some more s/GetSize/size/ and other minor STLisms
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@@ -51,8 +51,8 @@ ScreenSelectGroup::ScreenSelectGroup()
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LOG->Trace( "ScreenSelectGroup::ScreenSelectGroup()" );
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int i;
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unsigned i;
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int j;
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// The new process by which the group and song lists are formed
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// is bizarre and complex but yields the end result that songs
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@@ -69,23 +69,23 @@ ScreenSelectGroup::ScreenSelectGroup()
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CArray<Song*, Song*> aAllSongs = SONGMAN->m_pSongs;
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// Filter out Songs that can't be played by the current Style
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for( i=aAllSongs.GetSize()-1; i>=0; i-- ) // foreach Song, back to front
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for( j=aAllSongs.size()-1; j>=0; j-- ) // foreach Song, back to front
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{
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if( aAllSongs[i]->SongCompleteForStyle(GAMESTATE->GetCurrentStyleDef()) &&
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aAllSongs[i]->NormallyDisplayed() )
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if( aAllSongs[j]->SongCompleteForStyle(GAMESTATE->GetCurrentStyleDef()) &&
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aAllSongs[j]->NormallyDisplayed() )
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continue;
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aAllSongs.RemoveAt( i );
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aAllSongs.RemoveAt( j );
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}
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CStringArray asGroupNames;
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for( i=0; i<aAllSongs.GetSize(); i++ ) {
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for( i=0; i<aAllSongs.size(); i++ ) {
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asGroupNames.Add( aAllSongs[i]->m_sGroupName );
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}
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/* Remove duplicate groups. */
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SortCStringArray(asGroupNames, true);
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for( i=asGroupNames.GetSize()-1; i > 0; --i ) {
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for( i=asGroupNames.size()-1; i > 0; --i ) {
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if( asGroupNames[i] == asGroupNames[i-1] )
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asGroupNames.RemoveAt( i );
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}
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@@ -93,11 +93,11 @@ ScreenSelectGroup::ScreenSelectGroup()
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asGroupNames.insert(asGroupNames.begin(), "ALL MUSIC" );
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// Add songs to the MusicList.
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for( int j=0; j < asGroupNames.GetSize(); j++ ) /* for each group */
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for( unsigned j=0; j < asGroupNames.size(); j++ ) /* for each group */
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{
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CArray<Song*,Song*> aSongsInGroup;
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/* find all songs */
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for( i=0; i<aAllSongs.GetSize(); i++ ) // foreach Song
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for( i=0; i<aAllSongs.size(); i++ ) // foreach Song
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{
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/* group 0 gets all songs */
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if( j != 0 && aAllSongs[i]->m_sGroupName != asGroupNames[j] )
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@@ -146,7 +146,7 @@ ScreenSelectGroup::ScreenSelectGroup()
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this->AddChild( &m_MusicList );
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for( i=0; i < asGroupNames.GetSize(); ++i )
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for( i=0; i < asGroupNames.size(); ++i )
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m_GroupList.AddGroup( asGroupNames[i] );
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m_GroupList.DoneAddingGroups();
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this->AddChild( &m_GroupList );
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