[SongManager] Add SongToPreferredSortSectionName(song), WasLoadedFromAdditionalSongs(song), and WasLoadedFromAdditionalCourses(course) Lua bindings
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@@ -16,6 +16,8 @@ StepMania 5.0 $next | 2011????
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GetPopularSongs() Lua bindings. [AJ]
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* [SongManager] Added GetPreferredSortSongs(), GetPreferredSortCourses(courseType,bIncludeAutogen),
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and GetPopularCourses(courseType) Lua bindings. [AJ]
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* [SongManager] Add SongToPreferredSortSectionName(song), WasLoadedFromAdditionalSongs(song),
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and WasLoadedFromAdditionalCourses(course) Lua bindings. [AJ]
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2011/08/23
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----------
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+21
-5
@@ -1987,6 +1987,24 @@ public:
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LuaHelpers::CreateTableFromArray<Course*>( v, L );
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return 1;
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}
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static int SongToPreferredSortSectionName( T* p, lua_State *L )
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{
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const Song* pSong = Luna<Song>::check(L,1);
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lua_pushstring(L, p->SongToPreferredSortSectionName(pSong));
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return 1;
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}
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static int WasLoadedFromAdditionalSongs( T* p, lua_State *L )
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{
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const Song* pSong = Luna<Song>::check(L,1);
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lua_pushboolean(L, p->WasLoadedFromAdditionalSongs(pSong));
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return 1;
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}
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static int WasLoadedFromAdditionalCourses( T* p, lua_State *L )
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{
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const Course* pCourse = Luna<Course>::check(L,1);
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lua_pushboolean(L, p->WasLoadedFromAdditionalCourses(pCourse));
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return 1;
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}
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LunaSongManager()
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{
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@@ -2025,11 +2043,9 @@ public:
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ADD_METHOD( DoesCourseGroupExist );
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ADD_METHOD( GetPopularSongs );
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ADD_METHOD( GetPopularCourses );
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//ADD_METHOD( GetSongsOfCurrentGame );
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//ADD_METHOD( GetAllSongsOfCurrentGame );
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//ADD_METHOD( SongToPreferredSortSectionName );
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//ADD_METHOD( WasLoadedFromAdditionalSongs );
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//ADD_METHOD( WasLoadedFromAdditionalCourses );
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ADD_METHOD( SongToPreferredSortSectionName );
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ADD_METHOD( WasLoadedFromAdditionalSongs );
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ADD_METHOD( WasLoadedFromAdditionalCourses );
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}
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};
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+2
-2
@@ -102,7 +102,7 @@ public:
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* a song is chosen.
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* @return all of the popular songs. */
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const vector<Song*> &GetPopularSongs() const { return m_pPopularSongs; }
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/**
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* @brief Retrieve all of the songs in a group that have at least one
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* valid step for the current gametype.
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@@ -114,7 +114,7 @@ public:
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* valid step for the current gametype.
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* @return the songs within the game that have at least one valid Step. */
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const vector<Song *> &GetAllSongsOfCurrentGame() const;
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void GetPreferredSortSongs( vector<Song*> &AddTo ) const;
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RString SongToPreferredSortSectionName( const Song *pSong ) const;
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const vector<Course*> &GetPopularCourses( CourseType ct ) const { return m_pPopularCourses[ct]; }
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