Jeck - Some basic options handling rewrites, main menu update, example alternate theme (for testing). I'm closing issues 44 and 45, as hopefully this resolves them satisfactorily.
* The alternate theme is just useful for testing themes, but please comment on the changes to the main theme. * Options reading and initializing separated from UI. * Options UI abstracted a bit, made more easily extensible. * With some extension, the options UI could be used as the basis for more complicated themes, if we load a file and use it to do stuff like GameStateOptions::Start()
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@@ -16,12 +16,17 @@ using std::string;
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#define INVALID_OPTION -1
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//Note to self-- provide some form of options initialization.
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class Options {
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public:
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friend class GameSettings;
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enum {
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//Global settings
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ACTIVE_PROFILE,
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DIFFICULTY_MODE_UNLOCKED,
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MOMIR_MODE_UNLOCKED,
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EVILTWIN_MODE_UNLOCKED,
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RANDOMDECK_MODE_UNLOCKED,
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LAST_GLOBAL = RANDOMDECK_MODE_UNLOCKED,
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//Values /must/ match ordering in optionNames, or everything loads wrong.
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//Profile settings
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ACTIVE_THEME,
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@@ -54,44 +59,6 @@ public:
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INTERRUPT_ENDTURN,
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INTERRUPT_CLEANUP,
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INTERRUPT_AFTEREND,
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//Global settings
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ACTIVE_PROFILE,
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DIFFICULTY_MODE_UNLOCKED,
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MOMIR_MODE_UNLOCKED,
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EVILTWIN_MODE_UNLOCKED,
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RANDOMDECK_MODE_UNLOCKED,
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//Theme metrics. These will be phased out fairly soon.
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THEME_METRICS, //Start of theme metrics.
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LOADING_TC = THEME_METRICS,
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STATS_TC,
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SCROLLER_TC,
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SCROLLER_FC,
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MAINMENU_TC,
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POPUP_MENU_FC,
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POPUP_MENU_TC,
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POPUP_MENU_TCH,
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MSG_FAIL_TC,
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OPTION_ITEM_FC,
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OPTION_ITEM_TC,
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OPTION_ITEM_TCH,
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OPTION_HEADER_FC,
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OPTION_HEADER_TC,
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OPTION_SCROLLBAR_FC,
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OPTION_SCROLLBAR_FCH,
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OPTION_TAB_FC,
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OPTION_TAB_FCH,
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OPTION_TAB_TC,
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OPTION_TAB_TCH,
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OPTION_TEXT_TC,
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OPTION_TEXT_FC,
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KEY_TC,
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KEY_TCH,
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KEY_FC,
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KEY_FCH,
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KEYPAD_FC,
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KEYPAD_FCH,
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KEYPAD_TC,
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LAST_NAMED, //Any option after this does not look up in optionNames.
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SET_UNLOCKS = LAST_NAMED + 1, //For sets.
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};
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@@ -106,51 +73,19 @@ private:
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static const char* optionNames[];
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};
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struct Metrics {
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//*_TC is text-color, *_TCH is highlighted text color
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//*_FC is fill-color, *_FCH is highlighted fill color
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//*_B and *_BH are for secondary text/fill colors, if needed
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//*_X, *_Y, *_W, *_H are x, y, width and height.
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enum {
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LOADING_TC = Options::THEME_METRICS,
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STATS_TC,
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SCROLLER_TC,
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SCROLLER_FC,
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MAINMENU_TC,
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POPUP_MENU_FC,
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POPUP_MENU_TC,
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POPUP_MENU_TCH,
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MSG_FAIL_TC,
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OPTION_ITEM_FC,
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OPTION_ITEM_TC,
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OPTION_ITEM_TCH,
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OPTION_HEADER_FC,
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OPTION_HEADER_TC,
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OPTION_SCROLLBAR_FC,
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OPTION_SCROLLBAR_FCH,
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OPTION_TAB_FC,
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OPTION_TAB_FCH,
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OPTION_TAB_TC,
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OPTION_TAB_TCH,
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OPTION_TEXT_TC,
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OPTION_TEXT_FC,
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KEY_TC,
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KEY_TCH,
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KEY_FC,
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KEY_FCH,
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KEYPAD_FC,
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KEYPAD_FCH,
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KEYPAD_TC,
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};
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};
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class GameOption {
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public:
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virtual ~GameOption() {};
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int number;
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string str;
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//All calls to asColor should include a fallback color for people without a theme.
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PIXEL_TYPE asColor(PIXEL_TYPE fallback = ARGB(255,255,255,255));
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bool isDefault(); //Returns true when number is 0 abd string is "" or "Default"
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virtual bool isDefault(); //Returns true when number is 0 and string is "" or "Default"
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virtual string menuStr(); //The string we'll use for GameStateOptions.
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virtual bool write(std::ofstream * file, string name);
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virtual bool read(string input);
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GameOption(int value = 0);
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GameOption(string);
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GameOption(int, string);
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@@ -163,26 +98,68 @@ struct EnumDefinition {
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vector<assoc> values;
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};
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class GameOptionEnum: public GameOption {
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public:
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virtual string menuStr();
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virtual bool write(std::ofstream * file, string name);
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virtual bool read(string input);
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EnumDefinition * def;
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};
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class OptionVolume: public EnumDefinition{
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public:
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enum { MUTE = 0, MAX = 100 };
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static EnumDefinition * getInstance() {return &mDef;};
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private:
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OptionVolume();
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static OptionVolume mDef;
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};
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class OptionClosedHand: public EnumDefinition {
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public:
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enum { INVISIBLE = 0, VISIBLE = 1 };
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static EnumDefinition * getInstance() {return &mDef;};
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private:
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OptionClosedHand();
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static OptionClosedHand mDef;
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};
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class OptionHandDirection: public EnumDefinition {
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public:
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enum { VERTICAL = 0, HORIZONTAL = 1};
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static EnumDefinition * getInstance() {return &mDef;};
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private:
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OptionHandDirection();
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static OptionHandDirection mDef;
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};
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class OptionManaDisplay: public EnumDefinition {
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public:
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enum { DYNAMIC = 0, STATIC = 1, BOTH = 2};
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static EnumDefinition * getInstance() {return &mDef;};
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private:
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OptionManaDisplay();
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static OptionManaDisplay mDef;
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};
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class OptionDifficulty: public EnumDefinition {
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public:
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enum { NORMAL = 0, HARD = 1, HARDER = 2, EVIL = 3};
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static EnumDefinition * getInstance() {return &mDef;};
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private:
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OptionDifficulty();
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static OptionDifficulty mDef;
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};
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class GameOptions {
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public:
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string mFilename;
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int save();
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int load();
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GameOption * get(int);
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GameOption& operator[](int);
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GameOptions(string filename);
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~GameOptions();
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private:
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bool load_option(int id, string input); //Sends an option to the proper reader.
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bool read_default(int id, string input);
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bool read_enum(int id, string input, EnumDefinition * def);
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bool save_option(std::ofstream * file, int id, string name, GameOption * opt); //Sends an option to the proper writer.
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bool write_default(std::ofstream * file, string name, GameOption * opt);
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bool write_enum(std::ofstream * file, string name, GameOption * opt, EnumDefinition * def);
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map<int,GameOption> values;
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vector<GameOption*> values;
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};
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class GameSettings{
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@@ -210,10 +187,11 @@ public:
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void checkProfile(); //Confirms that a profile is loaded and contains a collection.
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void createUsersFirstDeck(int setId);
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GameOption * get(int);
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GameOption& operator[](int);
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GameOptions* profileOptions;
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GameOptions* globalOptions;
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GameOptions* themeOptions;
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static GameOption invalid_option;
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@@ -224,4 +202,4 @@ private:
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extern GameSettings options;
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#endif
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#endif
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