cleanup, make macros more robust, fix warning.
This commit is contained in:
@@ -182,7 +182,7 @@ void SongManager::AddGroup( CString sDir, CString sGroupDirName )
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}
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}
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LOG->Trace( "Group banner for '%s' is '%s'.", sGroupDirName.c_str(),
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LOG->Trace( "Group banner for '%s' is '%s'.", sGroupDirName.c_str(),
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sBannerPath != ""? sBannerPath.c_str():"(none)" );
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sBannerPath != ""? sBannerPath.c_str():"(none)" );
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m_sGroupNames.push_back( sGroupDirName );
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m_sGroupNames.push_back( sGroupDirName );
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m_sGroupBannerPaths.push_back(sBannerPath);
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m_sGroupBannerPaths.push_back(sBannerPath);
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}
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}
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@@ -212,10 +212,11 @@ void SongManager::LoadStepManiaSongDir( CString sDir, LoadingWindow *ld )
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GetDirListing( sDir+sGroupDirName + "/*", arraySongDirs, true, true );
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GetDirListing( sDir+sGroupDirName + "/*", arraySongDirs, true, true );
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SortCStringArray( arraySongDirs );
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SortCStringArray( arraySongDirs );
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LOG->Trace("Attempting to load %i songs from \"%s\"", arraySongDirs.size(), (sDir+sGroupDirName).c_str() );
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LOG->Trace("Attempting to load %i songs from \"%s\"", int(arraySongDirs.size()),
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(sDir+sGroupDirName).c_str() );
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int loaded = 0;
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int loaded = 0;
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for( unsigned j=0; j< arraySongDirs.size(); j++ ) // for each song dir
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for( unsigned j=0; j< arraySongDirs.size(); ++j ) // for each song dir
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{
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{
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CString sSongDirName = arraySongDirs[j];
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CString sSongDirName = arraySongDirs[j];
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@@ -223,14 +224,16 @@ void SongManager::LoadStepManiaSongDir( CString sDir, LoadingWindow *ld )
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continue; // ignore it
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continue; // ignore it
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// this is a song directory. Load a new song!
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// this is a song directory. Load a new song!
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if( ld ) {
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if( ld )
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{
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ld->SetText( ssprintf("Loading songs...\n%s\n%s",
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ld->SetText( ssprintf("Loading songs...\n%s\n%s",
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Basename(sGroupDirName).c_str(),
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Basename(sGroupDirName).c_str(),
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Basename(sSongDirName).c_str()));
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Basename(sSongDirName).c_str()));
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ld->Paint();
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ld->Paint();
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}
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}
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Song* pNewSong = new Song;
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Song* pNewSong = new Song;
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if( !pNewSong->LoadFromSongDir( sSongDirName ) ) {
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if( !pNewSong->LoadFromSongDir( sSongDirName ) )
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{
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/* The song failed to load. */
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/* The song failed to load. */
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delete pNewSong;
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delete pNewSong;
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continue;
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continue;
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@@ -707,9 +710,10 @@ void SongManager::Invalidate( Song *pStaleSong )
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// invalidate cache
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// invalidate cache
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StepsID::Invalidate( pStaleSong );
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StepsID::Invalidate( pStaleSong );
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#define CONVERT_COURSE_POINTER( pCourse ) { \
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#define CONVERT_COURSE_POINTER( pCourse ) do { \
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CourseID id = mapOldCourseToCourseID[pCourse]; /* this will always succeed */ \
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CourseID id = mapOldCourseToCourseID[pCourse]; /* this will always succeed */ \
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pCourse = id.ToCourse(); }
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pCourse = id.ToCourse(); \
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} while(false)
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/* Ugly: We need the course pointer to restore a trail pointer, and both have
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/* Ugly: We need the course pointer to restore a trail pointer, and both have
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* been invalidated. We need to go through our mapping, and update the course
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* been invalidated. We need to go through our mapping, and update the course
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@@ -726,7 +730,7 @@ void SongManager::Invalidate( Song *pStaleSong )
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CONVERT_COURSE_POINTER( GAMESTATE->m_pCurCourse );
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CONVERT_COURSE_POINTER( GAMESTATE->m_pCurCourse );
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CONVERT_COURSE_POINTER( GAMESTATE->m_pPreferredCourse );
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CONVERT_COURSE_POINTER( GAMESTATE->m_pPreferredCourse );
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#define CONVERT_TRAIL_POINTER( pTrail ) { \
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#define CONVERT_TRAIL_POINTER( pTrail ) do { \
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if( pTrail != NULL ) { \
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if( pTrail != NULL ) { \
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map<Trail*,TrailIDAndCourse>::iterator it; \
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map<Trail*,TrailIDAndCourse>::iterator it; \
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it = mapOldTrailToTrailIDAndCourse.find(pTrail); \
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it = mapOldTrailToTrailIDAndCourse.find(pTrail); \
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@@ -736,7 +740,7 @@ void SongManager::Invalidate( Song *pStaleSong )
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const Course *pCourse = tidc.second; \
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const Course *pCourse = tidc.second; \
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pTrail = id.ToTrail( pCourse, true ); \
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pTrail = id.ToTrail( pCourse, true ); \
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} \
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} \
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}
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} while(false)
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FOREACH_PlayerNumber( pn )
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FOREACH_PlayerNumber( pn )
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{
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{
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@@ -798,13 +802,13 @@ void SongManager::RevertFromDisk( Song *pSong, bool bAllowNotesLoss )
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#define CONVERT_STEPS_POINTER( pSteps ) { \
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#define CONVERT_STEPS_POINTER( pSteps ) do { \
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if( pSteps != NULL ) { \
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if( pSteps != NULL ) { \
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map<Steps*,StepsID>::iterator it = mapOldStepsToStepsID.find(pSteps); \
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map<Steps*,StepsID>::iterator it = mapOldStepsToStepsID.find(pSteps); \
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if( it != mapOldStepsToStepsID.end() ) \
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if( it != mapOldStepsToStepsID.end() ) \
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pSteps = it->second.ToSteps( pSong, bAllowNotesLoss ); \
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pSteps = it->second.ToSteps( pSong, bAllowNotesLoss ); \
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} \
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} \
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}
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} while(false)
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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