Some more doxygen.
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@@ -1,5 +1,3 @@
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/* InputQueue - Stores a list of the most recently pressed MenuInputs for each player. */
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#ifndef INPUT_QUEUE_H
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#define INPUT_QUEUE_H
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@@ -9,6 +7,7 @@
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class InputEventPlus;
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class RageTimer;
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/** @brief Stores a list of the most recently pressed MenuInputs for each player. */
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class InputQueue
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{
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public:
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+27
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@@ -1,22 +1,45 @@
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/* NotesWriterSM - Writes a Song to an .SM file. */
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#ifndef NOTES_WRITER_SM_H
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#define NOTES_WRITER_SM_H
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class Song;
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class Steps;
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/** @brief Writes a Song to an .SM file. */
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namespace NotesWriterSM
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{
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/**
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* @brief Write the song out to a file.
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* @param sPath the path to write the file.
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* @param out the Song to be written out.
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* @return its success or failure. */
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bool Write( RString sPath, const Song &out );
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/**
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* @brief Get some contents about the edit file first.
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* @param pSong the Song in question.
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* @param pSteps the Steps in question.
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* @param sOut unused?
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*/
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void GetEditFileContents( const Song *pSong, const Steps *pSteps, RString &sOut );
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/**
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* @brief Get the name of the edit file to use.
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* @param pSong the Song in question.
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* @param pSteps the Steps in question.
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* @return the name of the edit file. */
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RString GetEditFileName( const Song *pSong, const Steps *pSteps );
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/**
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* @param Write the edit file to the machine for future use.
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* @param pSong the Song in question.
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* @param pSteps the Steps in question.
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* @param sErrorOut any error messages that may have occurred.
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* @return its success or failure. */
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bool WriteEditFileToMachine( const Song *pSong, Steps *pSteps, RString &sErrorOut );
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}
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#endif
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/*
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* (c) 2001-2004 Chris Danford, Glenn Maynard
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/**
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* @file
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* @author Chris Danford, Glenn Maynard (c) 2001-2004
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* @seciton LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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+4
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@@ -1,5 +1,3 @@
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/* PrefsManager - Holds user-chosen preferences that are saved between sessions. */
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#ifndef PREFSMANAGER_H
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#define PREFSMANAGER_H
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@@ -7,6 +5,9 @@
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class IniFile;
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/** @brief How many songs can be played during a normal game max?
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*
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* This assumes no extra stages, no event mode, no course modes. */
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const int MAX_SONGS_PER_PLAY = 7;
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enum MusicWheelUsesSections
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@@ -125,6 +126,7 @@ enum DefaultFailType
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DefaultFailType_Invalid
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};
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/** @brief Holds user-chosen preferences that are saved between sessions. */
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class PrefsManager
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{
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public:
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@@ -1,5 +1,3 @@
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/* ScreenNameEntry - Enter a name for a new high score. */
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#ifndef SCREEN_NAME_ENTRY_H
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#define SCREEN_NAME_ENTRY_H
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@@ -7,7 +5,7 @@
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#include "BitmapText.h"
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#include "ReceptorArrowRow.h"
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#include "RageSound.h"
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/** @brief Enter a name for a new high score. */
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class ScreenNameEntry : public ScreenWithMenuElements
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{
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public:
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@@ -5,6 +5,7 @@
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#include "BitmapText.h"
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#include "RageSound.h"
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/** @brief The number of sounds allowed for testing. */
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const int nsounds = 5;
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class ScreenTestSound : public Screen
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@@ -31,8 +32,10 @@ public:
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#endif
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/*
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* (c) 2003 Glenn Maynard
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/**
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* @file
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* @author Glenn Maynard (c) 2003
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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+27
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@@ -1,5 +1,3 @@
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/* StageStats - Contains statistics for one stage of play - either one song, or a whole course. */
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#ifndef StageStats_H
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#define StageStats_H
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@@ -9,7 +7,10 @@ class Song;
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class Style;
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struct lua_State;
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/**
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* @brief Contains statistics for one stage of play.
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*
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* This is either one song, or a whole course. */
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class StageStats
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{
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public:
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@@ -34,13 +35,24 @@ public:
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vector<Song*> m_vpPossibleSongs;
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EarnedExtraStage m_EarnedExtraStage;
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bool m_bGaveUp; // exited gameplay by giving up
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bool m_bUsedAutoplay; // used autoplay at any point during gameplay
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/** @brief Was the gameplay exited by the Player giving up? */
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bool m_bGaveUp;
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/** @brief Did the PLayer use Autoplay at any point during gameplay? */
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bool m_bUsedAutoplay;
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// TODO: These are updated in ScreenGameplay::Update based on fDelta.
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// They should be made more accurate.
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float m_fGameplaySeconds; // how many seconds before gameplay ended. Updated by Gameplay, not scaled by music rate.
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float m_fStepsSeconds; // this is <= fGameplaySeconds unless the song has steps past the end
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/**
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* @brief How many seconds were there before gameplay ended?
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*
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* This is updated by Gameplay, and not scaled by the music rate. */
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float m_fGameplaySeconds;
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/**
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* @brief How many seconds are we in a song?
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*
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* This is equivalent to m_fGameplaySeconds unless the song has steps past the end. */
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float m_fStepsSeconds;
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/** @brief How fast was the music going compared to normal? */
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float m_fMusicRate;
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// Total number of seconds between first beat and last beat for every song.
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@@ -50,6 +62,10 @@ public:
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PlayerStageStats m_multiPlayer[NUM_MultiPlayer];
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void FinalizeScores( bool bSummary );
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/**
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* @brief Determine if the PlayerNumber has a high score.
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* @param pn the PlayerNumber in question.
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* @return true if the PlayerNumber has a high score, false otherwise. */
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bool PlayerHasHighScore( PlayerNumber pn ) const;
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int GetMinimumMissCombo() const;
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@@ -59,8 +75,10 @@ public:
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#endif
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/*
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* (c) 2001-2004 Chris Danford, Glenn Maynard
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/**
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* @file
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* @author Chris Danford, Glenn Maynard (c) 2001-2004
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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