remove BPMDisplay from gameplay; not used

add SongBPMDisplay; use it if you want that
This commit is contained in:
Glenn Maynard
2007-02-12 23:22:50 +00:00
parent be95c36516
commit 0387924fab
3 changed files with 32 additions and 21 deletions
+31
View File
@@ -235,6 +235,37 @@ void BPMDisplay::SetFromGameState()
NoBPM();
}
class SongBPMDisplay: public BPMDisplay
{
public:
SongBPMDisplay();
virtual SongBPMDisplay *Copy() const;
virtual void Update( float fDeltaTime );
private:
float m_fLastGameStateBPM;
};
SongBPMDisplay::SongBPMDisplay()
{
m_fLastGameStateBPM = 0;
}
void SongBPMDisplay::Update( float fDeltaTime )
{
float fGameStateBPM = GAMESTATE->m_fCurBPS * 60.0f;
if( m_fLastGameStateBPM != fGameStateBPM )
{
m_fLastGameStateBPM = fGameStateBPM;
SetConstantBpm( fGameStateBPM );
}
BPMDisplay::Update( fDeltaTime );
}
REGISTER_ACTOR_CLASS( SongBPMDisplay )
#include "LuaBinding.h"
class LunaBPMDisplay: public Luna<BPMDisplay>
{
-17
View File
@@ -719,14 +719,6 @@ void ScreenGameplay::Init()
if( g_bShowLyrics )
this->AddChild( &m_LyricDisplay );
m_BPMDisplay.SetName( "BPMDisplay" );
m_BPMDisplay.LoadFromFont( THEME->GetPathF("BPMDisplay","bpm") );
m_BPMDisplay.Load();
ActorUtil::LoadAllCommands( m_BPMDisplay, m_sName );
SET_XY( m_BPMDisplay );
this->AddChild( &m_BPMDisplay );
m_fLastBPS = 0;
if( !GAMESTATE->m_bDemonstrationOrJukebox ) // only load if we're going to use it
{
m_Ready.Load( THEME->GetPathB(m_sName,"ready") );
@@ -1831,15 +1823,6 @@ void ScreenGameplay::Update( float fDeltaTime )
return;
}
//
// update bpm display
//
if( m_fLastBPS != GAMESTATE->m_fCurBPS && !m_BPMDisplay.GetHidden() )
{
m_fLastBPS = GAMESTATE->m_fCurBPS;
m_BPMDisplay.SetConstantBpm( GAMESTATE->m_fCurBPS * 60.0f );
}
PlayTicks();
UpdateLights();
+1 -4
View File
@@ -8,7 +8,7 @@
#include "Transition.h"
#include "BitmapText.h"
#include "RageSound.h"
#include "BPMDisplay.h"
#include "LocalizedString.h"
#include "BeginnerHelper.h"
#include "LyricDisplay.h"
#include "Attack.h"
@@ -195,9 +195,6 @@ protected:
CombinedLifeMeter* m_pCombinedLifeMeter;
Sprite m_sprCourseSongNumber;
BPMDisplay m_BPMDisplay;
float m_fLastBPS;
Sprite m_sprScoreFrame;
BitmapText m_textSongOptions;
BitmapText m_Scoreboard[NUM_NSScoreBoardColumn]; // for NSMAN, so we can have a scoreboard