216 lines
7.7 KiB
C++
216 lines
7.7 KiB
C++
#ifndef SONG_H
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#define SONG_H
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/*
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-----------------------------------------------------------------------------
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Class: Song
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Desc: Holds data all music metadata and notes data single, playable song.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "PlayerNumber.h"
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#include "GameConstantsAndTypes.h"
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#include "Grade.h"
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#include "TimingData.h"
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class Steps;
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class StyleDef;
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class NotesLoader;
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class LyricsLoader;
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class Profile;
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class StepsID;
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#define MAX_EDITS_PER_SONG_PER_PROFILE 5
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#define MAX_EDITS_PER_SONG 5*NUM_PROFILE_SLOTS
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extern const int FILE_CACHE_VERSION;
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struct BackgroundChange
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{
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BackgroundChange() { m_fStartBeat=-1; m_fRate=1; m_bFadeLast=false; m_bRewindMovie=false; m_bLoop=true; };
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BackgroundChange( float s, CString n, float r=1.f, bool f=false, bool m=false, bool l=true ) { m_fStartBeat=s; m_sBGName=n; m_fRate=r; m_bFadeLast=f; m_bRewindMovie=m; m_bLoop=l; };
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float m_fStartBeat;
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CString m_sBGName;
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float m_fRate;
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bool m_bFadeLast;
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bool m_bRewindMovie;
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bool m_bLoop;
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};
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void SortBackgroundChangesArray( vector<BackgroundChange> &arrayBackgroundChanges );
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struct LyricSegment
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{
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float m_fStartTime;
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CString m_sLyric;
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RageColor m_Color;
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};
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class Song
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{
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CString m_sSongDir;
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public:
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/* Set when this song should be displayed in the music wheel: */
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enum SelectionDisplay { SHOW_ALWAYS, /* all the time */
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SHOW_ROULETTE, /* only when rouletting */
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SHOW_NEVER } /* never (unless song hiding is turned off) */
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m_SelectionDisplay;
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Song();
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~Song();
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void Reset();
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NotesLoader *MakeLoader( CString sDir ) const;
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bool LoadFromSongDir( CString sDir );
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void RevertFromDisk( bool bAllowNotesLoss=false );
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void TidyUpData(); // call after loading to clean up invalid data
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void ReCalculateRadarValuesAndLastBeat(); // called by TidyUpData, and after saving
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void TranslateTitles(); // called by TidyUpData
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void SaveToSMFile( CString sPath, bool bSavingCache );
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void Save(); // saves SM and DWI
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void SaveToCacheFile();
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void SaveToDWIFile();
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const CString &GetSongFilePath() const;
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CString GetCacheFilePath() const;
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void AddAutoGenNotes();
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void AutoGen( StepsType ntTo, StepsType ntFrom ); // create Steps of type ntTo from Steps of type ntFrom
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void RemoveAutoGenNotes();
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/* Directory this song data came from: */
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const CString &GetSongDir() const { return m_sSongDir; }
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/* Filename associated with this file. This will always have
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* an .SM extension. If we loaded an .SM, this will point to
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* it, but if we loaded any other type, this will point to a
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* generated .SM filename. */
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CString m_sSongFileName;
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CString m_sGroupName;
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ProfileSlot m_LoadedFromProfile; // PROFILE_SLOT_INVALID if wasn't loaded from a profile
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bool m_bChangedSinceSave;
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bool m_bIsSymLink;
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CString m_sMainTitle, m_sSubTitle, m_sArtist;
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CString m_sMainTitleTranslit, m_sSubTitleTranslit, m_sArtistTranslit;
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/* If PREFSMAN->m_bShowNative is off, these are the same as GetTranslit* below.
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* Otherwise, they return the main titles. */
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CString GetDisplayMainTitle() const;
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CString GetDisplaySubTitle() const;
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CString GetDisplayArtist() const;
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/* Returns the transliterated titles, if any; otherwise returns the main titles. */
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CString GetTranslitMainTitle() const { return m_sMainTitleTranslit.size()? m_sMainTitleTranslit: m_sMainTitle; }
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CString GetTranslitSubTitle() const { return m_sSubTitleTranslit.size()? m_sSubTitleTranslit: m_sSubTitle; }
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CString GetTranslitArtist() const { return m_sArtistTranslit.size()? m_sArtistTranslit:m_sArtist; }
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/* "title subtitle" */
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CString GetFullDisplayTitle() const;
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CString GetFullTranslitTitle() const;
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/* This is read and saved, but never actually used. */
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CString m_sCredit;
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CString m_sMusicFile;
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float m_fMusicLengthSeconds;
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float m_fFirstBeat;
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float m_fLastBeat;
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float m_fMusicSampleStartSeconds;
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float m_fMusicSampleLengthSeconds;
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enum { DISPLAY_ACTUAL, DISPLAY_SPECIFIED, DISPLAY_RANDOM } m_DisplayBPMType;
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float m_fSpecifiedBPMMin;
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float m_fSpecifiedBPMMax; // if a range, then Min != Max
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CString m_sBannerFile;
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CString m_sLyricsFile;
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CString m_sBackgroundFile;
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CString m_sCDTitleFile;
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CString GetMusicPath() const;
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CString GetBannerPath() const;
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CString GetLyricsPath() const;
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CString GetBackgroundPath() const;
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CString GetCDTitlePath() const;
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/* For loading only: */
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bool m_bHasMusic, m_bHasBanner;
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bool HasMusic() const;
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bool HasBanner() const;
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bool HasBackground() const;
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bool HasCDTitle() const;
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bool HasMovieBackground() const;
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bool HasBGChanges() const;
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bool HasLyrics() const;
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bool Matches(CString sGroup, CString sSong) const;
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TimingData m_Timing;
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vector<BackgroundChange> m_BackgroundChanges; // this must be sorted before gameplay
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vector<BackgroundChange> m_ForegroundChanges; // this must be sorted before gameplay
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vector<LyricSegment> m_LyricSegments; // this must be sorted before gameplay
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void AddBPMSegment( const BPMSegment &seg ) { m_Timing.AddBPMSegment( seg ); }
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void AddStopSegment( const StopSegment &seg ) { m_Timing.AddStopSegment( seg ); }
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void AddBackgroundChange( BackgroundChange seg );
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void AddForegroundChange( BackgroundChange seg );
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void AddLyricSegment( LyricSegment seg );
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void GetDisplayBPM( float &fMinBPMOut, float &fMaxBPMOut ) const;
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CString GetBackgroundAtBeat( float fBeat ) const;
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float GetBPMAtBeat( float fBeat ) const { return m_Timing.GetBPMAtBeat( fBeat ); }
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void SetBPMAtBeat( float fBeat, float fBPM ) { m_Timing.SetBPMAtBeat( fBeat, fBPM ); }
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BPMSegment& GetBPMSegmentAtBeat( float fBeat ) { return m_Timing.GetBPMSegmentAtBeat( fBeat ); }
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void GetBeatAndBPSFromElapsedTime( float fElapsedTime, float &fBeatOut, float &fBPSOut, bool &bFreezeOut ) const { m_Timing.GetBeatAndBPSFromElapsedTime( fElapsedTime, fBeatOut, fBPSOut, bFreezeOut ); }
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float GetBeatFromElapsedTime( float fElapsedTime ) const { return m_Timing.GetBeatFromElapsedTime( fElapsedTime ); }
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float GetElapsedTimeFromBeat( float fBeat ) const { return m_Timing.GetElapsedTimeFromBeat( fBeat ); }
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bool HasSignificantBpmChangesOrStops() const;
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vector<Steps*> m_apNotes;
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bool SongCompleteForStyle( const StyleDef *st ) const;
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bool SongHasNotesType( StepsType nt ) const;
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bool SongHasNotesTypeAndDifficulty( StepsType nt, Difficulty dc ) const;
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const vector<Steps*>& GetAllSteps() const { return m_apNotes; }
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void GetSteps( vector<Steps*>& arrayAddTo, StepsType nt = STEPS_TYPE_INVALID, Difficulty dc = DIFFICULTY_INVALID, int iMeterLow = -1, int iMeterHigh = -1, const CString &sDescription = "", bool bIncludeAutoGen = true, int Max = -1 ) const;
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Steps* GetStepsByDifficulty( StepsType nt, Difficulty dc, bool bIncludeAutoGen = true ) const;
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Steps* GetStepsByMeter( StepsType nt, int iMeterLow, int iMeterHigh ) const;
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Steps* GetStepsByDescription( StepsType nt, CString sDescription ) const;
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Steps* GetClosestNotes( StepsType nt, Difficulty dc ) const;
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bool IsEasy( StepsType nt ) const;
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bool HasEdits( StepsType nt ) const;
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SelectionDisplay GetDisplayed() const;
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bool NormallyDisplayed() const { return GetDisplayed() == SHOW_ALWAYS; }
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bool NeverDisplayed() const { return GetDisplayed() == SHOW_NEVER; }
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bool RouletteDisplayed() const { return GetDisplayed() != SHOW_NEVER; }
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int GetNumNotesWithGrade( Grade g ) const;
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void AddNotes( Steps* pNotes ); // we are responsible for deleting the memory pointed to by pNotes!
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void RemoveNotes( const Steps* pNotes );
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void FreeAllLoadedFromProfiles();
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bool WasLoadedFromProfile() const { return m_LoadedFromProfile != PROFILE_SLOT_INVALID; }
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int GetNumStepsLoadedFromProfile( ProfileSlot slot ) const;
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bool IsEditAlreadyLoaded( Steps* pSteps ) const;
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private:
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void AdjustDuplicateSteps(); // part of TidyUpData
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CString GetUniqueSongDescription( StepsType st );
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};
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#endif
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