cleanup and quiet gcc compile
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@@ -113,7 +113,8 @@ enum SongSortOrder {
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SORT_TITLE,
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SORT_BPM,
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SORT_MOST_PLAYED,
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NUM_SORT_ORDERS
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SORT_ROULETTE,
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NUM_SORT_ORDERS
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};
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@@ -45,6 +45,8 @@
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const int MAX_WHEEL_SOUND_SPEED = 15;
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float g_fItemSpacingY, g_fItemCurveX; // cache
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static const SongSortOrder MaxSelectableSort = SORT_MOST_PLAYED;
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inline RageColor GetNextSectionColor() {
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static int i=0;
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i = i % NUM_SECTION_COLORS;
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@@ -141,7 +143,6 @@ MusicWheel::MusicWheel()
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* the extra stage, so it knows to always display it. */
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for( int so=0; so<NUM_SORT_ORDERS; so++ )
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BuildWheelItemDatas( m_WheelItemDatas[so], SongSortOrder(so) );
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BuildWheelItemDatas( m_WheelItemDatas[SORT_ROULETTE], SongSortOrder(SORT_ROULETTE) );
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// If there is no currently selected song, select one.
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if( GAMESTATE->m_pCurSong == NULL )
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@@ -624,7 +625,9 @@ void MusicWheel::Update( float fDeltaTime )
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CString sPrevSelectedSection = m_CurWheelItemData[m_iSelection]->m_sSectionName;
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// change the sort order
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GAMESTATE->m_SongSortOrder = SongSortOrder( (GAMESTATE->m_SongSortOrder+1) % NUM_SORT_ORDERS );
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GAMESTATE->m_SongSortOrder = SongSortOrder( (GAMESTATE->m_SongSortOrder+1) );
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if(GAMESTATE->m_SongSortOrder > MaxSelectableSort)
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GAMESTATE->m_SongSortOrder = SongSortOrder(0);
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SCREENMAN->SendMessageToTopScreen( SM_SortOrderChanged, 0 );
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SetOpenGroup(GetSectionNameFromSongAndSort( pPrevSelectedSong, GAMESTATE->m_SongSortOrder ));
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@@ -39,8 +39,6 @@ const ScreenMessage SM_SortOrderChanged = ScreenMessage(SM_User+48);
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enum { SORT_ROULETTE = NUM_SORT_ORDERS+1 };
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struct CompareSongPointerArrayBySectionName;
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class MusicWheel : public ActorFrame
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@@ -93,7 +91,7 @@ protected:
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ScrollBar m_ScrollBar;
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Sprite m_sprSelectionOverlay;
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vector<WheelItemData> m_WheelItemDatas[NUM_SORT_ORDERS+2];
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vector<WheelItemData> m_WheelItemDatas[NUM_SORT_ORDERS];
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vector<WheelItemData *> m_CurWheelItemData;
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WheelItemDisplay m_WheelItemDisplays[NUM_WHEEL_ITEMS_TO_DRAW];
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