many bug fixes.
This commit is contained in:
@@ -251,18 +251,23 @@ MusicWheel::MusicWheel()
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m_fPositionOffsetFromSelection = 0;
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// find the previously selected song (if any), and select it
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// build all of the wheel item datas
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for( int so=0; so<NUM_SORT_ORDERS; so++ )
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BuildWheelItemDatas( m_WheelItemDatas[so], SongSortOrder(so) );
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// find the previously selected song (if any)
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for( i=0; i<GetCurWheelItemDatas().GetSize(); i++ )
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{
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if( GetCurWheelItemDatas()[i].m_pSong != NULL
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&& GetCurWheelItemDatas()[i].m_pSong == GAMEINFO->m_pCurSong )
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m_iSelection = i;
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{
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m_iSelection = i; // select it
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m_sExpandedSectionName = GetCurWheelItemDatas()[m_iSelection].m_sSectionName; // make its group the currently expanded group
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}
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}
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for( int so=0; so<NUM_SORT_ORDERS; so++ )
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BuildWheelItemDatas( m_WheelItemDatas[so], SongSortOrder(so) );
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// rebuild the WheelItems that appear on screen
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RebuildWheelItemDisplays();
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}
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@@ -279,8 +284,20 @@ void MusicWheel::BuildWheelItemDatas( CArray<WheelItemData, WheelItemData&> &arr
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// Make an array of Song*, then sort them
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///////////////////////////////////
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CArray<Song*, Song*&> arraySongs;
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arraySongs.Copy( GAMEINFO->m_pSongs );
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// copy only song that have at least one Steps for the current GameMode
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for( int i=0; i<GAMEINFO->m_pSongs.GetSize(); i++ )
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{
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Song* pSong = GAMEINFO->m_pSongs[i];
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CArray<Steps*, Steps*> arraySteps;
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pSong->GetStepsThatMatchGameMode( GAMEINFO->m_GameMode, arraySteps );
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if( arraySteps.GetSize() > 0 )
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arraySongs.Add( pSong );
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}
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// sort the songs
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switch( so )
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{
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@@ -765,4 +782,7 @@ void MusicWheel::TweenOffScreen()
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m_sprSelectionBackground.SetTweenZoomY( 0 );
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m_sprSelectionOverlay.BeginTweening( FADE_TIME );
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m_sprSelectionOverlay.SetTweenZoomY( 0 );
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m_MusicSortDisplay.BeginTweening( FADE_TIME, TWEEN_BIAS_END );
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m_MusicSortDisplay.SetTweenXY( SORT_ICON_OFF_SCREEN_X, SORT_ICON_OFF_SCREEN_Y );
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}
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@@ -254,7 +254,7 @@ void Player::SetX( float fX )
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}
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void Player::SetSteps( const Steps& newSteps, bool bLoadOnlyLeftSide, bool bLoadOnlyRightSide )
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void Player::SetSteps( Steps* pNewSteps, bool bLoadOnlyLeftSide, bool bLoadOnlyRightSide )
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{
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Step tempSteps[MAX_STEP_ELEMENTS];
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CArray<HoldStep, HoldStep> tempHoldSteps;
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@@ -262,7 +262,7 @@ void Player::SetSteps( const Steps& newSteps, bool bLoadOnlyLeftSide, bool bLoad
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// copy the steps into our tempSteps where we will transform them
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for( int i=0; i<MAX_STEP_ELEMENTS; i++ )
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{
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tempSteps[i] = newSteps.m_Steps[i];
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tempSteps[i] = pNewSteps->m_Steps[i];
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if( bLoadOnlyLeftSide )
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{
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@@ -285,9 +285,9 @@ void Player::SetSteps( const Steps& newSteps, bool bLoadOnlyLeftSide, bool bLoad
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if( m_PlayerOptions.m_bAllowFreezeArrows )
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{
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// copy the HoldSteps and transform them later
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for( int i=0; i<newSteps.m_HoldSteps.GetSize(); i++ )
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for( int i=0; i<pNewSteps->m_HoldSteps.GetSize(); i++ )
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{
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HoldStep &hs = newSteps.m_HoldSteps[i];
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HoldStep &hs = pNewSteps->m_HoldSteps[i];
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if( bLoadOnlyLeftSide )
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{
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@@ -42,7 +42,7 @@ public:
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virtual void Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference );
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virtual void RenderPrimitives();
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void SetSteps( const Steps& newSteps, bool bLoadOnlyLeftSide = false, bool bLoadOnlyRightSide = false );
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void SetSteps( Steps* pNewSteps, bool bLoadOnlyLeftSide = false, bool bLoadOnlyRightSide = false );
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void SetX( float fX );
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void CrossedIndex( int iIndex );
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@@ -448,6 +448,7 @@ bool Song::LoadSongInfoFromDWIFile( CString sPath )
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split( sValueString, ":", arrayValueTokens );
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CString sValueName = arrayValueTokens.GetAt( 0 );
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sValueName.TrimLeft();
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// handle the data
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if( sValueName == "#FILE" )
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@@ -508,6 +508,14 @@ SOURCE=.\TransitionFadeWipeWithLogo.h
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# End Source File
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# Begin Source File
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SOURCE=.\TransitionInvisible.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\TransitionInvisible.h
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# End Source File
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# Begin Source File
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SOURCE=.\TransitionRectWipe.cpp
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# End Source File
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# Begin Source File
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@@ -71,11 +71,13 @@ protected:
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case opening_right:
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case opening_left:
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return 1.0f - m_fPercentThroughTransition;
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break;
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case closing_right:
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case closing_left:
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return m_fPercentThroughTransition;
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break;
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case opened:
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return 0;
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case closed:
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return 1;
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default:
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ASSERT( true );
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return 0;
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