diff --git a/src/PaneDisplay.cpp b/src/PaneDisplay.cpp index 2226289dd8..ab7097baf4 100644 --- a/src/PaneDisplay.cpp +++ b/src/PaneDisplay.cpp @@ -63,7 +63,6 @@ void PaneDisplay::Load( const RString &sMetricsGroup, PlayerNumber pn ) EMPTY_MACHINE_HIGH_SCORE_NAME.Load( sMetricsGroup, "EmptyMachineHighScoreName" ); NOT_AVAILABLE.Load( sMetricsGroup, "NotAvailable" ); - //BLANK_COUNT_VALUE.Load( sMetricsGroup, "BlankCountValue" ); // todo: better name -aj COUNT_FORMAT.Load( sMetricsGroup, "CountFormat" ); FOREACH_ENUM( PaneCategory, pc ) @@ -123,8 +122,11 @@ void PaneDisplay::SetContent( PaneCategory c ) const Profile *pProfile = PROFILEMAN->IsPersistentProfile(m_PlayerNumber) ? PROFILEMAN->GetProfile(m_PlayerNumber) : NULL; bool bIsPlayerEdit = pSteps && pSteps->IsAPlayerEdit(); - // in SM3.9, all values would get set to a "?". In sm-ssc, we follow the - // fallbacks above. (todo: make this a preference? see BLANK_COUNT_VALUE) -aj + // Note: in SM3.9, all values would get set to a "?" if the current + // selection (pSong/pCourse, in this case) is invalid. In sm-ssc, we use + // the falback values (everything is blank). + // TODO: add a theme option to use a similar behavior. -aj + if(GAMESTATE->IsCourseMode() && !pTrail) { if( (g_Contents[c].req&NEED_PROFILE) ) @@ -205,7 +207,7 @@ void PaneDisplay::SetContent( PaneCategory c ) case PaneCategory_Hands: val = rv[RadarCategory_Hands]; break; case PaneCategory_Lifts: val = rv[RadarCategory_Lifts]; break; case PaneCategory_ProfileHighScore: - case PaneCategory_MachineHighName: /* set val for color */ + case PaneCategory_MachineHighName: // set val for color case PaneCategory_MachineHighScore: CHECKPOINT; val = pHSL->GetTopScore().GetPercentDP(); @@ -266,7 +268,7 @@ done: void PaneDisplay::SetFromGameState() { - /* Don't update text that doesn't apply to the current mode. It's still tweening off. */ + // Don't update text that doesn't apply to the current mode. It's still tweening off. FOREACH_ENUM( PaneCategory, i ) SetContent( i ); } diff --git a/src/ScoreDisplayRave.cpp b/src/ScoreDisplayRave.cpp index 72da67fce0..639da02aea 100644 --- a/src/ScoreDisplayRave.cpp +++ b/src/ScoreDisplayRave.cpp @@ -10,12 +10,12 @@ ScoreDisplayRave::ScoreDisplayRave() { LOG->Trace( "ScoreDisplayRave::ScoreDisplayRave()" ); - + m_lastLevelSeen = ATTACK_LEVEL_1; - for( int i=0; iGetPathG("ScoreDisplayRave",ssprintf("stream level%d",i+1)) ); + m_sprMeter[i].Load( THEME->GetPathG("ScoreDisplayRave",ssprintf("stream level%d",i+1)) ); m_sprMeter[i].SetCropRight( 1.f ); } @@ -32,14 +32,14 @@ void ScoreDisplayRave::Init( const PlayerState* pPlayerState, const PlayerStageS m_sprFrameBase.Load( THEME->GetPathG("ScoreDisplayRave",ssprintf("frame base p%d",pn+1)) ); this->AddChild( m_sprFrameBase ); - for( int i=0; iAddChild( &m_sprMeter[i] ); } - + m_textLevel.SetName( ssprintf("LevelP%d",pn+1) ); LOAD_ALL_COMMANDS( m_textLevel ); ON_COMMAND( m_textLevel ); @@ -70,7 +70,7 @@ void ScoreDisplayRave::Update( float fDelta ) /* * (c) 2003 Chris Danford * All rights reserved. - * + * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including @@ -80,7 +80,7 @@ void ScoreDisplayRave::Update( float fDelta ) * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. - * + * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF diff --git a/src/ScreenEditMenu.cpp b/src/ScreenEditMenu.cpp index 4e6987cd7f..7a8e6d9e40 100644 --- a/src/ScreenEditMenu.cpp +++ b/src/ScreenEditMenu.cpp @@ -31,10 +31,10 @@ REGISTER_SCREEN_CLASS( ScreenEditMenu ); void ScreenEditMenu::Init() { - /* HACK: Disable any style set by the editor. */ + // HACK: Disable any style set by the editor. GAMESTATE->m_pCurStyle.Set( NULL ); - /* Enable all players. */ + // Enable all players. FOREACH_PlayerNumber( pn ) GAMESTATE->JoinPlayer( pn ); @@ -186,10 +186,7 @@ void ScreenEditMenu::MenuStart( const InputEventPlus &input ) GAMESTATE->SetCurrentStyle( GAMEMAN->GetEditorStyleForStepsType(st) ); GAMESTATE->m_pCurSteps[PLAYER_1].Set( pSteps ); - // // handle error cases - // - if( !pSong->HasMusic() ) { ScreenPrompt::Prompt( SM_None, MISSING_MUSIC_FILE ); @@ -227,9 +224,7 @@ void ScreenEditMenu::MenuStart( const InputEventPlus &input ) } } - // // Do work - // switch( action ) { case EditMenuAction_Edit: @@ -288,17 +283,14 @@ void ScreenEditMenu::MenuStart( const InputEventPlus &input ) ASSERT(0); } - - // // Go to the next screen. - // switch( action ) { case EditMenuAction_Edit: case EditMenuAction_Create: case EditMenuAction_Practice: { - // Prepare prepare for ScreenEdit + // Prepare for ScreenEdit ASSERT( pSteps ); bool bPromptToNameSteps = (action == EditMenuAction_Create && dc == Difficulty_Edit); if( bPromptToNameSteps ) @@ -328,7 +320,7 @@ void ScreenEditMenu::MenuStart( const InputEventPlus &input ) } void ScreenEditMenu::MenuBack( const InputEventPlus &input ) -{ +{ Cancel( SM_GoToPrevScreen ); SOUND->StopMusic(); diff --git a/src/ScreenGameplay.cpp b/src/ScreenGameplay.cpp index c1c65c4f0e..31ff8706db 100644 --- a/src/ScreenGameplay.cpp +++ b/src/ScreenGameplay.cpp @@ -1409,7 +1409,7 @@ void ScreenGameplay::PauseGame( bool bPause, GameController gc ) return; } - /* Don't pause if we're already tweening out. */ + // Don't pause if we're already tweening out. if( bPause && m_DancingState == STATE_OUTRO ) return; @@ -1939,7 +1939,7 @@ float ScreenGameplay::GetHasteRate() if( GAMESTATE->m_fAccumulatedHasteSeconds <= 1 ) { /* Only allow slowing down the song while the players have accumulated - * haste. This prevents dragging on the song by keeping the life meter + * haste. This prevents dragging on the song by keeping the life meter * nearly empty. */ float fClamped = max( 1.0f, fSpeed ); fSpeed = lerp( GAMESTATE->m_fAccumulatedHasteSeconds, fClamped, fSpeed ); @@ -2125,7 +2125,7 @@ void ScreenGameplay::BeginBackingOutFromGameplay() AbortGiveUp( false ); m_pSoundMusic->StopPlaying(); - m_GameplayAssist.StopPlaying(); /* Stop any queued assist ticks. */ + m_GameplayAssist.StopPlaying(); // Stop any queued assist ticks. this->ClearMessageQueue(); @@ -2179,9 +2179,8 @@ void ScreenGameplay::Input( const InputEventPlus &input ) GAMESTATE->IsHumanPlayer(input.pn) && !m_Cancel.IsTransitioning() ) { - /* - * Allow bailing out by holding any START button. This gives a way to - * "give up" when a back button isn't available. + /* Allow bailing out by holding any START button. + * This gives a way to "give up" when a back button isn't available. * If this is also a style button, don't do this; pump center is start. */ bool bHoldingGiveUp = false; @@ -2193,7 +2192,7 @@ void ScreenGameplay::Input( const InputEventPlus &input ) if( bHoldingGiveUp ) { - /* No PREFSMAN->m_bDelayedEscape; always delayed. */ + // No PREFSMAN->m_bDelayedEscape; always delayed. if( input.type==IET_RELEASE ) { AbortGiveUp( true ); @@ -2206,7 +2205,7 @@ void ScreenGameplay::Input( const InputEventPlus &input ) m_textDebug.SetDiffuse( RageColor(1,1,1,0) ); m_textDebug.BeginTweening( 1/8.f ); m_textDebug.SetDiffuse( RageColor(1,1,1,1) ); - m_GiveUpTimer.Touch(); /* start the timer */ + m_GiveUpTimer.Touch(); // start the timer } return; @@ -2324,8 +2323,7 @@ void ScreenGameplay::Input( const InputEventPlus &input ) } -/* - * Saving StageStats that are affected by the note pattern is a little tricky: +/* Saving StageStats that are affected by the note pattern is a little tricky: * * Stats are cumulative for course play. * @@ -2335,14 +2333,13 @@ void ScreenGameplay::Input( const InputEventPlus &input ) * The pattern changes during play in battle and course mode. We want to include * these changes, so run stats for a song after the song finishes. * - * If we fail, be sure to include the current song in stats, with the current modifier set. - * - * So: - * - * 1. At the end of a song in any mode, pass or fail, add stats for that song (from m_pPlayer). - * 2. At the end of gameplay in course mode, add stats for any songs that weren't played, - * applying the modifiers the song would have been played with. This doesn't - * include songs that were played but failed; that was done in #1. + * If we fail, be sure to include the current song in stats, + * with the current modifier set. So: + * 1. At the end of a song in any mode, pass or fail, add stats for that song + * (from m_pPlayer). + * 2. At the end of gameplay in course mode, add stats for any songs that weren't + * played, applying the modifiers the song would have been played with. + * This doesn't include songs that were played but failed; that was done in #1. */ void ScreenGameplay::SaveStats() { @@ -2380,7 +2377,7 @@ void ScreenGameplay::StageFinished( bool bBackedOut ) if( GAMESTATE->IsCourseMode() && GAMESTATE->m_PlayMode != PLAY_MODE_ENDLESS ) { LOG->Trace("Stage finished at index %i/%i", GAMESTATE->GetCourseSongIndex(), (int) m_apSongsQueue.size() ); - /* +1 to skip the current song; that song has already passed. */ + // +1 to skip the current song; that song has already passed. for( unsigned i = GAMESTATE->GetCourseSongIndex()+1; i < m_apSongsQueue.size(); ++i ) { LOG->Trace("Running stats for %i", i ); @@ -2397,7 +2394,7 @@ void ScreenGameplay::StageFinished( bool bBackedOut ) return; } - /* If all players failed, kill. */ + // If all players failed, kill. if( STATSMAN->m_CurStageStats.AllFailed() ) { FOREACH_HumanPlayer( p ) @@ -2436,11 +2433,11 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM ) m_Go.StartTransitioning( SM_None ); GAMESTATE->m_bGameplayLeadIn.Set( false ); - m_DancingState = STATE_DANCING; // STATE CHANGE! Now the user is allowed to press Back + m_DancingState = STATE_DANCING; // STATE CHANGE! Now the user is allowed to press Back } else if( SM == SM_NotesEnded ) // received while STATE_DANCING { - AbortGiveUp( false ); // don't allow giveup while the next song is loading + AbortGiveUp( false ); // don't allow giveup while the next song is loading /* Do this in LoadNextSong, so we don't tween off old attacks until * m_NextSong finishes. */ @@ -2448,7 +2445,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM ) FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi ) { - /* Mark failure. */ + // Mark failure. if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != PlayerOptions::FAIL_OFF && (pi->m_pLifeMeter && pi->m_pLifeMeter->IsFailing()) ) pi->GetPlayerStageStats()->m_bFailed = true; @@ -2476,7 +2473,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM ) } else { - /* Load the next song in the course. */ + // Load the next song in the course. HandleScreenMessage( SM_StartLoadingNextSong ); return; } @@ -2491,7 +2488,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM ) { FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi ) { - /* XXX: In battle modes, switch( GAMESTATE->GetStageResult(p) ). */ + // XXX: In battle modes, switch( GAMESTATE->GetStageResult(p) ). if( pi->GetPlayerStageStats()->m_bFailed ) pDancers->Change2DAnimState( pi->m_pn, AS2D_FAIL ); // fail anim else if( pi->m_pLifeMeter && pi->GetPlayerState()->m_HealthState == HealthState_Hot ) @@ -2501,7 +2498,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM ) } } - /* End round. */ + // End round. if( m_DancingState == STATE_OUTRO ) // ScreenGameplay already ended return; // ignore m_DancingState = STATE_OUTRO; @@ -2536,8 +2533,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM ) } else if( SM == SM_StartLoadingNextSong ) { - /* Next song. */ - + // Next song. // give a little life back between stages FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi ) { @@ -2628,19 +2624,19 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM ) } else if( SM == SM_GainFocus ) { - /* We do this ourself. */ + // We do this ourself. SOUND->HandleSongTimer( false ); } else if( SM == SM_LoseFocus ) { - /* We might have turned the song timer off. Be sure to turn it back on. */ + // We might have turned the song timer off. Be sure to turn it back on. SOUND->HandleSongTimer( true ); } else if( SM == SM_BeginFailed ) { m_DancingState = STATE_OUTRO; AbortGiveUp( false ); - m_GameplayAssist.StopPlaying(); /* Stop any queued assist ticks. */ + m_GameplayAssist.StopPlaying(); // Stop any queued assist ticks. TweenOffScreen(); m_Failed.StartTransitioning( SM_DoNextScreen ); @@ -2668,7 +2664,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM ) } else if( SM == SM_Pause ) { - /* Ignore SM_Pause when in demonstration. */ + // Ignore SM_Pause when in demonstration. if( GAMESTATE->m_bDemonstrationOrJukebox ) return; diff --git a/src/ScreenOptions.cpp b/src/ScreenOptions.cpp index 1cd8c96a0c..4adbfdd2f3 100644 --- a/src/ScreenOptions.cpp +++ b/src/ScreenOptions.cpp @@ -149,7 +149,7 @@ void ScreenOptions::Init() LOAD_ALL_COMMANDS( m_Cursor[p] ); m_frameContainer.AddChild( &m_Cursor[p] ); } - + switch( m_InputMode ) { case INPUTMODE_INDIVIDUAL: @@ -258,14 +258,14 @@ void ScreenOptions::RestartOptions() vector vpns; FOREACH_HumanPlayer( p ) vpns.push_back( p ); - + for( unsigned r=0; rReload(); this->ImportOptions( r, vpns ); - + // HACK: Process disabled players, too, to hide inactive underlines. FOREACH_PlayerNumber( p ) pRow->AfterImportOptions( p ); @@ -382,7 +382,7 @@ void ScreenOptions::GetWidthXY( PlayerNumber pn, int iRow, int iChoiceOnRow, int void ScreenOptions::RefreshIcons( int iRow, PlayerNumber pn ) { OptionRow &row = *m_pRows[iRow]; - + const OptionRowDefinition &def = row.GetRowDef(); // find first selection and whether multiple are selected @@ -405,7 +405,7 @@ void ScreenOptions::RefreshIcons( int iRow, PlayerNumber pn ) pHand->GetIconTextAndGameCommand( iSelection, sIcon, gc ); } } - + /* XXX: hack to not display text in the song options menu */ if( def.m_bOneChoiceForAllPlayers ) @@ -452,8 +452,8 @@ void ScreenOptions::TweenCursor( PlayerNumber pn ) GetWidthXY( pn, iRow, iChoiceWithFocus, iWidth, iX, iY ); OptionsCursor &cursor = m_Cursor[pn]; - if( cursor.GetDestX() != (float) iX || - cursor.GetDestY() != (float) iY || + if( cursor.GetDestX() != (float) iX || + cursor.GetDestY() != (float) iY || cursor.GetBarWidth() != iWidth ) { cursor.StopTweening(); @@ -477,7 +477,7 @@ void ScreenOptions::TweenCursor( PlayerNumber pn ) cursor.SetCanGo( bCanGoLeft, bCanGoRight ); - if( GAMESTATE->IsHumanPlayer(pn) ) + if( GAMESTATE->IsHumanPlayer(pn) ) { COMMAND( m_sprLineHighlight[pn], "Change" ); if( row.GetRowType() == OptionRow::RowType_Exit ) @@ -658,7 +658,7 @@ void ScreenOptions::PositionRows( bool bTween ) Actor::TweenState tsDestination = m_exprRowPositionTransformFunction.GetTransformCached( fPos, i, min( (int)Rows.size(), (int)NUM_ROWS_SHOWN ) ); - bool bHidden = + bool bHidden = i < first_start || (i >= first_end && i < second_start) || i >= second_end; @@ -691,7 +691,7 @@ void ScreenOptions::AfterChangeValueOrRow( PlayerNumber pn ) if( iCurRow == -1 ) return; - + /* Update m_fY and m_bHidden[]. */ PositionRows( true ); @@ -784,7 +784,7 @@ void ScreenOptions::MenuStart( const InputEventPlus &input ) return; // don't allow repeat break; } - + /* If we are in a three-button mode, check to see if GAME_BUTTON_LEFT and * GAME_BUTTON_RIGHT are being held. */ switch( m_OptionsNavigation ) @@ -792,7 +792,7 @@ void ScreenOptions::MenuStart( const InputEventPlus &input ) case NAV_THREE_KEY: case NAV_TOGGLE_THREE_KEY: { - bool bHoldingLeftAndRight = + bool bHoldingLeftAndRight = INPUTMAPPER->IsBeingPressed( GAME_BUTTON_RIGHT, pn ) && INPUTMAPPER->IsBeingPressed( GAME_BUTTON_LEFT, pn ); if( bHoldingLeftAndRight ) @@ -803,7 +803,7 @@ void ScreenOptions::MenuStart( const InputEventPlus &input ) } } } - + this->ProcessMenuStart( input ); } @@ -849,7 +849,7 @@ void ScreenOptions::ProcessMenuStart( const InputEventPlus &input ) if( bEndThisScreen && (input.type != IET_FIRST_PRESS || IsTransitioning()) ) return; - + if( bEndThisScreen ) { SCREENMAN->PlayStartSound(); @@ -867,7 +867,7 @@ void ScreenOptions::ProcessMenuStart( const InputEventPlus &input ) return; } } - + if( row.GetRowDef().m_selectType == SELECT_MULTIPLE ) { int iChoiceInRow = row.GetChoiceInRowWithFocus(pn); @@ -941,7 +941,7 @@ void ScreenOptions::StoreFocus( PlayerNumber pn ) int iWidth, iY; GetWidthXY( pn, m_iCurrentRow[pn], row.GetChoiceInRowWithFocus(pn), iWidth, m_iFocusX[pn], iY ); - LOG->Trace("cur selection %ix%i @ %i", + LOG->Trace("cur selection %ix%i @ %i", m_iCurrentRow[pn], row.GetChoiceInRowWithFocus(pn), m_iFocusX[pn]); } @@ -987,7 +987,7 @@ void ScreenOptions::ChangeValueInRowAbsolute( int iRow, PlayerNumber pn, int iCh return; // don't allow a move OptionRow &row = *m_pRows[iRow]; - + const int iNumChoices = row.GetRowDef().m_vsChoices.size(); ASSERT( iNumChoices >= 0 && iChoiceIndex < iNumChoices ); @@ -1003,13 +1003,13 @@ void ScreenOptions::ChangeValueInRowRelative( int iRow, PlayerNumber pn, int iDe return; // don't allow a move OptionRow &row = *m_pRows[iRow]; - + const int iNumChoices = row.GetRowDef().m_vsChoices.size(); if( m_OptionsNavigation == NAV_THREE_KEY_MENU && iNumChoices <= 1 ) // 1 or 0 { /* There are no other options on the row; move up or down instead of left and right. - * This allows navigating the options menu with left/right/start. + * This allows navigating the options menu with left/right/start. * * XXX: Only allow repeats if the opposite key isn't pressed; otherwise, holding both * directions will repeat in place continuously, which is weird. */ @@ -1038,7 +1038,7 @@ void ScreenOptions::ChangeValueInRowRelative( int iRow, PlayerNumber pn, int iDe wrap( iNewChoiceWithFocus, iNumChoices ); else CLAMP( iNewChoiceWithFocus, 0, iNumChoices-1 ); - + if( iCurrentChoiceWithFocus != iNewChoiceWithFocus ) bOneChanged = true; @@ -1105,13 +1105,13 @@ void ScreenOptions::ChangeValueInRowRelative( int iRow, PlayerNumber pn, int iDe this->AfterChangeValueInRow( iRow, pn ); } -void ScreenOptions::AfterChangeValueInRow( int iRow, PlayerNumber pn ) +void ScreenOptions::AfterChangeValueInRow( int iRow, PlayerNumber pn ) { AfterChangeValueOrRow( pn ); } /* Move up/down. Returns true if we actually moved. */ -bool ScreenOptions::MoveRowRelative( PlayerNumber pn, int iDir, bool bRepeat ) +bool ScreenOptions::MoveRowRelative( PlayerNumber pn, int iDir, bool bRepeat ) { LOG->Trace( "MoveRowRelative(pn %i, dir %i, rep %i)", pn, iDir, bRepeat ); @@ -1144,7 +1144,7 @@ bool ScreenOptions::MoveRowRelative( PlayerNumber pn, int iDir, bool bRepeat ) return MoveRowAbsolute( pn, iDest ); } -void ScreenOptions::AfterChangeRow( PlayerNumber pn ) +void ScreenOptions::AfterChangeRow( PlayerNumber pn ) { const int iRow = m_iCurrentRow[pn]; if( iRow != -1 ) @@ -1176,7 +1176,7 @@ void ScreenOptions::AfterChangeRow( PlayerNumber pn ) if( row.GetFirstItemGoesDown() ) { - // If moving to a bFirstChoiceGoesDown row, put focus back on + // If moving to a bFirstChoiceGoesDown row, put focus back on // the first choice. row.SetChoiceInRowWithFocus( pn, 0 ); } @@ -1185,7 +1185,7 @@ void ScreenOptions::AfterChangeRow( PlayerNumber pn ) AfterChangeValueOrRow( pn ); } -bool ScreenOptions::MoveRowAbsolute( PlayerNumber pn, int iRow ) +bool ScreenOptions::MoveRowAbsolute( PlayerNumber pn, int iRow ) { bool bChanged = false; FOREACH_PlayerNumber( p ) @@ -1291,7 +1291,7 @@ LUA_REGISTER_DERIVED_CLASS( ScreenOptions, ScreenWithMenuElements ) /* * (c) 2001-2004 Chris Danford, Glenn Maynard * All rights reserved. - * + * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including @@ -1301,7 +1301,7 @@ LUA_REGISTER_DERIVED_CLASS( ScreenOptions, ScreenWithMenuElements ) * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. - * + * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF diff --git a/src/ScreenOptions.h b/src/ScreenOptions.h index 0229469bff..e9ec4f93d7 100644 --- a/src/ScreenOptions.h +++ b/src/ScreenOptions.h @@ -18,7 +18,7 @@ AutoScreenMessage( SM_ExportOptions ) enum InputMode { - INPUTMODE_INDIVIDUAL, // each player controls their own cursor + INPUTMODE_INDIVIDUAL, // each player controls their own cursor INPUTMODE_SHARE_CURSOR, // both players control the same cursor NUM_InputMode, InputMode_Invalid @@ -43,13 +43,10 @@ public: virtual void TweenOnScreen(); virtual void TweenOffScreen(); - // // Lua - // virtual void PushSelf( lua_State *L ); friend class LunaScreenOptions; - protected: virtual void ImportOptions( int iRow, const vector &vpns ) = 0; virtual void ExportOptions( int iRow, const vector &vpns ) = 0; @@ -93,17 +90,17 @@ protected: // derived classes need access to these void SetNavigation( Navigation nav ) { m_OptionsNavigation = nav; } void SetInputMode( InputMode im ) { m_InputMode = im; } - /* Map menu lines to m_OptionRow entries. */ + // Map menu lines to m_OptionRow entries. vector m_pRows; int m_iCurrentRow[NUM_PLAYERS]; - OptionRowType m_OptionRowTypeNormal; - OptionRowType m_OptionRowTypeExit; + OptionRowType m_OptionRowTypeNormal; + OptionRowType m_OptionRowTypeExit; Navigation m_OptionsNavigation; InputMode m_InputMode; - int m_iFocusX[NUM_PLAYERS]; + int m_iFocusX[NUM_PLAYERS]; bool m_bWasOnExit[NUM_PLAYERS]; // TRICKY: People hold Start to get to PlayerOptions, then @@ -115,12 +112,12 @@ protected: // derived classes need access to these ActorFrame m_frameContainer; AutoActor m_sprPage; - OptionsCursor m_Cursor[NUM_PLAYERS]; + OptionsCursor m_Cursor[NUM_PLAYERS]; AutoActor m_sprLineHighlight[NUM_PLAYERS]; BitmapText m_textExplanation[NUM_PLAYERS]; BitmapText m_textExplanationTogether; - DualScrollBar m_ScrollBar; + DualScrollBar m_ScrollBar; AutoActor m_sprMore; RageSound m_SoundChangeCol; @@ -134,7 +131,7 @@ protected: // derived classes need access to these ThemeMetric ROW_INIT_COMMAND; ThemeMetric ROW_ON_COMMAND; ThemeMetric ROW_OFF_COMMAND; - LuaExpressionTransform m_exprRowPositionTransformFunction; // params: self,offsetFromCenter,itemIndex,numItems + LuaExpressionTransform m_exprRowPositionTransformFunction; // params: self,offsetFromCenter,itemIndex,numItems ThemeMetric SHOW_SCROLL_BAR; ThemeMetric SCROLL_BAR_HEIGHT; ThemeMetric SCROLL_BAR_TIME; @@ -146,8 +143,8 @@ protected: // derived classes need access to these ThemeMetric ALLOW_REPEATING_CHANGE_VALUE_INPUT; ThemeMetric CURSOR_TWEEN_SECONDS; ThemeMetric WRAP_VALUE_IN_ROW; - ThemeMetric OPTION_ROW_NORMAL_METRICS_GROUP; - ThemeMetric OPTION_ROW_EXIT_METRICS_GROUP; + ThemeMetric OPTION_ROW_NORMAL_METRICS_GROUP; + ThemeMetric OPTION_ROW_EXIT_METRICS_GROUP; }; #endif