Fix several annoying edit mode bugs, mostly by fixing the Song copy
operator and the various uses of it. - revert file from disk: keeps old BPM. The BPMS on disk are added to the existing BPM information! - edit mode turns X stepcharts into 2X when reverting - sometimes edit mode loses an entire stepchart: open a stepchart, change to a new stepchart, exit without going back, original chart gone - edit a chart, make a change in a different chart, exit from the first chart: change made in different chart doesn't revert - normally, when you create a stepchart and don't save it after editting it, it is deleted. however, if you create a stepchart, don't save it, and exit edit mode while looking at a different chart, the chart isn't deleted. Some existing bugs are not fixed, though: - delete the last stepchart for a step type. CTD. - Edit one of the fake doubles stepcharts for a song that doesn't have real doubles stepcharts. Exit without doing anything. CTD. This is probably the same problem as the previous bug. - delete a song or a steps that happens to be part of a trail. Trail is now broken. Some other edits should affect a trail as well, but don't.
This commit is contained in:
@@ -769,9 +769,6 @@ void ScreenEdit::Init()
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ScreenEdit::~ScreenEdit()
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{
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// UGLY: Don't delete the Song's steps.
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m_songLastSave.DetachSteps();
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LOG->Trace( "ScreenEdit::~ScreenEdit()" );
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m_soundMusic.StopPlaying();
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}
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@@ -2580,7 +2577,6 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
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else if( SM == SM_SaveSuccessful )
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{
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LOG->Trace( "Save successful." );
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m_pSteps->SetSavedToDisk( true );
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CopyToLastSave();
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SetDirty( false );
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@@ -2602,17 +2598,24 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
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// IMPORTANT: CopyFromLastSave before deleting the Steps below
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CopyFromLastSave();
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// If these steps have never been saved, then we should delete them.
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// If the user created them in the edit menu and never bothered
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// to save them, then they aren't wanted.
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Steps* pSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
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if( !pSteps->GetSavedToDisk() )
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// We have to scroll through the entire Steps array because the user
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// may have changed to a different stepchart after starting the edit.
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vector<Steps*> vStepsToDelete;
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for( vector<Steps*>::const_iterator it = GAMESTATE->m_pCurSong->GetAllSteps().begin();
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it != GAMESTATE->m_pCurSong->GetAllSteps().end(); ++it )
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{
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Song* pSong = GAMESTATE->m_pCurSong;
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pSong->DeleteSteps( pSteps );
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m_pSteps = NULL;
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GAMESTATE->m_pCurSteps[PLAYER_1].Set( NULL );
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}
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Steps *pSteps = *it;
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if( !pSteps->GetSavedToDisk() && !pSteps->IsAutogen() )
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{
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vStepsToDelete.push_back( pSteps );
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if( pSteps == GAMESTATE->m_pCurSteps[PLAYER_1] )
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GAMESTATE->m_pCurSteps[PLAYER_1].Set( NULL );
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if( pSteps == m_pSteps )
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m_pSteps = NULL;
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}
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}
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FOREACH( Steps*, vStepsToDelete, pSteps )
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GAMESTATE->m_pCurSong->DeleteSteps( *pSteps );
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m_Out.StartTransitioning( SM_GoToNextScreen );
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}
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@@ -3429,16 +3432,23 @@ void ScreenEdit::SetupCourseAttacks()
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void ScreenEdit::CopyToLastSave()
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{
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m_songLastSave = *GAMESTATE->m_pCurSong;
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if( GAMESTATE->m_pCurSteps[PLAYER_1] )
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m_stepsLastSave = *GAMESTATE->m_pCurSteps[PLAYER_1];
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m_SongLastSave.DeepCopy( *GAMESTATE->m_pCurSong );
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}
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void ScreenEdit::CopyFromLastSave()
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{
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*GAMESTATE->m_pCurSong = m_songLastSave;
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if( GAMESTATE->m_pCurSteps[PLAYER_1] )
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*GAMESTATE->m_pCurSteps[PLAYER_1] = m_stepsLastSave;
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// We have to make sure the new m_pCurSteps pointer points to the correct Steps
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// object. The Song copy destroys all of the old pointers.
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StepsID id;
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if( GAMESTATE->m_pCurSteps[PLAYER_1] )
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id.FromSteps( GAMESTATE->m_pCurSteps[PLAYER_1] );
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GAMESTATE->m_pCurSong->DeepCopy( m_SongLastSave );
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if( id.IsValid() ) {
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GAMESTATE->m_pCurSteps[PLAYER_1].Set( id.ToSteps( GAMESTATE->m_pCurSong, false ) );
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m_pSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
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}
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}
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void ScreenEdit::RevertFromDisk()
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@@ -3448,14 +3458,25 @@ void ScreenEdit::RevertFromDisk()
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id.FromSteps( GAMESTATE->m_pCurSteps[PLAYER_1] );
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RString sSongDir = GAMESTATE->m_pCurSong->GetSongDir();
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GAMESTATE->m_pCurSong->LoadFromSongDir( sSongDir );
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GAMESTATE->m_pCurSong->ReloadFromSongDir( sSongDir );
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if( id.IsValid() )
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GAMESTATE->m_pCurSteps[PLAYER_1].Set( id.ToSteps( GAMESTATE->m_pCurSong, false ) );
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{
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Steps *pChosenSteps = id.ToSteps( GAMESTATE->m_pCurSong, true );
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if( pChosenSteps == NULL )
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{
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// This can happen in a couple ways. For example, the user might be editting a new
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// stepchart and revert from disk.
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pChosenSteps = new Steps();
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pChosenSteps->CreateBlank( id.GetStepsType() );
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pChosenSteps->SetDifficultyAndDescription( id.GetDifficulty(), id.GetDescription() );
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GAMESTATE->m_pCurSong->AddSteps( pChosenSteps );
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}
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GAMESTATE->m_pCurSteps[PLAYER_1].Set( pChosenSteps );
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m_pSteps = pChosenSteps;
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}
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m_songLastSave = *GAMESTATE->m_pCurSong;
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if( GAMESTATE->m_pCurSteps[PLAYER_1] )
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m_stepsLastSave = *GAMESTATE->m_pCurSteps[PLAYER_1];
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CopyToLastSave();
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SetDirty(false);
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}
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@@ -253,8 +253,7 @@ protected:
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void CopyFromLastSave();
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void RevertFromDisk();
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Song m_songLastSave;
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Steps m_stepsLastSave;
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Song m_SongLastSave;
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// for MODE_RECORD
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@@ -850,6 +850,11 @@ void ScreenGameplay::InitSongQueues()
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pi->m_asModifiersQueue.clear();
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FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
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{
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// Here we assume there are never any NULL Steps in any Trails.
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// This assumption can fail if we delete a Steps from a
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// Song or revert a Song where the stepchart was deleted
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// ouside the editor. In those cases: goodbye cruel world.
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// TODO: fix that somehow
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ASSERT( e->GetSteps() );
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pi->m_vpStepsQueue.push_back( e->GetSteps() );
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AttackArray a;
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+98
-24
@@ -42,9 +42,8 @@ static Preference<float> g_fMarathonVerSongSeconds( "MarathonVerSongSeconds", 60
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Song::Song()
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{
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FOREACH_BackgroundLayer( i )
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m_BackgroundChanges[i] = AutoPtrCopyOnWrite<VBackgroundChange>(new VBackgroundChange);
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m_ForegroundChanges = AutoPtrCopyOnWrite<VBackgroundChange>(new VBackgroundChange);
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m_BackgroundChanges[i] = new VBackgroundChange;
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m_ForegroundChanges = new VBackgroundChange;
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m_LoadedFromProfile = ProfileSlot_Invalid;
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m_fMusicSampleStartSeconds = -1;
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@@ -68,33 +67,95 @@ Song::~Song()
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SAFE_DELETE( *s );
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m_vpSteps.clear();
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FOREACH_BackgroundLayer( i )
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SAFE_DELETE( m_BackgroundChanges[i] );
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SAFE_DELETE( m_ForegroundChanges );
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// It's the responsibility of the owner of this Song to make sure
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// that all pointers to this Song and its Steps are invalidated.
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}
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void Song::DetachSteps()
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{
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m_vpSteps.clear();
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FOREACH_StepsType( st )
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m_vpStepsByType[st].clear();
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}
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/* Reset to an empty song. */
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// Reset to an empty song.
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void Song::Reset()
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{
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FOREACH( Steps*, m_vpSteps, s )
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SAFE_DELETE( *s );
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m_vpSteps.clear();
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FOREACH_StepsType( st )
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m_vpStepsByType[st].clear();
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Song empty;
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*this = empty;
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this->DeepCopy(empty);
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// It's the responsibility of the owner of this Song to make sure
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// that all pointers to this Song and its Steps are invalidated.
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}
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void Song::DeepCopy(const Song &song)
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{
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m_sSongFileName = song.m_sSongFileName;
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m_sGroupName = song.m_sGroupName;
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m_LoadedFromProfile = song.m_LoadedFromProfile;
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m_bIsSymLink = song.m_bIsSymLink;
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m_sMainTitle = song.m_sMainTitle;
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m_sSubTitle = song.m_sSubTitle;
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m_sArtist = song.m_sArtist;
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m_sMainTitleTranslit = song.m_sMainTitleTranslit;
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m_sSubTitleTranslit = song.m_sSubTitleTranslit;
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m_sArtistTranslit = song.m_sArtistTranslit;
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m_sGenre = song.m_sGenre;
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m_sCredit = song.m_sCredit;
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m_sMusicFile = song.m_sMusicFile;
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m_fMusicLengthSeconds = song.m_fMusicLengthSeconds;
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m_fFirstBeat = song.m_fFirstBeat;
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m_fLastBeat = song.m_fLastBeat;
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m_fSpecifiedLastBeat = song.m_fSpecifiedLastBeat;
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m_fMusicSampleStartSeconds = song.m_fMusicSampleStartSeconds;
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m_fMusicSampleLengthSeconds = song.m_fMusicSampleLengthSeconds;
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m_DisplayBPMType = song.m_DisplayBPMType;
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m_fSpecifiedBPMMin = song.m_fSpecifiedBPMMin;
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m_fSpecifiedBPMMax = song.m_fSpecifiedBPMMax;
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m_sBannerFile = song.m_sBannerFile;
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m_sLyricsFile = song.m_sLyricsFile;
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m_sBackgroundFile = song.m_sBackgroundFile;
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m_sCDTitleFile = song.m_sCDTitleFile;
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m_bHasMusic = song.m_bHasMusic;
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m_bHasBanner = song.m_bHasBanner;
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m_Timing = song.m_Timing;
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FOREACH_BackgroundLayer( i )
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*(m_BackgroundChanges[i]) = *(song.m_BackgroundChanges[i]);
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*m_ForegroundChanges = *song.m_ForegroundChanges;
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m_LyricSegments = song.m_LyricSegments;
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m_vsKeysoundFile = song.m_vsKeysoundFile;
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// First, get rid of all the old steps ...
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FOREACH( Steps*, m_vpSteps, s )
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SAFE_DELETE( *s );
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m_vpSteps.clear();
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FOREACH_StepsType( i )
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m_vpStepsByType[i].clear();
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// ... then create duplicates of the new steps, correctly arranging them in the m_vpStepsByType array
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m_vpSteps.clear();
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for( vector<Steps*>::const_iterator it = song.m_vpSteps.begin(); it != song.m_vpSteps.end(); ++it )
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{
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Steps *steps = new Steps( **it );
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m_vpSteps.push_back( steps );
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m_vpStepsByType[steps->m_StepsType].push_back( steps );
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}
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// TODO: This is horribly ugly. A much better solution is to make the Song class in charge of its
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// own Steps cache. StepsID::ToSteps can simply reference the Song cache then.
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StepsID::ClearCache();
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// TODO: we have also ruined the pointers for GAMESTATE->m_pCurSteps, STATSMAN->m_CurStageStats.m_player[].vpPlayedSteps,
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// STATSMAN->m_vPlayedStageStats->m_player[].vpPlayedSteps, and GAMESTATE->m_pEditSourceSteps. Probably we've also
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// ruined other pointers aside from those. In general, we need to use StepsIDs everywhere instead of Step*s.
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// FOR NOW this is not a problem, as the only place this copy is used is in the editor. The editor does not need any of
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// the various GAMESTATE or STATSMAN pointers except for m_pCurSteps, which it already takes care of on its own.
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// However, we have to fix this if we are going to use DeepCopy anywhere else.
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}
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void Song::AddBackgroundChange( BackgroundLayer iLayer, BackgroundChange seg )
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{
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@@ -173,7 +234,7 @@ static set<RString> BlacklistedImages;
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*
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* If true, check the directory hash and reload the song from scratch if it's changed.
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*/
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bool Song::LoadFromSongDir( RString sDir )
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bool Song::LoadFromSongDir( RString sDir, bool bIgnoreCache )
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{
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// LOG->Trace( "Song::LoadFromSongDir(%s)", sDir.c_str() );
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ASSERT( sDir != "" );
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@@ -196,7 +257,7 @@ bool Song::LoadFromSongDir( RString sDir )
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// First look in the cache for this song (without loading NoteData)
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//
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unsigned uCacheHash = SONGINDEX->GetCacheHash(m_sSongDir);
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bool bUseCache = true;
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bool bUseCache = !bIgnoreCache;
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if( !DoesFileExist(GetCacheFilePath()) )
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bUseCache = false;
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if( !PREFSMAN->m_bFastLoad && GetHashForDirectory(m_sSongDir) != uCacheHash )
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@@ -283,6 +344,14 @@ bool Song::LoadFromSongDir( RString sDir )
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return true; // do load this song
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}
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bool Song::ReloadFromSongDir( RString sDir )
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{
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// If we are loading from the song dir a second time around, the song is filled
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// with all sorts of data we no longer want. Get rid of it.
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Reset();
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return LoadFromSongDir( sDir, true );
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}
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static void GetImageDirListing( RString sPath, vector<RString> &AddTo, bool bReturnPathToo=false )
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{
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GetDirListing( sPath + ".png", AddTo, false, bReturnPathToo );
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@@ -743,6 +812,12 @@ void Song::Save()
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else
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FILEMAN->Remove( sOldPath );
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}
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// Now we need to mark all of the stepcharts as "saved to disk".
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FOREACH( Steps*, m_vpSteps, steps )
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{
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(*steps)->SetSavedToDisk( true );
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}
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}
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@@ -963,7 +1038,7 @@ const vector<BackgroundChange> &Song::GetBackgroundChanges( BackgroundLayer bl )
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}
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vector<BackgroundChange> &Song::GetBackgroundChanges( BackgroundLayer bl )
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{
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return *(m_BackgroundChanges[bl].Get());
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return *(m_BackgroundChanges[bl]);
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}
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const vector<BackgroundChange> &Song::GetForegroundChanges() const
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@@ -972,7 +1047,7 @@ const vector<BackgroundChange> &Song::GetForegroundChanges() const
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}
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vector<BackgroundChange> &Song::GetForegroundChanges()
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{
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return *m_ForegroundChanges.Get();
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return *m_ForegroundChanges;
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}
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@@ -1083,7 +1158,6 @@ void Song::DeleteSteps( const Steps* pSteps, bool bReAutoGen )
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if( bReAutoGen )
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RemoveAutoGenNotes();
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vector<Steps*> &vpSteps = m_vpStepsByType[pSteps->m_StepsType];
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for( int j=vpSteps.size()-1; j>=0; j-- )
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{
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@@ -235,7 +235,7 @@ void SongManager::LoadStepManiaSongDir( RString sDir, LoadingWindow *ld )
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ld->Paint();
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}
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Song* pNewSong = new Song;
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if( !pNewSong->LoadFromSongDir( sSongDirName ) )
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if( !pNewSong->LoadFromSongDir( sSongDirName, false ) ) // don't ignore cache
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{
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/* The song failed to load. */
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delete pNewSong;
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@@ -277,7 +277,7 @@ void SongManager::LoadGroupSymLinks(RString sDir, RString sGroupFolder)
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RString sSymDestination = msdF.GetParam(0,1); // Should only be 1 vale¶m...period.
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Song* pNewSong = new Song;
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if( !pNewSong->LoadFromSongDir( sSymDestination ) )
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if( !pNewSong->LoadFromSongDir( sSymDestination, false ) ) // don't ignore cache
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{
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delete pNewSong; // The song failed to load.
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}
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@@ -993,7 +993,7 @@ void SongManager::RevertFromDisk( Song *pSong, bool bAllowNotesLoss )
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pSong->Reset();
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const bool OldVal = PREFSMAN->m_bFastLoad;
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PREFSMAN->m_bFastLoad.Set( false );
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pSong->LoadFromSongDir( dir );
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pSong->LoadFromSongDir( dir, true ); // when reverting, ignore cache
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/* XXX: reload edits? */
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PREFSMAN->m_bFastLoad.Set( OldVal );
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@@ -90,6 +90,8 @@ public:
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static void ClearCache();
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StepsType GetStepsType() const { return st; }
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Difficulty GetDifficulty() const { return dc; }
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RString GetDescription() const { return sDescription; }
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|
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bool operator==( const StepsID &other ) const
|
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{
|
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|
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@@ -32,6 +32,11 @@ bool TrailEntry::operator== ( const TrailEntry &rhs ) const
|
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|
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Steps *TrailEntry::GetSteps() const
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{
|
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// TODO: There are a few bugs with the way we do trails right now.
|
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// - If a steps (or an entire song) is deleted, possibly through the editor,
|
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// this section will fail.
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// - If the editor changes a stepchart's stats, that should also be reflected
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// in the trail.
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return m_StepsID.ToSteps( pSong, false );
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}
|
||||
|
||||
|
||||
+14
-4
@@ -58,7 +58,15 @@ public:
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void Reset();
|
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void DetachSteps();
|
||||
|
||||
bool LoadFromSongDir( RString sDir );
|
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// WARNING: Do not use this DeepCopy in any situation with existing Steps*. Those pointers
|
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// will all point to garbage memory after this call. The way to fix that is to change the
|
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// pointers to StepsIDs or in some other way avoid keeping the Steps* pointers from before
|
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// the call to DeepCopy.
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void DeepCopy(const Song &song);
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// LoadFromSongDir assumes the song is uninitialized. Call ReloadFromSongDir if that is not true.
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bool LoadFromSongDir( RString sDir, bool bIgnoreCache );
|
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bool ReloadFromSongDir( RString sDir );
|
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|
||||
void TidyUpData(); // call after loading to clean up invalid data
|
||||
void ReCalculateRadarValuesAndLastBeat(); // called by TidyUpData, and after saving
|
||||
@@ -152,9 +160,8 @@ public:
|
||||
|
||||
typedef vector<BackgroundChange> VBackgroundChange;
|
||||
private:
|
||||
// AutoPtr instead of raw pointer so that the auto gen'd copy constructor works correctly.
|
||||
AutoPtrCopyOnWrite<VBackgroundChange> m_BackgroundChanges[NUM_BackgroundLayer]; // these must be sorted before gameplay
|
||||
AutoPtrCopyOnWrite<VBackgroundChange> m_ForegroundChanges; // this must be sorted before gameplay
|
||||
VBackgroundChange * m_BackgroundChanges[NUM_BackgroundLayer]; // these must be sorted before gameplay
|
||||
VBackgroundChange * m_ForegroundChanges; // this must be sorted before gameplay
|
||||
public:
|
||||
const vector<BackgroundChange> &GetBackgroundChanges( BackgroundLayer bl ) const;
|
||||
vector<BackgroundChange> &GetBackgroundChanges( BackgroundLayer bl );
|
||||
@@ -216,6 +223,9 @@ public:
|
||||
void PushSelf( lua_State *L );
|
||||
|
||||
private:
|
||||
// DISALLOW operator= and Steps(Steps&)
|
||||
Song(const Song&);
|
||||
void operator=(const Song&);
|
||||
|
||||
vector<Steps*> m_vpSteps;
|
||||
vector<Steps*> m_vpStepsByType[NUM_StepsType];
|
||||
|
||||
Reference in New Issue
Block a user