[notesloader] More virtuals.
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@@ -145,7 +145,7 @@ static void StartMusic( MusicToPlay &ToPlay )
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SSCLoader loaderSSC;
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SMLoader loaderSM;
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if(GetExtension(ToPlay.m_sTimingFile) == ".ssc" &&
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loaderSSC.LoadFromSSCFile(ToPlay.m_sTimingFile, song) )
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loaderSSC.LoadFromSimfile(ToPlay.m_sTimingFile, song) )
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{
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ToPlay.HasTiming = true;
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ToPlay.m_TimingData = song.m_SongTiming;
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@@ -155,7 +155,7 @@ static void StartMusic( MusicToPlay &ToPlay )
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pStepsCabinetLights->GetNoteData( ToPlay.m_LightsData );
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}
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else if(GetExtension(ToPlay.m_sTimingFile) == ".sm" &&
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loaderSM.LoadFromSMFile(ToPlay.m_sTimingFile, song) )
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loaderSM.LoadFromSimfile(ToPlay.m_sTimingFile, song) )
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{
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ToPlay.HasTiming = true;
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ToPlay.m_TimingData = song.m_SongTiming;
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@@ -30,7 +30,7 @@ bool SMLoader::LoadFromDir( const RString &sPath, Song &out )
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ASSERT( aFileNames.size() == 1 );
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//ASSERT( aFileNames.size() >= 1 );
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return LoadFromSMFile( sPath + aFileNames[0], out );
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return LoadFromSimfile( sPath + aFileNames[0], out );
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}
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float SMLoader::RowToBeat( RString line, const int rowsPerBeat )
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@@ -598,7 +598,7 @@ bool SMLoader::LoadFromBGChangesString( BackgroundChange &change, const RString
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return aBGChangeValues.size() >= 2;
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}
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bool SMLoader::LoadFromSMFile( const RString &sPath, Song &out, bool bFromCache )
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bool SMLoader::LoadFromSimfile( const RString &sPath, Song &out, bool bFromCache )
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{
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LOG->Trace( "Song::LoadFromSMFile(%s)", sPath.c_str() );
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+8
-1
@@ -28,7 +28,14 @@ struct SMLoader
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*/
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virtual void TidyUpData( Song &song, bool bFromCache );
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bool LoadFromSMFile( const RString &sPath, Song &out, bool bFromCache = false );
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/**
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* @brief Attempt to load the specified sm file.
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* @param sPath a const reference to the path on the hard drive to check.
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* @param out a reference to the Song that will retrieve the song information.
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* @param bFromCache a check to see if we are getting certain information from the cache file.
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* @return its success or failure.
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*/
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virtual bool LoadFromSimfile( const RString &sPath, Song &out, bool bFromCache = false );
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/**
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* @brief Retrieve the list of .sm files.
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* @param sPath a const reference to the path on the hard drive to check.
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@@ -30,7 +30,7 @@ bool SMALoader::LoadFromDir( const RString &sPath, Song &out )
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return false;
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}
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ASSERT( aFileNames.size() == 1 );
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return LoadFromSMAFile( sPath + aFileNames[0], out );
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return LoadFromSimfile( sPath + aFileNames[0], out );
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}
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void SMALoader::ProcessMultipliers( TimingData &out, const int iRowsPerBeat, const RString sParam )
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@@ -142,7 +142,7 @@ void SMALoader::ProcessSpeeds( TimingData &out, const RString line, const int ro
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}
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}
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bool SMALoader::LoadFromSMAFile( const RString &sPath, Song &out )
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bool SMALoader::LoadFromSimfile( const RString &sPath, Song &out, bool bFromCache )
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{
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LOG->Trace( "Song::LoadFromSMAFile(%s)", sPath.c_str() );
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@@ -25,7 +25,7 @@ struct SMALoader : public SMLoader
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{
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bool LoadFromDir( const RString &sPath, Song &out );
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bool LoadFromSMAFile( const RString &sPath, Song &out );
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virtual bool LoadFromSimfile( const RString &sPath, Song &out, bool bFromCache = false );
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/**
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* @brief Retrieve the list of .sma files.
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* @param sPath a const reference to the path on the hard drive to check.
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@@ -31,7 +31,7 @@ bool SSCLoader::LoadFromDir( const RString &sPath, Song &out )
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}
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ASSERT( aFileNames.size() == 1 );
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return LoadFromSSCFile( sPath + aFileNames[0], out );
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return LoadFromSimfile( sPath + aFileNames[0], out );
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}
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void SSCLoader::ProcessWarps( TimingData &out, const RString sParam, const float fVersion )
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@@ -149,7 +149,7 @@ void SSCLoader::ProcessScrolls( TimingData &out, const RString sParam )
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}
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bool SSCLoader::LoadFromSSCFile( const RString &sPath, Song &out, bool bFromCache )
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bool SSCLoader::LoadFromSimfile( const RString &sPath, Song &out, bool bFromCache )
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{
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LOG->Trace( "Song::LoadFromSSCFile(%s)", sPath.c_str() );
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@@ -46,7 +46,7 @@ struct SSCLoader : public SMLoader
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* @param bFromCache a check to see if we are getting certain information from the cache file.
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* @return its success or failure.
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*/
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bool LoadFromSSCFile( const RString &sPath, Song &out, bool bFromCache = false );
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virtual bool LoadFromSimfile( const RString &sPath, Song &out, bool bFromCache = false );
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/**
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* @brief Retrieve the list of .ssc files.
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* @param sPath a const reference to the path on the hard drive to check.
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@@ -24,9 +24,9 @@ void ScreenGameplaySyncMachine::Init()
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SSCLoader loaderSSC;
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SMLoader loaderSM;
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if(sFile.Right(4) == ".ssc")
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loaderSSC.LoadFromSSCFile( sFile, m_Song );
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loaderSSC.LoadFromSimfile( sFile, m_Song );
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else
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loaderSM.LoadFromSMFile( sFile, m_Song );
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loaderSM.LoadFromSimfile( sFile, m_Song );
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m_Song.SetSongDir( Dirname(sFile) );
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m_Song.TidyUpData();
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@@ -138,9 +138,9 @@ void ScreenHowToPlay::Init()
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SSCLoader loaderSSC;
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SMLoader loaderSM;
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if( sStepsPath.Right(4) == ".ssc" )
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loaderSSC.LoadFromSSCFile( sStepsPath, m_Song, false );
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loaderSSC.LoadFromSimfile( sStepsPath, m_Song, false );
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else
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loaderSM.LoadFromSMFile( sStepsPath, m_Song, false );
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loaderSM.LoadFromSimfile( sStepsPath, m_Song, false );
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m_Song.AddAutoGenNotes();
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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+2
-2
@@ -236,12 +236,12 @@ bool Song::LoadFromSongDir( RString sDir )
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{
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// LOG->Trace( "Loading '%s' from cache file '%s'.", m_sSongDir.c_str(), GetCacheFilePath().c_str() );
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SSCLoader loaderSSC;
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bool bLoadedFromSSC = loaderSSC.LoadFromSSCFile( sCacheFilePath, *this, true );
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bool bLoadedFromSSC = loaderSSC.LoadFromSimfile( sCacheFilePath, *this, true );
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if( !bLoadedFromSSC )
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{
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// load from .sm
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SMLoader loaderSM;
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loaderSM.LoadFromSMFile( sCacheFilePath, *this, true );
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loaderSM.LoadFromSimfile( sCacheFilePath, *this, true );
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loaderSM.TidyUpData( *this, true );
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}
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}
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+2
-2
@@ -243,12 +243,12 @@ void Steps::Decompress() const
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// We have data on disk and not in memory. Load it.
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Song s;
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SSCLoader loaderSSC;
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bool bLoadedFromSSC = loaderSSC.LoadFromSSCFile(m_sFilename, s, true);
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bool bLoadedFromSSC = loaderSSC.LoadFromSimfile(m_sFilename, s, true);
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if( !bLoadedFromSSC )
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{
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// try reading from .sm instead
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SMLoader loaderSM;
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if( !loaderSM.LoadFromSMFile(m_sFilename, s, true) )
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if( !loaderSM.LoadFromSimfile(m_sFilename, s, true) )
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{
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LOG->Warn( "Couldn't load \"%s\"", m_sFilename.c_str() );
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return;
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