enum name cleanup
fix "CapitalizeAll" not applied if "ShowOneInRow"
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@@ -283,7 +283,7 @@ void ScreenOptions::InitMenu( InputMode im, OptionRowDefinition defs[], int iNum
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if( fX > ITEMS_END_X )
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{
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row.m_RowDef.layoutType = SHOW_ONE_IN_LINE;
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row.m_RowDef.layoutType = LAYOUT_SHOW_ONE_IN_ROW;
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break;
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}
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}
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@@ -291,7 +291,7 @@ void ScreenOptions::InitMenu( InputMode im, OptionRowDefinition defs[], int iNum
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switch( row.m_RowDef.layoutType )
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{
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case SHOW_ONE_IN_LINE:
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case LAYOUT_SHOW_ONE_IN_ROW:
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// init text
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FOREACH_HumanPlayer( p )
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{
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@@ -301,7 +301,10 @@ void ScreenOptions::InitMenu( InputMode im, OptionRowDefinition defs[], int iNum
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const int iChoiceInRowWithFocus = row.m_iChoiceInRowWithFocus[p];
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bt->LoadFromFont( THEME->GetPathF(m_sName,"item") );
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bt->SetText( optline.choices[iChoiceInRowWithFocus] );
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CString sText = optline.choices[iChoiceInRowWithFocus];
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if( CAPITALIZE_ALL_OPTION_NAMES )
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sText.MakeUpper();
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bt->SetText( sText );
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bt->SetZoom( ITEMS_ZOOM );
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bt->SetShadowLength( 0 );
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@@ -329,7 +332,7 @@ void ScreenOptions::InitMenu( InputMode im, OptionRowDefinition defs[], int iNum
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}
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break;
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case SHOW_ALL_IN_LINE:
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case LAYOUT_SHOW_ALL_IN_ROW:
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{
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float fX = ITEMS_START_X;
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for( unsigned c=0; c<optline.choices.size(); c++ )
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@@ -572,13 +575,13 @@ BitmapText &ScreenOptions::GetTextItemForRow( PlayerNumber pn, int iRow, int iCh
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int index = -1;
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switch( row.m_RowDef.layoutType )
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{
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case SHOW_ONE_IN_LINE:
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case LAYOUT_SHOW_ONE_IN_ROW:
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index = bOneChoice ? 0 : pn;
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/* If only P2 is enabled, his selections will be in index 0. */
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if( row.m_textItems.size() == 1 )
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index = 0;
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break;
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case SHOW_ALL_IN_LINE:
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case LAYOUT_SHOW_ALL_IN_ROW:
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index = iChoiceOnRow;
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break;
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default:
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@@ -648,13 +651,13 @@ void ScreenOptions::PositionUnderlines()
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{
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vector<OptionsCursor*> &vpUnderlines = row.m_Underline[p];
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const int iNumUnderlines = (row.m_RowDef.layoutType == SHOW_ONE_IN_LINE) ? 1 : vpUnderlines.size();
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const int iNumUnderlines = (row.m_RowDef.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 = (row.m_RowDef.layoutType == SHOW_ONE_IN_LINE) ? row.m_iChoiceInRowWithFocus[p] : i;
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int iChoiceWithFocus = (row.m_RowDef.layoutType == LAYOUT_SHOW_ONE_IN_ROW) ? row.m_iChoiceInRowWithFocus[p] : 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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@@ -783,7 +786,7 @@ void ScreenOptions::UpdateText( int iRow )
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OptionRow &row = *m_Rows[iRow];
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const OptionRowDefinition &data = row.m_RowDef;
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if( !row.m_RowDef.layoutType == SHOW_ONE_IN_LINE )
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if( !row.m_RowDef.layoutType == LAYOUT_SHOW_ONE_IN_ROW )
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return;
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FOREACH_HumanPlayer( pn )
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@@ -1255,7 +1258,7 @@ void ScreenOptions::StoreFocus( PlayerNumber pn )
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{
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/* Long rows always put us in the center, so don't update the focus. */
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const OptionRow &OptionRow = *m_Rows[m_iCurrentRow[pn]];
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if( OptionRow.m_RowDef.layoutType == SHOW_ONE_IN_LINE )
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if( OptionRow.m_RowDef.layoutType == LAYOUT_SHOW_ONE_IN_ROW )
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return;
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int iWidth, iY;
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@@ -1399,7 +1402,7 @@ void ScreenOptions::MoveRow( PlayerNumber pn, int dir, bool Repeat )
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{
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case NAV_TOGGLE_THREE_KEY:
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case NAV_TOGGLE_FIVE_KEY:
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if( m_Rows[row]->m_RowDef.layoutType != SHOW_ONE_IN_LINE )
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if( m_Rows[row]->m_RowDef.layoutType != LAYOUT_SHOW_ONE_IN_ROW )
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{
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int iSelectionDist = -1;
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for( unsigned i = 0; i < m_Rows[row]->m_textItems.size(); ++i )
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