remove unused ActiveItemList
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@@ -1,82 +0,0 @@
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#include "global.h"
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/*
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-----------------------------------------------------------------------------
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File: ActiveItemList.h
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Desc: A graphic displayed in the ActiveItemList during Dancing.
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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 "ActiveItemList.h"
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#include "RageUtil.h"
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#include "GameState.h"
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#include "ThemeManager.h"
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#include "Inventory.h"
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#include "RageTimer.h"
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#define TEXT_HORIZ_ALIGN( p ) THEME->GetMetricI("ActiveItemList",ssprintf("TextHorizAlignP%d",p+1))
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#define TEXT_ZOOM THEME->GetMetricF("ActiveItemList","TextZoom")
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#define SPACING_Y THEME->GetMetricF("ActiveItemList","SpacingY")
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ActiveItemList::ActiveItemList()
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{
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}
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void ActiveItemList::Init( PlayerNumber pn )
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{
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m_PlayerNumber = pn;
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int i;
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for( i=0; i<MAX_ACTIVE_ITEMS_LINES; i++ )
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{
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m_text[i].LoadFromFont( THEME->GetPathToF("Common normal") );
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m_text[i].SetZoom( TEXT_ZOOM );
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// m_text[i].SetText( "WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW" );
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this->AddChild( &m_text[i] );
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}
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for( i=0; i<MAX_ACTIVE_ITEMS_LINES; i++ )
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{
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m_text[i].SetHorizAlign( (Actor::HorizAlign)TEXT_HORIZ_ALIGN(pn) );
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bool bReverse = GAMESTATE->m_PlayerOptions[pn].m_fReverseScroll == 1;
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float fHeight = SPACING_Y*MAX_ACTIVE_ITEMS_LINES * (bReverse ? 1 : -1 );
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float fY = SCALE(i,0.f,MAX_ACTIVE_ITEMS_LINES,0.f,fHeight);
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m_text[i].SetY( fY );
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}
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}
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void ActiveItemList::Update( float fDelta )
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{
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ActorFrame::Update( fDelta );
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// refresh text only once every second
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float fNowSeconds = RageTimer::GetTimeSinceStart();
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float fLastSeconds = RageTimer::GetTimeSinceStart() - fDelta;
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if( (int)fNowSeconds != (int)fLastSeconds )
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{
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GameState::Attack* sActiveAttacks = GAMESTATE->m_ActiveAttacks[m_PlayerNumber]; // NUM_INVENTORY_SLOTS
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for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
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{
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GameState::Attack& a = sActiveAttacks[s];
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CString sDisplayText = a.sModifier;
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if( sDisplayText == "" )
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m_text[s].SetText( "" );
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else
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{
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int iDisplaySecondsLeft = (int)(a.fSecsRemaining+1);
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m_text[s].SetText( ssprintf("%s %02d:%02d", sDisplayText.c_str(), iDisplaySecondsLeft/60, iDisplaySecondsLeft%60) );
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}
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}
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}
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}
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@@ -1,39 +0,0 @@
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#ifndef _ActiveItemList_H_
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#define _ActiveItemList_H_
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/*
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-----------------------------------------------------------------------------
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File: ActiveItemList.h
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Desc: A graphic displayed in the ActiveItemList during Dancing.
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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 "Sprite.h"
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#include "ActorFrame.h"
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#include "BitmapText.h"
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#include "PlayerNumber.h"
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class Inventory;
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const int MAX_ACTIVE_ITEMS_LINES = 10;
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class ActiveItemList : public ActorFrame
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{
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public:
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ActiveItemList();
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void Init( PlayerNumber pn );
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virtual void Update( float fDelta );
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protected:
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BitmapText m_text[MAX_ACTIVE_ITEMS_LINES];
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PlayerNumber m_PlayerNumber;
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};
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#endif
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@@ -265,16 +265,6 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
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m_TimingAssist.Load((PlayerNumber)p, &m_Player[p]);
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_HUMAN_BATTLE:
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case PLAY_MODE_CPU_BATTLE:
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m_ActiveItemList[p].Init( (PlayerNumber)p );
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/* Position it in LoadNextSong. */
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this->AddChild( &m_ActiveItemList[p] );
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break;
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}
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m_sprOniGameOver[p].Load( THEME->GetPathToG("ScreenGameplay oni gameover") );
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m_sprOniGameOver[p].SetX( fPlayerX );
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m_sprOniGameOver[p].SetY( SCREEN_TOP - m_sprOniGameOver[p].GetZoomedHeight()/2 );
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@@ -809,9 +799,6 @@ void ScreenGameplay::LoadNextSong()
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if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
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continue;
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m_ActiveItemList[p].SetName( ssprintf("ActiveItemsP%d%s%s",p+1,bExtra?"Extra":"",bReverse[p]?"Reverse":"") );
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SET_XY( m_ActiveItemList[p] );
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m_DifficultyIcon[p].SetName( ssprintf("DifficultyP%d%s%s",p+1,bExtra?"Extra":"",bReverse[p]?"Reverse":"") );
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SET_XY( m_DifficultyIcon[p] );
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}
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@@ -24,7 +24,6 @@
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#include "DifficultyIcon.h"
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#include "BPMDisplay.h"
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class Inventory;
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#include "ActiveItemList.h"
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//#include "BeginnerHelper.h" // uncomment once it's checked in
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#include "LyricDisplay.h"
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#include "TimingAssist.h"
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@@ -144,7 +143,6 @@ protected:
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// used in PLAY_MODE_BATTLE
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Inventory* m_pInventory[NUM_PLAYERS];
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ActiveItemList m_ActiveItemList[NUM_PLAYERS];
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DifficultyIcon m_DifficultyIcon[NUM_PLAYERS];
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