adding CustomDifficulty stuff (themable difficulty /StepsType combinations). Doesn't compile - fixing
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@@ -181,9 +181,9 @@ void StepsDisplay::SetFromStepsTypeAndMeterAndCourseDifficulty( StepsType st, in
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void StepsDisplay::SetInternal( const SetParams ¶ms )
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{
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DifficultyDisplayType ddt = DifficultyDisplayType_Invalid;
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RString sCustomDifficulty ;
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if( params.st != StepsType_Invalid )
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ddt = MakeDifficultyDisplayType( params.dc, GameManager::GetStepsTypeInfo(params.st).m_StepsTypeCategory );
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sCustomDifficulty = GetCustomDifficulty( params.dc, GameManager::GetStepsTypeInfo(params.st).m_StepsTypeCategory );
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Message msg( "Set" );
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if( params.pSteps )
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@@ -195,7 +195,7 @@ void StepsDisplay::SetInternal( const SetParams ¶ms )
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msg.SetParam( "Difficulty", params.dc );
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msg.SetParam( "IsCourseDifficulty", params.bIsCourseDifficulty );
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msg.SetParam( "Description", params.sDescription );
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msg.SetParam( "DifficultyDisplayType", ddt );
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msg.SetParam( "CustomDifficulty", sCustomDifficulty );
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m_sprFrame->HandleMessage( msg );
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@@ -234,18 +234,10 @@ void StepsDisplay::SetInternal( const SetParams ¶ms )
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}
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else
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{
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switch( ddt )
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{
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case DifficultyDisplayType_Invalid:
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// empty string
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break;
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case DifficultyDisplayType_Edit:
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if( pSteps && pSteps->IsAnEdit() )
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s = params.sDescription;
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break;
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default:
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s = DifficultyDisplayTypeToLocalizedString( ddt );
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break;
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}
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else
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s = GetLocalizedCustomDifficulty( sCustomDifficulty );
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}
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m_textDescription.SetText( s );
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