De-Python-ize REGISTER_ACTOR_CLASS(*).
This commit is contained in:
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@@ -27,7 +27,7 @@ public:
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HiddenActor() { SetVisible(false); }
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virtual HiddenActor *Copy() const;
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};
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REGISTER_ACTOR_CLASS_WITH_NAME( HiddenActor, Actor )
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REGISTER_ACTOR_CLASS_WITH_NAME( HiddenActor, Actor );
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float Actor::g_fCurrentBGMTime = 0, Actor::g_fCurrentBGMBeat;
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float Actor::g_fCurrentBGMTimeNoOffset = 0, Actor::g_fCurrentBGMBeatNoOffset = 0;
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+2
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@@ -16,8 +16,8 @@
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* children. The name "ActorFrame" is widely used in Lua, so we'll have
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* that string instead create an ActorFrameAutoDeleteChildren object.
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*/
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//REGISTER_ACTOR_CLASS( ActorFrame )
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REGISTER_ACTOR_CLASS_WITH_NAME( ActorFrameAutoDeleteChildren, ActorFrame )
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//REGISTER_ACTOR_CLASS( ActorFrame );
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REGISTER_ACTOR_CLASS_WITH_NAME( ActorFrameAutoDeleteChildren, ActorFrame );
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ActorFrame *ActorFrame::Copy() const { return new ActorFrame(*this); }
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@@ -4,7 +4,7 @@
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#include "RageTextureManager.h"
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#include "ActorUtil.h"
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REGISTER_ACTOR_CLASS_WITH_NAME( ActorFrameTextureAutoDeleteChildren, ActorFrameTexture )
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REGISTER_ACTOR_CLASS_WITH_NAME( ActorFrameTextureAutoDeleteChildren, ActorFrameTexture );
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ActorFrameTexture *ActorFrameTexture::Copy() const { return new ActorFrameTexture(*this); }
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ActorFrameTexture::ActorFrameTexture()
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@@ -13,7 +13,7 @@
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#include "LuaBinding.h"
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#include "LuaManager.h"
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REGISTER_ACTOR_CLASS( ActorMultiTexture )
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REGISTER_ACTOR_CLASS( ActorMultiTexture );
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ActorMultiTexture::ActorMultiTexture()
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+1
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@@ -2,7 +2,7 @@
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#include "ActorProxy.h"
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#include "ActorUtil.h"
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REGISTER_ACTOR_CLASS( ActorProxy )
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REGISTER_ACTOR_CLASS( ActorProxy );
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ActorProxy::ActorProxy()
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{
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@@ -12,8 +12,8 @@
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* We don't want classes that derive from ActorFrame to auto delete their
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* children. The name "ActorFrame" is widely used in Lua, so we'll have
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* that string instead create an ActorFrameAutoDeleteChildren object. */
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//REGISTER_ACTOR_CLASS( ActorScroller )
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REGISTER_ACTOR_CLASS_WITH_NAME( ActorScrollerAutoDeleteChildren, ActorScroller )
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//REGISTER_ACTOR_CLASS( ActorScroller );
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REGISTER_ACTOR_CLASS_WITH_NAME( ActorScrollerAutoDeleteChildren, ActorScroller );
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ActorScroller *ActorScroller::Copy() const { return new ActorScroller(*this); }
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+1
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@@ -5,7 +5,7 @@
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#include "XmlFile.h"
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#include "RageUtil.h"
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REGISTER_ACTOR_CLASS_WITH_NAME( ActorSound, Sound )
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REGISTER_ACTOR_CLASS_WITH_NAME( ActorSound, Sound );
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void ActorSound::Load( const RString &sPath )
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{
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+10
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@@ -13,14 +13,21 @@ typedef Actor* (*CreateActorFn)();
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template<typename T>
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Actor *CreateActor() { return new T; }
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// Each Actor class should have a REGISTER_ACTOR_CLASS in its CPP file.
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/**
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* @brief Register the requested Actor with the specified external name.
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*
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* This should be called manually only if needed. */
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#define REGISTER_ACTOR_CLASS_WITH_NAME( className, externalClassName ) \
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struct Register##className { \
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Register##className() { ActorUtil::Register(#externalClassName, CreateActor<className>); } \
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}; \
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static Register##className register##className; \
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className *className::Copy() const { return new className(*this); }
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className *className::Copy() const { return new className(*this); } \
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static Register##className register##className
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/**
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* @brief Register the requested Actor so that it's more accessible.
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*
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* Each Actor class should have a REGISTER_ACTOR_CLASS in its CPP file. */
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#define REGISTER_ACTOR_CLASS( className ) REGISTER_ACTOR_CLASS_WITH_NAME( className, className )
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enum FileType
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+1
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@@ -7,7 +7,7 @@
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#include "Foreach.h"
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#include "LuaManager.h"
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REGISTER_ACTOR_CLASS(BGAnimation)
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REGISTER_ACTOR_CLASS(BGAnimation);
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BGAnimation::BGAnimation()
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{
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+2
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@@ -12,7 +12,7 @@
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#include <limits.h>
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REGISTER_ACTOR_CLASS( BPMDisplay )
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REGISTER_ACTOR_CLASS( BPMDisplay );
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BPMDisplay::BPMDisplay()
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{
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@@ -286,7 +286,7 @@ void SongBPMDisplay::Update( float fDeltaTime )
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BPMDisplay::Update( fDeltaTime );
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}
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REGISTER_ACTOR_CLASS( SongBPMDisplay )
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REGISTER_ACTOR_CLASS( SongBPMDisplay );
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#include "LuaBinding.h"
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/** @brief Allow Lua to have access to the BPMDisplay. */
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+1
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@@ -13,7 +13,7 @@
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#include "UnlockManager.h"
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#include "PrefsManager.h"
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REGISTER_ACTOR_CLASS( Banner )
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REGISTER_ACTOR_CLASS( Banner );
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ThemeMetric<bool> SCROLL_RANDOM ("Banner","ScrollRandom");
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ThemeMetric<bool> SCROLL_ROULETTE ("Banner","ScrollRoulette");
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+1
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@@ -11,7 +11,7 @@
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#include "LuaBinding.h"
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#include "Foreach.h"
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REGISTER_ACTOR_CLASS( BitmapText )
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REGISTER_ACTOR_CLASS( BitmapText );
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/* XXX: Changing a whole array of diffuse colors every frame (several times) is
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* a waste, when we're usually setting them all to the same value. Rainbow and
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+1
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@@ -8,7 +8,7 @@
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const int MinComboSizeToShow = 5;
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REGISTER_ACTOR_CLASS( ComboGraph )
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REGISTER_ACTOR_CLASS( ComboGraph );
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ComboGraph::ComboGraph()
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{
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@@ -27,7 +27,7 @@ static const GameButton ControllerStateButtonToGameButton[] = {
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PUMP_BUTTON_DOWNRIGHT,
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};
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REGISTER_ACTOR_CLASS( ControllerStateDisplay )
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REGISTER_ACTOR_CLASS( ControllerStateDisplay );
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ControllerStateDisplay::ControllerStateDisplay()
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{
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@@ -10,7 +10,7 @@
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#include "RageUtil.h"
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#include "Steps.h"
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REGISTER_ACTOR_CLASS( CourseContentsList )
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REGISTER_ACTOR_CLASS( CourseContentsList );
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CourseContentsList::~CourseContentsList()
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{
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@@ -12,7 +12,7 @@
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#include "XmlFile.h"
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#include "LuaManager.h"
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REGISTER_ACTOR_CLASS(DifficultyIcon)
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REGISTER_ACTOR_CLASS(DifficultyIcon);
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DifficultyIcon::DifficultyIcon()
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{
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@@ -24,7 +24,7 @@
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// "magic" 6. -aj
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#define MAX_METERS (NUM_Difficulty * 6) + MAX_EDITS_PER_SONG
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REGISTER_ACTOR_CLASS( StepsDisplayList )
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REGISTER_ACTOR_CLASS( StepsDisplayList );
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StepsDisplayList::StepsDisplayList()
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{
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@@ -126,7 +126,7 @@ void DynamicActorScroller::ConfigureActor( Actor *pActor, int iItem )
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LUA->Release(L);
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}
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REGISTER_ACTOR_CLASS_WITH_NAME( DynamicActorScrollerAutoDeleteChildren, DynamicActorScroller )
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REGISTER_ACTOR_CLASS_WITH_NAME( DynamicActorScrollerAutoDeleteChildren, DynamicActorScroller );
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/*
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* (c) 2005 Glenn Maynard
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@@ -11,7 +11,7 @@
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#include "ThemeMetric.h"
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#include "ActorUtil.h"
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REGISTER_ACTOR_CLASS( FadingBanner )
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REGISTER_ACTOR_CLASS( FadingBanner );
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/* Allow fading from one banner to another. We can handle two fades at once;
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* this is used to fade from an old banner to a low-quality banner to a high-
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@@ -6,7 +6,7 @@
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#include "ActorUtil.h"
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#include "ThemeManager.h"
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REGISTER_ACTOR_CLASS( GradeDisplay )
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REGISTER_ACTOR_CLASS( GradeDisplay );
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void GradeDisplay::Load( RString sMetricsGroup )
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{
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@@ -13,7 +13,7 @@
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#include "XmlFile.h"
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//#define DIVIDE_LINE_WIDTH THEME->GetMetricI(m_sName,"TexturedBottomHalf")
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REGISTER_ACTOR_CLASS( GraphDisplay )
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REGISTER_ACTOR_CLASS( GraphDisplay );
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enum { VALUE_RESOLUTION=100 };
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@@ -108,7 +108,7 @@ private:
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vector<RageSpriteVertex> m_Quads;
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vector<RageSpriteVertex> m_pCircles;
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};
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REGISTER_ACTOR_CLASS( GraphLine )
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REGISTER_ACTOR_CLASS( GraphLine );
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class GraphBody: public Actor
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{
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+1
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@@ -11,7 +11,7 @@
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#include "CommonMetrics.h"
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#include "ActorUtil.h"
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REGISTER_ACTOR_CLASS(GrooveRadar)
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REGISTER_ACTOR_CLASS(GrooveRadar);
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#define LABEL_OFFSET_X( i ) THEME->GetMetricF("GrooveRadar",ssprintf("Label%dOffsetX",i+1))
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#define LABEL_OFFSET_Y( i ) THEME->GetMetricF("GrooveRadar",ssprintf("Label%dOffsetY",i+1))
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+1
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@@ -5,7 +5,7 @@
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#include "ThemeManager.h"
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#include "ActorUtil.h"
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REGISTER_ACTOR_CLASS( HelpDisplay )
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REGISTER_ACTOR_CLASS( HelpDisplay );
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HelpDisplay::HelpDisplay()
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{
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@@ -7,7 +7,7 @@
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#include "ActorUtil.h"
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#include "XmlFile.h"
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REGISTER_ACTOR_CLASS( HoldJudgment )
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REGISTER_ACTOR_CLASS( HoldJudgment );
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HoldJudgment::HoldJudgment()
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{
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@@ -6,7 +6,7 @@
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#include "XmlFile.h"
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#include "ActorUtil.h"
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REGISTER_ACTOR_CLASS( MemoryCardDisplay )
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REGISTER_ACTOR_CLASS( MemoryCardDisplay );
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MemoryCardDisplay::MemoryCardDisplay()
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{
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@@ -8,8 +8,8 @@
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#include "RageLog.h"
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#include "LuaManager.h"
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REGISTER_ACTOR_CLASS(MeterDisplay)
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REGISTER_ACTOR_CLASS(SongMeterDisplay)
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REGISTER_ACTOR_CLASS(MeterDisplay);
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REGISTER_ACTOR_CLASS(SongMeterDisplay);
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MeterDisplay::MeterDisplay()
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{
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+1
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@@ -10,7 +10,7 @@
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#include "LuaManager.h"
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#include "Foreach.h"
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REGISTER_ACTOR_CLASS( ModIconRow )
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REGISTER_ACTOR_CLASS( ModIconRow );
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ModIconRow::ModIconRow()
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{
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+1
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@@ -14,7 +14,7 @@
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#include "LuaBinding.h"
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#include "PrefsManager.h"
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REGISTER_ACTOR_CLASS( Model )
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REGISTER_ACTOR_CLASS( Model );
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static const float FRAMES_PER_SECOND = 30;
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static const RString DEFAULT_ANIMATION_NAME = "default";
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+1
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@@ -55,7 +55,7 @@ static const Content_t g_Contents[NUM_PaneCategory] =
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{ NEED_NOTES|NEED_PROFILE, "score" }, // ProfileHighScore
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};
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REGISTER_ACTOR_CLASS( PaneDisplay )
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REGISTER_ACTOR_CLASS( PaneDisplay );
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void PaneDisplay::Load( const RString &sMetricsGroup, PlayerNumber pn )
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{
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@@ -12,7 +12,7 @@
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#include "Course.h"
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REGISTER_ACTOR_CLASS( PercentageDisplay )
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REGISTER_ACTOR_CLASS( PercentageDisplay );
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PercentageDisplay::PercentageDisplay()
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{
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+1
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@@ -3,7 +3,7 @@
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#include "ActorUtil.h"
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#include "RageTextureManager.h"
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REGISTER_ACTOR_CLASS( Quad )
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REGISTER_ACTOR_CLASS( Quad );
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Quad::Quad()
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{
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@@ -5,7 +5,7 @@
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#include "ActorUtil.h"
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#include "LuaManager.h"
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#include "ThemeManager.h"
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REGISTER_ACTOR_CLASS( RollingNumbers )
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REGISTER_ACTOR_CLASS( RollingNumbers );
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RollingNumbers::RollingNumbers()
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{
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@@ -9,7 +9,7 @@
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#include "LuaManager.h"
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#include "RageLog.h"
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REGISTER_ACTOR_CLASS( ScoreDisplayAliveTime )
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REGISTER_ACTOR_CLASS( ScoreDisplayAliveTime );
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ScoreDisplayAliveTime::ScoreDisplayAliveTime()
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@@ -10,7 +10,7 @@
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#include "StatsManager.h"
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#include "LuaManager.h"
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REGISTER_ACTOR_CLASS( ScoreDisplayCalories )
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REGISTER_ACTOR_CLASS( ScoreDisplayCalories );
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ScoreDisplayCalories::ScoreDisplayCalories()
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{
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+1
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@@ -14,7 +14,7 @@
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#include "LuaBinding.h"
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#include "LuaManager.h"
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REGISTER_ACTOR_CLASS( Sprite )
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REGISTER_ACTOR_CLASS( Sprite );
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Sprite::Sprite()
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+1
-1
@@ -5,7 +5,7 @@
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#include "ThemeManager.h"
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#include "XmlFile.h"
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REGISTER_ACTOR_CLASS( TextBanner )
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REGISTER_ACTOR_CLASS( TextBanner );
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void TextBanner::LoadFromNode( const XNode* pNode )
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{
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@@ -14,7 +14,7 @@
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const int MAX_METERS_TO_SHOW = 50;
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REGISTER_ACTOR_CLASS( WorkoutGraph )
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REGISTER_ACTOR_CLASS( WorkoutGraph );
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WorkoutGraph::WorkoutGraph()
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{
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