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:
+1
-1
@@ -810,7 +810,7 @@ static const Style g_Style_Pump_Routine =
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{ 6, 8, 7, 5, 9, Style::END_MAPPING },
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},
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{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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2,1,3,0,4,7,6,8,1,9
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2,1,3,0,4,7,6,8,5,9
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},
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false, // m_bNeedsZoomOutWith2Players
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false, // m_bCanUseBeginnerHelper
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+4
-7
@@ -316,7 +316,7 @@ 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, const RString &sPreferredGroup )
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void MusicWheel::GetSongList( vector<Song*> &arraySongs, SortOrder so )
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{
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vector<Song*> apAllSongs;
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switch( so )
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@@ -325,10 +325,10 @@ void MusicWheel::GetSongList( vector<Song*> &arraySongs, SortOrder so, const RSt
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SONGMAN->GetPreferredSortSongs( apAllSongs );
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break;
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case SORT_POPULARITY:
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SONGMAN->GetPopularSongs( apAllSongs, GAMESTATE->m_sPreferredSongGroup );
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SONGMAN->GetPopularSongs();
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break;
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default:
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apAllSongs = SONGMAN->GetSongs( GAMESTATE->m_sPreferredSongGroup );
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apAllSongs = SONGMAN->GetAllSongs();
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break;
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}
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@@ -365,7 +365,6 @@ void MusicWheel::GetSongList( vector<Song*> &arraySongs, SortOrder so, const RSt
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if( (so!=SORT_ROULETTE || !RANDOM_PICKS_LOCKED_SONGS) && iLocked )
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continue;
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if( PREFSMAN->m_bOnlyPreferredDifficulties )
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{
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// if the song has steps that fit the preferred difficulty of the default player
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@@ -377,10 +376,8 @@ void MusicWheel::GetSongList( vector<Song*> &arraySongs, SortOrder so, const RSt
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// If the song has at least one steps, add it.
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if( pSong->HasStepsType(GAMESTATE->GetCurrentStyle()->m_StepsType) )
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arraySongs.push_back( pSong );
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}
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}
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/* Hack: Add extra stage item if it was eliminated for any reason (eg. it's a long
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@@ -440,7 +437,7 @@ void MusicWheel::BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelIt
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// Make an array of Song*, then sort them
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vector<Song*> arraySongs;
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GetSongList( arraySongs, so, GAMESTATE->m_sPreferredSongGroup );
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GetSongList();
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bool bUseSections = true;
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+1
-1
@@ -48,7 +48,7 @@ public:
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protected:
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MusicWheelItem *MakeItem();
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void GetSongList( vector<Song*> &arraySongs, SortOrder so, const RString &sPreferredGroup );
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void GetSongList( vector<Song*> &arraySongs, SortOrder so );
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void BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelItems, SortOrder so );
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bool SelectSongOrCourse();
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bool SelectCourse( const Course *p );
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@@ -534,20 +534,6 @@ const vector<Song*> &SongManager::GetSongs( const RString &sGroupName ) const
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return vEmpty;
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}
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void SongManager::GetPopularSongs( vector<Song*> &AddTo, const RString &sGroupName ) const
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{
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if( sGroupName == GROUP_ALL )
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{
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AddTo.insert( AddTo.end(), m_pPopularSongs.begin(), m_pPopularSongs.end() );
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return;
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}
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FOREACH_CONST( Song*, m_pPopularSongs, song )
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{
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if( (*song)->m_sGroupName == sGroupName )
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AddTo.push_back( *song );
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}
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}
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void SongManager::GetPreferredSortSongs( vector<Song*> &AddTo ) const
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{
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if( m_vPreferredSongSort.empty() )
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+1
-2
@@ -79,8 +79,7 @@ public:
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// Lookup
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const vector<Song*> &GetSongs( const RString &sGroupName ) const;
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const vector<Song*> &GetAllSongs() const { return GetSongs(GROUP_ALL); }
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void GetPopularSongs( vector<Song*> &AddTo, const RString &sGroupName ) const;
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const vector<Song*> &GetAllPopularSongs() const { return m_pPopularSongs; }
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const vector<Song*> &GetPopularSongs() const { return m_pPopularSongs; }
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void GetPreferredSortSongs( vector<Song*> &AddTo ) const;
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RString SongToPreferredSortSectionName( const Song *pSong ) const;
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const vector<Course*> &GetPopularCourses( CourseType ct ) const { return m_pPopularCourses[ct]; }
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+7
-2
@@ -57,9 +57,14 @@ GameInput Style::StyleInputToGameInput( int iCol, PlayerNumber pn ) const
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if( bUsingOneSide && gc != (int) pn )
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continue;
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for( GameButton gb=GAME_BUTTON_NEXT; gb < INPUTMAPPER->GetInputScheme()->m_iButtonsPerController && m_iInputColumn[gc][gb-GAME_BUTTON_NEXT] != END_MAPPING; gb=(GameButton)(gb+1) )
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int iButtonsPerController = INPUTMAPPER->GetInputScheme()->m_iButtonsPerController;
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for( GameButton gb=GAME_BUTTON_NEXT; gb < iButtonsPerController; gb=(GameButton)(gb+1) )
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{
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if( m_iInputColumn[gc][gb-GAME_BUTTON_NEXT] == iCol )
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int iThisInputCol = m_iInputColumn[gc][gb-GAME_BUTTON_NEXT];
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if( iThisInputCol == END_MAPPING )
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break;
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if( iThisInputCol == iCol )
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return GameInput( gc, gb );
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}
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}
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