cleanup
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+2
-26
@@ -1460,32 +1460,8 @@ void SortSongPointerArrayByGroupAndTitle( vector<Song*> &arraySongPointers )
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sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersByGroupAndTitle );
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sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersByGroupAndTitle );
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}
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}
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//bool CompareSongPointersByMostPlayed(const Song *pSong1, const Song *pSong2)
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/* Just calculating GetNumTimesPlayed within the sort is pretty slow, so let's precompute
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//{
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* it. (This could be generalized with a template.) */
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// return pSong1->GetNumTimesPlayed() < pSong2->GetNumTimesPlayed();
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/*
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Comparing titles is slow, and this makes course selection choppy. Turning this
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off means we don't get consistent orderings of songs that have been played
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the same amount, but that shouldn't be a big problem; the songs should stay
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in the same original order during a single load of the game anyway (and will
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probably stay in the same general order even across loads). The number of
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plays is more likely to change.
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This is mostly a problem with new games, where there are a large number of songs
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that have all been played 0 times.
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int iNumTimesPlayed1 = pSong1->GetNumTimesPlayed();
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int iNumTimesPlayed2 = pSong2->GetNumTimesPlayed();
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if( iNumTimesPlayed1 > iNumTimesPlayed2 )
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return true;
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if( iNumTimesPlayed1 < iNumTimesPlayed2 )
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return false;
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return CompareSongPointersByTitle( pSong1, pSong2 );
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*/
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//}
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/* Actually, just calculating GetNumTimesPlayed within the sort is pretty
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* slow, so let's precompute it. (This could be generalized with a template.) */
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map<const Song*, CString> song_sort_val;
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map<const Song*, CString> song_sort_val;
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bool CompareSongPointersBySortVal(const Song *pSong1, const Song *pSong2)
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bool CompareSongPointersBySortVal(const Song *pSong1, const Song *pSong2)
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