More docs.
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/** @brief CommonMetrics - Definitions of metrics that are in the "Common" group */
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#ifndef COMMON_METRICS_H
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#ifndef COMMON_METRICS_H
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#define COMMON_METRICS_H
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#define COMMON_METRICS_H
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@@ -42,7 +40,10 @@ private:
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};
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};
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/** @brief The common metrics that are used throughout. */
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/**
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* @brief Definitions of metrics that are in the "Common" group.
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*
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* These metrics are used throughout the metrics file. */
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namespace CommonMetrics
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namespace CommonMetrics
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{
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{
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/** @brief The first screen in the attract loop. */
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/** @brief The first screen in the attract loop. */
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@@ -115,6 +115,10 @@ public:
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bool IsPlayerEnabled( const PlayerState* pPlayerState ) const;
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bool IsPlayerEnabled( const PlayerState* pPlayerState ) const;
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int GetNumPlayersEnabled() const;
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int GetNumPlayersEnabled() const;
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/**
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* @brief Is the specified Player a human Player?
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* @param pn the numbered Player to check.
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* @return true if it's a human Player, or false otherwise. */
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bool IsHumanPlayer( PlayerNumber pn ) const;
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bool IsHumanPlayer( PlayerNumber pn ) const;
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int GetNumHumanPlayers() const;
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int GetNumHumanPlayers() const;
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PlayerNumber GetFirstHumanPlayer() const;
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PlayerNumber GetFirstHumanPlayer() const;
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APPEARANCE_RANDOMVANISH, /**< The arrows disappear, and then reappear in a different column. */
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APPEARANCE_RANDOMVANISH, /**< The arrows disappear, and then reappear in a different column. */
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NUM_APPEARANCES
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NUM_APPEARANCES
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};
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};
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/** @brief The various turn mods. */
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enum Turn {
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enum Turn {
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TURN_NONE=0,
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TURN_NONE=0, /**< No turning of the arrows is performed. */
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TURN_MIRROR,
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TURN_MIRROR, /**< The arrows are mirrored from their normal position. */
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TURN_LEFT,
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TURN_LEFT, /**< The arrows are turned 90 degrees to the left. */
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TURN_RIGHT,
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TURN_RIGHT, /**< The arrows are turned 90 degress to the right. */
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TURN_SHUFFLE,
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TURN_SHUFFLE, /**< Some of the arrow columns are changed throughout the whole song. */
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TURN_SOFT_SHUFFLE,
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TURN_SOFT_SHUFFLE, /**< Only shuffle arrow columns on an axis of symmetry. */
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TURN_SUPER_SHUFFLE,
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TURN_SUPER_SHUFFLE, /**< Every arrow is placed on a random column. */
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NUM_TURNS
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NUM_TURNS
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};
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};
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enum Transform {
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enum Transform {
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/** @brief RadarValues - Cached song statistics. */
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#ifndef RARAR_VALUES_H
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#ifndef RARAR_VALUES_H
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#define RARAR_VALUES_H
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#define RARAR_VALUES_H
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class XNode;
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class XNode;
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struct lua_State;
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struct lua_State;
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/** @brief The collection of radar values. */
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/** @brief Cached song statistics. */
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struct RadarValues
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struct RadarValues
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{
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{
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union Values
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union Values
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/** @brief SongManager - Holder for all Songs and Steps. */
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#ifndef SONGMANAGER_H
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#ifndef SONGMANAGER_H
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#define SONGMANAGER_H
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#define SONGMANAGER_H
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@@ -143,7 +141,9 @@ protected:
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void AddGroup( RString sDir, RString sGroupDirName );
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void AddGroup( RString sDir, RString sGroupDirName );
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int GetNumEditsLoadedFromProfile( ProfileSlot slot ) const;
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int GetNumEditsLoadedFromProfile( ProfileSlot slot ) const;
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vector<Song*> m_pSongs; // all songs that can be played
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/** @brief All of the songs that can be played. */
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vector<Song*> m_pSongs;
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/** @brief The most popular songs ranked by number of plays. */
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vector<Song*> m_pPopularSongs;
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vector<Song*> m_pPopularSongs;
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//vector<Song*> m_pRecentSongs; // songs recently played on the machine
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//vector<Song*> m_pRecentSongs; // songs recently played on the machine
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vector<Song*> m_pShuffledSongs; // used by GetRandomSong
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vector<Song*> m_pShuffledSongs; // used by GetRandomSong
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