move item theming from ScreenOptionsMaster to OptionRow so MiniMenu and other options screens can be themed
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@@ -71,7 +71,6 @@ public:
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if( sParam.CompareNoCase("NoteSkins")==0 ) { FillNoteSkins( defOut, sParam ); return; }
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else if( sParam.CompareNoCase("Steps")==0 ) { FillSteps( defOut, sParam ); return; }
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else if( sParam.CompareNoCase("EditsAndNull")==0 ) { FillEditsAndNull( defOut, sParam ); return; }
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else if( sParam.CompareNoCase("Characters")==0 ) { FillCharacters( defOut, sParam ); return; }
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else if( sParam.CompareNoCase("Styles")==0 ) { FillStyles( defOut, sParam ); return; }
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else if( sParam.CompareNoCase("Groups")==0 ) { FillGroups( defOut, sParam ); return; }
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@@ -141,7 +140,7 @@ public:
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ListEntries.push_back( mc );
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CString sName = mc.m_sName;
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CString sChoice = ENTRY_NAME(mc.m_sName);
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CString sChoice = mc.m_sName;
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defOut.choices.push_back( sChoice );
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}
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}
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@@ -322,44 +321,6 @@ public:
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}
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}
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void FillEditsAndNull( OptionRowDefinition &defOut, CString sParam )
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{
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Init();
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defOut.Init();
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ASSERT( sParam.size() );
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m_sName = sParam;
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defOut.name = "EditsAndNull";
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defOut.bOneChoiceForAllPlayers = true;
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defOut.layoutType = LAYOUT_SHOW_ONE_IN_ROW;
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defOut.m_bExportOnChange = true;
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m_vsReloadRowMessages.push_back( MessageToString(MESSAGE_CURRENT_SONG_CHANGED) );
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m_vsReloadRowMessages.push_back( MessageToString(MESSAGE_EDIT_STEPS_TYPE_CHANGED) );
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if( GAMESTATE->m_pCurSong != NULL )
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{
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vector<Steps*> vSteps;
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GAMESTATE->m_pCurSong->GetSteps( vSteps, GAMESTATE->m_stEdit, DIFFICULTY_EDIT );
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StepsUtil::SortNotesArrayByDifficulty( vSteps );
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FOREACH_CONST( Steps*, vSteps, p )
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{
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CString s = (*p)->GetDescription();
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defOut.choices.push_back( s );
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GameCommand mc;
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mc.m_pSteps = *p;
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ListEntries.push_back( mc );
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}
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}
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// Add NULL entry for a new edit
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{
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defOut.choices.push_back( ENTRY_NAME("NewEdit") );
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GameCommand mc;
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ListEntries.push_back( mc );
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}
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}
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void FillCharacters( OptionRowDefinition &defOut, CString sParam )
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{
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Init();
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@@ -373,7 +334,7 @@ public:
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Default.m_pCharacter = GAMESTATE->GetDefaultCharacter();
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{
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defOut.choices.push_back( ENTRY_NAME("Off") );
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defOut.choices.push_back( "Off" );
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GameCommand mc;
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mc.m_pCharacter = NULL;
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ListEntries.push_back( mc );
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@@ -437,7 +398,7 @@ public:
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ASSERT( vGroups.size() );
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{
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defOut.choices.push_back( ENTRY_NAME("AllGroups") );
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defOut.choices.push_back( "AllGroups" );
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GameCommand mc;
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mc.m_sSongGroup = GROUP_ALL_MUSIC;
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ListEntries.push_back( mc );
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@@ -467,7 +428,7 @@ public:
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Default.m_dc = DIFFICULTY_INVALID;
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{
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defOut.choices.push_back( ENTRY_NAME("AllDifficulties") );
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defOut.choices.push_back( "AllDifficulties" );
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GameCommand mc;
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mc.m_dc = DIFFICULTY_INVALID;
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ListEntries.push_back( mc );
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@@ -1025,7 +986,7 @@ public:
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if( pSteps )
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s = pSteps->GetDescription();
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else
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s = ENTRY_NAME("NewEdit");
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s = "NewEdit";
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}
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else
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{
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