Mostly cleanup, but allow lines starting with ';' in .ini files to be treated as comments.
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@@ -6,9 +6,7 @@
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class Steps;
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class Trail;
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//
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// Player number stuff
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//
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enum Difficulty
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{
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Difficulty_Beginner,
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@@ -2,7 +2,6 @@
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#include "FadingBanner.h"
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#include "RageTextureManager.h"
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#include "BannerCache.h"
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#include "BackgroundCache.h"
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#include "Song.h"
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#include "RageLog.h"
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#include "Course.h"
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@@ -167,62 +166,6 @@ bool FadingBanner::LoadFromCachedBanner( const RString &path )
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return bLowRes;
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}
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/* If this returns true, a low-resolution background was loaded, and the full-res
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* background should be loaded later. */
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/*
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bool FadingBanner::LoadFromCachedBackground( const RString &path )
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{
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// If we're already on the given background, don't fade again.
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if( path != "" && m_Banner[m_iIndexLatest].GetTexturePath() == path )
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return false;
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if( path == "" )
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{
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// xxx: should load fallback background
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LoadFallback();
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return false;
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}
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// If we're currently fading to the given banner, go through this again,
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// which will cause the fade-in to be further delayed.
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RageTextureID ID;
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bool bLowRes = (PREFSMAN->m_BackgroundCache != BGCACHE_FULL);
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if( !bLowRes )
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{
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ID = Sprite::SongBGTexture( path );
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}
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else
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{
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// Try to load the low quality version.
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ID = BACKGROUNDCACHE->LoadCachedBackground( path );
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}
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if( !TEXTUREMAN->IsTextureRegistered(ID) )
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{
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/* Oops. We couldn't load a background quickly. We can load the actual
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* background, but that's slow, so we don't want to do that when we're moving
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* fast on the music wheel. In that case, we should just keep the background
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* that's there (or load a "moving fast" background). Once we settle down,
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* we'll get called again and load the real background. */
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/*
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if( m_bMovingFast )
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return false;
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if( IsAFile(path) )
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Load( path );
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else
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LoadFallback();
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return false;
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}
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Load( ID );
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return bLowRes;
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}
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*/
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void FadingBanner::LoadFromSong( const Song* pSong )
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{
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if( pSong == NULL )
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+10
-8
@@ -37,7 +37,7 @@ bool IniFile::ReadFile( RageFileBasic &f )
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while( 1 )
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{
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RString line;
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/* Read lines until we reach a line that doesn't end in a backslash */
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// Read lines until we reach a line that doesn't end in a backslash
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while( true )
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{
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RString s;
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@@ -47,7 +47,7 @@ bool IniFile::ReadFile( RageFileBasic &f )
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m_sError = f.GetError();
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return false;
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case 0:
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return true; /* eof */
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return true; // eof
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}
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utf8_remove_bom( s );
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@@ -63,21 +63,23 @@ bool IniFile::ReadFile( RageFileBasic &f )
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if( line.size() == 0 )
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continue;
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if( line[0] == ';' )
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continue; // comment
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if( line[0] == '#' )
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continue; /* comment */
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continue; // comment
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if( line.size() > 1 && line[0] == '/' && line[1] == '/' )
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continue; /* comment */
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continue; // comment
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if( line.size() > 1 && line[0] == '-' && line[1] == '-' )
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continue; /* comment (Lua style) */
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continue; // comment (Lua style)
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if( line[0] == '[' && line[line.size()-1] == ']' )
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{
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/* New section. */
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// New section.
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keyname = line.substr(1, line.size()-2);
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}
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else
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{
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/* New value. */
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// New value.
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size_t iEqualIndex = line.find("=");
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if( iEqualIndex != string::npos )
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{
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@@ -162,7 +164,7 @@ bool IniFile::DeleteKey(const RString &keyname)
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bool IniFile::RenameKey(const RString &from, const RString &to)
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{
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/* If to already exists, do nothing. */
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// If to already exists, do nothing.
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if( GetChild(to) != NULL )
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return false;
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+1
-1
@@ -13,7 +13,7 @@ class IniFile : public XNode
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public:
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IniFile();
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/* Retrieve the filename of the last file loaded. */
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// Retrieve the filename of the last file loaded.
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RString GetPath() const { return m_sPath; }
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const RString &GetError() const { return m_sError; }
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@@ -1071,8 +1071,8 @@ void ScreenGameplay::LoadNextSong()
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// No need to do this here. We do it in SongFinished().
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//GAMESTATE->RemoveAllActiveAttacks();
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/* If we're in battery mode, force FailImmediate. We assume in Player::Step that
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* failed players can't step. */
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/* If we're in battery mode, force FailImmediate. We assume in Player::Step
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* that failed players can't step. */
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if( GAMESTATE->m_SongOptions.GetCurrent().m_LifeType == SongOptions::LIFE_BATTERY )
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{
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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+1
-1
@@ -1153,7 +1153,7 @@ int main(int argc, char* argv[])
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BANNERCACHE = new BannerCache;
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//BACKGROUNDCACHE = new BackgroundCache;
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/* depends on SONGINDEX: */
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// depends on SONGINDEX:
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SONGMAN = new SongManager;
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SONGMAN->InitAll( pLoadingWindow ); // this takes a long time
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CRYPTMAN = new CryptManager; // need to do this before ProfileMan
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