Disable SORT_PREFERRED for now, until it's actually implemented; it's
not very different from SORT_GROUP right now.
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@@ -53,13 +53,29 @@ const int MAX_WHEEL_SOUND_SPEED = 15;
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static const SongSortOrder MaxSelectableSort = SORT_MOST_PLAYED;
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inline RageColor GetNextSectionColor() {
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static inline RageColor GetNextSectionColor()
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{
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static int i=0;
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i = i % NUM_SECTION_COLORS;
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return SECTION_COLORS(i++);
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}
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static SongSortOrder NextSongSortOrder(SongSortOrder so)
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{
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so = SongSortOrder( so+1 );
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if(so > MaxSelectableSort)
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so = SongSortOrder(0);
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/* Disable SORT_PREFERRED for now, until it's implemented; right now it's not
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* very different than SORT_GROUP. Once it's implemented, enable it only
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* when no group is selected. */
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if(so == SORT_PREFERRED)
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so = SORT_GROUP;
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return so;
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}
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MusicWheel::MusicWheel()
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{
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LOG->Trace( "MusicWheel::MusicWheel()" );
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@@ -143,6 +159,12 @@ MusicWheel::MusicWheel()
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GAMESTATE->m_SongOptions = so;
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}
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/* Disable SORT_PREFERRED for now, until it's implemented; right now it's not
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* very different than SORT_GROUP. Once it's implemented, enable it only
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* when no group is selected. */
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if(GAMESTATE->m_SongSortOrder == SORT_PREFERRED)
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GAMESTATE->m_SongSortOrder = SORT_GROUP;
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/* Build all of the wheel item data. Do tihs after selecting
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* the extra stage, so it knows to always display it. */
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for( int so=0; so<NUM_SORT_ORDERS; so++ )
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@@ -249,10 +271,11 @@ bool MusicWheel::SelectCourse( const Course *p )
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void MusicWheel::GetSongList(vector<Song*> &arraySongs, SongSortOrder so, CString sPreferredGroup )
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{
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vector<Song*> apAllSongs;
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if( so==SORT_PREFERRED && GAMESTATE->m_sPreferredGroup!=GROUP_ALL_MUSIC)
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SONGMAN->GetSongs( apAllSongs, GAMESTATE->m_sPreferredGroup, GAMESTATE->GetNumStagesLeft() );
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else
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SONGMAN->GetSongs( apAllSongs, GAMESTATE->GetNumStagesLeft() );
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// if( so==SORT_PREFERRED && GAMESTATE->m_sPreferredGroup!=GROUP_ALL_MUSIC)
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// SONGMAN->GetSongs( apAllSongs, GAMESTATE->m_sPreferredGroup, GAMESTATE->GetNumStagesLeft() );
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// else
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// SONGMAN->GetSongs( apAllSongs, GAMESTATE->GetNumStagesLeft() );
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SONGMAN->GetSongs( apAllSongs, GAMESTATE->m_sPreferredGroup, GAMESTATE->GetNumStagesLeft() );
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// copy only songs that have at least one Notes for the current GameMode
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for( unsigned i=0; i<apAllSongs.size(); i++ )
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@@ -376,7 +399,7 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
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case SORT_PREFERRED: bUseSections = false; break;
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case SORT_MOST_PLAYED: bUseSections = false; break;
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case SORT_BPM: bUseSections = false; break;
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case SORT_GROUP: bUseSections = true; break;
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case SORT_GROUP: bUseSections = GAMESTATE->m_sPreferredGroup == GROUP_ALL_MUSIC; break;
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case SORT_TITLE: bUseSections = true; break;
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case SORT_ROULETTE: bUseSections = false; break;
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default: ASSERT( 0 );
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@@ -711,10 +734,8 @@ void MusicWheel::Update( float fDeltaTime )
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Song* pPrevSelectedSong = m_CurWheelItemData[m_iSelection]->m_pSong;
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CString sPrevSelectedSection = m_CurWheelItemData[m_iSelection]->m_sSectionName;
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// change the sort order
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GAMESTATE->m_SongSortOrder = SongSortOrder( (GAMESTATE->m_SongSortOrder+1) );
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if(GAMESTATE->m_SongSortOrder > MaxSelectableSort)
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GAMESTATE->m_SongSortOrder = SongSortOrder(0);
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/* Change the sort order. */
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GAMESTATE->m_SongSortOrder = NextSongSortOrder(GAMESTATE->m_SongSortOrder);
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SCREENMAN->PostMessageToTopScreen( SM_SortOrderChanged, 0 );
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SetOpenGroup(GetSectionNameFromSongAndSort( pPrevSelectedSong, GAMESTATE->m_SongSortOrder ));
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