Add rounds-table to challenge-main. Todo: Some theme-changes and scroll-function.
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@@ -121,7 +121,7 @@
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</Text2>
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<TextPosition>
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<!--<X>, <Y>: Text position-->
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<X>100</X>
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<X>40</X>
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<Y>100</Y>
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<!--<Z>: Text position-->
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<Z>0,00</Z>
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@@ -150,7 +150,7 @@
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</TextPosition>
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<TextPlayerName>
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<!--<X>, <Y>: Text position-->
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<X>110</X>
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<X>50</X>
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<Y>100</Y>
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<!--<Z>: Text position-->
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<Z>0,00</Z>
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@@ -180,7 +180,7 @@
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</TextPlayerName>
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<TextNumPlayed>
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<!--<X>, <Y>: Text position-->
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<X>320</X>
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<X>260</X>
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<Y>100</Y>
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<!--<Z>: Text position-->
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<Z>0,00</Z>
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@@ -209,7 +209,7 @@
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</TextNumPlayed>
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<TextWon>
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<!--<X>, <Y>: Text position-->
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<X>400</X>
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<X>340</X>
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<Y>100</Y>
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<!--<Z>: Text position-->
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<Z>0,00</Z>
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@@ -238,7 +238,7 @@
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</TextWon>
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<TextSingPoints>
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<!--<X>, <Y>: Text position-->
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<X>550</X>
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<X>490</X>
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<Y>100</Y>
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<!--<Z>: Text position-->
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<Z>0,00</Z>
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@@ -267,7 +267,7 @@
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</TextSingPoints>
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<TextGamePoints>
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<!--<X>, <Y>: Text position-->
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<X>650</X>
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<X>590</X>
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<Y>100</Y>
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<!--<Z>: Text position-->
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<Z>0,00</Z>
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@@ -323,7 +323,94 @@
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<!--<Reflection> If exists:-->
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<!-- <Space>: Reflection Space-->
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<!-- <Height>: Reflection Height-->
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</TextNextPlayer>
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</TextNextPlayer>
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<TextRoundPlayer>
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<!--<X>, <Y>: Text position-->
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<X>0</X>
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<Y>0</Y>
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<!--<Z>: Text position-->
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<Z>0,00</Z>
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<!--<H>: Text height-->
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<H>32</H>
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<!--<MaxW>: Maximum text width (if exists)-->
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<!--<Color>: Text color from ColorScheme (high priority)-->
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<!--or <R>, <G>, <B>, <A> (lower priority)-->
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<Color>StaticColor</Color>
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<!--<SColor>: Selected Text color from ColorScheme (high priority)-->
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<!--or <SR>, <SG>, <SB>, <SA> (lower priority)-->
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<SColor>TextSColor</SColor>
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<!--<Align>: Text align horizontal: Left, Center, Right-->
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<Align>Center</Align>
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<!--<HAlign>: Text align vertical (on downsizing): Top, Center, Bottom-->
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<HAlign>Center</HAlign>
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<!--<Style>: Text style: Normal, Italic, Bold, BoldItalic-->
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<Style>Bold</Style>
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<!--<Font>: Text font name-->
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<Font>Outline</Font>
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<!--<Text>: Nothing or translation tag-->
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<Text />
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<!--<Reflection> If exists:-->
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<!-- <Space>: Reflection Space-->
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<!-- <Height>: Reflection Height-->
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</TextRoundPlayer>
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<TextRoundNumber>
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<!--<X>, <Y>: Text position-->
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<X>660</X>
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<Y>100</Y>
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<!--<Z>: Text position-->
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<Z>0,00</Z>
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<!--<H>: Text height-->
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<H>32</H>
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<!--<MaxW>: Maximum text width (if exists)-->
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<!--<Color>: Text color from ColorScheme (high priority)-->
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<!--or <R>, <G>, <B>, <A> (lower priority)-->
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<Color>StaticColor</Color>
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<!--<SColor>: Selected Text color from ColorScheme (high priority)-->
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<!--or <SR>, <SG>, <SB>, <SA> (lower priority)-->
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<SColor>TextSColor</SColor>
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<!--<Align>: Text align horizontal: Left, Center, Right-->
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<Align>Right</Align>
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<!--<HAlign>: Text align vertical (on downsizing): Top, Center, Bottom-->
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<HAlign>Center</HAlign>
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<!--<Style>: Text style: Normal, Italic, Bold, BoldItalic-->
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<Style>Bold</Style>
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<!--<Font>: Text font name-->
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<Font>Outline</Font>
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<!--<Text>: Nothing or translation tag-->
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<Text />
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<!--<Reflection> If exists:-->
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<!-- <Space>: Reflection Space-->
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<!-- <Height>: Reflection Height-->
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</TextRoundNumber>
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<TextRoundScore>
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<!--<X>, <Y>: Text position-->
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<X>0</X>
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<Y>0</Y>
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<!--<Z>: Text position-->
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<Z>0,00</Z>
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<!--<H>: Text height-->
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<H>32</H>
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<!--<MaxW>: Maximum text width (if exists)-->
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<!--<Color>: Text color from ColorScheme (high priority)-->
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<!--or <R>, <G>, <B>, <A> (lower priority)-->
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<Color>StaticColor</Color>
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<!--<SColor>: Selected Text color from ColorScheme (high priority)-->
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<!--or <SR>, <SG>, <SB>, <SA> (lower priority)-->
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<SColor>TextSColor</SColor>
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<!--<Align>: Text align horizontal: Left, Center, Right-->
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<Align>Center</Align>
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<!--<HAlign>: Text align vertical (on downsizing): Top, Center, Bottom-->
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<HAlign>Center</HAlign>
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<!--<Style>: Text style: Normal, Italic, Bold, BoldItalic-->
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<Style>Bold</Style>
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<!--<Font>: Text font name-->
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<Font>Outline</Font>
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<!--<Text>: Nothing or translation tag-->
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<Text />
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<!--<Reflection> If exists:-->
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<!-- <Space>: Reflection Space-->
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<!-- <Height>: Reflection Height-->
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</TextRoundScore>
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<TextPopupReallyExit>
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<!--<X>, <Y>: Text position-->
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<X>640</X>
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@@ -17,6 +17,13 @@ namespace Vocaluxe.PartyModes
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public CText GamePoints;
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}
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class RoundsTableRow
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{
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public CText Number;
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public List<CText> TextPlayer;
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public List<CText> TextScores;
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}
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public class PartyScreenChallengeMain : CMenuParty
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{
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@@ -31,6 +38,9 @@ namespace Vocaluxe.PartyModes
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const string TextGamePoints = "TextGamePoints";
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const string TextNextPlayer = "TextNextPlayer";
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const string TextPopupReallyExit = "TextPopupReallyExit";
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const string TextRoundPlayer = "TextRoundPlayer";
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const string TextRoundScore = "TextRoundScore";
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const string TextRoundNumber = "TextRoundNumber";
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const string ButtonNextRound = "ButtonNextRound";
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const string ButtonBack = "ButtonBack";
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@@ -46,10 +56,13 @@ namespace Vocaluxe.PartyModes
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private DataFromScreen Data;
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private DataToScreenMain GameState;
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private List<TableRow> Table;
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private List<RoundsTableRow> RoundsTable;
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private List<CText> NextPlayerTexts;
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private List<CStatic> NextPlayerStatics;
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private int RoundsTableOffset = 0;
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public PartyScreenChallengeMain()
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{
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Data = new DataFromScreen();
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@@ -61,7 +74,7 @@ namespace Vocaluxe.PartyModes
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base.Init();
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_ThemeName = "PartyScreenChallengeMain";
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_ThemeTexts = new string[] { TextPosition, TextPlayerName, TextNumPlayed, TextWon, TextSingPoints, TextGamePoints, TextNextPlayer, TextPopupReallyExit };
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_ThemeTexts = new string[] { TextPosition, TextPlayerName, TextNumPlayed, TextWon, TextSingPoints, TextGamePoints, TextNextPlayer, TextPopupReallyExit, TextRoundNumber, TextRoundPlayer, TextRoundScore };
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_ThemeButtons = new string[] { ButtonNextRound, ButtonBack, ButtonExit, ButtonPopupYes, ButtonPopupNo };
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_ThemeStatics = new string[] { StaticPopupBG, StaticNextPlayer };
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_ScreenVersion = ScreenVersion;
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@@ -193,6 +206,8 @@ namespace Vocaluxe.PartyModes
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Updatetable();
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UpdateNextPlayerPositions();
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UpdateNextPlayerContents();
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BuildRoundsTable();
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UpdateRoundsTable(RoundsTableOffset);
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if (GameState.CurrentRoundNr == 1)
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{
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@@ -306,6 +321,88 @@ namespace Vocaluxe.PartyModes
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}
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}
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private void BuildRoundsTable()
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{
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int NumRoundsVisible = 3;
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int NumPlayerInOneRow = 3;
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if (GameState.NumPlayerAtOnce <= NumPlayerInOneRow)
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NumRoundsVisible = 5;
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if (NumRoundsVisible > GameState.Combs.Count)
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NumRoundsVisible = GameState.Combs.Count;
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float x = Texts[htTexts(TextRoundNumber)].X;
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float y = Texts[htTexts(TextRoundNumber)].Y;
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float delta = Texts[htTexts(TextRoundNumber)].Height;
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//Create lists
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RoundsTable = new List<RoundsTableRow>();
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for (int i = 0; i < NumRoundsVisible; i++)
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{
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RoundsTableRow rtr = new RoundsTableRow();
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rtr.TextPlayer = new List<CText>();
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rtr.TextScores = new List<CText>();
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RoundsTable.Add(rtr);
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}
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//Create statics and texts for rounds
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for (int round = 0; round < RoundsTable.Count; round++)
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{
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//Round-number
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CText text = GetNewText(Texts[htTexts(TextRoundNumber)]);
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text.X = x;
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text.Y = y;
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text.Text = (round + 1) + ")";
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AddText(text);
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RoundsTable[round].Number = text;
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int NumInnerRows = (int) Math.Ceiling(GameState.NumPlayerAtOnce / ((double)NumPlayerInOneRow));
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for (int row = 0; row < NumInnerRows; row++)
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{
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int num = (row + 1) * NumPlayerInOneRow;
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int NumPlayerInThisRow = NumPlayerInOneRow;
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if (num > GameState.NumPlayerAtOnce)
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{
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num = GameState.NumPlayerAtOnce;
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NumPlayerInThisRow = GameState.NumPlayerAtOnce - (row * NumPlayerInOneRow);
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}
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for (int column = row * NumPlayerInOneRow; column < num; column++)
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{
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//Player
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float _x = x + 15 + (_Base.Settings.GetRenderW() - Texts[htTexts(TextRoundNumber)].X - 20) / NumPlayerInThisRow * (column - row * NumPlayerInOneRow) + ((_Base.Settings.GetRenderW() - Texts[htTexts(TextRoundNumber)].X - 20) / NumPlayerInThisRow) / 2;
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float maxw = ((_Base.Settings.GetRenderW() - Texts[htTexts(TextRoundNumber)].X - 20) / NumPlayerInThisRow) - 5;
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text = GetNewText(Texts[htTexts(TextRoundNumber)]);
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text.X = _x;
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text.Y = y;
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text.MaxWidth = maxw;
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AddText(text);
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RoundsTable[round].TextPlayer.Add(text);
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//Score
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text = GetNewText(Texts[htTexts(TextRoundNumber)]);
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text.X = _x;
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text.Y = y + delta;
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text.MaxWidth = maxw;
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AddText(text);
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RoundsTable[round].TextScores.Add(text);
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}
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y = y + delta + delta;
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}
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y = y + delta/2;
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}
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}
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private void UpdateRoundsTable(int Offset)
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{
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SProfile[] profile = _Base.Profiles.GetProfiles();
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for (int i = 0; i < RoundsTable.Count; i++)
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{
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for(int p = 0; p < RoundsTable[i].TextPlayer.Count; p++)
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{
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int pID = GameState.ProfileIDs[GameState.Combs[i + Offset].Player[p]];
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RoundsTable[i].TextPlayer[p].Text = profile[pID].PlayerName;
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}
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}
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}
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private void BuildTable()
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{
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Table = new List<TableRow>();
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