Revert "Previously, we didn't create MusicWheel sorts when the screen loads"
This reverts commit 0dc297ba76508bb7244ed70f9f72761087e1f177. It didn't work out so well.
This commit is contained in:
+160
-196
@@ -113,31 +113,25 @@ void MusicWheel::Load( RString sType )
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* stable_sort) from its output, and title will be the secondary sort, without having
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* to re-sort by title each time. */
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SONGMAN->SortSongs();
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}
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void MusicWheel::BeginScreen()
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{
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RageTimer timer;
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RString times;
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/* Build all of the wheel item data. Do this after selecting the extra stage,
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* so it knows to always display it. */
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FOREACH_ENUM( SortOrder, so )
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{
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BuildWheelItemDatas( m_UnfilteredWheelItemDatas[so], so );
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BuildWheelItemDatas( m_WheelItemDatas[so], so );
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times += ssprintf( "%i:%.3f ", so, timer.GetDeltaTime() );
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}
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LOG->Trace( "MusicWheel sorting took: %s", times.c_str() );
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}
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void MusicWheel::BeginScreen()
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{
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FOREACH_ENUM( SortOrder, so )
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{
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m_UnfilteredWheelItemDatas[so] = m_UnfilteredWheelItemDatas[so];
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UpdateWheelItemDatas( so );
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}
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/* Set m_LastModeMenuItem to the first item that matches the current mode. (Do this
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* after building wheel item data.) */
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{
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const vector<MusicWheelItemData *> &from = m_UnfilteredWheelItemDatas[SORT_MODE_MENU];
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const vector<MusicWheelItemData *> &from = m_WheelItemDatas[SORT_MODE_MENU];
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for( unsigned i=0; i<from.size(); i++ )
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{
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ASSERT( &*from[i]->m_pAction );
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@@ -234,7 +228,7 @@ void MusicWheel::BeginScreen()
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MusicWheel::~MusicWheel()
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{
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FOREACH_ENUM( SortOrder, so )
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FOREACH( MusicWheelItemData*, m_UnfilteredWheelItemDatas[so], i )
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FOREACH( MusicWheelItemData*, m_WheelItemDatas[so], i )
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delete *i;
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}
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@@ -253,7 +247,7 @@ bool MusicWheel::SelectSongOrCourse()
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return true;
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// Select the first selectable song based on the sort order...
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vector<MusicWheelItemData *> &wiWheelItems = m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder];
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vector<MusicWheelItemData *> &wiWheelItems = m_WheelItemDatas[GAMESTATE->m_SortOrder];
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for( unsigned i = 0; i < wiWheelItems.size(); i++ )
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{
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if( wiWheelItems[i]->m_pSong )
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@@ -286,7 +280,7 @@ bool MusicWheel::SelectSong( const Song *p )
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return false;
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unsigned i;
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vector<MusicWheelItemData *> &from = m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder];
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vector<MusicWheelItemData *> &from = m_WheelItemDatas[GAMESTATE->m_SortOrder];
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for( i=0; i<from.size(); i++ )
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{
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if( from[i]->m_pSong == p )
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@@ -314,7 +308,7 @@ bool MusicWheel::SelectCourse( const Course *p )
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return false;
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unsigned i;
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vector<MusicWheelItemData *> &from = m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder];
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vector<MusicWheelItemData *> &from = m_WheelItemDatas[GAMESTATE->m_SortOrder];
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for( i=0; i<from.size(); i++ )
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{
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if( from[i]->m_pCourse == p )
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@@ -331,7 +325,7 @@ bool MusicWheel::SelectCourse( const Course *p )
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for( i=0; i<m_CurWheelItemData.size(); i++ )
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{
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if( GetCurWheelItemData(i)->m_pCourse == p )
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m_iSelection = i; // select it
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m_iSelection = i; // select it
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}
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return true;
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@@ -339,9 +333,9 @@ bool MusicWheel::SelectCourse( const Course *p )
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bool MusicWheel::SelectModeMenuItem()
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{
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/* Select the last-chosen option. */
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// Select the last-chosen option.
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ASSERT( GAMESTATE->m_SortOrder == SORT_MODE_MENU );
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const vector<MusicWheelItemData *> &from = m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder];
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const vector<MusicWheelItemData *> &from = m_WheelItemDatas[GAMESTATE->m_SortOrder];
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unsigned i;
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for( i=0; i<from.size(); i++ )
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{
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@@ -366,12 +360,120 @@ 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 )
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{
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vector<Song*> apAllSongs;
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switch( so )
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{
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case SORT_PREFERRED:
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SONGMAN->GetPreferredSortSongs( apAllSongs );
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break;
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case SORT_POPULARITY:
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apAllSongs = SONGMAN->GetPopularSongs();
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break;
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case SORT_GROUP:
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// if we're not using sections with a preferred song group, and there
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// is a group to load, only load those songs. -aj
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if(GAMESTATE->m_sPreferredSongGroup != GROUP_ALL && !USE_SECTIONS_WITH_PREFERRED_GROUP )
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{
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apAllSongs = SONGMAN->GetSongs(GAMESTATE->m_sPreferredSongGroup);
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break;
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}
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// otherwise fall through
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default:
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apAllSongs = SONGMAN->GetAllSongs();
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break;
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}
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// filter songs that we don't have enough stages to play
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{
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vector<Song*> vTempSongs;
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SongCriteria sc;
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sc.m_iMaxStagesForSong = GAMESTATE->GetSmallestNumStagesLeftForAnyHumanPlayer();
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SongUtil::FilterSongs( sc, apAllSongs, vTempSongs );
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apAllSongs = vTempSongs;
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}
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// copy only songs that have at least one Steps for the current GameMode
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for( unsigned i=0; i<apAllSongs.size(); i++ )
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{
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Song* pSong = apAllSongs[i];
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int iLocked = UNLOCKMAN->SongIsLocked( pSong );
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if( iLocked & LOCKED_DISABLED )
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continue;
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// If we're on an extra stage, and this song is selected, ignore #SELECTABLE.
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if( pSong != GAMESTATE->m_pCurSong || !GAMESTATE->IsAnExtraStage() )
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{
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// Hide songs that asked to be hidden via #SELECTABLE.
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if( iLocked & LOCKED_SELECTABLE )
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continue;
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if( so != SORT_ROULETTE && iLocked & LOCKED_ROULETTE )
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continue;
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}
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/* Hide locked songs. If RANDOM_PICKS_LOCKED_SONGS, hide in Roulette
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* and Random, too. */
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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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if( pSong->HasStepsTypeAndDifficulty( GAMESTATE->GetCurrentStyle()->m_StepsType,GAMESTATE->m_PreferredDifficulty[GAMESTATE->GetFirstHumanPlayer()] ) )
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arraySongs.push_back( pSong );
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}
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else
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{
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if(CommonMetrics::AUTO_SET_STYLE)
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{
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// with AUTO_SET_STYLE on and Autogen off, some songs may get
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// hidden. Search through every playable StepsType until you
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// find one, then add the song.
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// see Issue 147 for more information. -aj
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// http://ssc.ajworld.net/sm-ssc/bugtracker/view.php?id=147
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set<StepsType> vStepsType;
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SongUtil::GetPlayableStepsTypes( pSong, vStepsType );
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FOREACHS( StepsType, vStepsType, st )
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{
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if(pSong->HasStepsType(*st))
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{
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arraySongs.push_back( pSong );
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break;
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}
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}
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}
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else
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{
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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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}
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/* Hack: Add extra stage item if it was eliminated for any reason
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* (eg. it's a long song). */
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if( GAMESTATE->IsAnExtraStage() )
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{
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Song* pSong;
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Steps* pSteps;
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SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyle(), pSong, pSteps );
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if( find( arraySongs.begin(), arraySongs.end(), pSong ) == arraySongs.end() )
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arraySongs.push_back( pSong );
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}
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}
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void MusicWheel::BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelItemDatas, SortOrder so )
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{
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switch( so )
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{
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case SORT_MODE_MENU:
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{
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arrayWheelItemDatas.clear(); // clear out the previous wheel items
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vector<RString> vsNames;
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split( MODE_MENU_CHOICE_NAMES, ",", vsNames );
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for( unsigned i=0; i<vsNames.size(); ++i )
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@@ -406,21 +508,9 @@ void MusicWheel::BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelIt
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case SORT_LENGTH:
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case SORT_RECENT:
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{
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// Get all songs that can be shown in this sort. Filtering songs
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// that can't be played will happen later, in UpdateWheelItemDatas.
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// Make an array of Song*, then sort them
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vector<Song*> arraySongs;
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switch( so )
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{
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case SORT_PREFERRED:
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SONGMAN->GetPreferredSortSongs( arraySongs );
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break;
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case SORT_POPULARITY:
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arraySongs = SONGMAN->GetPopularSongs();
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break;
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default:
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arraySongs = SONGMAN->GetAllSongs();
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break;
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}
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GetSongList( arraySongs, so );
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bool bUseSections = true;
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@@ -543,6 +633,16 @@ void MusicWheel::BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelIt
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if( sThisSection != sLastSection )
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{
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int iSectionCount = 0;
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// Count songs in this section
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unsigned j;
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for( j=i; j < arraySongs.size(); j++ )
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{
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if( SongUtil::GetSectionNameFromSongAndSort( arraySongs[j], so ) != sThisSection )
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break;
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}
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iSectionCount = j-i;
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// new section, make a section item
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// todo: preferred sort section color handling? -aj
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RageColor colorSection = (so==SORT_GROUP) ? SONGMAN->GetSongGroupColor(pSong->m_sGroupName) : SECTION_COLORS.GetValue(iSectionColorIndex);
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@@ -550,7 +650,7 @@ void MusicWheel::BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelIt
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// In certain situations (e.g. simulating Pump it Up), themes may
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// want to only show one group at a time.
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if( !HIDE_INACTIVE_SECTIONS )
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arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_SECTION, NULL, sThisSection, NULL, colorSection, 0) );
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arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_SECTION, NULL, sThisSection, NULL, colorSection, iSectionCount) );
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sLastSection = sThisSection;
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}
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}
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@@ -562,10 +662,17 @@ void MusicWheel::BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelIt
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if( SHOW_ROULETTE )
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arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_ROULETTE, NULL, "", NULL, ROULETTE_COLOR, 0) );
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if( SHOW_RANDOM )
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// Only add TYPE_RANDOM and TYPE_PORTAL if there's at least
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// one song on the list.
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bool bFoundAnySong = false;
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for( unsigned i=0; !bFoundAnySong && i < arrayWheelItemDatas.size(); i++ )
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if( arrayWheelItemDatas[i]->m_Type == TYPE_SONG )
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bFoundAnySong = true;
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if( SHOW_RANDOM && bFoundAnySong )
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arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_RANDOM, NULL, "", NULL, RANDOM_COLOR, 0) );
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if( SHOW_PORTAL )
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if( SHOW_PORTAL && bFoundAnySong )
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arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_PORTAL, NULL, "", NULL, PORTAL_COLOR, 0) );
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// add custom wheel items
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@@ -666,6 +773,8 @@ void MusicWheel::BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelIt
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if( so == SORT_ALL_COURSES )
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CourseUtil::SortCoursePointerArrayByType( apCourses );
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arrayWheelItemDatas.clear(); // clear out the previous wheel items
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RString sLastSection = "";
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int iSectionColorIndex = 0;
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for( unsigned i=0; i<apCourses.size(); i++ ) // foreach course
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@@ -687,6 +796,10 @@ void MusicWheel::BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelIt
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}
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}
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// check that this course has at least one song playable in the current style
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if( !pCourse->IsPlayableIn(GAMESTATE->GetCurrentStyle()->m_StepsType) )
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continue;
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if( sThisSection != sLastSection ) // new section, make a section item
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{
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RageColor c = SECTION_COLORS.GetValue(iSectionColorIndex);
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@@ -708,6 +821,7 @@ void MusicWheel::BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelIt
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MusicWheelItemData& WID = *arrayWheelItemDatas[i];
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if( WID.m_pSong != NULL )
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{
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WID.m_Flags.bHasBeginnerOr1Meter = WID.m_pSong->IsEasy( GAMESTATE->GetCurrentStyle()->m_StepsType ) && SHOW_EASY_FLAG;
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WID.m_Flags.bEdits = false;
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set<StepsType> vStepsType;
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SongUtil::GetPlayableStepsTypes( WID.m_pSong, vStepsType );
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@@ -717,175 +831,25 @@ void MusicWheel::BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelIt
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}
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else if( WID.m_pCourse != NULL )
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{
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WID.m_Flags.bHasBeginnerOr1Meter = false;
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WID.m_Flags.bEdits = WID.m_pCourse->IsAnEdit();
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WID.m_Flags.iStagesForSong = 1;
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}
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}
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}
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/* The screen is starting. Take m_UnfilteredWheelItemDatas created on load by
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* BuildWheelItemDatas and update them for the current state. Output the
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* results into m_WheelItemDatas. */
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void MusicWheel::UpdateWheelItemDatas( SortOrder so )
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{
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vector<MusicWheelItemData *> &aWheelItemDatas = m_UnfilteredWheelItemDatas[so];
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// Only add TYPE_PORTAL if there's at least one song on the list.
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bool bFoundAnySong = false;
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for( unsigned i=0; !bFoundAnySong && i < aWheelItemDatas.size(); i++ )
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if( aWheelItemDatas[i]->m_Type == TYPE_SONG )
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bFoundAnySong = true;
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vector<bool> aiRemove;
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aiRemove.insert( aiRemove.begin(), aWheelItemDatas.size(), false );
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const int iMaxStagesForSong = GAMESTATE->GetSmallestNumStagesLeftForAnyHumanPlayer();
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Song *pExtraStageSong = NULL;
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if( GAMESTATE->IsAnExtraStage() )
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{
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Steps *pSteps;
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SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyle(), pExtraStageSong, pSteps );
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}
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// Mark any songs that aren't playable in aiRemove.
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for( unsigned i=0; i< aWheelItemDatas.size(); i++ )
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{
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MusicWheelItemData& WID = *aWheelItemDatas[i];
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// If we have no songs, remove Random and Portal.
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if( WID.m_Type == TYPE_RANDOM || WID.m_Type == TYPE_PORTAL )
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{
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if( !bFoundAnySong )
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aiRemove[i] = true;
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continue;
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}
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// Filter songs that we don't have enough stages to play.
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if( WID.m_Type == TYPE_SONG )
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{
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Song* pSong = WID.m_pSong;
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// Never remove the extra stage song.
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if( pExtraStageSong && WID.m_pSong == pExtraStageSong )
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continue;
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// Check that we have enough stages to play this song, and that it's not disabled.
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if( GAMESTATE->GetNumStagesMultiplierForSong(WID.m_pSong) > iMaxStagesForSong )
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{
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aiRemove[i] = true;
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continue;
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}
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int iLocked = UNLOCKMAN->SongIsLocked( pSong );
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if( UNLOCKMAN->SongIsLocked(pSong) & LOCKED_DISABLED )
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{
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aiRemove[i] = true;
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continue;
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}
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// If we're on an extra stage, and this song is selected, ignore #SELECTABLE.
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if( pSong != GAMESTATE->m_pCurSong || !GAMESTATE->IsAnExtraStage() )
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{
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// Hide songs that asked to be hidden via #SELECTABLE.
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if( iLocked & LOCKED_SELECTABLE )
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{
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aiRemove[i] = true;
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continue;
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}
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if( so != SORT_ROULETTE && iLocked & LOCKED_ROULETTE )
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{
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aiRemove[i] = true;
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continue;
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}
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}
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/* Hide locked songs. If RANDOM_PICKS_LOCKED_SONGS, hide in Roulette
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* and Random, too. */
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if( (so!=SORT_ROULETTE || !RANDOM_PICKS_LOCKED_SONGS) && iLocked )
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{
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aiRemove[i] = true;
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continue;
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}
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// If the song has no steps for the current style, remove it.
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if( !pSong->HasStepsType(GAMESTATE->GetCurrentStyle()->m_StepsType) )
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{
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aiRemove[i] = true;
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continue;
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}
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}
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if( WID.m_Type == TYPE_COURSE )
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{
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if( !WID.m_pCourse->IsPlayableIn(GAMESTATE->GetCurrentStyle()->m_StepsType) )
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aiRemove[i] = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Filter out the songs we're removing.
|
||||
vector<MusicWheelItemData *> &aFilteredData = m_WheelItemDatas[so];
|
||||
aFilteredData.reserve( aWheelItemDatas.size() );
|
||||
for( unsigned i=0; i< aWheelItemDatas.size(); i++ )
|
||||
{
|
||||
if( aiRemove[i] )
|
||||
continue;
|
||||
aFilteredData.push_back( aWheelItemDatas[i] );
|
||||
}
|
||||
|
||||
// Update the song count in each section header.
|
||||
for( unsigned i=0; i < aFilteredData.size(); )
|
||||
{
|
||||
MusicWheelItemData& WID = *aFilteredData[i];
|
||||
++i;
|
||||
if( WID.m_Type != TYPE_SECTION )
|
||||
continue;
|
||||
|
||||
// Count songs in this section
|
||||
WID.m_iSectionCount = 0;
|
||||
for( ; i < aFilteredData.size() && aFilteredData[i]->m_sText == WID.m_sText; ++i )
|
||||
++WID.m_iSectionCount;
|
||||
}
|
||||
|
||||
// If we have any section headers with no songs, then we filtered all of
|
||||
// the songs in that group, so remove it. This isn't optimized like the
|
||||
// above since this is a rare case.
|
||||
for( unsigned i=0; i < aFilteredData.size(); ++i )
|
||||
{
|
||||
MusicWheelItemData& WID = *aFilteredData[i];
|
||||
if( WID.m_Type != TYPE_SECTION )
|
||||
continue;
|
||||
if( WID.m_iSectionCount > 0 )
|
||||
continue;
|
||||
aFilteredData.erase( aFilteredData.begin()+i, aFilteredData.begin()+i+1 );
|
||||
--i;
|
||||
}
|
||||
|
||||
// Update the popularity. This is affected by filtering.
|
||||
// Update the popularity and init icons.
|
||||
if( so == SORT_POPULARITY )
|
||||
{
|
||||
for( unsigned i=0; i< min(3u,aFilteredData.size()); i++ )
|
||||
for( unsigned i=0; i< min(3u,arrayWheelItemDatas.size()); i++ )
|
||||
{
|
||||
MusicWheelItemData& WID = *aFilteredData[i];
|
||||
MusicWheelItemData& WID = *arrayWheelItemDatas[i];
|
||||
WID.m_Flags.iPlayersBestNumber = i+1;
|
||||
}
|
||||
}
|
||||
|
||||
// Update the easy status. This is affected by the steps type.
|
||||
if( SHOW_EASY_FLAG )
|
||||
{
|
||||
for( unsigned i=0; i<aFilteredData.size(); i++ )
|
||||
{
|
||||
MusicWheelItemData& WID = *aFilteredData[i];
|
||||
if( WID.m_pSong == NULL )
|
||||
continue;
|
||||
WID.m_Flags.bHasBeginnerOr1Meter = WID.m_pSong->IsEasy( GAMESTATE->GetCurrentStyle()->m_StepsType );
|
||||
}
|
||||
}
|
||||
|
||||
// If we've filtered all items, insert a dummy.
|
||||
if( aFilteredData.empty() )
|
||||
aFilteredData.push_back( new MusicWheelItemData(TYPE_SECTION, NULL, "- EMPTY -", NULL, RageColor(1,0,0,1), 0) );
|
||||
if( arrayWheelItemDatas.empty() )
|
||||
arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_SECTION, NULL, "- EMPTY -", NULL, RageColor(1,0,0,1), 0) );
|
||||
}
|
||||
|
||||
void MusicWheel::UpdateSwitch()
|
||||
@@ -1013,7 +977,7 @@ bool MusicWheel::ChangeSort( SortOrder new_so ) // return true if change success
|
||||
return false;
|
||||
|
||||
// Don't change to SORT_MODE_MENU if it doesn't have at least two choices.
|
||||
if( new_so == SORT_MODE_MENU && m_UnfilteredWheelItemDatas[new_so].size() < 2 )
|
||||
if( new_so == SORT_MODE_MENU && m_WheelItemDatas[new_so].size() < 2 )
|
||||
return false;
|
||||
|
||||
switch( m_WheelState )
|
||||
@@ -1149,7 +1113,7 @@ void MusicWheel::StartRandom()
|
||||
{
|
||||
// Shuffle and use the roulette wheel.
|
||||
RandomGen rnd;
|
||||
random_shuffle( m_UnfilteredWheelItemDatas[SORT_ROULETTE].begin(), m_UnfilteredWheelItemDatas[SORT_ROULETTE].end(), rnd );
|
||||
random_shuffle( m_WheelItemDatas[SORT_ROULETTE].begin(), m_WheelItemDatas[SORT_ROULETTE].end(), rnd );
|
||||
GAMESTATE->m_SortOrder.Set( SORT_ROULETTE );
|
||||
}
|
||||
else
|
||||
@@ -1187,7 +1151,7 @@ void MusicWheel::SetOpenSection( RString group )
|
||||
GAMEMAN->GetCompatibleStyles( GAMESTATE->m_pCurGame, GAMESTATE->GetNumPlayersEnabled(), vpPossibleStyles );
|
||||
|
||||
m_CurWheelItemData.clear();
|
||||
vector<MusicWheelItemData *> &from = m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder];
|
||||
vector<MusicWheelItemData *> &from = m_WheelItemDatas[GAMESTATE->m_SortOrder];
|
||||
m_CurWheelItemData.reserve( from.size() );
|
||||
for( unsigned i = 0; i < from.size(); ++i )
|
||||
{
|
||||
@@ -1349,7 +1313,7 @@ void MusicWheel::PlayerJoined()
|
||||
// We need to rebuild the wheel item data in this situation. -aj
|
||||
if( !GAMESTATE->IsCourseMode() && !PREFSMAN->m_bAutogenSteps )
|
||||
{
|
||||
BuildWheelItemDatas( m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder], GAMESTATE->m_SortOrder );
|
||||
BuildWheelItemDatas( m_WheelItemDatas[GAMESTATE->m_SortOrder], GAMESTATE->m_SortOrder );
|
||||
}
|
||||
|
||||
SetOpenSection( m_sExpandedSectionName );
|
||||
@@ -1399,7 +1363,7 @@ Song *MusicWheel::GetPreferredSelectionForRandomOrPortal()
|
||||
}
|
||||
|
||||
RString sPreferredGroup = m_sExpandedSectionName;
|
||||
vector<MusicWheelItemData *> &wid = m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder];
|
||||
vector<MusicWheelItemData *> &wid = m_WheelItemDatas[GAMESTATE->m_SortOrder];
|
||||
|
||||
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
|
||||
|
||||
|
||||
+1
-2
@@ -52,15 +52,14 @@ public:
|
||||
protected:
|
||||
MusicWheelItem *MakeItem();
|
||||
|
||||
void GetSongList( vector<Song*> &arraySongs, SortOrder so );
|
||||
void BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelItems, SortOrder so );
|
||||
void UpdateWheelItemDatas( SortOrder so );
|
||||
bool SelectSongOrCourse();
|
||||
bool SelectCourse( const Course *p );
|
||||
bool SelectModeMenuItem();
|
||||
|
||||
virtual void UpdateSwitch();
|
||||
|
||||
vector<MusicWheelItemData *> m_UnfilteredWheelItemDatas[NUM_SortOrder];
|
||||
vector<MusicWheelItemData *> m_WheelItemDatas[NUM_SortOrder]; // aliases into m_UnfilteredWheelItemDatas
|
||||
|
||||
RString m_sLastModeMenuItem;
|
||||
|
||||
Reference in New Issue
Block a user