NoteSkinManager::ColToButtonName -> Game::ColToButtonName
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@@ -104,6 +104,16 @@ void Game::MenuInputToGameInput( MenuInput MenuI, GameInput GameIout[4] ) const
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}
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}
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CString Game::ColToButtonName( int col ) const
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{
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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StyleInput SI( PLAYER_1, col );
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GameInput GI = pStyle->StyleInputToGameInput( SI );
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return m_szButtonNames[GI.button];
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}
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/*
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* (c) 2001-2002 Chris Danford
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* All rights reserved.
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@@ -53,6 +53,7 @@ public:
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GameButton ButtonNameToIndex( const CString &sButtonName ) const;
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MenuInput GameInputToMenuInput( GameInput GameI ) const;
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void MenuInputToGameInput( MenuInput MenuI, GameInput GameIout[4] ) const;
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CString ColToButtonName( int col ) const;
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TapNoteScore m_mapMarvelousTo;
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TapNoteScore m_mapPerfectTo;
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@@ -8,6 +8,7 @@
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#include "GameState.h"
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#include "PrefsManager.h"
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#include "NoteFieldPositioning.h"
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#include "Game.h"
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GhostArrowRow::GhostArrowRow()
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@@ -31,8 +32,8 @@ void GhostArrowRow::Load( PlayerNumber pn, CString NoteSkin, float fYReverseOffs
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{
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NoteFieldMode &mode = g_NoteFieldMode[pn];
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CString Button = mode.GhostButtonNames[c];
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if(Button == "")
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Button = NoteSkinManager::ColToButtonName(c);
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if( Button == "" )
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Button = GAMESTATE->GetCurrentGame()->ColToButtonName( c );
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m_GhostDim.push_back( new GhostArrow );
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m_GhostBright.push_back( new GhostArrow );
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@@ -12,6 +12,7 @@
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#include "NoteFieldPositioning.h"
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#include "ActorUtil.h"
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#include "NoteDataWithScoring.h"
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#include "Game.h"
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enum part
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{
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@@ -231,8 +232,8 @@ void NoteDisplay::Load( int iColNum, PlayerNumber pn, CString NoteSkin, float fY
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/* Normally, this is empty and we use the style table entry via ColToButtonName. */
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NoteFieldMode &mode = g_NoteFieldMode[pn];
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CString Button = mode.NoteButtonNames[iColNum];
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if(Button == "")
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Button = NoteSkinManager::ColToButtonName(iColNum);
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if( Button == "" )
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Button = GAMESTATE->GetCurrentGame()->ColToButtonName( iColNum );
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cache->Load( NoteSkin, Button );
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@@ -206,16 +206,6 @@ RageColor NoteSkinManager::GetMetricC( CString sNoteSkinName, CString sButtonNam
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}
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CString NoteSkinManager::ColToButtonName(int col)
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{
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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const Game* pGame = GAMESTATE->GetCurrentGame();
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StyleInput SI( PLAYER_1, col );
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GameInput GI = pStyle->StyleInputToGameInput( SI );
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return pGame->m_szButtonNames[GI.button];
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}
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CString NoteSkinManager::GetPathToFromNoteSkinAndButton( CString NoteSkin, CString sButtonName, CString sElement, bool bOptional )
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{
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try_again:
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@@ -28,8 +28,6 @@ public:
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bool GetMetricB( CString sNoteSkinName, CString sButtonName, CString sValueName );
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RageColor GetMetricC( CString sNoteSkinName, CString sButtonName, CString sValueName );
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static CString ColToButtonName(int col);
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CString GetNoteSkinDir( const CString &sSkinName );
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protected:
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@@ -7,6 +7,7 @@
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#include "NoteSkinManager.h"
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#include "RageLog.h"
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#include "RageUtil.h"
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#include "Game.h"
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ReceptorArrow::ReceptorArrow()
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@@ -23,7 +24,7 @@ bool ReceptorArrow::Load( CString NoteSkin, PlayerNumber pn, int iColNo )
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NoteFieldMode &mode = g_NoteFieldMode[pn];
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CString sButton = mode.GrayButtonNames[iColNo];
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if( sButton == "" )
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sButton = NoteSkinManager::ColToButtonName( iColNo );
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sButton = GAMESTATE->GetCurrentGame()->ColToButtonName( iColNo );
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CString sPath;
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m_pReceptorWaiting.Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin,sButton,"receptor waiting") );
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