOUT_SHOW_ONE_IN_ROW) ? m_iChoiceInRowWithFocus[pnTakeSelectedFrom] : i;
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/* Don't tween X movement and color changes. */
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int iWidth, iX, iY;
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@@ -524,7 +522,7 @@ void OptionRow::PositionUnderlines( PlayerNumber pn )
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ul.SetGlobalX( (float)iX );
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ul.SetGlobalDiffuseColor( RageColor(1,1,1,1) );
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ASSERT( m_vbSelected[pnTakeSelectedFrom].size() == m_RowDef.m_vsChoices.size() );
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ASSERT( m_vbSelected[pnTakeSelectedFrom].size() == m_pHand->m_Def.m_vsChoices.size() );
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bool bSelected = (iChoiceWithFocus==-1) ? false : m_vbSelected[pnTakeSelectedFrom][ iChoiceWithFocus ];
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bool bHidden = !bSelected || m_bHidden;
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@@ -553,17 +551,17 @@ void OptionRow::PositionIcons()
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void OptionRow::UpdateText()
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{
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switch( m_RowDef.m_layoutType )
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switch( m_pHand->m_Def.m_layoutType )
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{
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case LAYOUT_SHOW_ONE_IN_ROW:
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FOREACH_HumanPlayer( p )
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{
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unsigned pn = m_RowDef.m_bOneChoiceForAllPlayers ? 0 : p;
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unsigned pn = m_pHand->m_Def.m_bOneChoiceForAllPlayers ? 0 : p;
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int iChoiceWithFocus = m_iChoiceInRowWithFocus[pn];
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if( iChoiceWithFocus == -1 )
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continue;
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CString sText = m_RowDef.m_vsChoices[iChoiceWithFocus];
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CString sText = m_pHand->m_Def.m_vsChoices[iChoiceWithFocus];
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PrepareItemText( sText );
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// If player_no is 2 and there is no player 1:
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@@ -592,7 +590,7 @@ void OptionRow::UpdateEnabledDisabled()
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FOREACH_HumanPlayer( p )
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bThisRowHasFocusByAll &= m_bRowHasFocus[p];
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bool bRowEnabled = !m_RowDef.m_vEnabledForPlayers.empty();
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bool bRowEnabled = !m_pHand->m_Def.m_vEnabledForPlayers.empty();
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if( m_Frame.DestTweenState() != m_tsDestination )
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{
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@@ -642,7 +640,7 @@ void OptionRow::UpdateEnabledDisabled()
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m_textItems[j]->RunCommands( m_pParentType->ITEM_LOSE_FOCUS_COMMAND );
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}
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switch( m_RowDef.m_layoutType )
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switch( m_pHand->m_Def.m_layoutType )
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{
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case LAYOUT_SHOW_ALL_IN_ROW:
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for( unsigned j=0; j<m_textItems.size(); j++ )
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@@ -659,9 +657,9 @@ void OptionRow::UpdateEnabledDisabled()
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case LAYOUT_SHOW_ONE_IN_ROW:
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FOREACH_HumanPlayer( pn )
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{
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bool bRowEnabled = m_RowDef.m_vEnabledForPlayers.find(pn) != m_RowDef.m_vEnabledForPlayers.end();
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bool bRowEnabled = m_pHand->m_Def.m_vEnabledForPlayers.find(pn) != m_pHand->m_Def.m_vEnabledForPlayers.end();
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if( !m_RowDef.m_bOneChoiceForAllPlayers )
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if( !m_pHand->m_Def.m_bOneChoiceForAllPlayers )
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{
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if( m_bRowHasFocus[pn] ) color = m_pParentType->COLOR_SELECTED;
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else if( bRowEnabled ) color = m_pParentType->COLOR_NOT_SELECTED;
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@@ -671,7 +669,7 @@ void OptionRow::UpdateEnabledDisabled()
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color.a = 0;
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}
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unsigned item_no = m_RowDef.m_bOneChoiceForAllPlayers ? 0 : pn;
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unsigned item_no = m_pHand->m_Def.m_bOneChoiceForAllPlayers ? 0 : pn;
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// If player_no is 2 and there is no player 1:
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item_no = min( item_no, m_textItems.size()-1 );
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@@ -742,9 +740,9 @@ void OptionRow::SetOptionIcon( PlayerNumber pn, const CString &sText, GameComman
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const BitmapText &OptionRow::GetTextItemForRow( PlayerNumber pn, int iChoiceOnRow ) const
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{
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bool bOneChoice = m_RowDef.m_bOneChoiceForAllPlayers;
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bool bOneChoice = m_pHand->m_Def.m_bOneChoiceForAllPlayers;
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int index = -1;
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switch( m_RowDef.m_layoutType )
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switch( m_pHand->m_Def.m_layoutType )
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{
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case LAYOUT_SHOW_ONE_IN_ROW:
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index = bOneChoice ? 0 : pn;
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@@ -810,9 +808,9 @@ void OptionRow::SetOneSharedSelection( int iChoice )
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void OptionRow::SetOneSharedSelectionIfPresent( const CString &sChoice )
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{
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for( unsigned i=0; i<m_RowDef.m_vsChoices.size(); i++ )
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for( unsigned i=0; i<m_pHand->m_Def.m_vsChoices.size(); i++ )
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{
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if( sChoice == m_RowDef.m_vsChoices[i] )
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if( sChoice == m_pHand->m_Def.m_vsChoices[i] )
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{
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SetOneSharedSelection( i );
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break;
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@@ -822,9 +820,9 @@ void OptionRow::SetOneSharedSelectionIfPresent( const CString &sChoice )
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int OptionRow::GetChoiceInRowWithFocus( PlayerNumber pn ) const
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{
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if( m_RowDef.m_bOneChoiceForAllPlayers )
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if( m_pHand->m_Def.m_bOneChoiceForAllPlayers )
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pn = PLAYER_1;
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if( m_RowDef.m_vsChoices.empty() )
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if( m_pHand->m_Def.m_vsChoices.empty() )
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return -1;
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int iChoice = m_iChoiceInRowWithFocus[pn];
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return iChoice;
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@@ -837,9 +835,9 @@ int OptionRow::GetChoiceInRowWithFocusShared() const
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void OptionRow::SetChoiceInRowWithFocus( PlayerNumber pn, int iChoice )
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{
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if( m_RowDef.m_bOneChoiceForAllPlayers )
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if( m_pHand->m_Def.m_bOneChoiceForAllPlayers )
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pn = PLAYER_1;
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ASSERT(iChoice >= 0 && iChoice < (int)m_RowDef.m_vsChoices.size());
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ASSERT(iChoice >= 0 && iChoice < (int)m_pHand->m_Def.m_vsChoices.size());
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m_iChoiceInRowWithFocus[pn] = iChoice;
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}
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@@ -849,6 +847,29 @@ void OptionRow::SetChoiceInRowWithFocusShared( int iChoice )
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SetChoiceInRowWithFocus( pn, iChoice );
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}
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bool OptionRow::GetSelected( PlayerNumber pn, int iChoice ) const
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{
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if( m_pHand->m_Def.m_bOneChoiceForAllPlayers )
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pn = PLAYER_1;
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return m_vbSelected[pn][iChoice];
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}
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const OptionRowDefinition &OptionRow::GetRowDef() const
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{
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return m_pHand->m_Def;
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}
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OptionRowDefinition &OptionRow::GetRowDef()
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{
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return m_pHand->m_Def;
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}
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void OptionRow::SetSelected( PlayerNumber pn, int iChoice, bool b )
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{
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if( m_pHand->m_Def.m_bOneChoiceForAllPlayers )
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pn = PLAYER_1;
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m_vbSelected[pn][iChoice] = b;
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}
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void OptionRow::SetExitText( CString sExitText )
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{
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@@ -867,7 +888,7 @@ void OptionRow::Reload( const OptionRowDefinition &def )
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vpns.push_back( p );
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// TODO: Nothing uses this yet and it causes skips when changing options.
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//if( m_RowDef.m_bExportOnChange )
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//if( m_pHand->m_Def.m_bExportOnChange )
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//{
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// bool bRowHasFocus[NUM_PLAYERS];
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// ZERO( bRowHasFocus );
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@@ -875,19 +896,19 @@ void OptionRow::Reload( const OptionRowDefinition &def )
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//}
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if( m_pHand == NULL )
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m_RowDef = def;
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m_pHand->m_Def = def;
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else
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m_pHand->Reload();
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m_RowDef = m_pHand->m_Def;
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ASSERT( !m_RowDef.m_vsChoices.empty() );
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m_pHand->m_Def = m_pHand->m_Def;
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ASSERT( !m_pHand->m_Def.m_vsChoices.empty() );
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FOREACH_PlayerNumber( p )
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m_vbSelected[p].resize( m_RowDef.m_vsChoices.size(), false );
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m_vbSelected[p].resize( m_pHand->m_Def.m_vsChoices.size(), false );
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// TODO: Nothing uses this yet and it causes skips when changing options.
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//ImportOptions( vpns );
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switch( m_RowDef.m_selectType )
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switch( m_pHand->m_Def.m_selectType )
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{
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case SELECT_ONE:
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FOREACH_HumanPlayer( p )
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@@ -899,14 +920,14 @@ void OptionRow::Reload( const OptionRowDefinition &def )
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break;
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case SELECT_MULTIPLE:
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FOREACH_HumanPlayer( p )
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CLAMP( m_iChoiceInRowWithFocus[p], 0, m_RowDef.m_vsChoices.size()-1 );
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CLAMP( m_iChoiceInRowWithFocus[p], 0, m_pHand->m_Def.m_vsChoices.size()-1 );
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break;
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default:
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ASSERT(0);
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}
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// TODO: Nothing uses this yet and it causes skips when changing options.
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//if( m_RowDef.m_bExportOnChange )
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//if( m_pHand->m_Def.m_bExportOnChange )
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//{
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// bool bRowHasFocus[NUM_PLAYERS];
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// ZERO( bRowHasFocus );
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@@ -932,7 +953,7 @@ void OptionRow::Reload( const OptionRowDefinition &def )
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void OptionRow::SetEnabledRowForAllPlayers( bool bEnabledForAllPlayers )
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{
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OptionRowDefinition def = m_RowDef;
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OptionRowDefinition def = m_pHand->m_Def;
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if( bEnabledForAllPlayers )
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{
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OptionRowDefinition temp;
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@@ -947,7 +968,7 @@ void OptionRow::SetEnabledRowForAllPlayers( bool bEnabledForAllPlayers )
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void OptionRow::HandleMessage( const CString& sMessage )
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{
|
||||
Reload( m_RowDef );
|
||||
Reload( m_pHand->m_Def );
|
||||
}
|
||||
|
||||
|
||||
@@ -962,7 +983,7 @@ void OptionRow::HandleMessage( const CString& sMessage )
|
||||
|
||||
void OptionRow::ImportOptions( const vector<PlayerNumber> &vpns )
|
||||
{
|
||||
ASSERT( m_RowDef.m_vsChoices.size() > 0 );
|
||||
ASSERT( m_pHand->m_Def.m_vsChoices.size() > 0 );
|
||||
|
||||
FOREACH_CONST( PlayerNumber, vpns, iter )
|
||||
{
|
||||
@@ -971,24 +992,24 @@ void OptionRow::ImportOptions( const vector<PlayerNumber> &vpns )
|
||||
FOREACH( bool, m_vbSelected[p], b )
|
||||
*b = false;
|
||||
|
||||
ASSERT( m_vbSelected[p].size() == m_RowDef.m_vsChoices.size() );
|
||||
ASSERT( m_vbSelected[p].size() == m_pHand->m_Def.m_vsChoices.size() );
|
||||
ERASE_ONE_BOOL_AT_FRONT_IF_NEEDED( m_vbSelected[p] );
|
||||
}
|
||||
|
||||
m_pHand->ImportOption( m_RowDef, vpns, m_vbSelected );
|
||||
m_pHand->ImportOption( m_pHand->m_Def, vpns, m_vbSelected );
|
||||
|
||||
FOREACH_CONST( PlayerNumber, vpns, iter )
|
||||
{
|
||||
PlayerNumber p = *iter;
|
||||
|
||||
INSERT_ONE_BOOL_AT_FRONT_IF_NEEDED( m_vbSelected[p] );
|
||||
VerifySelected( m_RowDef.m_selectType, m_vbSelected[p], m_RowDef.m_sName );
|
||||
VerifySelected( m_pHand->m_Def.m_selectType, m_vbSelected[p], m_pHand->m_Def.m_sName );
|
||||
}
|
||||
}
|
||||
|
||||
int OptionRow::ExportOptions( const vector<PlayerNumber> &vpns, bool bRowHasFocus[NUM_PLAYERS] )
|
||||
{
|
||||
ASSERT( m_RowDef.m_vsChoices.size() > 0 );
|
||||
ASSERT( m_pHand->m_Def.m_vsChoices.size() > 0 );
|
||||
|
||||
int iChangeMask = 0;
|
||||
|
||||
@@ -997,18 +1018,18 @@ int OptionRow::ExportOptions( const vector<PlayerNumber> &vpns, bool bRowHasFocu
|
||||
PlayerNumber p = *iter;
|
||||
bool bFocus = bRowHasFocus[p];
|
||||
|
||||
VerifySelected( m_RowDef.m_selectType, m_vbSelected[p], m_RowDef.m_sName );
|
||||
ASSERT( m_vbSelected[p].size() == m_RowDef.m_vsChoices.size() );
|
||||
VerifySelected( m_pHand->m_Def.m_selectType, m_vbSelected[p], m_pHand->m_Def.m_sName );
|
||||
ASSERT( m_vbSelected[p].size() == m_pHand->m_Def.m_vsChoices.size() );
|
||||
ERASE_ONE_BOOL_AT_FRONT_IF_NEEDED( m_vbSelected[p] );
|
||||
|
||||
// SELECT_NONE rows get exported if they have focus when the user presses
|
||||
// Start.
|
||||
int iChoice = GetChoiceInRowWithFocus( p );
|
||||
if( m_RowDef.m_selectType == SELECT_NONE && bFocus )
|
||||
if( m_pHand->m_Def.m_selectType == SELECT_NONE && bFocus )
|
||||
m_vbSelected[p][iChoice] = true;
|
||||
}
|
||||
|
||||
iChangeMask |= m_pHand->ExportOption( m_RowDef, vpns, m_vbSelected );
|
||||
iChangeMask |= m_pHand->ExportOption( m_pHand->m_Def, vpns, m_vbSelected );
|
||||
|
||||
FOREACH_CONST( PlayerNumber, vpns, iter )
|
||||
{
|
||||
@@ -1016,7 +1037,7 @@ int OptionRow::ExportOptions( const vector<PlayerNumber> &vpns, bool bRowHasFocu
|
||||
bool bFocus = bRowHasFocus[p];
|
||||
|
||||
int iChoice = GetChoiceInRowWithFocus( p );
|
||||
if( m_RowDef.m_selectType == SELECT_NONE && bFocus )
|
||||
if( m_pHand->m_Def.m_selectType == SELECT_NONE && bFocus )
|
||||
m_vbSelected[p][iChoice] = false;
|
||||
|
||||
INSERT_ONE_BOOL_AT_FRONT_IF_NEEDED( m_vbSelected[p] );
|
||||
|
||||
Reference in New Issue
Block a user