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@@ -289,6 +289,7 @@ void SongBPMDisplay::Update( float fDeltaTime )
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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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class LunaBPMDisplay: public Luna<BPMDisplay>
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{
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public:
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+59
-5
@@ -1,4 +1,4 @@
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/* BPMDisplay - displays a BPM or a range of BPMs. */
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/** @brief BPMDisplay - displays a BPM or a range of BPMs. */
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#ifndef BPM_DISPLAY_H
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#define BPM_DISPLAY_H
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@@ -11,55 +11,109 @@ class Song;
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class Course;
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struct DisplayBpms;
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/** @brief Display the BPM/range of them as requested. */
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class BPMDisplay : public BitmapText
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{
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public:
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/** @brief Set up the BPM Display with default values. */
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BPMDisplay();
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/** @brief Copy the BPMDisplay to another. */
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virtual BPMDisplay *Copy() const;
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/** @brief Load the various metrics needed. */
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void Load();
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/**
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* @brief Update the display as required.
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* @param fDeltaTime the changed time.
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*/
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virtual void Update( float fDeltaTime );
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void LoadFromNode( const XNode *pNode );
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/**
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* @brief Use the BPM[s] from a song.
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* @param pSong the song in question.
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*/
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void SetBpmFromSong( const Song* pSong );
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/**
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* @brief Use the BPM[s] from a course.
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* @param pCourse the course in question.
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*/
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void SetBpmFromCourse( const Course* pCourse );
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/**
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* @brief Use a specified, constant BPM.
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* @param fBPM the constant BPM.
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*/
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void SetConstantBpm( float fBPM );
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/**
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* @brief Have the BPMDisplay cycle between various BPMs.
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*/
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void CycleRandomly();
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/** @brief Don't use a BPM at all. */
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void NoBPM();
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/** @brief Have the BPMDisplay use various BPMs. */
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void SetVarious();
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/** @brief Have the GameState determine which BPMs to display. */
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void SetFromGameState();
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// Lua
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virtual void PushSelf( lua_State *L );
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protected:
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/**
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* @brief Retrieve the active BPM on display.
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* @return the active BPM on display.
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*/
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float GetActiveBPM() const;
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/**
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* @brief Set the range to be used for the display.
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* @param bpms the set of BPMs to be used.
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*/
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void SetBPMRange( const DisplayBpms &bpms );
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/** @brief The commands to use when there is no BPM. */
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ThemeMetric<apActorCommands> SET_NO_BPM_COMMAND;
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/** @brief The commands to use when there is a normal BPM. */
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ThemeMetric<apActorCommands> SET_NORMAL_COMMAND;
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/** @brief The commands to use when the BPM can change between 2 or more values. */
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ThemeMetric<apActorCommands> SET_CHANGING_COMMAND;
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/** @brief The commands to use when the BPM is random. */
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ThemeMetric<apActorCommands> SET_RANDOM_COMMAND;
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/** @brief The commands to use if it is an extra stage. */
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ThemeMetric<apActorCommands> SET_EXTRA_COMMAND;
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/** @brief A flag to determine if the BPMs cycle from low to high or just display both. */
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ThemeMetric<bool> CYCLE;
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/** @brief A flag to determine if QUESTIONMARKS_TEXT is shown. */
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ThemeMetric<bool> SHOW_QMARKS;
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/** @brief How often the random BPMs cycle themselves. */
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ThemeMetric<float> RANDOM_CYCLE_SPEED;
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/** @brief The text used to separate the low and high BPMs. */
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ThemeMetric<RString> SEPARATOR;
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/** @brief The text used when there is no BPM. */
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ThemeMetric<RString> NO_BPM_TEXT;
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/** @brief The text used when there are various BPMs for the song. */
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ThemeMetric<RString> VARIOUS_TEXT;
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/** @brief The text used when it is a random BPM. */
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ThemeMetric<RString> RANDOM_TEXT;
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/** @brief The text used as one possible option for random BPM. */
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ThemeMetric<RString> QUESTIONMARKS_TEXT;
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float m_fBPMFrom, m_fBPMTo;
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/** @brief The lowest valued BPM. */
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float m_fBPMFrom;
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/** @brief The highest valued BPM. */
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float m_fBPMTo;
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/** @brief The current BPM index used. */
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int m_iCurrentBPM;
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/** @brief The list of BPMs. */
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vector<float> m_BPMS;
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float m_fPercentInState;
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/** @brief How long it takes to cycle the various BPMs. */
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float m_fCycleTime;
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};
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#endif
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/*
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* (c) 2001-2002 Chris Danford
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/**
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* @file
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* @author Chris Danford (c) 2001-2002
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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@@ -192,7 +192,7 @@ const RString& SortOrderToString( SortOrder so );
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const RString& SortOrderToLocalizedString( SortOrder so );
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/**
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* @brief Turn the string into the proper sort order.
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* @param s the string.
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* @param str the string.
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* @return the sort order based on the string.
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*/
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SortOrder StringToSortOrder( const RString& str );
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+14
-4
@@ -1,4 +1,4 @@
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/* GameplayAssist - Encapsulate playing of handclap and metronome. */
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/** @brief GameplayAssist - Encapsulate playing of handclap and metronome. */
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#ifndef GameplayAssist_H
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#define GameplayAssist_H
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@@ -6,24 +6,34 @@
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#include "RageSound.h"
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class NoteData;
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/** @brief The handclaps and metronomes ready to assist the player. */
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class GameplayAssist
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{
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public:
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/** @brief Load the sounds. */
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void Init();
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/**
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* @brief Play the sounds in question for the particular chart.
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* @param nd the note data used for playing the ticks. */
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void PlayTicks( const NoteData &nd );
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/** @brief Stop playing the sounds. */
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void StopPlaying();
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private:
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/** @brief the sound made when a note is to be hit. */
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RageSound m_soundAssistClap;
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/** @brief the sound made when crossing a new measure. */
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RageSound m_soundAssistMetronomeMeasure;
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/** @brief the sound made when crossing a new beat. */
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RageSound m_soundAssistMetronomeBeat;
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};
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#endif
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/*
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* (c) 2003-2006 Chris Danford
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/**
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* @file
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* @author Chris Danford (c) 2003-2006
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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@@ -411,6 +411,7 @@ void Screenshot::LoadFromNode( const XNode* pNode )
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// lua start
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#include "LuaBinding.h"
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/** @brief Allow Lua to have access to the HighScore. */
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class LunaHighScore: public Luna<HighScore>
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{
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public:
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@@ -457,6 +458,7 @@ public:
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LUA_REGISTER_CLASS( HighScore )
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/** @brief Allow Lua to have access to the HighScoreList. */
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class LunaHighScoreList: public Luna<HighScoreList>
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{
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public:
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+35
-5
@@ -1,4 +1,4 @@
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/* HighScore - Player scoring data that persists between sessions. */
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/** @brief HighScore - Player scoring data that persists between sessions. */
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#ifndef HIGH_SCORE_H
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#define HIGH_SCORE_H
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@@ -13,17 +13,37 @@ struct RadarValues;
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struct lua_State;
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struct HighScoreImpl;
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/** @brief The high score that is earned by a player. */
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struct HighScore
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{
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HighScore();
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/**
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* @brief Retrieve the name of the player that set the high score.
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* @return the name of the player. */
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RString GetName() const;
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/**
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* @brief Retrieve the grade earned from this score.
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* @return the grade.
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*/
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Grade GetGrade() const;
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/**
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* @brief Retrieve the score earned.
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* @return the score. */
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int GetScore() const;
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/**
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* @brief Determine if any judgments were tallied during this run.
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* @return true if no judgments were recorded, false otherwise. */
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bool IsEmpty() const;
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float GetPercentDP() const;
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/**
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* @brief Determine how many seconds the player had left in Survival mode.
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* @return the number of seconds left. */
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float GetSurviveSeconds() const;
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float GetSurvivalSeconds() const;
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/**
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* @brief Get the modifiers used for this run.
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* @return the modifiers. */
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RString GetModifiers() const;
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DateTime GetDateTime() const;
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RString GetPlayerGuid() const;
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@@ -33,6 +53,9 @@ struct HighScore
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int GetHoldNoteScore( HoldNoteScore tns ) const;
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const RadarValues &GetRadarValues() const;
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float GetLifeRemainingSeconds() const;
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/**
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* @brief Determine if this score was from a situation that would cause disqualification.
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* @return true if the score would be disqualified, false otherwise. */
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bool GetDisqualified() const;
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void SetName( const RString &sName );
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@@ -70,6 +93,7 @@ private:
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HiddenPtr<HighScoreImpl> m_Impl;
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};
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/** @brief The list of high scores */
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struct HighScoreList
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{
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public:
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@@ -110,10 +134,14 @@ private:
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};
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/** @brief the picture taken of the high score. */
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struct Screenshot
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{
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RString sFileName; // no directory part - just the file name
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RString sMD5; // MD5 hash of the screenshot file
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/** @brief the filename of the screen shot. There is no directory part. */
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RString sFileName;
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/** @brief The MD5 hash of the screen shot file above. */
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RString sMD5;
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/** @brief The actual high score in question. */
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HighScore highScore;
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XNode* CreateNode() const;
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@@ -122,8 +150,10 @@ struct Screenshot
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#endif
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/*
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* (c) 2004 Chris Danford
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/**
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* @file
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* @author Chris Danford (c) 2004
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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@@ -37,8 +37,8 @@ enum
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* @brief Turn the individual character to the proper note.
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* @param c The character in question.
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* @param i The player.
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* @param col1Out The first result based on the character.
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* @param col2Out The second result based on the character.
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* @param note1Out The first result based on the character.
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* @param note2Out The second result based on the character.
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* @param sPath the path to the file.
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*/
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static void DWIcharToNote( char c, GameController i, int ¬e1Out, int ¬e2Out, const RString &sPath )
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+12
-4
@@ -1,23 +1,31 @@
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/* Quad - A rectangle shaped actor with color. */
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/** @brief Quad - A rectangle shaped actor with color. */
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#ifndef QUAD_H
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#define QUAD_H
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#include "Sprite.h"
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/** @brief the Rectangular Actor with color. */
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class Quad : public Sprite
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{
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public:
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/** @brief Initialize the quad. */
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Quad();
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/**
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* @brief Load the quad from the specified node.
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* @param pNode the node to load the quad from.
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*/
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void LoadFromNode( const XNode* pNode );
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/** @brief Copy the quad. */
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virtual Quad *Copy() const;
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};
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#endif
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/*
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* (c) 2002-2003 Chris Danford
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/**
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* @file
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* @author Chris Danford (c) 2002-2003
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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