remove unused ActiveItemList
This commit is contained in:
@@ -1,82 +0,0 @@
|
|||||||
#include "global.h"
|
|
||||||
/*
|
|
||||||
-----------------------------------------------------------------------------
|
|
||||||
File: ActiveItemList.h
|
|
||||||
|
|
||||||
Desc: A graphic displayed in the ActiveItemList during Dancing.
|
|
||||||
|
|
||||||
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
|
|
||||||
Chris Danford
|
|
||||||
-----------------------------------------------------------------------------
|
|
||||||
*/
|
|
||||||
|
|
||||||
#include "ActiveItemList.h"
|
|
||||||
#include "RageUtil.h"
|
|
||||||
#include "GameState.h"
|
|
||||||
#include "ThemeManager.h"
|
|
||||||
#include "Inventory.h"
|
|
||||||
#include "RageTimer.h"
|
|
||||||
|
|
||||||
|
|
||||||
#define TEXT_HORIZ_ALIGN( p ) THEME->GetMetricI("ActiveItemList",ssprintf("TextHorizAlignP%d",p+1))
|
|
||||||
#define TEXT_ZOOM THEME->GetMetricF("ActiveItemList","TextZoom")
|
|
||||||
#define SPACING_Y THEME->GetMetricF("ActiveItemList","SpacingY")
|
|
||||||
|
|
||||||
|
|
||||||
ActiveItemList::ActiveItemList()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
void ActiveItemList::Init( PlayerNumber pn )
|
|
||||||
{
|
|
||||||
m_PlayerNumber = pn;
|
|
||||||
|
|
||||||
int i;
|
|
||||||
|
|
||||||
for( i=0; i<MAX_ACTIVE_ITEMS_LINES; i++ )
|
|
||||||
{
|
|
||||||
m_text[i].LoadFromFont( THEME->GetPathToF("Common normal") );
|
|
||||||
m_text[i].SetZoom( TEXT_ZOOM );
|
|
||||||
// m_text[i].SetText( "WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW" );
|
|
||||||
this->AddChild( &m_text[i] );
|
|
||||||
}
|
|
||||||
|
|
||||||
for( i=0; i<MAX_ACTIVE_ITEMS_LINES; i++ )
|
|
||||||
{
|
|
||||||
m_text[i].SetHorizAlign( (Actor::HorizAlign)TEXT_HORIZ_ALIGN(pn) );
|
|
||||||
bool bReverse = GAMESTATE->m_PlayerOptions[pn].m_fReverseScroll == 1;
|
|
||||||
float fHeight = SPACING_Y*MAX_ACTIVE_ITEMS_LINES * (bReverse ? 1 : -1 );
|
|
||||||
float fY = SCALE(i,0.f,MAX_ACTIVE_ITEMS_LINES,0.f,fHeight);
|
|
||||||
m_text[i].SetY( fY );
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void ActiveItemList::Update( float fDelta )
|
|
||||||
{
|
|
||||||
ActorFrame::Update( fDelta );
|
|
||||||
|
|
||||||
|
|
||||||
// refresh text only once every second
|
|
||||||
float fNowSeconds = RageTimer::GetTimeSinceStart();
|
|
||||||
float fLastSeconds = RageTimer::GetTimeSinceStart() - fDelta;
|
|
||||||
|
|
||||||
if( (int)fNowSeconds != (int)fLastSeconds )
|
|
||||||
{
|
|
||||||
GameState::Attack* sActiveAttacks = GAMESTATE->m_ActiveAttacks[m_PlayerNumber]; // NUM_INVENTORY_SLOTS
|
|
||||||
for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
|
|
||||||
{
|
|
||||||
GameState::Attack& a = sActiveAttacks[s];
|
|
||||||
|
|
||||||
CString sDisplayText = a.sModifier;
|
|
||||||
if( sDisplayText == "" )
|
|
||||||
m_text[s].SetText( "" );
|
|
||||||
else
|
|
||||||
{
|
|
||||||
int iDisplaySecondsLeft = (int)(a.fSecsRemaining+1);
|
|
||||||
m_text[s].SetText( ssprintf("%s %02d:%02d", sDisplayText.c_str(), iDisplaySecondsLeft/60, iDisplaySecondsLeft%60) );
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,39 +0,0 @@
|
|||||||
#ifndef _ActiveItemList_H_
|
|
||||||
#define _ActiveItemList_H_
|
|
||||||
/*
|
|
||||||
-----------------------------------------------------------------------------
|
|
||||||
File: ActiveItemList.h
|
|
||||||
|
|
||||||
Desc: A graphic displayed in the ActiveItemList during Dancing.
|
|
||||||
|
|
||||||
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
|
|
||||||
Chris Danford
|
|
||||||
-----------------------------------------------------------------------------
|
|
||||||
*/
|
|
||||||
|
|
||||||
#include "Sprite.h"
|
|
||||||
#include "ActorFrame.h"
|
|
||||||
#include "BitmapText.h"
|
|
||||||
#include "PlayerNumber.h"
|
|
||||||
class Inventory;
|
|
||||||
|
|
||||||
|
|
||||||
const int MAX_ACTIVE_ITEMS_LINES = 10;
|
|
||||||
|
|
||||||
|
|
||||||
class ActiveItemList : public ActorFrame
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
ActiveItemList();
|
|
||||||
|
|
||||||
void Init( PlayerNumber pn );
|
|
||||||
|
|
||||||
virtual void Update( float fDelta );
|
|
||||||
|
|
||||||
protected:
|
|
||||||
BitmapText m_text[MAX_ACTIVE_ITEMS_LINES];
|
|
||||||
|
|
||||||
PlayerNumber m_PlayerNumber;
|
|
||||||
};
|
|
||||||
|
|
||||||
#endif
|
|
||||||
@@ -265,16 +265,6 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
|
|||||||
|
|
||||||
m_TimingAssist.Load((PlayerNumber)p, &m_Player[p]);
|
m_TimingAssist.Load((PlayerNumber)p, &m_Player[p]);
|
||||||
|
|
||||||
switch( GAMESTATE->m_PlayMode )
|
|
||||||
{
|
|
||||||
case PLAY_MODE_HUMAN_BATTLE:
|
|
||||||
case PLAY_MODE_CPU_BATTLE:
|
|
||||||
m_ActiveItemList[p].Init( (PlayerNumber)p );
|
|
||||||
/* Position it in LoadNextSong. */
|
|
||||||
this->AddChild( &m_ActiveItemList[p] );
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
m_sprOniGameOver[p].Load( THEME->GetPathToG("ScreenGameplay oni gameover") );
|
m_sprOniGameOver[p].Load( THEME->GetPathToG("ScreenGameplay oni gameover") );
|
||||||
m_sprOniGameOver[p].SetX( fPlayerX );
|
m_sprOniGameOver[p].SetX( fPlayerX );
|
||||||
m_sprOniGameOver[p].SetY( SCREEN_TOP - m_sprOniGameOver[p].GetZoomedHeight()/2 );
|
m_sprOniGameOver[p].SetY( SCREEN_TOP - m_sprOniGameOver[p].GetZoomedHeight()/2 );
|
||||||
@@ -809,9 +799,6 @@ void ScreenGameplay::LoadNextSong()
|
|||||||
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
|
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
m_ActiveItemList[p].SetName( ssprintf("ActiveItemsP%d%s%s",p+1,bExtra?"Extra":"",bReverse[p]?"Reverse":"") );
|
|
||||||
SET_XY( m_ActiveItemList[p] );
|
|
||||||
|
|
||||||
m_DifficultyIcon[p].SetName( ssprintf("DifficultyP%d%s%s",p+1,bExtra?"Extra":"",bReverse[p]?"Reverse":"") );
|
m_DifficultyIcon[p].SetName( ssprintf("DifficultyP%d%s%s",p+1,bExtra?"Extra":"",bReverse[p]?"Reverse":"") );
|
||||||
SET_XY( m_DifficultyIcon[p] );
|
SET_XY( m_DifficultyIcon[p] );
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -24,7 +24,6 @@
|
|||||||
#include "DifficultyIcon.h"
|
#include "DifficultyIcon.h"
|
||||||
#include "BPMDisplay.h"
|
#include "BPMDisplay.h"
|
||||||
class Inventory;
|
class Inventory;
|
||||||
#include "ActiveItemList.h"
|
|
||||||
//#include "BeginnerHelper.h" // uncomment once it's checked in
|
//#include "BeginnerHelper.h" // uncomment once it's checked in
|
||||||
#include "LyricDisplay.h"
|
#include "LyricDisplay.h"
|
||||||
#include "TimingAssist.h"
|
#include "TimingAssist.h"
|
||||||
@@ -144,7 +143,6 @@ protected:
|
|||||||
|
|
||||||
// used in PLAY_MODE_BATTLE
|
// used in PLAY_MODE_BATTLE
|
||||||
Inventory* m_pInventory[NUM_PLAYERS];
|
Inventory* m_pInventory[NUM_PLAYERS];
|
||||||
ActiveItemList m_ActiveItemList[NUM_PLAYERS];
|
|
||||||
|
|
||||||
DifficultyIcon m_DifficultyIcon[NUM_PLAYERS];
|
DifficultyIcon m_DifficultyIcon[NUM_PLAYERS];
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user