Fixed DX Close Bug and some typos closes #15
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81074d5a0a
commit
5f28c5a103
10 files changed
+69
-64
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@@ -501,7 +501,7 @@ namespace VocaluxeLib.PartyModes.ChallengeMedley
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}
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#endregion PlayerNames
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#region SongQueque
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#region SongQueue
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if (CBase.Songs.GetNumVisibleSongs() < _NumSongs)
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CBase.Songs.ResetPartySongSung();
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@@ -542,7 +542,7 @@ namespace VocaluxeLib.PartyModes.ChallengeMedley
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s++;
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}
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return true;
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#endregion SongQueque
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#endregion SongQueue
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}
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private void _SetNumJokers()
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@@ -956,7 +956,7 @@ namespace Vocaluxe.Base
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reader.Read();
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byte[] data = _GetBytes(reader);
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reader.Dispose();
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tex = CDraw.QuequeTexture(w, h, ref data);
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tex = CDraw.EnqueueTexture(w, h, ref data);
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return true;
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}
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}
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@@ -1006,7 +1006,7 @@ namespace Vocaluxe.Base
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origin.Dispose();
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}
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tex = CDraw.QuequeTexture(w, h, ref data);
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tex = CDraw.EnqueueTexture(w, h, ref data);
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command.CommandText = "INSERT INTO Cover (Path, width, height) VALUES (@path, @w, @h)";
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command.Parameters.Add("@w", DbType.Int32).Value = w;
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@@ -211,9 +211,9 @@ namespace Vocaluxe.Base
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return _Draw.AddTexture(w, h, ref data);
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}
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public static STexture QuequeTexture(int w, int h, ref byte[] data)
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public static STexture EnqueueTexture(int w, int h, ref byte[] data)
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{
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return _Draw.QuequeTexture(w, h, ref data);
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return _Draw.EnqueueTexture(w, h, ref data);
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}
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public static bool UpdateTexture(ref STexture texture, ref byte[] data)
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@@ -418,7 +418,7 @@ namespace Vocaluxe.Base
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public static void LoadCover()
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{
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if (CConfig.Renderer == ERenderer.TR_CONFIG_SOFTWARE)
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return; //should be removed as soon as the other renderer are ready for queque
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return; //should be removed as soon as the other renderer are ready for queue
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if (!SongsLoaded || CoverLoaded)
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return;
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@@ -29,12 +29,13 @@ using System.Drawing.Imaging;
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using System.IO;
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using System.Runtime.InteropServices;
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using System.Windows.Forms;
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using SlimDX.Windows;
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using Vocaluxe.Base;
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using VocaluxeLib.Menu;
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namespace Vocaluxe.Lib.Draw
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{
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class CDirect3D : Form, IDraw
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class CDirect3D : RenderForm, IDraw
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{
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#region private vars
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private readonly CKeys _Keys;
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@@ -51,7 +52,7 @@ namespace Vocaluxe.Lib.Draw
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private readonly Dictionary<int, STexture> _Textures;
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private readonly Dictionary<int, Texture> _D3DTextures;
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private readonly List<STextureQueque> _Queque;
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private readonly List<STextureQueue> _Queue;
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private readonly Queue<int> _IDs;
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private readonly Object _MutexTexture = new Object();
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@@ -81,7 +82,7 @@ namespace Vocaluxe.Lib.Draw
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Icon = new Icon(Path.Combine(Environment.CurrentDirectory, CSettings.Icon));
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_Textures = new Dictionary<int, STexture>();
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_D3DTextures = new Dictionary<int, Texture>();
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_Queque = new List<STextureQueque>();
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_Queue = new List<STextureQueue>();
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_IDs = new Queue<int>();
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//Fill Queue with 100000 IDs
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@@ -97,7 +98,7 @@ namespace Vocaluxe.Lib.Draw
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{
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_D3D = new Direct3D();
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}
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catch (Direct3D9NotFoundException e)
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catch (Direct3DX9NotFoundException e)
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{
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MessageBox.Show("No DirectX runtimes were found, please download and install them " +
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"from http://www.microsoft.com/download/en/details.aspx?id=8109",
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@@ -515,13 +516,15 @@ namespace Vocaluxe.Lib.Draw
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//We want to begin drawing
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if (_Device.BeginScene().IsFailure)
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CLog.LogError("Failed to begin scene");
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_CheckQueque();
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_Run = _Run && CGraphics.Draw();
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_CheckQueue();
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if (!CGraphics.Draw())
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_Run = false;
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_RenderVertexBuffer();
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//We finished drawing the frame
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if (_Device.EndScene().IsFailure)
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CLog.LogError("Failed to end scene");
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_Run = CGraphics.UpdateGameLogic(_Keys, _Mouse);
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if (!CGraphics.UpdateGameLogic(_Keys, _Mouse))
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_Run = false;
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try
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{
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//Now push the frame to the Viewport
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@@ -1010,10 +1013,10 @@ namespace Vocaluxe.Lib.Draw
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return t;
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}
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public STexture QuequeTexture(int w, int h, ref byte[] data)
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public STexture EnqueueTexture(int w, int h, ref byte[] data)
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{
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STexture texture = new STexture(-1);
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STextureQueque queque = new STextureQueque {Data = data, Height = h, Width = w};
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STextureQueue queue = new STextureQueue {Data = data, Height = h, Width = w};
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texture.Height = h;
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texture.Width = w;
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@@ -1022,8 +1025,8 @@ namespace Vocaluxe.Lib.Draw
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{
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_D3DTextures.Add(_IDs.Peek(), null);
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texture.Index = _IDs.Dequeue();
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queque.ID = texture.Index;
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_Queque.Add(queque);
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queue.ID = texture.Index;
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_Queue.Add(queue);
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_Textures[texture.Index] = texture;
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}
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return texture;
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@@ -1405,14 +1408,14 @@ namespace Vocaluxe.Lib.Draw
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}
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#endregion drawing
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private void _CheckQueque()
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private void _CheckQueue()
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{
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lock (_MutexTexture)
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{
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if (_Queque.Count == 0)
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if (_Queue.Count == 0)
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return;
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STextureQueque q = _Queque[0];
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STextureQueue q = _Queue[0];
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STexture texture;
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if (_Textures.ContainsKey(q.ID))
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texture = _Textures[q.ID];
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@@ -1423,7 +1426,7 @@ namespace Vocaluxe.Lib.Draw
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_D3DTextures[q.ID] = t;
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_Textures[texture.Index] = texture;
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_Queque.RemoveAt(0);
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_Queue.RemoveAt(0);
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}
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}
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@@ -418,7 +418,7 @@ namespace Vocaluxe.Lib.Draw
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return new STexture(-1);
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}
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public STexture QuequeTexture(int w, int h, ref byte[] data)
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public STexture EnqueueTexture(int w, int h, ref byte[] data)
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{
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return AddTexture(w, h, ref data);
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}
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@@ -41,7 +41,7 @@ namespace Vocaluxe.Lib.Draw
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public int Height;
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};
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struct STextureQueque
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struct STextureQueue
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{
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public int ID;
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public int Width;
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@@ -63,7 +63,7 @@ namespace Vocaluxe.Lib.Draw
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private readonly Dictionary<int, STexture> _Textures;
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private readonly Queue<int> _IDs;
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private readonly List<STextureQueque> _Queque;
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private readonly List<STextureQueue> _Queue;
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private readonly Object _MutexTexture = new Object();
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@@ -80,7 +80,7 @@ namespace Vocaluxe.Lib.Draw
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Icon = new Icon(Path.Combine(Environment.CurrentDirectory, CSettings.Icon));
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_Textures = new Dictionary<int, STexture>();
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_Queque = new List<STextureQueque>();
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_Queue = new List<STextureQueue>();
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_IDs = new Queue<int>(1000000);
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for (int i = 1; i < 1000000; i++)
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@@ -412,15 +412,17 @@ namespace Vocaluxe.Lib.Draw
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if (_Run)
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{
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ClearScreen();
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_Run = _Run && CGraphics.Draw();
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if (!CGraphics.Draw())
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_Run = false;
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if (!CGraphics.UpdateGameLogic(_Keys, _Mouse))
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_Run = false;
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_Run = CGraphics.UpdateGameLogic(_Keys, _Mouse);
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_Control.SwapBuffers();
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if ((CSettings.IsFullScreen && !_Fullscreen) || (!CSettings.IsFullScreen && _Fullscreen))
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_ToggleFullScreen();
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_CheckQueque();
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_CheckQueue();
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if (CTime.IsRunning())
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delay = (int)Math.Floor(CConfig.CalcCycleTime() - CTime.GetMilliseconds());
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@@ -907,10 +909,10 @@ namespace Vocaluxe.Lib.Draw
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return texture;
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}
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public STexture QuequeTexture(int w, int h, ref byte[] data)
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public STexture EnqueueTexture(int w, int h, ref byte[] data)
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{
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STexture texture = new STexture(-1);
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STextureQueque queque = new STextureQueque {Data = data, Height = h, Width = w};
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STextureQueue queue = new STextureQueue {Data = data, Height = h, Width = w};
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texture.Height = h;
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texture.Width = w;
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@@ -918,8 +920,8 @@ namespace Vocaluxe.Lib.Draw
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lock (_MutexTexture)
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{
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texture.Index = _IDs.Dequeue();
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queque.ID = texture.Index;
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_Queque.Add(queque);
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queue.ID = texture.Index;
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_Queue.Add(queue);
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_Textures[texture.Index] = texture;
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}
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@@ -1333,14 +1335,14 @@ namespace Vocaluxe.Lib.Draw
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return _Textures.Count;
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}
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private void _CheckQueque()
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private void _CheckQueue()
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{
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lock (_MutexTexture)
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{
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if (_Queque.Count == 0)
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if (_Queue.Count == 0)
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return;
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STextureQueque q = _Queque[0];
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STextureQueue q = _Queue[0];
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STexture texture = new STexture(-1);
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if (_Textures.ContainsKey(q.ID))
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texture = _Textures[q.ID];
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@@ -1407,7 +1409,7 @@ namespace Vocaluxe.Lib.Draw
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_Textures[texture.Index] = texture;
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q.Data = null;
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_Queque.RemoveAt(0);
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_Queue.RemoveAt(0);
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}
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}
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#endregion Textures
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@@ -52,7 +52,7 @@ namespace Vocaluxe.Lib.Draw
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STexture AddTexture(Bitmap bitmap);
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STexture AddTexture(int w, int h, IntPtr data);
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STexture AddTexture(int w, int h, ref byte[] data);
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STexture QuequeTexture(int w, int h, ref byte[] data);
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STexture EnqueueTexture(int w, int h, ref byte[] data);
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bool UpdateTexture(ref STexture texture, ref byte[] data);
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bool UpdateTexture(ref STexture texture, IntPtr data);
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@@ -948,9 +948,9 @@ namespace Vocaluxe.Screens
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private void _UpdateMedleyCountdown()
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{
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if (CGame.GetSong() != null)
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{
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CSong song = CGame.GetSong();
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CSong song = CGame.GetSong();
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if (song != null)
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{
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float currentTime = _CurrentTime - song.Start;
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float timeToFirstMedleyNote = (CGame.GetTimeFromBeats(song.Medley.StartBeat, song.BPM) + song.Gap - song.Start);
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if (currentTime < timeToFirstMedleyNote && CGame.GameMode == EGameMode.TR_GAMEMODE_MEDLEY)
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@@ -39,22 +39,22 @@ namespace Vocaluxe.SongQueue
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class CSongQueue : ISongQueue
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{
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private List<SSongQueueEntry> _SongQueque;
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private List<SSongQueueEntry> _SongQueue;
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private int _CurrentSong;
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private CPoints _Points;
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#region Implementation
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public void Init()
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{
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_SongQueque = new List<SSongQueueEntry>();
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_SongQueue = new List<SSongQueueEntry>();
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Reset();
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CGameModes.Init();
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}
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public EGameMode GetCurrentGameMode()
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{
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if (_CurrentSong >= 0 && _CurrentSong < _SongQueque.Count)
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return _SongQueque[_CurrentSong].GameMode;
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if (_CurrentSong >= 0 && _CurrentSong < _SongQueue.Count)
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return _SongQueue[_CurrentSong].GameMode;
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return EGameMode.TR_GAMEMODE_NORMAL;
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}
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@@ -73,7 +73,7 @@ namespace Vocaluxe.SongQueue
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if (gameMode == EGameMode.TR_GAMEMODE_DUET && !CSongs.GetSong(songID).IsDuet)
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return false;
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_SongQueque.Add(new SSongQueueEntry(songID, gameMode));
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_SongQueue.Add(new SSongQueueEntry(songID, gameMode));
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return true;
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}
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@@ -89,11 +89,11 @@ namespace Vocaluxe.SongQueue
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private bool _RemoveSong(int songID)
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{
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for (int i = 0; i < _SongQueque.Count; i++)
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for (int i = 0; i < _SongQueue.Count; i++)
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{
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if (_SongQueque[i].SongID != songID)
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if (_SongQueue[i].SongID != songID)
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continue;
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_SongQueque.RemoveAt(i);
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_SongQueue.RemoveAt(i);
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return true;
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}
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return false;
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@@ -101,7 +101,7 @@ namespace Vocaluxe.SongQueue
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public void ClearSongs()
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{
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_SongQueque.Clear();
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_SongQueue.Clear();
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}
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public void Reset()
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@@ -111,22 +111,22 @@ namespace Vocaluxe.SongQueue
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public void Start(SPlayer[] players)
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{
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_Points = new CPoints(_SongQueque.Count, players);
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_Points = new CPoints(_SongQueue.Count, players);
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}
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public void NextRound(SPlayer[] players)
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{
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if (_CurrentSong < _SongQueque.Count && _SongQueque.Count > 0)
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if (_CurrentSong < _SongQueue.Count && _SongQueue.Count > 0)
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{
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if (_CurrentSong > -1)
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{
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_Points.SetPoints(
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_CurrentSong,
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_SongQueque[_CurrentSong].SongID,
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_SongQueue[_CurrentSong].SongID,
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players,
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_SongQueque[_CurrentSong].GameMode == EGameMode.TR_GAMEMODE_MEDLEY,
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_SongQueque[_CurrentSong].GameMode == EGameMode.TR_GAMEMODE_DUET,
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_SongQueque[_CurrentSong].GameMode == EGameMode.TR_GAMEMODE_SHORTSONG);
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_SongQueue[_CurrentSong].GameMode == EGameMode.TR_GAMEMODE_MEDLEY,
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_SongQueue[_CurrentSong].GameMode == EGameMode.TR_GAMEMODE_DUET,
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_SongQueue[_CurrentSong].GameMode == EGameMode.TR_GAMEMODE_SHORTSONG);
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}
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_CurrentSong++;
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}
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@@ -134,7 +134,7 @@ namespace Vocaluxe.SongQueue
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public bool IsFinished()
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{
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return _CurrentSong == _SongQueque.Count || _SongQueque.Count == 0;
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return _CurrentSong == _SongQueue.Count || _SongQueue.Count == 0;
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}
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public int GetCurrentRoundNr()
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@@ -144,28 +144,28 @@ namespace Vocaluxe.SongQueue
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public CSong GetSong()
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{
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if (_CurrentSong >= 0 && _CurrentSong < _SongQueque.Count)
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CGameModes.Get(GetCurrentGameMode()).GetSong(_SongQueque[_CurrentSong].SongID);
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if (_CurrentSong >= 0 && _CurrentSong < _SongQueue.Count)
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CGameModes.Get(GetCurrentGameMode()).GetSong(_SongQueue[_CurrentSong].SongID);
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return null;
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}
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public int GetNumSongs()
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{
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return _SongQueque.Count;
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return _SongQueue.Count;
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}
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public CSong GetSong(int num)
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{
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if (num - 1 < _SongQueque.Count && num > 0)
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return CSongs.GetSong(_SongQueque[num - 1].SongID);
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if (num - 1 < _SongQueue.Count && num > 0)
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return CSongs.GetSong(_SongQueue[num - 1].SongID);
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return null;
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}
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public EGameMode GetGameMode(int num)
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{
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if (num - 1 < _SongQueque.Count && num > 0)
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return _SongQueque[num - 1].GameMode;
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if (num - 1 < _SongQueue.Count && num > 0)
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return _SongQueue[num - 1].GameMode;
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return EGameMode.TR_GAMEMODE_NORMAL;
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}
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