From 1b13c0bc7e56ad15e38f021a3d710d87f6f5e983 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Sun, 24 Sep 2006 19:22:30 +0000 Subject: [PATCH] don't bother trying to hide LuaReference. It's used everywhere, and allocating it like this make copy ctors a pain. --- stepmania/src/LuaExpressionTransform.cpp | 7 ++----- stepmania/src/LuaExpressionTransform.h | 4 ++-- 2 files changed, 4 insertions(+), 7 deletions(-) diff --git a/stepmania/src/LuaExpressionTransform.cpp b/stepmania/src/LuaExpressionTransform.cpp index 502d633a4b..7fae7c1c55 100644 --- a/stepmania/src/LuaExpressionTransform.cpp +++ b/stepmania/src/LuaExpressionTransform.cpp @@ -1,23 +1,20 @@ #include "global.h" #include "LuaExpressionTransform.h" -#include "LuaReference.h" #include "LuaManager.h" #include "RageUtil.h" LuaExpressionTransform::LuaExpressionTransform() { - m_pexprTransformFunction = new LuaReference; m_iNumSubdivisions = 1; } LuaExpressionTransform::~LuaExpressionTransform() { - delete m_pexprTransformFunction; } void LuaExpressionTransform::SetFromReference( const LuaReference &ref ) { - *m_pexprTransformFunction = ref; + m_exprTransformFunction = ref; } const Actor::TweenState &LuaExpressionTransform::GetPosition( float fPositionOffsetFromCenter, int iItemIndex, int iNumItems ) const @@ -31,7 +28,7 @@ const Actor::TweenState &LuaExpressionTransform::GetPosition( float fPositionOff Actor a; Lua *L = LUA->Get(); - m_pexprTransformFunction->PushSelf( L ); + m_exprTransformFunction.PushSelf( L ); ASSERT( !lua_isnil(L, -1) ); a.PushSelf( L ); LuaHelpers::Push( fPositionOffsetFromCenter, L ); diff --git a/stepmania/src/LuaExpressionTransform.h b/stepmania/src/LuaExpressionTransform.h index e11d5cea4f..07698a0268 100644 --- a/stepmania/src/LuaExpressionTransform.h +++ b/stepmania/src/LuaExpressionTransform.h @@ -4,7 +4,7 @@ #define LuaExpressionTransform_H #include "Actor.h" -class LuaReference; +#include "LuaReference.h" #include class LuaExpressionTransform @@ -22,7 +22,7 @@ public: protected: - LuaReference *m_pexprTransformFunction; // params: self,offset,itemIndex,numItems + LuaReference m_exprTransformFunction; // params: self,offset,itemIndex,numItems int m_iNumSubdivisions; // 1 == one evaluation per position struct PositionOffsetAndItemIndex {