Changed StageLayout into a struct and consolidated layout math functions into it.
Added convenience methods for determining if a given column is an up, down, or side arrow. Added explicit tech counts for up footswitches and down footswitches
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+7
-6
@@ -389,16 +389,17 @@ void Steps::CalculateTechCounts()
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m_CachedTechCounts[pn]
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.Zero();
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// For now, we're only supporting dance-single and dance-double
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if(this->m_StepsType != StepsType_dance_single && this->m_StepsType != StepsType_dance_double)
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// If we don't have a valid layout for this StepsType, then don't even bother
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if(StepParity::Layouts.find(this->m_StepsType) == StepParity::Layouts.end())
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{
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return;
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}
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StepParity::StageLayout layout = StepParity::Layouts.at(this->m_StepsType);
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GAMESTATE->SetProcessedTimingData(this->GetTimingData());
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StepParity::StepParityGenerator gen;
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gen.analyzeNoteData(tempNoteData, this->m_StepsType);
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TechCounts::CalculateTechCountsFromRows(gen.rows, m_CachedTechCounts[0]);
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StepParity::StepParityGenerator gen = StepParity::StepParityGenerator(layout);
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gen.analyzeNoteData(tempNoteData);
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TechCounts::CalculateTechCountsFromRows(gen.rows, layout, m_CachedTechCounts[0]);
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std::fill_n( m_CachedTechCounts + 1, NUM_PLAYERS-1, m_CachedTechCounts[0] );
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GAMESTATE->SetProcessedTimingData(nullptr);
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