sm4svn sync part 2.

528089b: remove preferred group filtering (leaving the setting in for later use) [Glenn Maynard]
96821ad: fix pump routine right side DownLeft not drawn [Chris Danford]
fd88c62: easier debug stepping [Chris Danford]
This commit is contained in:
AJ Kelly
2010-02-13 13:37:03 -06:00
parent a7a8b6b94d
commit 777745b7fb
6 changed files with 14 additions and 27 deletions
+1 -1
View File
@@ -810,7 +810,7 @@ static const Style g_Style_Pump_Routine =
{ 6, 8, 7, 5, 9, Style::END_MAPPING }, { 6, 8, 7, 5, 9, Style::END_MAPPING },
}, },
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER]; { // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
2,1,3,0,4,7,6,8,1,9 2,1,3,0,4,7,6,8,5,9
}, },
false, // m_bNeedsZoomOutWith2Players false, // m_bNeedsZoomOutWith2Players
false, // m_bCanUseBeginnerHelper false, // m_bCanUseBeginnerHelper
+4 -7
View File
@@ -316,7 +316,7 @@ bool MusicWheel::SelectModeMenuItem()
return true; return true;
} }
void MusicWheel::GetSongList( vector<Song*> &arraySongs, SortOrder so, const RString &sPreferredGroup ) void MusicWheel::GetSongList( vector<Song*> &arraySongs, SortOrder so )
{ {
vector<Song*> apAllSongs; vector<Song*> apAllSongs;
switch( so ) switch( so )
@@ -325,10 +325,10 @@ void MusicWheel::GetSongList( vector<Song*> &arraySongs, SortOrder so, const RSt
SONGMAN->GetPreferredSortSongs( apAllSongs ); SONGMAN->GetPreferredSortSongs( apAllSongs );
break; break;
case SORT_POPULARITY: case SORT_POPULARITY:
SONGMAN->GetPopularSongs( apAllSongs, GAMESTATE->m_sPreferredSongGroup ); SONGMAN->GetPopularSongs();
break; break;
default: default:
apAllSongs = SONGMAN->GetSongs( GAMESTATE->m_sPreferredSongGroup ); apAllSongs = SONGMAN->GetAllSongs();
break; break;
} }
@@ -365,7 +365,6 @@ void MusicWheel::GetSongList( vector<Song*> &arraySongs, SortOrder so, const RSt
if( (so!=SORT_ROULETTE || !RANDOM_PICKS_LOCKED_SONGS) && iLocked ) if( (so!=SORT_ROULETTE || !RANDOM_PICKS_LOCKED_SONGS) && iLocked )
continue; continue;
if( PREFSMAN->m_bOnlyPreferredDifficulties ) if( PREFSMAN->m_bOnlyPreferredDifficulties )
{ {
// if the song has steps that fit the preferred difficulty of the default player // if the song has steps that fit the preferred difficulty of the default player
@@ -377,10 +376,8 @@ void MusicWheel::GetSongList( vector<Song*> &arraySongs, SortOrder so, const RSt
// If the song has at least one steps, add it. // If the song has at least one steps, add it.
if( pSong->HasStepsType(GAMESTATE->GetCurrentStyle()->m_StepsType) ) if( pSong->HasStepsType(GAMESTATE->GetCurrentStyle()->m_StepsType) )
arraySongs.push_back( pSong ); arraySongs.push_back( pSong );
} }
} }
/* Hack: Add extra stage item if it was eliminated for any reason (eg. it's a long /* Hack: Add extra stage item if it was eliminated for any reason (eg. it's a long
@@ -440,7 +437,7 @@ void MusicWheel::BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelIt
// Make an array of Song*, then sort them // Make an array of Song*, then sort them
vector<Song*> arraySongs; vector<Song*> arraySongs;
GetSongList( arraySongs, so, GAMESTATE->m_sPreferredSongGroup ); GetSongList();
bool bUseSections = true; bool bUseSections = true;
+1 -1
View File
@@ -48,7 +48,7 @@ public:
protected: protected:
MusicWheelItem *MakeItem(); MusicWheelItem *MakeItem();
void GetSongList( vector<Song*> &arraySongs, SortOrder so, const RString &sPreferredGroup ); void GetSongList( vector<Song*> &arraySongs, SortOrder so );
void BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelItems, SortOrder so ); void BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelItems, SortOrder so );
bool SelectSongOrCourse(); bool SelectSongOrCourse();
bool SelectCourse( const Course *p ); bool SelectCourse( const Course *p );
-14
View File
@@ -534,20 +534,6 @@ const vector<Song*> &SongManager::GetSongs( const RString &sGroupName ) const
return vEmpty; return vEmpty;
} }
void SongManager::GetPopularSongs( vector<Song*> &AddTo, const RString &sGroupName ) const
{
if( sGroupName == GROUP_ALL )
{
AddTo.insert( AddTo.end(), m_pPopularSongs.begin(), m_pPopularSongs.end() );
return;
}
FOREACH_CONST( Song*, m_pPopularSongs, song )
{
if( (*song)->m_sGroupName == sGroupName )
AddTo.push_back( *song );
}
}
void SongManager::GetPreferredSortSongs( vector<Song*> &AddTo ) const void SongManager::GetPreferredSortSongs( vector<Song*> &AddTo ) const
{ {
if( m_vPreferredSongSort.empty() ) if( m_vPreferredSongSort.empty() )
+1 -2
View File
@@ -79,8 +79,7 @@ public:
// Lookup // Lookup
const vector<Song*> &GetSongs( const RString &sGroupName ) const; const vector<Song*> &GetSongs( const RString &sGroupName ) const;
const vector<Song*> &GetAllSongs() const { return GetSongs(GROUP_ALL); } const vector<Song*> &GetAllSongs() const { return GetSongs(GROUP_ALL); }
void GetPopularSongs( vector<Song*> &AddTo, const RString &sGroupName ) const; const vector<Song*> &GetPopularSongs() const { return m_pPopularSongs; }
const vector<Song*> &GetAllPopularSongs() const { return m_pPopularSongs; }
void GetPreferredSortSongs( vector<Song*> &AddTo ) const; void GetPreferredSortSongs( vector<Song*> &AddTo ) const;
RString SongToPreferredSortSectionName( const Song *pSong ) const; RString SongToPreferredSortSectionName( const Song *pSong ) const;
const vector<Course*> &GetPopularCourses( CourseType ct ) const { return m_pPopularCourses[ct]; } const vector<Course*> &GetPopularCourses( CourseType ct ) const { return m_pPopularCourses[ct]; }
+7 -2
View File
@@ -57,9 +57,14 @@ GameInput Style::StyleInputToGameInput( int iCol, PlayerNumber pn ) const
if( bUsingOneSide && gc != (int) pn ) if( bUsingOneSide && gc != (int) pn )
continue; continue;
for( GameButton gb=GAME_BUTTON_NEXT; gb < INPUTMAPPER->GetInputScheme()->m_iButtonsPerController && m_iInputColumn[gc][gb-GAME_BUTTON_NEXT] != END_MAPPING; gb=(GameButton)(gb+1) ) int iButtonsPerController = INPUTMAPPER->GetInputScheme()->m_iButtonsPerController;
for( GameButton gb=GAME_BUTTON_NEXT; gb < iButtonsPerController; gb=(GameButton)(gb+1) )
{ {
if( m_iInputColumn[gc][gb-GAME_BUTTON_NEXT] == iCol ) int iThisInputCol = m_iInputColumn[gc][gb-GAME_BUTTON_NEXT];
if( iThisInputCol == END_MAPPING )
break;
if( iThisInputCol == iCol )
return GameInput( gc, gb ); return GameInput( gc, gb );
} }
} }