GetAllSongs() -> GetSongs().
This commit is contained in:
@@ -164,7 +164,7 @@ void CatalogXml::Save( LoadingWindow *loading_window )
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{
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XNode* pNode = xml.AppendChild( "Songs" );
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const vector<Song*>& vpSongs = SONGMAN->GetAllSongs();
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const vector<Song*>& vpSongs = SONGMAN->GetSongs();
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for( unsigned i=0; i<vpSongs.size(); i++ )
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{
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@@ -241,7 +241,7 @@ int Profile::GetTotalStepsWithTopGrade( StepsType st, Difficulty d, Grade g ) co
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{
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int iCount = 0;
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FOREACH_CONST( Song*, SONGMAN->GetAllSongs(), pSong )
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FOREACH_CONST( Song*, SONGMAN->GetSongs(), pSong )
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{
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if( (*pSong)->m_SelectionDisplay == Song::SHOW_NEVER )
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continue; // skip
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@@ -300,7 +300,7 @@ float Profile::GetSongsPossible( StepsType st, Difficulty dc ) const
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int iTotalSteps = 0;
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// add steps high scores
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const vector<Song*> vSongs = SONGMAN->GetAllSongs();
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const vector<Song*> vSongs = SONGMAN->GetSongs();
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for( unsigned i=0; i<vSongs.size(); i++ )
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{
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Song* pSong = vSongs[i];
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@@ -703,7 +703,7 @@ static void FillProfileStats( Profile *pProfile )
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PREFSMAN->m_iMaxHighScoresPerListForMachine.Get():
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PREFSMAN->m_iMaxHighScoresPerListForPlayer.Get();
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vector<Song*> vpAllSongs = SONGMAN->GetAllSongs();
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vector<Song*> vpAllSongs = SONGMAN->GetSongs();
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FOREACH( Song*, vpAllSongs, pSong )
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{
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vector<Steps*> vpAllSteps = (*pSong)->GetAllSteps();
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@@ -27,7 +27,7 @@ void ScreenNameEntryTraditional::Init()
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for( int z = 0; z < 3; ++z )
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{
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StageStats ss;
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const vector<Song*> &apSongs = SONGMAN->GetAllSongs();
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const vector<Song*> &apSongs = SONGMAN->GetSongs();
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ss.m_vpPlayedSongs.push_back( apSongs[rand()%apSongs.size()] );
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ss.m_vpPossibleSongs = ss.m_vpPlayedSongs;
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ss.m_pStyle = GAMESTATE->GetCurrentStyle();
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@@ -199,7 +199,7 @@ void ScreenNetSelectMusic::HandleScreenMessage( const ScreenMessage SM )
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}
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}
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vector <Song *> AllSongs = SONGMAN->GetAllSongs();
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vector <Song *> AllSongs = SONGMAN->GetSongs();
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unsigned i;
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for( i=0; i < AllSongs.size(); i++ )
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{
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@@ -41,7 +41,7 @@ AutoScreenMessage( SM_HidePage )
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static void GetAllSongsToShow( vector<Song*> &vpOut, bool bShowOnlyMostRecentScores, int iNumMostRecentScoresToShow )
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{
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vpOut.clear();
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FOREACH_CONST( Song*, SONGMAN->GetAllSongs(), s )
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FOREACH_CONST( Song*, SONGMAN->GetSongs(), s )
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{
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if( UNLOCKMAN->SongIsLocked(*s) )
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continue; // skip
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@@ -311,7 +311,7 @@ void SongManager::PreloadSongImages()
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* that we don't need to. */
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RageTexturePreloader preload;
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const vector<Song*> &songs = SONGMAN->GetAllSongs();
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const vector<Song*> &songs = SONGMAN->GetSongs();
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for( unsigned i = 0; i < songs.size(); ++i )
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{
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if( !songs[i]->HasBanner() )
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@@ -742,7 +742,7 @@ void SongManager::InitAutogenCourses()
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m_pCourses.push_back( pCourse );
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}
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vector<Song*> apCourseSongs = GetAllSongs();
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vector<Song*> apCourseSongs = GetSongs();
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// Generate "All Songs" endless course.
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pCourse = new Course;
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@@ -755,7 +755,7 @@ void SongManager::InitAutogenCourses()
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/* We normally sort by translit artist. However, display artist is more
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* consistent. For example, transliterated Japanese names are alternately
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* spelled given- and family-name first, but display titles are more consistent. */
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vector<Song*> apSongs = this->GetAllSongs();
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vector<Song*> apSongs = this->GetSongs();
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SongUtil::SortSongPointerArrayByDisplayArtist( apSongs );
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RString sCurArtist = "";
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@@ -917,7 +917,7 @@ void SongManager::SetPreferences()
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void SongManager::GetStepsLoadedFromProfile( vector<Steps*> &AddTo, ProfileSlot slot )
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{
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const vector<Song*> &vSongs = SONGMAN->GetAllSongs();
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const vector<Song*> &vSongs = SONGMAN->GetSongs();
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FOREACH_CONST( Song*, vSongs, song )
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{
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(*song)->GetStepsLoadedFromProfile( slot, AddTo );
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@@ -927,7 +927,7 @@ void SongManager::GetStepsLoadedFromProfile( vector<Steps*> &AddTo, ProfileSlot
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Song *SongManager::GetSongFromSteps( Steps *pSteps )
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{
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ASSERT( pSteps );
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const vector<Song*> &vSongs = SONGMAN->GetAllSongs();
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const vector<Song*> &vSongs = SONGMAN->GetSongs();
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FOREACH_CONST( Song*, vSongs, song )
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{
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vector<Steps*> vSteps;
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@@ -1683,7 +1683,7 @@ class LunaSongManager: public Luna<SongManager>
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public:
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static int GetAllSongs( T* p, lua_State *L )
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{
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const vector<Song*> &v = p->GetAllSongs();
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const vector<Song*> &v = p->GetSongs();
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LuaHelpers::CreateTableFromArray<Song*>( v, L );
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return 1;
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}
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@@ -789,7 +789,7 @@ bool SongUtil::ValidateCurrentStepsDescription( const RString &sAnswer, RString
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void SongUtil::GetAllSongGenres( vector<RString> &vsOut )
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{
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set<RString> genres;
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FOREACH_CONST( Song*, SONGMAN->GetAllSongs(), song )
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FOREACH_CONST( Song*, SONGMAN->GetSongs(), song )
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{
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if( !(*song)->m_sGenre.empty() )
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genres.insert( (*song)->m_sGenre );
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@@ -113,7 +113,7 @@ void StepsUtil::SortStepsPointerArrayByNumPlays( vector<Steps*> &vStepsPointers,
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void StepsUtil::SortStepsPointerArrayByNumPlays( vector<Steps*> &vStepsPointers, const Profile* pProfile, bool bDecending )
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{
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// ugly...
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vector<Song*> vpSongs = SONGMAN->GetAllSongs();
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vector<Song*> vpSongs = SONGMAN->GetSongs();
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vector<Steps*> vpAllSteps;
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map<Steps*,Song*> mapStepsToSong;
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{
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@@ -428,7 +428,7 @@ void UnlockManager::Load()
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if( AUTO_LOCK_CHALLENGE_STEPS )
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{
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FOREACH_CONST( Song*, SONGMAN->GetAllSongs(), s )
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FOREACH_CONST( Song*, SONGMAN->GetSongs(), s )
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{
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// If no hard steps to play to unlock, skip
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if( SongUtil::GetOneSteps(*s, StepsType_Invalid, Difficulty_Hard) == NULL )
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@@ -131,7 +131,7 @@ void WorkoutManager::GetWorkoutSongsForGenres( const vector<RString> &vsSongGenr
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soc.m_Selectable = SongCriteria::Selectable_Yes;
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soc.m_bUseSongGenreAllowedList = true;
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soc.m_vsSongGenreAllowedList = vsSongGenres;
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SongUtil::FilterSongs( soc, SONGMAN->GetAllSongs(), vpSongsOut );
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SongUtil::FilterSongs( soc, SONGMAN->GetSongs(), vpSongsOut );
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}
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static LocalizedString SONGS_ENABLED( "WorkoutManager", "%d/%d songs enabled" );
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