add DefaultSong, move DefaultSort into GameState, show machine scores for edits
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@@ -468,7 +468,6 @@ MemoryCardIcons=1
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Class=ScreenSelectMusic
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Class=ScreenSelectMusic
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Fallback=ScreenWithMenuElements
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Fallback=ScreenWithMenuElements
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MusicWheelType=MusicWheel
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MusicWheelType=MusicWheel
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DefaultSort=Preferred
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FOV=0
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FOV=0
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FOVCenterX=SCREEN_CENTER_X+0
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FOVCenterX=SCREEN_CENTER_X+0
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FOVCenterY=SCREEN_CENTER_Y+0
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FOVCenterY=SCREEN_CENTER_Y+0
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@@ -4544,6 +4543,8 @@ Answer3Of3Text=CANCEL
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[GameState]
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[GameState]
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UseNameBlacklist=0
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UseNameBlacklist=0
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DefaultSort=Preferred
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DefaultSong=
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[ComboGraph]
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[ComboGraph]
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NumbersY=0
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NumbersY=0
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@@ -48,6 +48,20 @@ GameState* GAMESTATE = NULL; // global and accessable from anywhere in our progr
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ThemeMetric<bool> USE_NAME_BLACKLIST("GameState","UseNameBlacklist");
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ThemeMetric<bool> USE_NAME_BLACKLIST("GameState","UseNameBlacklist");
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ThemeMetric<CString> DEFAULT_SORT ("GameState","DefaultSort");
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SortOrder GetDefaultSort()
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{
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return StringToSortOrder( DEFAULT_SORT );
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}
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ThemeMetric<CString> DEFAULT_SONG ("GameState","DefaultSong");
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Song* GetDefaultSong()
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{
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SongID sid;
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sid.LoadFromDir( DEFAULT_SONG );
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return sid.ToSong();
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}
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GameState::GameState() :
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GameState::GameState() :
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m_pCurStyle( MESSAGE_CURRENT_STYLE_CHANGED ),
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m_pCurStyle( MESSAGE_CURRENT_STYLE_CHANGED ),
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m_PreferredCourseDifficulty( MESSAGE_EDIT_PREFERRED_COURSE_DIFFICULTY_P1_CHANGED ),
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m_PreferredCourseDifficulty( MESSAGE_EDIT_PREFERRED_COURSE_DIFFICULTY_P1_CHANGED ),
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@@ -160,7 +174,7 @@ void GameState::Reset()
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m_PreferredCourseDifficulty[p].Set( DIFFICULTY_MEDIUM );
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m_PreferredCourseDifficulty[p].Set( DIFFICULTY_MEDIUM );
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}
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}
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m_SortOrder = SORT_INVALID;
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m_SortOrder = SORT_INVALID;
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m_PreferredSortOrder = SORT_INVALID;
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m_PreferredSortOrder = GetDefaultSort();
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m_PlayMode = PLAY_MODE_INVALID;
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m_PlayMode = PLAY_MODE_INVALID;
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m_bEditing = false;
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m_bEditing = false;
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m_bDemonstrationOrJukebox = false;
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m_bDemonstrationOrJukebox = false;
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@@ -175,7 +189,7 @@ void GameState::Reset()
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m_iGameSeed = rand();
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m_iGameSeed = rand();
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m_iStageSeed = rand();
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m_iStageSeed = rand();
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m_pCurSong.Set( NULL );
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m_pCurSong.Set( GetDefaultSong() );
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m_pPreferredSong = NULL;
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m_pPreferredSong = NULL;
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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m_pCurSteps[p].Set( NULL );
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m_pCurSteps[p].Set( NULL );
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@@ -28,9 +28,6 @@
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#define NUM_WHEEL_ITEMS ((int)ceil(NUM_WHEEL_ITEMS_TO_DRAW+2))
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#define NUM_WHEEL_ITEMS ((int)ceil(NUM_WHEEL_ITEMS_TO_DRAW+2))
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// leaving this one under ScreenSelectMusic because that is the only place it takes effect anyway.
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ThemeMetric<CString> DEFAULT_SORT ("ScreenSelectMusic","DefaultSort");
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static CString SECTION_COLORS_NAME( size_t i ) { return ssprintf("SectionColor%d",int(i+1)); }
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static CString SECTION_COLORS_NAME( size_t i ) { return ssprintf("SectionColor%d",int(i+1)); }
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static CString CHOICE_NAME( CString s ) { return ssprintf("Choice%s",s.c_str()); }
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static CString CHOICE_NAME( CString s ) { return ssprintf("Choice%s",s.c_str()); }
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@@ -75,14 +72,6 @@ SortOrder ForceAppropriateSort( PlayMode pm, SortOrder so )
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break;
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break;
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}
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}
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// if no preferred sort, fall back to theme default
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if( so == SORT_INVALID )
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{
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so = StringToSortOrder( DEFAULT_SORT );
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ASSERT( so != SORT_INVALID );
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return so;
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}
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return so;
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return so;
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}
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}
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@@ -175,7 +175,6 @@ void PaneDisplay::SetContent( PaneContents c )
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const Course *pCourse = GAMESTATE->m_pCurCourse;
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const Course *pCourse = GAMESTATE->m_pCurCourse;
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const Trail *pTrail = GAMESTATE->m_pCurTrail[m_PlayerNumber];
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const Trail *pTrail = GAMESTATE->m_pCurTrail[m_PlayerNumber];
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const Profile *pProfile = PROFILEMAN->IsPersistentProfile(m_PlayerNumber) ? PROFILEMAN->GetProfile(m_PlayerNumber) : NULL;
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const Profile *pProfile = PROFILEMAN->IsPersistentProfile(m_PlayerNumber) ? PROFILEMAN->GetProfile(m_PlayerNumber) : NULL;
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bool bIsEdit = pSteps && pSteps->GetDifficulty() == DIFFICULTY_EDIT;
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if( (g_Contents[c].req&NEED_NOTES) && !pSteps )
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if( (g_Contents[c].req&NEED_NOTES) && !pSteps )
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goto done;
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goto done;
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@@ -224,8 +223,6 @@ void PaneDisplay::SetContent( PaneContents c )
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case SONG_MACHINE_HIGH_NAME: /* set val for color */
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case SONG_MACHINE_HIGH_NAME: /* set val for color */
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case SONG_MACHINE_HIGH_SCORE:
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case SONG_MACHINE_HIGH_SCORE:
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CHECKPOINT;
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CHECKPOINT;
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if( bIsEdit )
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goto done; // no machine scores for edits
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val = PROFILEMAN->GetMachineProfile()->GetStepsHighScoreList(pSong,pSteps).GetTopScore().fPercentDP;
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val = PROFILEMAN->GetMachineProfile()->GetStepsHighScoreList(pSong,pSteps).GetTopScore().fPercentDP;
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break;
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break;
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@@ -46,6 +46,7 @@ public:
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XNode* CreateNode() const;
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XNode* CreateNode() const;
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void LoadFromNode( const XNode* pNode );
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void LoadFromNode( const XNode* pNode );
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void LoadFromDir( CString _sDir ) { sDir = _sDir; }
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CString ToString() const;
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CString ToString() const;
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bool IsValid() const;
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bool IsValid() const;
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};
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};
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