Disable SORT_PREFERRED for now, until it's actually implemented; it's

not very different from SORT_GROUP right now.
This commit is contained in:
Glenn Maynard
2003-05-17 23:04:14 +00:00
parent 6468f2b0d8
commit 09372ac3f8
+31 -10
View File
@@ -53,13 +53,29 @@ const int MAX_WHEEL_SOUND_SPEED = 15;
static const SongSortOrder MaxSelectableSort = SORT_MOST_PLAYED;
inline RageColor GetNextSectionColor() {
static inline RageColor GetNextSectionColor()
{
static int i=0;
i = i % NUM_SECTION_COLORS;
return SECTION_COLORS(i++);
}
static SongSortOrder NextSongSortOrder(SongSortOrder so)
{
so = SongSortOrder( so+1 );
if(so > MaxSelectableSort)
so = SongSortOrder(0);
/* Disable SORT_PREFERRED for now, until it's implemented; right now it's not
* very different than SORT_GROUP. Once it's implemented, enable it only
* when no group is selected. */
if(so == SORT_PREFERRED)
so = SORT_GROUP;
return so;
}
MusicWheel::MusicWheel()
{
LOG->Trace( "MusicWheel::MusicWheel()" );
@@ -143,6 +159,12 @@ MusicWheel::MusicWheel()
GAMESTATE->m_SongOptions = so;
}
/* Disable SORT_PREFERRED for now, until it's implemented; right now it's not
* very different than SORT_GROUP. Once it's implemented, enable it only
* when no group is selected. */
if(GAMESTATE->m_SongSortOrder == SORT_PREFERRED)
GAMESTATE->m_SongSortOrder = SORT_GROUP;
/* Build all of the wheel item data. Do tihs after selecting
* the extra stage, so it knows to always display it. */
for( int so=0; so<NUM_SORT_ORDERS; so++ )
@@ -249,10 +271,11 @@ bool MusicWheel::SelectCourse( const Course *p )
void MusicWheel::GetSongList(vector<Song*> &arraySongs, SongSortOrder so, CString sPreferredGroup )
{
vector<Song*> apAllSongs;
if( so==SORT_PREFERRED && GAMESTATE->m_sPreferredGroup!=GROUP_ALL_MUSIC)
SONGMAN->GetSongs( apAllSongs, GAMESTATE->m_sPreferredGroup, GAMESTATE->GetNumStagesLeft() );
else
SONGMAN->GetSongs( apAllSongs, GAMESTATE->GetNumStagesLeft() );
// if( so==SORT_PREFERRED && GAMESTATE->m_sPreferredGroup!=GROUP_ALL_MUSIC)
// SONGMAN->GetSongs( apAllSongs, GAMESTATE->m_sPreferredGroup, GAMESTATE->GetNumStagesLeft() );
// else
// SONGMAN->GetSongs( apAllSongs, GAMESTATE->GetNumStagesLeft() );
SONGMAN->GetSongs( apAllSongs, GAMESTATE->m_sPreferredGroup, GAMESTATE->GetNumStagesLeft() );
// copy only songs that have at least one Notes for the current GameMode
for( unsigned i=0; i<apAllSongs.size(); i++ )
@@ -376,7 +399,7 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
case SORT_PREFERRED: bUseSections = false; break;
case SORT_MOST_PLAYED: bUseSections = false; break;
case SORT_BPM: bUseSections = false; break;
case SORT_GROUP: bUseSections = true; break;
case SORT_GROUP: bUseSections = GAMESTATE->m_sPreferredGroup == GROUP_ALL_MUSIC; break;
case SORT_TITLE: bUseSections = true; break;
case SORT_ROULETTE: bUseSections = false; break;
default: ASSERT( 0 );
@@ -711,10 +734,8 @@ void MusicWheel::Update( float fDeltaTime )
Song* pPrevSelectedSong = m_CurWheelItemData[m_iSelection]->m_pSong;
CString sPrevSelectedSection = m_CurWheelItemData[m_iSelection]->m_sSectionName;
// change the sort order
GAMESTATE->m_SongSortOrder = SongSortOrder( (GAMESTATE->m_SongSortOrder+1) );
if(GAMESTATE->m_SongSortOrder > MaxSelectableSort)
GAMESTATE->m_SongSortOrder = SongSortOrder(0);
/* Change the sort order. */
GAMESTATE->m_SongSortOrder = NextSongSortOrder(GAMESTATE->m_SongSortOrder);
SCREENMAN->PostMessageToTopScreen( SM_SortOrderChanged, 0 );
SetOpenGroup(GetSectionNameFromSongAndSort( pPrevSelectedSong, GAMESTATE->m_SongSortOrder ));