Show banners while MusicWheel is moving fast.
Broke SORT_GROUP into SORT_PREFERRED/SORT_GROUP (like DDREX)
This commit is contained in:
@@ -15,6 +15,8 @@
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#include "RageBitmapTexture.h"
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#include "ThemeManager.h"
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#include "RageUtil.h"
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#include "Song.h"
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#include "RageTextureManager.h"
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Banner::Banner()
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@@ -22,7 +24,10 @@ Banner::Banner()
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m_bScrolling = false;
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m_fPercentScrolling = 0;
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// LoadFallback();
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TEXTUREMAN->CacheTexture( THEME->GetPathToG("Banner all music") );
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TEXTUREMAN->CacheTexture( THEME->GetPathToG("Common fallback banner") );
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TEXTUREMAN->CacheTexture( THEME->GetPathToG("Banner roulette") );
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TEXTUREMAN->CacheTexture( THEME->GetPathToG("Banner random") );
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}
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bool Banner::Load( RageTextureID ID )
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@@ -12,7 +12,7 @@
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*/
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#include "CroppedSprite.h"
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#include "song.h"
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class Song;
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class Course;
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@@ -730,3 +730,8 @@ void SortCoursePointerArrayByDifficulty( vector<Course*> &apCourses )
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{
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sort( apCourses.begin(), apCourses.end(), CompareCoursePointersByDifficulty );
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}
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bool Course::HasBanner() const
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{
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return m_sBannerPath != "" && IsAFile(m_sBannerPath);
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}
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@@ -47,6 +47,9 @@ public:
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bool m_bIsAutogen; // was this created by AutoGen?
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CString m_sPath;
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CString m_sName;
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bool HasBanner() const;
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CString m_sBannerPath;
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CString m_sCDTitlePath;
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@@ -17,6 +17,7 @@
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#include "ThemeManager.h"
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#include "GameManager.h"
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#include "Notes.h"
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#include "Song.h"
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//
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// Defines specific to EditMenu
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@@ -13,47 +13,87 @@
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#include "FadingBanner.h"
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FadingBanner::FadingBanner()
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{
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m_iIndexFront = 0;
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}
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void FadingBanner::SetCroppedSize( float fWidth, float fHeight )
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{
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m_FrontBanner.SetCroppedSize( fWidth, fHeight );
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Banner::SetCroppedSize( fWidth, fHeight );
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for( int i=0; i<2; i++ )
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m_Banner[i].SetCroppedSize( fWidth, fHeight );
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}
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void FadingBanner::Update( float fDeltaTime )
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{
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m_FrontBanner.Update(fDeltaTime);
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Banner::Update( fDeltaTime );
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Actor::Update( fDeltaTime );
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for( int i=0; i<2; i++ )
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m_Banner[i].Update( fDeltaTime );
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}
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void FadingBanner::DrawPrimitives()
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{
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Banner::DrawPrimitives();
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m_FrontBanner.Draw();
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Actor::DrawPrimitives();
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m_Banner[GetBackIndex()].Draw();
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m_Banner[m_iIndexFront].Draw();
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}
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bool FadingBanner::Load( RageTextureID ID )
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{
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BeforeChange();
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if(!Banner::Load(ID))
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return false;
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Update(0);
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return true;
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return m_Banner[m_iIndexFront].Load(ID);
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}
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void FadingBanner::BeforeChange()
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{
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// move the back banner to the front in preparation for a cross fade
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if( this->GetTexture() )
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{
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m_FrontBanner.Load( this->GetTexture()->GetID() );
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m_FrontBanner.SetScrolling( this->IsScrolling(), this->ScrollingPercent() );
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}
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m_Banner[m_iIndexFront].SetDiffuse( RageColor(1,1,1,1) );
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m_FrontBanner.SetDiffuse( RageColor(1,1,1,1) );
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m_FrontBanner.StopTweening();
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m_FrontBanner.BeginTweening( 0.25f ); // fade out
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m_FrontBanner.SetDiffuse( RageColor(1,1,1,0) );
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m_iIndexFront = GetBackIndex();
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m_Banner[m_iIndexFront].SetDiffuse( RageColor(1,1,1,1) );
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m_Banner[m_iIndexFront].StopTweening();
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m_Banner[m_iIndexFront].BeginTweening( 0.25f ); // fade out
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m_Banner[m_iIndexFront].SetDiffuse( RageColor(1,1,1,0) );
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}
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void FadingBanner::LoadFromSong( Song* pSong )
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{
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BeforeChange();
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m_Banner[GetBackIndex()].LoadFromSong( pSong );
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}
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void FadingBanner::LoadAllMusic()
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{
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BeforeChange();
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m_Banner[GetBackIndex()].LoadAllMusic();
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}
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void FadingBanner::LoadFromGroup( CString sGroupName )
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{
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BeforeChange();
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m_Banner[GetBackIndex()].LoadFromGroup( sGroupName );
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}
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void FadingBanner::LoadFromCourse( Course* pCourse )
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{
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BeforeChange();
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m_Banner[GetBackIndex()].LoadFromCourse( pCourse );
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}
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void FadingBanner::LoadRoulette()
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{
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BeforeChange();
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m_Banner[GetBackIndex()].LoadRoulette();
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}
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void FadingBanner::LoadRandom()
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{
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BeforeChange();
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m_Banner[GetBackIndex()].LoadRandom();
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}
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void FadingBanner::LoadFallback()
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{
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BeforeChange();
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m_Banner[GetBackIndex()].LoadFallback();
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}
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@@ -13,20 +13,31 @@
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#include "Banner.h"
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class FadingBanner : public Banner
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class FadingBanner : public Actor
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{
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public:
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virtual ~FadingBanner() { }
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FadingBanner();
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virtual bool Load( RageTextureID ID );
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void SetCroppedSize( float fWidth, float fHeight );
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void LoadFromSong( Song* pSong ); // NULL means no song
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void LoadAllMusic();
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void LoadFromGroup( CString sGroupName );
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void LoadFromCourse( Course* pCourse );
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void LoadRoulette();
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void LoadRandom();
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void LoadFallback();
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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protected:
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void BeforeChange();
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Banner m_FrontBanner;
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Banner m_Banner[2];
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int m_iIndexFront;
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int GetBackIndex() { return m_iIndexFront==0 ? 1 : 0; }
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};
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#endif
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@@ -101,6 +101,7 @@ PlayMode StringToPlayMode( CString s );
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enum SongSortOrder {
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SORT_PREFERRED,
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SORT_GROUP,
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SORT_TITLE,
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SORT_BPM,
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@@ -58,7 +58,7 @@ void GameState::Reset()
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m_sPreferredGroup = GROUP_ALL_MUSIC;
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for( p=0; p<NUM_PLAYERS; p++ )
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m_PreferredDifficulty[p] = DIFFICULTY_INVALID;
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m_SongSortOrder = SORT_GROUP;
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m_SongSortOrder = SORT_PREFERRED;
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m_PlayMode = PLAY_MODE_INVALID;
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m_bEditing = false;
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m_bDemonstrationOrJukebox = false;
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@@ -18,6 +18,7 @@
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#include "ThemeManager.h"
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#include "RageSoundManager.h"
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#include "StyleDef.h"
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#include "Song.h"
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#define BANNERSPACING 200
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#define MAXSONGSINBUFFER 5
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@@ -21,7 +21,7 @@
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MusicSortDisplay::MusicSortDisplay()
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{
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Load( THEME->GetPathToG("MusicSortDisplay icons 1x4") );
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Load( THEME->GetPathToG("MusicSortDisplay icons 1x5") );
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StopAnimating();
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}
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@@ -29,6 +29,7 @@ void MusicSortDisplay::Set( SongSortOrder so )
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{
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switch( so )
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{
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case SORT_PREFERRED:
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case SORT_GROUP:
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case SORT_TITLE:
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case SORT_BPM:
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@@ -27,6 +27,7 @@
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#include "song.h"
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#include "Course.h"
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#include "RageDisplay.h"
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#include "RageTextureManager.h"
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#define NUM_WHEEL_ITEMS min( MAX_WHEEL_ITEMS, THEME->GetMetricI("MusicWheel","NumWheelItems") )
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@@ -98,12 +99,6 @@ MusicWheel::MusicWheel()
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m_soundStart.Load( THEME->GetPathToS("Common start") );
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m_soundLocked.Load( THEME->GetPathToS("MusicWheel locked") );
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// init m_mapGroupNameToBannerColor
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vector<Song*> arraySongs;
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SONGMAN->GetSongs( arraySongs, GAMESTATE->GetNumStagesLeft() );
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SortSongPointerArrayByGroup( arraySongs );
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m_iSelection = 0;
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@@ -247,10 +242,13 @@ bool MusicWheel::SelectCourse( const Course *p )
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return true;
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}
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void MusicWheel::GetSongList(vector<Song*> &arraySongs, bool bRoulette )
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void MusicWheel::GetSongList(vector<Song*> &arraySongs, SongSortOrder so, CString sPreferredGroup )
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{
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vector<Song*> apAllSongs;
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SONGMAN->GetSongs( apAllSongs, GAMESTATE->GetNumStagesLeft() );
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if( so==SORT_PREFERRED && GAMESTATE->m_sPreferredGroup!=GROUP_ALL_MUSIC)
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SONGMAN->GetSongs( apAllSongs, GAMESTATE->m_sPreferredGroup, GAMESTATE->GetNumStagesLeft() );
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else
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SONGMAN->GetSongs( apAllSongs, GAMESTATE->GetNumStagesLeft() );
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// copy only songs that have at least one Notes for the current GameMode
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for( unsigned i=0; i<apAllSongs.size(); i++ )
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@@ -262,9 +260,9 @@ void MusicWheel::GetSongList(vector<Song*> &arraySongs, bool bRoulette )
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if( pSong != GAMESTATE->m_pCurSong ||
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(!GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2()) ) {
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/* Hide songs that asked to be hidden via #SELECTABLE. */
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if( !bRoulette && !pSong->NormallyDisplayed() )
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if( so!=SORT_ROULETTE && !pSong->NormallyDisplayed() )
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continue;
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if( bRoulette && !pSong->RouletteDisplayed() )
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if( so==SORT_ROULETTE && !pSong->RouletteDisplayed() )
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continue;
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}
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@@ -327,14 +325,17 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
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///////////////////////////////////
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vector<Song*> arraySongs;
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GetSongList(arraySongs, so == SORT_ROULETTE);
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GetSongList(arraySongs, so, GAMESTATE->m_sPreferredGroup );
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// sort the songs
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switch( so )
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{
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case SORT_GROUP:
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case SORT_PREFERRED:
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case SORT_ROULETTE:
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SortSongPointerArrayByGroup( arraySongs );
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SortSongPointerArrayByGroupAndDifficulty( arraySongs );
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break;
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case SORT_GROUP:
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SortSongPointerArrayByGroupAndTitle( arraySongs );
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break;
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case SORT_TITLE:
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SortSongPointerArrayByTitle( arraySongs );
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@@ -342,9 +343,6 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
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case SORT_BPM:
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SortSongPointerArrayByBPM( arraySongs );
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break;
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// case SORT_ARTIST:
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// SortSongPointerArrayByArtist( arraySongs );
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// break;
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case SORT_MOST_PLAYED:
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SortSongPointerArrayByMostPlayed( arraySongs );
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if( arraySongs.size() > 30 )
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@@ -355,7 +353,6 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
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}
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///////////////////////////////////
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// Build an array of WheelItemDatas from the sorted list of Song*'s
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///////////////////////////////////
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@@ -364,9 +361,10 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
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bool bUseSections = false;
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switch( so )
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{
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case SORT_PREFERRED: bUseSections = false; break;
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case SORT_MOST_PLAYED: bUseSections = false; break;
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case SORT_BPM: bUseSections = false; break;
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case SORT_GROUP: bUseSections = GAMESTATE->m_sPreferredGroup == GROUP_ALL_MUSIC; break;
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case SORT_GROUP: bUseSections = true; break;
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case SORT_TITLE: bUseSections = true; break;
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case SORT_ROULETTE: bUseSections = false; break;
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default: ASSERT( 0 );
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@@ -377,7 +375,7 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
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if( bUseSections )
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{
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/* We're using sections, so use the section name as the top-levle
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/* We're using sections, so use the section name as the top-level
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* sort. */
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stable_sort(arraySongs.begin(), arraySongs.end(),
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CompareSongPointerArrayBySectionName(so));
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@@ -391,9 +389,6 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
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CString sThisSection = GetSectionNameFromSongAndSort( pSong, so );
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int iSectionColorIndex = 0;
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if( GAMESTATE->m_sPreferredGroup != GROUP_ALL_MUSIC && pSong->m_sGroupName != GAMESTATE->m_sPreferredGroup )
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continue;
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if( sThisSection != sLastSection) // new section, make a section item
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{
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colorSection = (so==SORT_GROUP) ? SONGMAN->GetGroupColor(pSong->m_sGroupName) : SECTION_COLORS(iSectionColorIndex);
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@@ -410,8 +405,6 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
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for( unsigned i=0; i<arraySongs.size(); i++ )
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{
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Song* pSong = arraySongs[i];
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if( GAMESTATE->m_sPreferredGroup != GROUP_ALL_MUSIC && pSong->m_sGroupName != GAMESTATE->m_sPreferredGroup )
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continue; // skip
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arrayWheelItemDatas.push_back( WheelItemData(TYPE_SONG, pSong, "", NULL, SONGMAN->GetSongColor(pSong)) );
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}
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}
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@@ -1051,6 +1044,35 @@ void MusicWheel::SetOpenGroup(CString group, SongSortOrder so)
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continue;
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m_CurWheelItemData.push_back(&from[i]);
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//
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// cache banners
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//
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switch( from[i].m_Type )
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{
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case TYPE_SONG:
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{
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Song* pSong = from[i].m_pSong;
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if( pSong->HasBanner() )
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TEXTUREMAN->CacheTexture( pSong->GetBannerPath() );
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}
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break;
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case TYPE_COURSE:
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{
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Course* pCourse = from[i].m_pCourse;
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if( pCourse->HasBanner() )
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TEXTUREMAN->CacheTexture( pCourse->m_sBannerPath );
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}
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break;
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case TYPE_SECTION:
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{
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CString sPath = SONGMAN->GetGroupBannerPath( from[i].m_sSectionName );
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if( !sPath.empty() )
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TEXTUREMAN->CacheTexture( sPath );
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}
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break;
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default:
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break;
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}
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}
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m_iSelection = 0;
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@@ -28,13 +28,10 @@ class Song;
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const int MAX_WHEEL_ITEMS = 15;
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const ScreenMessage SM_SongChanged = ScreenMessage(SM_User+47); // this should be unique!
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const ScreenMessage SM_SortOrderChanged = ScreenMessage(SM_User+48);
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struct CompareSongPointerArrayBySectionName;
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class MusicWheel : public ActorFrame
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@@ -76,7 +73,7 @@ public:
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void RebuildMusicWheelItems();
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protected:
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void GetSongList(vector<Song*> &arraySongs, bool bRoulette );
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void GetSongList(vector<Song*> &arraySongs, SongSortOrder so, CString sPreferredGroup );
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void BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItems, SongSortOrder so );
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void SetOpenGroup(CString group, SongSortOrder so = NUM_SORT_ORDERS);
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bool SelectSong(const Song *p);
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@@ -93,7 +93,7 @@ RageTexture* RageTextureManager::LoadTexture( RageTextureID ID )
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else
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pTexture = new RageBitmapTexture( ID );
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// LOG->Trace( "RageTextureManager: Loaded '%s'.", ID.filename.GetString() );
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LOG->Trace( "RageTextureManager: Loaded '%s'.", ID.filename.GetString() );
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m_mapPathToTexture[ID] = pTexture;
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@@ -38,6 +38,7 @@ ScreenSelectGroup::ScreenSelectGroup() : Screen("ScreenSelectGroup")
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if( !PREFSMAN->m_bShowSelectGroup )
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{
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GAMESTATE->m_sPreferredGroup = GROUP_ALL_MUSIC;
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GAMESTATE->m_SongSortOrder = SORT_GROUP;
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HandleScreenMessage( SM_GoToNextScreen );
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return;
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}
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@@ -255,6 +256,9 @@ void ScreenSelectGroup::MenuStart( PlayerNumber pn )
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GAMESTATE->m_pCurSong = NULL;
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GAMESTATE->m_sPreferredGroup = (m_GroupList.GetSelectionName()=="ALL MUSIC" ? GROUP_ALL_MUSIC : m_GroupList.GetSelectionName() );
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if( GAMESTATE->m_sPreferredGroup == GROUP_ALL_MUSIC )
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GAMESTATE->m_SongSortOrder = SORT_GROUP;
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|
||||
if( GAMESTATE->m_sPreferredGroup == GROUP_ALL_MUSIC )
|
||||
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select group comment all music") );
|
||||
else
|
||||
|
||||
@@ -46,7 +46,7 @@ private:
|
||||
|
||||
Sprite m_sprExplanation;
|
||||
Sprite m_sprFrame;
|
||||
Banner m_Banner;
|
||||
FadingBanner m_Banner;
|
||||
BitmapText m_textNumber;
|
||||
Sprite m_sprContents;
|
||||
|
||||
|
||||
@@ -734,18 +734,18 @@ void ScreenSelectMusic::AfterMusicChange()
|
||||
|
||||
/* If we're rouletting, and we're moving fast, don't touch the banner. */
|
||||
bool no_banner_change = false;
|
||||
if(m_MusicWheel.IsMoving())
|
||||
{
|
||||
/* We're moving fast. Don't change banners if we're rouletting, or if
|
||||
* we've been told to never change banners when moving fast.
|
||||
*
|
||||
* XXX: When we're not changing banners and not rouletting, show some
|
||||
* kind of "moving fast" fallback banner. (When rouletting, just keep
|
||||
* showing the roulette banner.) */
|
||||
if(m_MusicWheel.IsRouletting() ||
|
||||
(m_MusicWheel.IsMoving() && !PREFSMAN->m_bChangeBannersWhenFast))
|
||||
no_banner_change = true;
|
||||
}
|
||||
// if(m_MusicWheel.IsMoving())
|
||||
// {
|
||||
// /* We're moving fast. Don't change banners if we're rouletting, or if
|
||||
// * we've been told to never change banners when moving fast.
|
||||
// *
|
||||
// * XXX: When we're not changing banners and not rouletting, show some
|
||||
// * kind of "moving fast" fallback banner. (When rouletting, just keep
|
||||
// * showing the roulette banner.) */
|
||||
// if(m_MusicWheel.IsRouletting() ||
|
||||
// (m_MusicWheel.IsMoving() && !PREFSMAN->m_bChangeBannersWhenFast))
|
||||
// no_banner_change = true;
|
||||
// }
|
||||
|
||||
m_sprMarathonBalloon.StopTweening();
|
||||
OFF_COMMAND( m_sprMarathonBalloon );
|
||||
|
||||
+23
-4
@@ -11,12 +11,12 @@
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#include "song.h"
|
||||
#include "Notes.h"
|
||||
#include "RageUtil.h"
|
||||
#include <math.h> // for fmod
|
||||
#include "RageLog.h"
|
||||
#include "IniFile.h"
|
||||
#include "song.h"
|
||||
#include "NoteData.h"
|
||||
#include "MsdFile.h"
|
||||
#include "RageSound.h"
|
||||
@@ -1071,7 +1071,7 @@ void SortSongPointerArrayByArtist( vector<Song*> &arraySongPointers )
|
||||
sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersByArtist );
|
||||
}
|
||||
|
||||
int CompareSongPointersByGroup(const Song *pSong1, const Song *pSong2)
|
||||
int CompareSongPointersByGroupAndDifficulty(const Song *pSong1, const Song *pSong2)
|
||||
{
|
||||
const CString &sGroup1 = pSong1->m_sGroupName;
|
||||
const CString &sGroup2 = pSong2->m_sGroupName;
|
||||
@@ -1085,9 +1085,28 @@ int CompareSongPointersByGroup(const Song *pSong1, const Song *pSong2)
|
||||
return CompareSongPointersByDifficulty( pSong1, pSong2 );
|
||||
}
|
||||
|
||||
void SortSongPointerArrayByGroup( vector<Song*> &arraySongPointers )
|
||||
void SortSongPointerArrayByGroupAndDifficulty( vector<Song*> &arraySongPointers )
|
||||
{
|
||||
sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersByGroup );
|
||||
sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersByGroupAndDifficulty );
|
||||
}
|
||||
|
||||
int CompareSongPointersByGroupAndTitle(const Song *pSong1, const Song *pSong2)
|
||||
{
|
||||
const CString &sGroup1 = pSong1->m_sGroupName;
|
||||
const CString &sGroup2 = pSong2->m_sGroupName;
|
||||
|
||||
if( sGroup1 < sGroup2 )
|
||||
return true;
|
||||
if( sGroup1 > sGroup2 )
|
||||
return false;
|
||||
|
||||
/* Same group; compare by name. */
|
||||
return CompareSongPointersByTitle( pSong1, pSong2 );
|
||||
}
|
||||
|
||||
void SortSongPointerArrayByGroupAndTitle( vector<Song*> &arraySongPointers )
|
||||
{
|
||||
sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersByGroupAndTitle );
|
||||
}
|
||||
|
||||
bool CompareSongPointersByMostPlayed(const Song *pSong1, const Song *pSong2)
|
||||
|
||||
+10
-10
@@ -60,7 +60,7 @@ IntDir=.\../Release6
|
||||
TargetDir=\stepmania\stepmania
|
||||
TargetName=StepMania
|
||||
SOURCE="$(InputPath)"
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
|
||||
# End Special Build Tool
|
||||
|
||||
@@ -95,7 +95,7 @@ IntDir=.\../Debug6
|
||||
TargetDir=\stepmania\stepmania
|
||||
TargetName=StepMania-debug
|
||||
SOURCE="$(InputPath)"
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
|
||||
# End Special Build Tool
|
||||
|
||||
@@ -1040,6 +1040,14 @@ SOURCE=.\CroppedSprite.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\FadingBanner.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\FadingBanner.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\Transition.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
@@ -1328,14 +1336,6 @@ SOURCE=.\EditMenu.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\FadingBanner.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\FadingBanner.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\GradeDisplay.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
@@ -250,7 +250,8 @@ void SortSongPointerArrayByDifficulty( vector<Song*> &arraySongPointers );
|
||||
void SortSongPointerArrayByTitle( vector<Song*> &arraySongPointers );
|
||||
void SortSongPointerArrayByBPM( vector<Song*> &arraySongPointers );
|
||||
void SortSongPointerArrayByArtist( vector<Song*> &arraySongPointers );
|
||||
void SortSongPointerArrayByGroup( vector<Song*> &arraySongPointers );
|
||||
void SortSongPointerArrayByGroupAndDifficulty( vector<Song*> &arraySongPointers );
|
||||
void SortSongPointerArrayByGroupAndTitle( vector<Song*> &arraySongPointers );
|
||||
void SortSongPointerArrayByMostPlayed( vector<Song*> &arraySongPointers );
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user