Best -> Popular
populate SORT_PREFERRED from a txt file
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@@ -141,7 +141,7 @@ void MusicWheel::Load( RString sType )
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GAMESTATE->m_PreferredSortOrder = GAMESTATE->m_SortOrder;
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/* Update for SORT_MOST_PLAYED. */
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SONGMAN->UpdateBest();
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SONGMAN->UpdatePopular();
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/* Sort SONGMAN's songs by CompareSongPointersByTitle, so we can do other sorts (with
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* stable_sort) from its output, and title will be the secondary sort, without having
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@@ -351,17 +351,21 @@ bool MusicWheel::SelectModeMenuItem()
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return true;
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}
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void MusicWheel::GetSongList(vector<Song*> &arraySongs, SortOrder so, RString sPreferredGroup )
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void MusicWheel::GetSongList(vector<Song*> &arraySongs, SortOrder so, const RString &sPreferredGroup )
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{
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vector<Song*> apAllSongs;
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// if( so==SORT_PREFERRED && GAMESTATE->m_sPreferredGroup!=GROUP_ALL)
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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_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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switch( so )
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{
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case SORT_PREFERRED:
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SONGMAN->GetPreferredSortSongs( apAllSongs, GAMESTATE->GetNumStagesLeft() );
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break;
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case SORT_POPULARITY:
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SONGMAN->GetPopularSongs( apAllSongs, GAMESTATE->m_sPreferredSongGroup, GAMESTATE->GetNumStagesLeft() );
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break;
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default:
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SONGMAN->GetSongs( apAllSongs, GAMESTATE->m_sPreferredSongGroup, GAMESTATE->GetNumStagesLeft() );
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break;
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}
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// copy only songs that have at least one Steps for the current GameMode
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for( unsigned i=0; i<apAllSongs.size(); i++ )
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@@ -469,6 +473,8 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
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switch( so )
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{
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case SORT_PREFERRED:
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// obey order specified by the preferred sort list
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break;
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case SORT_ROULETTE:
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SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_EASY );
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if( (bool)PREFSMAN->m_bPreferredSortUsesGroups )
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