Speed up the loading window. SetPixelV is slow. No perceptible difference in loading window behavior, but is faster. The goal here is to alleviate the case where the loading window is the bottleneck when loading songs on a fast computer.
- If AutoSetStyle is true then we're showing all compatible styles at once (compatible styles determined by number of players joined)
- Sooooo if 1 player is joined then we'd see Singles, Doubles, & 3-panel charts. (Maybe solo as well?)
- If 2 players are joined we'll see Singles (versus), Routine, and couples charts.
This needs to be reflected in the music wheel so that we're seeing songs with compatible styles. Previously it was checking if the song had steps in the current style which doesnt really apply for AutoSetStyle being toggled.
(cherry picked from commit 1fc4a805b497aa93a965547c688844a30018527a)
Replacing the SM5 power-of-two code with the implementation from Bit Twiddling Hacks, since the current implementation isn't correctly handling the edge case where the input is 0, and is a little overcomplicated.
- Replaced use of bare '-1' values with StepParity::INVALID_COLUMN
- Removed StepParityGraph object, moved its responsibilities to StepParityGenerator
- Removed some unnecessary data from State object, added 'combinedColumns' and 'whatNoteTheFootIsHitting'
- Created stateCache to allow reuse of state objects
- Fixed a very small bug with TechCounts (missing 'previousPreviousHeel != INVALID_COLUMN')
Added convenience methods for determining if a given column is an up, down, or side arrow.
Added explicit tech counts for up footswitches and down footswitches
FailType for a given Player can be overriden with respect to preferences, but
Lua has no way to check it. Expose a function to allow doing that, in order to
not accidentally submit invalid scores to GrooveStats.
Bring in std::optional<DEVMODE> to gracefully handle the case where the function may not return anything valid. This helps to avoid undefined behavior caused by unexpected/invalid return values, as an extra protection to supplement the check if we can identify the refresh rate.
This eluded the update to use `_WIN32` preprocessor macro across the codebase.
Also adding an error message so we don't fail silently if we can't get the command line arguments.
The DirectInput / DirectSound version defs need to be exposed to other parts of the engine, so they are moved to the header instead of the cpp file.
The includes can be consolidated after that.
I'm also replacing the usage of a raw array of char *'s with an RString and using c_str() to get its value - a small change, but raw arrays are unreliable.
Directly use CommandLineToArgvW, replacing legacy code. Support Unicode natively by natively using std::string and wchar. shellapi.h is brought in for CommandLineToArgvW
Mitigate some security concerns, update API calls (RegOpenKeyExW & ShellExecuteEx), support unicode natively, const correctness, etc. - not doing anything new, just updating what's here to be more modern.