GROUP_ALL_MUSIC -> GROUP_ALL

use GROUP_ALL as sentinel value in PreferredCourse
This commit is contained in:
Chris Danford
2005-06-24 06:06:16 +00:00
parent 94c495fa79
commit f0335f486c
10 changed files with 22 additions and 19 deletions
+3
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@@ -17,8 +17,11 @@ LuaFunction( X##ToString, X##ToString( (X) IArg(1) ) );
#define LuaStringToX(X) \
LuaFunction( StringTo##X, (X) StringTo##X( SArg(1) ) );
const CString RANKING_TO_FILL_IN_MARKER[NUM_PLAYERS] = {"#P1#","#P2#"};
const extern CString GROUP_ALL = "---Group All---";
static const CString RadarCategoryNames[] = {
"Stream",
"Voltage",
+1 -1
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@@ -215,7 +215,7 @@ const int NUM_RANKING_LINES = 5;
//
// Group stuff
//
#define GROUP_ALL_MUSIC CString("--ALL MUSIC--")
extern const CString GROUP_ALL;
//
+2 -2
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@@ -169,8 +169,8 @@ void GameState::Reset()
// m_iCoins = 0; // don't reset coin count!
m_MasterPlayerNumber = PLAYER_INVALID;
m_mapEnv.clear();
m_sPreferredSongGroup.Set( GROUP_ALL_MUSIC );
m_sPreferredCourseGroup.Set( "" );
m_sPreferredSongGroup.Set( GROUP_ALL );
m_sPreferredCourseGroup.Set( GROUP_ALL );
m_bChangedFailTypeOnScreenSongOptions = false;
FOREACH_PlayerNumber( p )
{
+2 -2
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@@ -101,8 +101,8 @@ public:
bool ShowMarvelous() const;
CString m_sLoadingMessage; // used in loading screen
BroadcastOnChange<CString> m_sPreferredSongGroup; // GROUP_ALL_MUSIC denotes no preferred group
BroadcastOnChange<CString> m_sPreferredCourseGroup;
BroadcastOnChange<CString> m_sPreferredSongGroup; // GROUP_ALL denotes no preferred group
BroadcastOnChange<CString> m_sPreferredCourseGroup; // GROUP_ALL denotes no preferred group
bool m_bChangedFailTypeOnScreenSongOptions; // true if FailType was changed in the song options screen
BroadcastOnChange1D<Difficulty,NUM_PLAYERS> m_PreferredDifficulty;
SortOrder m_SortOrder; // set by MusicWheel
+1 -1
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@@ -55,7 +55,7 @@ MusicBannerWheel::MusicBannerWheel()
m_ScrollingList.SetSpacing( BANNERSPACING );
this->AddChild( &m_ScrollingList );
if( GAMESTATE->m_sPreferredSongGroup == GROUP_ALL_MUSIC )
if( GAMESTATE->m_sPreferredSongGroup == GROUP_ALL )
SONGMAN->GetSongs( arraySongs, GAMESTATE->GetNumStagesLeft() );
else // Get the Group They Want
SONGMAN->GetSongs( arraySongs, GAMESTATE->m_sPreferredSongGroup, GAMESTATE->GetNumStagesLeft() );
+3 -3
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@@ -114,7 +114,7 @@ void MusicWheel::Load( CString sType )
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
{
// make the preferred group the group of the last song played.
if( GAMESTATE->m_sPreferredSongGroup == GROUP_ALL_MUSIC && !PREFSMAN->m_bPickExtraStage )
if( GAMESTATE->m_sPreferredSongGroup == GROUP_ALL && !PREFSMAN->m_bPickExtraStage )
{
ASSERT(GAMESTATE->m_pCurSong);
GAMESTATE->m_sPreferredSongGroup.Set( GAMESTATE->m_pCurSong->m_sGroupName );
@@ -369,7 +369,7 @@ bool MusicWheel::SelectModeMenuItem()
void MusicWheel::GetSongList(vector<Song*> &arraySongs, SortOrder so, CString sPreferredGroup )
{
vector<Song*> apAllSongs;
// if( so==SORT_PREFERRED && GAMESTATE->m_sPreferredGroup!=GROUP_ALL_MUSIC)
// if( so==SORT_PREFERRED && GAMESTATE->m_sPreferredGroup!=GROUP_ALL)
// SONGMAN->GetSongs( apAllSongs, GAMESTATE->m_sPreferredGroup, GAMESTATE->GetNumStagesLeft() );
// else
// SONGMAN->GetSongs( apAllSongs, GAMESTATE->GetNumStagesLeft() );
@@ -494,7 +494,7 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
break;
case SORT_GROUP:
SongUtil::SortSongPointerArrayByGroupAndTitle( arraySongs );
bUseSections = GAMESTATE->m_sPreferredSongGroup == GROUP_ALL_MUSIC;
bUseSections = GAMESTATE->m_sPreferredSongGroup == GROUP_ALL;
break;
case SORT_TITLE:
SongUtil::SortSongPointerArrayByTitle( arraySongs );
+2 -2
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@@ -410,7 +410,7 @@ public:
defOut.bOneChoiceForAllPlayers = true;
defOut.m_bAllowThemeItems = false; // we theme the text ourself
defOut.name = "Group";
Default.m_sSongGroup = GROUP_ALL_MUSIC;
Default.m_sSongGroup = GROUP_ALL;
vector<CString> vSongGroups;
SONGMAN->GetSongGroupNames( vSongGroups );
@@ -419,7 +419,7 @@ public:
{
defOut.choices.push_back( "AllGroups" );
GameCommand mc;
mc.m_sSongGroup = GROUP_ALL_MUSIC;
mc.m_sSongGroup = GROUP_ALL;
ListEntries.push_back( mc );
}
+3 -3
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@@ -32,7 +32,7 @@ void ScreenSelectGroup::Init()
{
if( !PREFSMAN->m_bShowSelectGroup )
{
GAMESTATE->m_sPreferredSongGroup.Set( GROUP_ALL_MUSIC );
GAMESTATE->m_sPreferredSongGroup.Set( GROUP_ALL );
HandleScreenMessage( SM_GoToNextScreen );
return;
}
@@ -224,9 +224,9 @@ void ScreenSelectGroup::MenuStart( PlayerNumber pn )
m_bChosen = true;
GAMESTATE->m_pCurSong.Set( NULL );
GAMESTATE->m_sPreferredSongGroup.Set( m_GroupList.GetSelectionName()=="ALL MUSIC" ? GROUP_ALL_MUSIC : m_GroupList.GetSelectionName() );
GAMESTATE->m_sPreferredSongGroup.Set( m_GroupList.GetSelectionName()=="ALL MUSIC" ? GROUP_ALL : m_GroupList.GetSelectionName() );
if( GAMESTATE->m_sPreferredSongGroup == GROUP_ALL_MUSIC )
if( GAMESTATE->m_sPreferredSongGroup == GROUP_ALL )
SOUND->PlayOnceFromAnnouncer( "select group comment all music" );
else
SOUND->PlayOnceFromAnnouncer( "select group comment general" );
+3 -3
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@@ -438,7 +438,7 @@ static void GetSongsFromVector( const vector<Song*> &Songs, vector<Song*> &AddTo
AddTo.clear();
for( unsigned i=0; i<Songs.size(); i++ )
if( sGroupName==GROUP_ALL_MUSIC || sGroupName==Songs[i]->m_sGroupName )
if( sGroupName==GROUP_ALL || sGroupName==Songs[i]->m_sGroupName )
if( SongManager::GetNumStagesForSong(Songs[i]) <= iMaxStages )
AddTo.push_back( Songs[i] );
}
@@ -944,12 +944,12 @@ void SongManager::GetExtraStageInfo( bool bExtra2, const Style *sd,
Song*& pSongOut, Steps*& pStepsOut, PlayerOptions& po_out, SongOptions& so_out )
{
CString sGroup = GAMESTATE->m_sPreferredSongGroup;
if( sGroup == GROUP_ALL_MUSIC )
if( sGroup == GROUP_ALL )
{
if( GAMESTATE->m_pCurSong == NULL )
{
/* This normally shouldn't happen, but it's helpful to permit it for testing. */
LOG->Warn( "GetExtraStageInfo() called in GROUP_ALL_MUSIC, but GAMESTATE->m_pCurSong == NULL" );
LOG->Warn( "GetExtraStageInfo() called in GROUP_ALL, but GAMESTATE->m_pCurSong == NULL" );
GAMESTATE->m_pCurSong.Set( SONGMAN->GetRandomSong() );
}
sGroup = GAMESTATE->m_pCurSong->m_sGroupName;
+2 -2
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@@ -72,8 +72,8 @@ public:
const vector<Song*> &GetBestSongs( ProfileSlot slot=PROFILE_SLOT_MACHINE ) const { return m_pBestSongs[slot]; }
const vector<Course*> &GetBestCourses( CourseType ct, ProfileSlot slot=PROFILE_SLOT_MACHINE ) const { return m_pBestCourses[slot][ct]; }
void GetSongs( vector<Song*> &AddTo, CString sGroupName, int iMaxStages = INT_MAX ) const;
void GetSongs( vector<Song*> &AddTo, int iMaxStages ) const { GetSongs(AddTo,GROUP_ALL_MUSIC,iMaxStages); }
void GetSongs( vector<Song*> &AddTo ) const { GetSongs(AddTo,GROUP_ALL_MUSIC,INT_MAX); }
void GetSongs( vector<Song*> &AddTo, int iMaxStages ) const { GetSongs(AddTo,GROUP_ALL,iMaxStages); }
void GetSongs( vector<Song*> &AddTo ) const { GetSongs(AddTo,GROUP_ALL,INT_MAX); }
Song *FindSong( CString sPath );
Course *FindCourse( CString sName );
int GetNumSongs() const;