remove some more old experimental stuff

This commit is contained in:
Glenn Maynard
2005-01-15 02:01:26 +00:00
parent da407f2fb7
commit 0dfdaee605
13 changed files with 34 additions and 108 deletions
+1 -5
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@@ -29,6 +29,7 @@
#include "CommonMetrics.h" #include "CommonMetrics.h"
#include "Actor.h" #include "Actor.h"
#include "PlayerState.h" #include "PlayerState.h"
#include "Style.h"
#include <ctime> #include <ctime>
#include <set> #include <set>
@@ -41,7 +42,6 @@ GameState* GAMESTATE = NULL; // global and accessable from anywhere in our progr
GameState::GameState() GameState::GameState()
{ {
m_pPosition = NULL;
m_pCurStyle = NULL; m_pCurStyle = NULL;
m_pCurGame = NULL; m_pCurGame = NULL;
@@ -71,7 +71,6 @@ GameState::GameState()
GameState::~GameState() GameState::~GameState()
{ {
SAFE_DELETE( m_pPosition );
for( unsigned i=0; i<m_pCharacters.size(); i++ ) for( unsigned i=0; i<m_pCharacters.size(); i++ )
SAFE_DELETE( m_pCharacters[i] ); SAFE_DELETE( m_pCharacters[i] );
@@ -152,9 +151,6 @@ void GameState::Reset()
FOREACH_PlayerNumber( p ) FOREACH_PlayerNumber( p )
m_pCurTrail[p] = NULL; m_pCurTrail[p] = NULL;
SAFE_DELETE( m_pPosition );
m_pPosition = new NoteFieldPositioning("Positioning.ini");
FOREACH_PlayerNumber( p ) FOREACH_PlayerNumber( p )
m_pPlayerState[p]->Reset(); m_pPlayerState[p]->Reset();
-6
View File
@@ -19,7 +19,6 @@ class Course;
class Trail; class Trail;
class Game; class Game;
class Style; class Style;
class NoteFieldPositioning;
class Character; class Character;
class TimingData; class TimingData;
struct StageStats; struct StageStats;
@@ -249,11 +248,6 @@ public:
deque<PeakComboAward> m_vLastPeakComboAwards[NUM_PLAYERS]; deque<PeakComboAward> m_vLastPeakComboAwards[NUM_PLAYERS];
//
// Arrow positioning
//
NoteFieldPositioning *m_pPosition;
// //
// Attract stuff // Attract stuff
// //
+3 -2
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@@ -10,6 +10,7 @@
#include "NoteFieldPositioning.h" #include "NoteFieldPositioning.h"
#include "Game.h" #include "Game.h"
#include "PlayerState.h" #include "PlayerState.h"
#include "Style.h"
GhostArrowRow::GhostArrowRow() GhostArrowRow::GhostArrowRow()
@@ -108,13 +109,13 @@ void GhostArrowRow::DrawPrimitives()
// TODO: Remove indexing by PlayerNumber. // TODO: Remove indexing by PlayerNumber.
PlayerNumber pn = m_pPlayerState->m_PlayerNumber; PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
g_NoteFieldMode[pn].BeginDrawTrack(c); NoteFieldMode::BeginDrawTrack( pn, c );
m_GhostDim[c]->Draw(); m_GhostDim[c]->Draw();
m_GhostBright[c]->Draw(); m_GhostBright[c]->Draw();
m_HoldGhost[c]->Draw(); m_HoldGhost[c]->Draw();
g_NoteFieldMode[pn].EndDrawTrack(c); NoteFieldMode::EndDrawTrack( c );
} }
} }
+3 -2
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@@ -16,6 +16,7 @@
#include "song.h" #include "song.h"
#include "ScreenDimensions.h" #include "ScreenDimensions.h"
#include "PlayerState.h" #include "PlayerState.h"
#include "Style.h"
NoteField::NoteField() NoteField::NoteField()
{ {
@@ -527,7 +528,7 @@ void NoteField::DrawPrimitives()
{ {
// TODO: Remove use of PlayerNumber. // TODO: Remove use of PlayerNumber.
PlayerNumber pn = m_pPlayerState->m_PlayerNumber; PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
g_NoteFieldMode[pn].BeginDrawTrack(c); NoteFieldMode::BeginDrawTrack( pn, c );
// //
// Draw all HoldNotes in this column (so that they appear under the tap notes) // Draw all HoldNotes in this column (so that they appear under the tap notes)
@@ -642,7 +643,7 @@ void NoteField::DrawPrimitives()
} }
g_NoteFieldMode[pn].EndDrawTrack(c); NoteFieldMode::EndDrawTrack( c );
} }
cur->m_GhostArrowRow.Draw(); cur->m_GhostArrowRow.Draw();
+13 -51
View File
@@ -2,67 +2,29 @@
#include "NoteFieldPositioning.h" #include "NoteFieldPositioning.h"
#include "RageDisplay.h" #include "RageDisplay.h"
#include "RageUtil.h"
#include "RageLog.h" #include "RageLog.h"
#include "RageMath.h"
#include "GameState.h" #include "GameState.h"
#include "GameManager.h" #include "Style.h"
#include "IniFile.h"
#include "Game.h"
#include "ScreenDimensions.h"
#include "PlayerState.h"
#include "XmlFile.h"
/* Copies of the current mode. Update this by calling Load. */ void NoteFieldMode::BeginDrawTrack( PlayerNumber pn, int iTrack )
NoteFieldMode g_NoteFieldMode[NUM_PLAYERS];
NoteFieldMode::NoteFieldMode()
{
}
void NoteFieldMode::BeginDrawTrack(int tn)
{ {
DISPLAY->CameraPushMatrix(); DISPLAY->CameraPushMatrix();
if(tn != -1) ASSERT( iTrack != -1 );
{
DISPLAY->PushMatrix(); DISPLAY->PushMatrix();
DISPLAY->Translate( m_fPositionTrackX[tn], 0, 0 );
}
}
void NoteFieldMode::EndDrawTrack(int tn)
{
if(tn != -1)
DISPLAY->PopMatrix();
DISPLAY->CameraPopMatrix();
}
NoteFieldPositioning::NoteFieldPositioning(CString fn)
{
}
bool NoteFieldMode::MatchesCurrentGame() const
{
return true;
}
void NoteFieldPositioning::Load(PlayerNumber pn)
{
NoteFieldMode &mode = g_NoteFieldMode[pn];
mode = NoteFieldMode(); /* reset */
const Style *s = GAMESTATE->GetCurrentStyle(); const Style *s = GAMESTATE->GetCurrentStyle();
const float fPixelXOffsetFromCenter = s->m_ColumnInfo[pn][iTrack].fXOffset;
DISPLAY->Translate( fPixelXOffsetFromCenter, 0, 0 );
}
/* Load the settings in the style table by default. */ void NoteFieldMode::EndDrawTrack( int iTrack )
for(int tn = 0; tn < MAX_NOTE_TRACKS; ++tn) {
{ ASSERT( iTrack != -1 );
const float fPixelXOffsetFromCenter = s->m_ColumnInfo[pn][tn].fXOffset;
mode.m_fPositionTrackX[tn] = fPixelXOffsetFromCenter; DISPLAY->PopMatrix();
} DISPLAY->CameraPopMatrix();
} }
+3 -25
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@@ -2,35 +2,13 @@
#define NOTEFIELD_POSITIONING_H #define NOTEFIELD_POSITIONING_H
#include "PlayerNumber.h" #include "PlayerNumber.h"
#include "Style.h"
#include "Command.h"
class IniFile; namespace NoteFieldMode
struct XNode;
struct NoteFieldMode
{ {
NoteFieldMode(); void BeginDrawTrack( PlayerNumber pn, int iTrack );
bool MatchesCurrentGame() const; void EndDrawTrack( int iTrack );
void BeginDrawTrack(int tn);
void EndDrawTrack(int tn);
float m_fPositionTrackX[MAX_NOTE_TRACKS];
}; };
class NoteFieldPositioning
{
public:
NoteFieldPositioning(CString fn);
void Load(PlayerNumber pn);
private:
vector<NoteFieldMode> Modes;
};
extern NoteFieldMode g_NoteFieldMode[NUM_PLAYERS];
#endif #endif
/* /*
+3 -5
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@@ -33,6 +33,7 @@
#include "PlayerState.h" #include "PlayerState.h"
#include "GameplayMessages.h" #include "GameplayMessages.h"
#include "GameSoundManager.h" #include "GameSoundManager.h"
#include "Style.h"
ThemeMetric<float> GRAY_ARROWS_Y_STANDARD ("Player","ReceptorArrowsYStandard"); ThemeMetric<float> GRAY_ARROWS_Y_STANDARD ("Player","ReceptorArrowsYStandard");
ThemeMetric<float> GRAY_ARROWS_Y_REVERSE ("Player","ReceptorArrowsYReverse"); ThemeMetric<float> GRAY_ARROWS_Y_REVERSE ("Player","ReceptorArrowsYReverse");
@@ -156,9 +157,6 @@ void Player::Load( const NoteData& noteData )
GAMESTATE->ResetNoteSkinsForPlayer( pn ); GAMESTATE->ResetNoteSkinsForPlayer( pn );
/* Ensure that this is up-to-date. */
GAMESTATE->m_pPosition->Load(pn);
// init steps // init steps
m_NoteData.Init(); m_NoteData.Init();
bool bOniDead = GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY && bool bOniDead = GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY &&
@@ -617,11 +615,11 @@ void Player::DrawHoldJudgments()
for( int c=0; c<m_NoteData.GetNumTracks(); c++ ) for( int c=0; c<m_NoteData.GetNumTracks(); c++ )
{ {
g_NoteFieldMode[pn].BeginDrawTrack(c); NoteFieldMode::BeginDrawTrack( pn, c );
m_HoldJudgment[c].Draw(); m_HoldJudgment[c].Draw();
g_NoteFieldMode[pn].EndDrawTrack(c); NoteFieldMode::EndDrawTrack(c);
} }
} }
+1 -7
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@@ -22,13 +22,7 @@ bool ReceptorArrow::Load( CString NoteSkin, const PlayerState* pPlayerState, int
m_pPlayerState = pPlayerState; m_pPlayerState = pPlayerState;
m_iColNo = iColNo; m_iColNo = iColNo;
// TODO: Remove use of PlayerNumber. CString sButton = GAMESTATE->GetCurrentGame()->ColToButtonName( iColNo );
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
NoteFieldMode &mode = g_NoteFieldMode[pn];
CString sButton = mode.GrayButtonNames[iColNo];
if( sButton == "" )
sButton = GAMESTATE->GetCurrentGame()->ColToButtonName( iColNo );
CString sPath; CString sPath;
m_pReceptorWaiting.Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin,sButton,"receptor waiting") ); m_pReceptorWaiting.Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin,sButton,"receptor waiting") );
+3 -2
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@@ -8,6 +8,7 @@
#include "PrefsManager.h" #include "PrefsManager.h"
#include "NoteFieldPositioning.h" #include "NoteFieldPositioning.h"
#include "PlayerState.h" #include "PlayerState.h"
#include "Style.h"
ReceptorArrowRow::ReceptorArrowRow() ReceptorArrowRow::ReceptorArrowRow()
@@ -58,9 +59,9 @@ void ReceptorArrowRow::DrawPrimitives()
for( int c=0; c<m_iNumCols; c++ ) for( int c=0; c<m_iNumCols; c++ )
{ {
g_NoteFieldMode[pn].BeginDrawTrack(c); NoteFieldMode::BeginDrawTrack( pn, c );
m_ReceptorArrow[c].Draw(); m_ReceptorArrow[c].Draw();
g_NoteFieldMode[pn].EndDrawTrack(c); NoteFieldMode::EndDrawTrack(c);
} }
} }
+1
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@@ -27,6 +27,7 @@
#include "ThemeMetric.h" #include "ThemeMetric.h"
#include "PlayerState.h" #include "PlayerState.h"
#include "ScreenTextEntry.h" #include "ScreenTextEntry.h"
#include "Style.h"
const float RECORD_HOLD_SECONDS = 0.3f; const float RECORD_HOLD_SECONDS = 0.3f;
+1
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@@ -44,6 +44,7 @@
#include "ThemeMetric.h" #include "ThemeMetric.h"
#include "PlayerState.h" #include "PlayerState.h"
#include "GameplayMessages.h" #include "GameplayMessages.h"
#include "Style.h"
// //
// Defines // Defines
+1
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@@ -14,6 +14,7 @@
#include "Model.h" #include "Model.h"
#include "ThemeMetric.h" #include "ThemeMetric.h"
#include "PlayerState.h" #include "PlayerState.h"
#include "Style.h"
static const ThemeMetric<float> SECONDS_TO_SHOW ("ScreenHowToPlay","SecondsToShow"); static const ThemeMetric<float> SECONDS_TO_SHOW ("ScreenHowToPlay","SecondsToShow");
static const ThemeMetric<CString> STEPFILE ("ScreenHowToPlay","Stepfile"); static const ThemeMetric<CString> STEPFILE ("ScreenHowToPlay","Stepfile");
+1 -3
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@@ -19,6 +19,7 @@
#include "Game.h" #include "Game.h"
#include "ScreenDimensions.h" #include "ScreenDimensions.h"
#include "PlayerState.h" #include "PlayerState.h"
#include "Style.h"
// //
@@ -178,9 +179,6 @@ ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
ASSERT( GAMESTATE->IsHumanPlayer(p) ); // they better be enabled if they made a high score! ASSERT( GAMESTATE->IsHumanPlayer(p) ); // they better be enabled if they made a high score!
/* Ensure that this is up-to-date. */
GAMESTATE->m_pPosition->Load( (PlayerNumber)p );
float fPlayerX = PLAYER_X(p,GAMESTATE->GetCurrentStyle()->m_StyleType); float fPlayerX = PLAYER_X(p,GAMESTATE->GetCurrentStyle()->m_StyleType);
m_ReceptorArrowRow[p].Load( GAMESTATE->m_pPlayerState[p], GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.m_sNoteSkin, 0 ); m_ReceptorArrowRow[p].Load( GAMESTATE->m_pPlayerState[p], GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.m_sNoteSkin, 0 );