reduce the number of tiny files in the top directory
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@@ -69,13 +69,12 @@ void InputMapper::ReadMappingsFromDisk()
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ClearAllMappings();
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CString sPath = GAMESTATE->GetCurrentGameDef()->m_szName + CString("Map.ini");
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IniFile ini;
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ini.SetPath( sPath );
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ini.SetPath( "Keymaps.ini" );
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if( !ini.ReadFile() )
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LOG->Warn( "could not input mapping file '%s'.", sPath.GetString() );
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LOG->Warn( "could not input mapping file \"Keymaps.ini"\"." );
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const IniFile::key *Key = ini.GetKey( "Input" );
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const IniFile::key *Key = ini.GetKey( GAMESTATE->GetCurrentGameDef()->m_szName );
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if( Key )
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{
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@@ -108,9 +107,11 @@ void InputMapper::ReadMappingsFromDisk()
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void InputMapper::SaveMappingsToDisk()
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{
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IniFile ini;
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ini.SetPath( GAMESTATE->GetCurrentGameDef()->m_szName + CString("Map.ini") );
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// ini.ReadFile(); // don't read the file so that we overwrite everything there
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ini.SetPath( "Keymaps.ini" );
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ini.ReadFile();
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// erase the key so that we overwrite everything for this game
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ini.DeleteKey( GAMESTATE->GetCurrentGameDef()->m_szName );
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// iterate over our input map and write all mappings to the ini file
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for( int i=0; i<MAX_GAME_CONTROLLERS; i++ )
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@@ -124,7 +125,7 @@ void InputMapper::SaveMappingsToDisk()
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sValueString = ssprintf( "%s,%s,%s",
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m_GItoDI[i][j][0].toString().GetString(), m_GItoDI[i][j][1].toString().GetString(), m_GItoDI[i][j][2].toString().GetString() );
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ini.SetValue( "Input", sNameString, sValueString );
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ini.SetValue( GAMESTATE->GetCurrentGameDef()->m_szName, sNameString, sValueString );
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}
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}
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@@ -73,7 +73,7 @@ PrefsManager::PrefsManager()
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m_bChangeBannersWhenFast = false;
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m_bEasterEggs = true;
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m_bMarvelousTiming = true;
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/* I'd rather get occasional people asking for support for this even though it's
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* already here than lots of people asking why songs aren't being displayed. */
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m_bHiddenSongs = false;
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@@ -195,7 +195,7 @@ void PrefsManager::SaveGlobalPrefsToDisk()
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ini.SetValueB( "Options", "EasterEggs", m_bEasterEggs );
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ini.SetValueB( "Options", "MarvelousTiming", m_bMarvelousTiming );
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/* Only write this if it's been changed. This ensures that we can change
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/* Only write these if they aren't the default. This ensures that we can change
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* the default and have it take effect for everyone (except people who
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* tweaked this value). */
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if(m_bSoundDrivers != DEFAULT_SOUND_DRIVER_LIST)
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@@ -218,15 +218,15 @@ void PrefsManager::ReadGamePrefsFromDisk()
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CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
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IniFile ini;
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ini.SetPath( sGameName+"Prefs.ini" );
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ini.SetPath( "GamePrefs.ini" );
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ini.ReadFile(); // it's OK if this fails
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CString sAnnouncer = sGameName, sTheme = sGameName, sNoteSkin = sGameName;
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// if these calls fail, the three strings will keep the initial values set above.
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ini.GetValue( "Options", "Announcer", sAnnouncer );
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ini.GetValue( "Options", "Theme", sTheme );
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ini.GetValue( "Options", "NoteSkin", sNoteSkin );
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ini.GetValue( sGameName, "Announcer", sAnnouncer );
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ini.GetValue( sGameName, "Theme", sTheme );
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ini.GetValue( sGameName, "NoteSkin", sNoteSkin );
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// it's OK to call these functions with names that don't exist.
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ANNOUNCER->SwitchAnnouncer( sAnnouncer );
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@@ -241,11 +241,12 @@ void PrefsManager::SaveGamePrefsToDisk()
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CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
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IniFile ini;
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ini.SetPath( sGameName+"Prefs.ini" );
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ini.SetPath( "GamePrefs.ini" );
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ini.ReadFile(); // it's OK if this fails
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ini.SetValue( "Options", "Announcer", ANNOUNCER->GetCurAnnouncerName() );
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ini.SetValue( "Options", "Theme", THEME->GetCurThemeName() );
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ini.SetValue( "Options", "NoteSkin", GAMEMAN->GetCurNoteSkin() );
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ini.SetValue( sGameName, "Announcer", ANNOUNCER->GetCurAnnouncerName() );
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ini.SetValue( sGameName, "Theme", THEME->GetCurThemeName() );
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ini.SetValue( sGameName, "NoteSkin", GAMEMAN->GetCurNoteSkin() );
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ini.WriteFile();
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}
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