reload SSM help text on sort changed
clean up SortOrder names
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@@ -45,7 +45,7 @@ static const SortOrder g_SongSortOrders[] =
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SORT_GROUP,
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SORT_TITLE,
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SORT_BPM,
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SORT_MOST_PLAYED,
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SORT_POPULARITY,
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SORT_ARTIST,
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SORT_GENRE,
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};
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@@ -211,7 +211,10 @@ void MusicWheel::Load( CString sType )
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/* Only save the sort order if the player didn't already have one. If he did, don't
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* overwrite it. */
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if( GAMESTATE->m_PreferredSortOrder == SORT_INVALID )
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{
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GAMESTATE->m_PreferredSortOrder = m_SortOrder;
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GAMESTATE->m_SortOrder = m_SortOrder;
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}
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/* Update for SORT_MOST_PLAYED. */
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SONGMAN->UpdateBest();
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@@ -424,7 +427,7 @@ void MusicWheel::GetSongList(vector<Song*> &arraySongs, SortOrder so, CString sP
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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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if( so == SORT_MOST_PLAYED )
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if( so == SORT_POPULARITY )
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SONGMAN->GetBestSongs( apAllSongs, GAMESTATE->m_sPreferredSongGroup, GAMESTATE->GetNumStagesLeft() );
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else
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SONGMAN->GetSongs( apAllSongs, GAMESTATE->m_sPreferredSongGroup, GAMESTATE->GetNumStagesLeft() );
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@@ -514,8 +517,8 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
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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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case SORT_MOST_PLAYED:
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case SORT_GRADE:
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case SORT_POPULARITY:
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case SORT_TOP_GRADES:
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case SORT_ARTIST:
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case SORT_GENRE:
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case SORT_EASY_METER:
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@@ -550,12 +553,12 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
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case SORT_BPM:
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SongUtil::SortSongPointerArrayByBPM( arraySongs );
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break;
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case SORT_MOST_PLAYED:
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case SORT_POPULARITY:
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if( (int) arraySongs.size() > MOST_PLAYED_SONGS_TO_SHOW )
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arraySongs.erase( arraySongs.begin()+MOST_PLAYED_SONGS_TO_SHOW, arraySongs.end() );
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bUseSections = false;
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break;
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case SORT_GRADE:
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case SORT_TOP_GRADES:
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SongUtil::SortSongPointerArrayByGrade( arraySongs );
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break;
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case SORT_ARTIST:
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@@ -608,7 +611,7 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
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* so don't re-sort for them. */
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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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if( so != SORT_GRADE && so != SORT_BPM )
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if( so != SORT_TOP_GRADES && so != SORT_BPM )
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SongUtil::SortSongPointerArrayBySectionName(arraySongs, so);
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// make WheelItemDatas with sections
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@@ -767,7 +770,7 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
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}
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// init crowns
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if( so == SORT_MOST_PLAYED )
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if( so == SORT_POPULARITY )
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{
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// init crown icons
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for( unsigned i=0; i< min(3u,arrayWheelItemDatas.size()); i++ )
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@@ -1258,6 +1261,7 @@ bool MusicWheel::ChangeSort( SortOrder new_so ) // return true if change success
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/* Save the new preference. */
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if( IsSongSort(new_so) )
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GAMESTATE->m_PreferredSortOrder = new_so;
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GAMESTATE->m_SortOrder = new_so;
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m_SortOrder = new_so;
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