rename: AllStepsTypeInOneList -> AutoSetStyle
set m_pCurStyle based on the chosen Steps
This commit is contained in:
@@ -23,7 +23,7 @@ ThemeMetric<RString> CommonMetrics::DEFAULT_NOTESKIN_NAME ("Common","DefaultN
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ThemeMetricDifficultiesToShow CommonMetrics::DIFFICULTIES_TO_SHOW ("Common","DifficultiesToShow");
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ThemeMetricDifficultiesToShow CommonMetrics::DIFFICULTIES_TO_SHOW ("Common","DifficultiesToShow");
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ThemeMetricCourseDifficultiesToShow CommonMetrics::COURSE_DIFFICULTIES_TO_SHOW ("Common","CourseDifficultiesToShow");
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ThemeMetricCourseDifficultiesToShow CommonMetrics::COURSE_DIFFICULTIES_TO_SHOW ("Common","CourseDifficultiesToShow");
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ThemeMetricStepsTypesToShow CommonMetrics::STEPS_TYPES_TO_SHOW ("Common","StepsTypesToHide"); // This metric takes a list of StepsTypes to hide and returns a list of StepsTypes to show
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ThemeMetricStepsTypesToShow CommonMetrics::STEPS_TYPES_TO_SHOW ("Common","StepsTypesToHide"); // This metric takes a list of StepsTypes to hide and returns a list of StepsTypes to show
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ThemeMetric<bool> CommonMetrics::ALL_STEPS_TYPES_IN_ONE_LIST ("Common","AllStepsTypeInOneList");
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ThemeMetric<bool> CommonMetrics::AUTO_SET_STYLE ("Common","AutoSetStyle");
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ThemeMetricDifficultiesToShow::ThemeMetricDifficultiesToShow( const RString& sGroup, const RString& sName ) :
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ThemeMetricDifficultiesToShow::ThemeMetricDifficultiesToShow( const RString& sGroup, const RString& sName ) :
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@@ -62,7 +62,7 @@ namespace CommonMetrics
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extern ThemeMetricDifficultiesToShow DIFFICULTIES_TO_SHOW;
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extern ThemeMetricDifficultiesToShow DIFFICULTIES_TO_SHOW;
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extern ThemeMetricCourseDifficultiesToShow COURSE_DIFFICULTIES_TO_SHOW;
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extern ThemeMetricCourseDifficultiesToShow COURSE_DIFFICULTIES_TO_SHOW;
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extern ThemeMetricStepsTypesToShow STEPS_TYPES_TO_SHOW;
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extern ThemeMetricStepsTypesToShow STEPS_TYPES_TO_SHOW;
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extern ThemeMetric<bool> ALL_STEPS_TYPES_IN_ONE_LIST;
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extern ThemeMetric<bool> AUTO_SET_STYLE;
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RString LocalizeOptionItem( const RString &s, bool bOptional );
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RString LocalizeOptionItem( const RString &s, bool bOptional );
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};
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};
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@@ -106,7 +106,7 @@ void ScreenSelectMusic::Init()
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m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Banner","mode")) );
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m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Banner","mode")) );
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}
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}
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if( CommonMetrics::ALL_STEPS_TYPES_IN_ONE_LIST )
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if( CommonMetrics::AUTO_SET_STYLE )
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{
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{
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vector<StepsType> vst;
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vector<StepsType> vst;
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GAMEMAN->GetStepsTypesForGame( GAMESTATE->m_pCurGame, vst );
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GAMEMAN->GetStepsTypesForGame( GAMESTATE->m_pCurGame, vst );
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@@ -810,10 +810,6 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
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return;
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return;
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}
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}
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m_SelectionState = GetNextSelectionState();
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m_soundStart.Play();
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MESSAGEMAN->Broadcast("SongChosen");
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MESSAGEMAN->Broadcast("SongChosen");
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break;
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break;
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@@ -821,9 +817,28 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
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case SelectionState_SelectingSteps:
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case SelectionState_SelectingSteps:
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break;
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break;
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}
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}
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m_SelectionState = GetNextSelectionState();
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m_soundStart.Play();
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if( m_SelectionState == SelectionState_Finalized )
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if( m_SelectionState == SelectionState_Finalized )
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{
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{
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if( CommonMetrics::AUTO_SET_STYLE )
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{
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/* Now that Steps have been chosen, set a Style that can play them. */
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StepsType stCurrent;
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PlayerNumber pn = GAMESTATE->m_MasterPlayerNumber;
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if( GAMESTATE->IsCourseMode() )
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stCurrent = GAMESTATE->m_pCurTrail[pn]->m_StepsType;
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else
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stCurrent = GAMESTATE->m_pCurSteps[pn]->m_StepsType;
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vector<StepsType> vst;
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const Style *pStyle = GAMEMAN->GetFirstCompatibleStyle( GAMESTATE->m_pCurGame, GAMESTATE->GetNumSidesJoined(), stCurrent );
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GAMESTATE->m_pCurStyle.Set( pStyle );
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}
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/* If we're currently waiting on song assets, abort all except the music and
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/* If we're currently waiting on song assets, abort all except the music and
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* start the music, so if we make a choice quickly before background requests
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* start the music, so if we make a choice quickly before background requests
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* come through, the music will still start. */
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* come through, the music will still start. */
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@@ -815,7 +815,7 @@ void SongUtil::FilterSongs( const SongCriteria &sc, const vector<Song*> &in, vec
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static void GetPlayableStepsTypes( set<StepsType> &vOut )
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static void GetPlayableStepsTypes( set<StepsType> &vOut )
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{
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{
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vector<const Style*> vpPossibleStyles;
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vector<const Style*> vpPossibleStyles;
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if( CommonMetrics::ALL_STEPS_TYPES_IN_ONE_LIST )
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if( CommonMetrics::AUTO_SET_STYLE )
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GAMEMAN->GetCompatibleStyles( GAMESTATE->m_pCurGame, GAMESTATE->GetNumPlayersEnabled(), vpPossibleStyles );
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GAMEMAN->GetCompatibleStyles( GAMESTATE->m_pCurGame, GAMESTATE->GetNumPlayersEnabled(), vpPossibleStyles );
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else
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else
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vpPossibleStyles.push_back( GAMESTATE->m_pCurStyle );
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vpPossibleStyles.push_back( GAMESTATE->m_pCurStyle );
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