add sType param to Load*
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@@ -43,31 +43,31 @@ ControllerStateDisplay::ControllerStateDisplay()
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m_idsLast = InputDeviceState_Invalid;
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m_idsLast = InputDeviceState_Invalid;
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}
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}
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void ControllerStateDisplay::LoadMultiPlayer( MultiPlayer mp )
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void ControllerStateDisplay::LoadMultiPlayer( RString sType, MultiPlayer mp )
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{
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{
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LoadInternal( mp, GAME_CONTROLLER_1 );
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LoadInternal( sType, mp, GAME_CONTROLLER_1 );
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}
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}
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void ControllerStateDisplay::LoadGameController( GameController gc )
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void ControllerStateDisplay::LoadGameController( RString sType, GameController gc )
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{
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{
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LoadInternal( MultiPlayer_Invalid, gc );
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LoadInternal( sType, MultiPlayer_Invalid, gc );
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}
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}
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void ControllerStateDisplay::LoadInternal( MultiPlayer mp, GameController gc )
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void ControllerStateDisplay::LoadInternal( RString sType, MultiPlayer mp, GameController gc )
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{
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{
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ASSERT( !m_bIsLoaded );
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ASSERT( !m_bIsLoaded );
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m_bIsLoaded = true;
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m_bIsLoaded = true;
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m_mp = mp;
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m_mp = mp;
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LuaThreadVariable varElement( "MultiPlayer", LuaReference::Create(m_mp) );
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LuaThreadVariable varElement( "MultiPlayer", LuaReference::Create(m_mp) );
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m_sprFrame.Load( THEME->GetPathG("ControllerStateDisplay", "frame") );
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m_sprFrame.Load( THEME->GetPathG(sType, "frame") );
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this->AddChild( m_sprFrame );
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this->AddChild( m_sprFrame );
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FOREACH_ENUM( ControllerStateButton, b )
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FOREACH_ENUM( ControllerStateButton, b )
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{
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{
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Button &button = m_Buttons[ b ];
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Button &button = m_Buttons[ b ];
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RString sPath = THEME->GetPathG( "ControllerStateDisplay", ControllerStateButtonToString(b) );
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RString sPath = THEME->GetPathG( sType, ControllerStateButtonToString(b) );
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button.spr.Load( sPath );
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button.spr.Load( sPath );
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this->AddChild( m_Buttons[b].spr );
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this->AddChild( m_Buttons[b].spr );
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@@ -104,8 +104,8 @@ void ControllerStateDisplay::Update( float fDelta )
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class LunaControllerStateDisplay: public Luna<ControllerStateDisplay>
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class LunaControllerStateDisplay: public Luna<ControllerStateDisplay>
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{
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{
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public:
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public:
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static int LoadGameController( T* p, lua_State *L ) { p->LoadGameController( (GameController)IArg(1) ); return 0; }
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static int LoadGameController( T* p, lua_State *L ) { p->LoadGameController( SArg(1), (GameController)IArg(2) ); return 0; }
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static int LoadMultiPlayer( T* p, lua_State *L ) { p->LoadMultiPlayer( (MultiPlayer)IArg(1) ); return 0; }
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static int LoadMultiPlayer( T* p, lua_State *L ) { p->LoadMultiPlayer( SArg(1), (MultiPlayer)IArg(2) ); return 0; }
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LunaControllerStateDisplay()
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LunaControllerStateDisplay()
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{
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{
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@@ -25,8 +25,8 @@ class ControllerStateDisplay : public ActorFrame
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{
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{
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public:
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public:
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ControllerStateDisplay();
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ControllerStateDisplay();
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void LoadMultiPlayer( MultiPlayer mp );
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void LoadMultiPlayer( RString sType, MultiPlayer mp );
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void LoadGameController( GameController gc );
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void LoadGameController( RString sType, GameController gc );
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virtual void Update( float fDelta );
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virtual void Update( float fDelta );
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bool IsLoaded() const { return m_bIsLoaded; }
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bool IsLoaded() const { return m_bIsLoaded; }
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@@ -38,7 +38,7 @@ public:
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virtual void PushSelf( lua_State *L );
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virtual void PushSelf( lua_State *L );
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protected:
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protected:
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void LoadInternal( MultiPlayer mp, GameController gc );
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void LoadInternal( RString sType, MultiPlayer mp, GameController gc );
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MultiPlayer m_mp;
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MultiPlayer m_mp;
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bool m_bIsLoaded;
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bool m_bIsLoaded;
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