diff --git a/src/MusicWheel.cpp b/src/MusicWheel.cpp index 34ec40959f..888ab3d5dc 100644 --- a/src/MusicWheel.cpp +++ b/src/MusicWheel.cpp @@ -113,31 +113,25 @@ void MusicWheel::Load( RString sType ) * stable_sort) from its output, and title will be the secondary sort, without having * to re-sort by title each time. */ SONGMAN->SortSongs(); +} +void MusicWheel::BeginScreen() +{ RageTimer timer; RString times; /* Build all of the wheel item data. Do this after selecting the extra stage, * so it knows to always display it. */ FOREACH_ENUM( SortOrder, so ) { - BuildWheelItemDatas( m_UnfilteredWheelItemDatas[so], so ); + BuildWheelItemDatas( m_WheelItemDatas[so], so ); times += ssprintf( "%i:%.3f ", so, timer.GetDeltaTime() ); } LOG->Trace( "MusicWheel sorting took: %s", times.c_str() ); -} - -void MusicWheel::BeginScreen() -{ - FOREACH_ENUM( SortOrder, so ) - { - m_UnfilteredWheelItemDatas[so] = m_UnfilteredWheelItemDatas[so]; - UpdateWheelItemDatas( so ); - } /* Set m_LastModeMenuItem to the first item that matches the current mode. (Do this * after building wheel item data.) */ { - const vector &from = m_UnfilteredWheelItemDatas[SORT_MODE_MENU]; + const vector &from = m_WheelItemDatas[SORT_MODE_MENU]; for( unsigned i=0; im_pAction ); @@ -234,7 +228,7 @@ void MusicWheel::BeginScreen() MusicWheel::~MusicWheel() { FOREACH_ENUM( SortOrder, so ) - FOREACH( MusicWheelItemData*, m_UnfilteredWheelItemDatas[so], i ) + FOREACH( MusicWheelItemData*, m_WheelItemDatas[so], i ) delete *i; } @@ -253,7 +247,7 @@ bool MusicWheel::SelectSongOrCourse() return true; // Select the first selectable song based on the sort order... - vector &wiWheelItems = m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder]; + vector &wiWheelItems = m_WheelItemDatas[GAMESTATE->m_SortOrder]; for( unsigned i = 0; i < wiWheelItems.size(); i++ ) { if( wiWheelItems[i]->m_pSong ) @@ -286,7 +280,7 @@ bool MusicWheel::SelectSong( const Song *p ) return false; unsigned i; - vector &from = m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder]; + vector &from = m_WheelItemDatas[GAMESTATE->m_SortOrder]; for( i=0; im_pSong == p ) @@ -314,7 +308,7 @@ bool MusicWheel::SelectCourse( const Course *p ) return false; unsigned i; - vector &from = m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder]; + vector &from = m_WheelItemDatas[GAMESTATE->m_SortOrder]; for( i=0; im_pCourse == p ) @@ -331,7 +325,7 @@ bool MusicWheel::SelectCourse( const Course *p ) for( i=0; im_pCourse == p ) - m_iSelection = i; // select it + m_iSelection = i; // select it } return true; @@ -339,9 +333,9 @@ bool MusicWheel::SelectCourse( const Course *p ) bool MusicWheel::SelectModeMenuItem() { - /* Select the last-chosen option. */ + // Select the last-chosen option. ASSERT( GAMESTATE->m_SortOrder == SORT_MODE_MENU ); - const vector &from = m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder]; + const vector &from = m_WheelItemDatas[GAMESTATE->m_SortOrder]; unsigned i; for( i=0; i &arraySongs, SortOrder so ) +{ + vector apAllSongs; + switch( so ) + { + case SORT_PREFERRED: + SONGMAN->GetPreferredSortSongs( apAllSongs ); + break; + case SORT_POPULARITY: + apAllSongs = SONGMAN->GetPopularSongs(); + break; + case SORT_GROUP: + // if we're not using sections with a preferred song group, and there + // is a group to load, only load those songs. -aj + if(GAMESTATE->m_sPreferredSongGroup != GROUP_ALL && !USE_SECTIONS_WITH_PREFERRED_GROUP ) + { + apAllSongs = SONGMAN->GetSongs(GAMESTATE->m_sPreferredSongGroup); + break; + } + // otherwise fall through + default: + apAllSongs = SONGMAN->GetAllSongs(); + break; + } + + // filter songs that we don't have enough stages to play + { + vector vTempSongs; + SongCriteria sc; + sc.m_iMaxStagesForSong = GAMESTATE->GetSmallestNumStagesLeftForAnyHumanPlayer(); + SongUtil::FilterSongs( sc, apAllSongs, vTempSongs ); + apAllSongs = vTempSongs; + } + + // copy only songs that have at least one Steps for the current GameMode + for( unsigned i=0; iSongIsLocked( pSong ); + if( iLocked & LOCKED_DISABLED ) + continue; + + // If we're on an extra stage, and this song is selected, ignore #SELECTABLE. + if( pSong != GAMESTATE->m_pCurSong || !GAMESTATE->IsAnExtraStage() ) + { + // Hide songs that asked to be hidden via #SELECTABLE. + if( iLocked & LOCKED_SELECTABLE ) + continue; + if( so != SORT_ROULETTE && iLocked & LOCKED_ROULETTE ) + continue; + } + + /* Hide locked songs. If RANDOM_PICKS_LOCKED_SONGS, hide in Roulette + * and Random, too. */ + if( (so!=SORT_ROULETTE || !RANDOM_PICKS_LOCKED_SONGS) && iLocked ) + continue; + + if( PREFSMAN->m_bOnlyPreferredDifficulties ) + { + // if the song has steps that fit the preferred difficulty of the default player + if( pSong->HasStepsTypeAndDifficulty( GAMESTATE->GetCurrentStyle()->m_StepsType,GAMESTATE->m_PreferredDifficulty[GAMESTATE->GetFirstHumanPlayer()] ) ) + arraySongs.push_back( pSong ); + } + else + { + if(CommonMetrics::AUTO_SET_STYLE) + { + // with AUTO_SET_STYLE on and Autogen off, some songs may get + // hidden. Search through every playable StepsType until you + // find one, then add the song. + // see Issue 147 for more information. -aj + // http://ssc.ajworld.net/sm-ssc/bugtracker/view.php?id=147 + set vStepsType; + SongUtil::GetPlayableStepsTypes( pSong, vStepsType ); + + FOREACHS( StepsType, vStepsType, st ) + { + if(pSong->HasStepsType(*st)) + { + arraySongs.push_back( pSong ); + break; + } + } + } + else + { + // If the song has at least one steps, add it. + if( pSong->HasStepsType(GAMESTATE->GetCurrentStyle()->m_StepsType) ) + arraySongs.push_back( pSong ); + } + } + } + + /* Hack: Add extra stage item if it was eliminated for any reason + * (eg. it's a long song). */ + if( GAMESTATE->IsAnExtraStage() ) + { + Song* pSong; + Steps* pSteps; + SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyle(), pSong, pSteps ); + + if( find( arraySongs.begin(), arraySongs.end(), pSong ) == arraySongs.end() ) + arraySongs.push_back( pSong ); + } +} + void MusicWheel::BuildWheelItemDatas( vector &arrayWheelItemDatas, SortOrder so ) { switch( so ) { case SORT_MODE_MENU: { + arrayWheelItemDatas.clear(); // clear out the previous wheel items vector vsNames; split( MODE_MENU_CHOICE_NAMES, ",", vsNames ); for( unsigned i=0; i &arrayWheelIt case SORT_LENGTH: case SORT_RECENT: { - // Get all songs that can be shown in this sort. Filtering songs - // that can't be played will happen later, in UpdateWheelItemDatas. + // Make an array of Song*, then sort them vector arraySongs; - switch( so ) - { - case SORT_PREFERRED: - SONGMAN->GetPreferredSortSongs( arraySongs ); - break; - case SORT_POPULARITY: - arraySongs = SONGMAN->GetPopularSongs(); - break; - default: - arraySongs = SONGMAN->GetAllSongs(); - break; - } + GetSongList( arraySongs, so ); bool bUseSections = true; @@ -543,6 +633,16 @@ void MusicWheel::BuildWheelItemDatas( vector &arrayWheelIt if( sThisSection != sLastSection ) { + int iSectionCount = 0; + // Count songs in this section + unsigned j; + for( j=i; j < arraySongs.size(); j++ ) + { + if( SongUtil::GetSectionNameFromSongAndSort( arraySongs[j], so ) != sThisSection ) + break; + } + iSectionCount = j-i; + // new section, make a section item // todo: preferred sort section color handling? -aj RageColor colorSection = (so==SORT_GROUP) ? SONGMAN->GetSongGroupColor(pSong->m_sGroupName) : SECTION_COLORS.GetValue(iSectionColorIndex); @@ -550,7 +650,7 @@ void MusicWheel::BuildWheelItemDatas( vector &arrayWheelIt // In certain situations (e.g. simulating Pump it Up), themes may // want to only show one group at a time. if( !HIDE_INACTIVE_SECTIONS ) - arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_SECTION, NULL, sThisSection, NULL, colorSection, 0) ); + arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_SECTION, NULL, sThisSection, NULL, colorSection, iSectionCount) ); sLastSection = sThisSection; } } @@ -562,10 +662,17 @@ void MusicWheel::BuildWheelItemDatas( vector &arrayWheelIt if( SHOW_ROULETTE ) arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_ROULETTE, NULL, "", NULL, ROULETTE_COLOR, 0) ); - if( SHOW_RANDOM ) + // Only add TYPE_RANDOM and TYPE_PORTAL if there's at least + // one song on the list. + bool bFoundAnySong = false; + for( unsigned i=0; !bFoundAnySong && i < arrayWheelItemDatas.size(); i++ ) + if( arrayWheelItemDatas[i]->m_Type == TYPE_SONG ) + bFoundAnySong = true; + + if( SHOW_RANDOM && bFoundAnySong ) arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_RANDOM, NULL, "", NULL, RANDOM_COLOR, 0) ); - if( SHOW_PORTAL ) + if( SHOW_PORTAL && bFoundAnySong ) arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_PORTAL, NULL, "", NULL, PORTAL_COLOR, 0) ); // add custom wheel items @@ -666,6 +773,8 @@ void MusicWheel::BuildWheelItemDatas( vector &arrayWheelIt if( so == SORT_ALL_COURSES ) CourseUtil::SortCoursePointerArrayByType( apCourses ); + arrayWheelItemDatas.clear(); // clear out the previous wheel items + RString sLastSection = ""; int iSectionColorIndex = 0; for( unsigned i=0; i &arrayWheelIt } } + // check that this course has at least one song playable in the current style + if( !pCourse->IsPlayableIn(GAMESTATE->GetCurrentStyle()->m_StepsType) ) + continue; + if( sThisSection != sLastSection ) // new section, make a section item { RageColor c = SECTION_COLORS.GetValue(iSectionColorIndex); @@ -708,6 +821,7 @@ void MusicWheel::BuildWheelItemDatas( vector &arrayWheelIt MusicWheelItemData& WID = *arrayWheelItemDatas[i]; if( WID.m_pSong != NULL ) { + WID.m_Flags.bHasBeginnerOr1Meter = WID.m_pSong->IsEasy( GAMESTATE->GetCurrentStyle()->m_StepsType ) && SHOW_EASY_FLAG; WID.m_Flags.bEdits = false; set vStepsType; SongUtil::GetPlayableStepsTypes( WID.m_pSong, vStepsType ); @@ -717,175 +831,25 @@ void MusicWheel::BuildWheelItemDatas( vector &arrayWheelIt } else if( WID.m_pCourse != NULL ) { + WID.m_Flags.bHasBeginnerOr1Meter = false; WID.m_Flags.bEdits = WID.m_pCourse->IsAnEdit(); WID.m_Flags.iStagesForSong = 1; } } -} -/* The screen is starting. Take m_UnfilteredWheelItemDatas created on load by - * BuildWheelItemDatas and update them for the current state. Output the - * results into m_WheelItemDatas. */ -void MusicWheel::UpdateWheelItemDatas( SortOrder so ) -{ - vector &aWheelItemDatas = m_UnfilteredWheelItemDatas[so]; - - // Only add TYPE_PORTAL if there's at least one song on the list. - bool bFoundAnySong = false; - for( unsigned i=0; !bFoundAnySong && i < aWheelItemDatas.size(); i++ ) - if( aWheelItemDatas[i]->m_Type == TYPE_SONG ) - bFoundAnySong = true; - - vector aiRemove; - aiRemove.insert( aiRemove.begin(), aWheelItemDatas.size(), false ); - - const int iMaxStagesForSong = GAMESTATE->GetSmallestNumStagesLeftForAnyHumanPlayer(); - - Song *pExtraStageSong = NULL; - if( GAMESTATE->IsAnExtraStage() ) - { - Steps *pSteps; - SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyle(), pExtraStageSong, pSteps ); - } - - // Mark any songs that aren't playable in aiRemove. - for( unsigned i=0; i< aWheelItemDatas.size(); i++ ) - { - MusicWheelItemData& WID = *aWheelItemDatas[i]; - - // If we have no songs, remove Random and Portal. - if( WID.m_Type == TYPE_RANDOM || WID.m_Type == TYPE_PORTAL ) - { - if( !bFoundAnySong ) - aiRemove[i] = true; - continue; - } - - // Filter songs that we don't have enough stages to play. - if( WID.m_Type == TYPE_SONG ) - { - Song* pSong = WID.m_pSong; - - // Never remove the extra stage song. - if( pExtraStageSong && WID.m_pSong == pExtraStageSong ) - continue; - - // Check that we have enough stages to play this song, and that it's not disabled. - if( GAMESTATE->GetNumStagesMultiplierForSong(WID.m_pSong) > iMaxStagesForSong ) - { - aiRemove[i] = true; - continue; - } - - int iLocked = UNLOCKMAN->SongIsLocked( pSong ); - if( UNLOCKMAN->SongIsLocked(pSong) & LOCKED_DISABLED ) - { - aiRemove[i] = true; - continue; - } - - // If we're on an extra stage, and this song is selected, ignore #SELECTABLE. - if( pSong != GAMESTATE->m_pCurSong || !GAMESTATE->IsAnExtraStage() ) - { - // Hide songs that asked to be hidden via #SELECTABLE. - if( iLocked & LOCKED_SELECTABLE ) - { - aiRemove[i] = true; - continue; - } - if( so != SORT_ROULETTE && iLocked & LOCKED_ROULETTE ) - { - aiRemove[i] = true; - continue; - } - } - - /* Hide locked songs. If RANDOM_PICKS_LOCKED_SONGS, hide in Roulette - * and Random, too. */ - if( (so!=SORT_ROULETTE || !RANDOM_PICKS_LOCKED_SONGS) && iLocked ) - { - aiRemove[i] = true; - continue; - } - - // If the song has no steps for the current style, remove it. - if( !pSong->HasStepsType(GAMESTATE->GetCurrentStyle()->m_StepsType) ) - { - aiRemove[i] = true; - continue; - } - } - - if( WID.m_Type == TYPE_COURSE ) - { - if( !WID.m_pCourse->IsPlayableIn(GAMESTATE->GetCurrentStyle()->m_StepsType) ) - aiRemove[i] = true; - } - } - - // Filter out the songs we're removing. - vector &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; iIsEasy( 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 &from = m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder]; + vector &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 &wid = m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder]; + vector &wid = m_WheelItemDatas[GAMESTATE->m_SortOrder]; StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType; diff --git a/src/MusicWheel.h b/src/MusicWheel.h index 18088ff3d7..d458ed5440 100644 --- a/src/MusicWheel.h +++ b/src/MusicWheel.h @@ -52,15 +52,14 @@ public: protected: MusicWheelItem *MakeItem(); + void GetSongList( vector &arraySongs, SortOrder so ); void BuildWheelItemDatas( vector &arrayWheelItems, SortOrder so ); - void UpdateWheelItemDatas( SortOrder so ); bool SelectSongOrCourse(); bool SelectCourse( const Course *p ); bool SelectModeMenuItem(); virtual void UpdateSwitch(); - vector m_UnfilteredWheelItemDatas[NUM_SortOrder]; vector m_WheelItemDatas[NUM_SortOrder]; // aliases into m_UnfilteredWheelItemDatas RString m_sLastModeMenuItem;