move ColToButtonName from Game to Style, to reduce GAMESTATE use
in Game
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@@ -83,18 +83,6 @@ void Game::MenuButtonToGameInputs( MenuButton MenuI, PlayerNumber pn, GameInput
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}
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}
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RString Game::ColToButtonName( int iCol ) const
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{
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const Style *pStyle = GAMESTATE->GetCurrentStyle();
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const char *pzColumnName = pStyle->m_ColumnInfo[PLAYER_1][iCol].pzName;
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if( pzColumnName != NULL )
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return pzColumnName;
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GameInput GI = pStyle->StyleInputToGameInput( iCol, PLAYER_1 );
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return m_szButtonNames[GI.button];
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}
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TapNoteScore Game::MapTapNoteScore( TapNoteScore tns ) const
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{
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switch( tns )
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@@ -51,7 +51,6 @@ public:
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GameButton ButtonNameToIndex( const RString &sButtonName ) const;
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MenuButton GameInputToMenuButton( GameInput GameI ) const;
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void MenuButtonToGameInputs( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] ) const; // looks up current style in GAMESTATE. Yuck.
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RString ColToButtonName( int col ) const; // looks up current style. Yuck.
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TapNoteScore MapTapNoteScore( TapNoteScore tns ) const;
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TapNoteScore m_mapW1To;
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@@ -25,7 +25,7 @@ void GhostArrowRow::Load( const PlayerState* pPlayerState, float fYReverseOffset
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// init arrows
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for( int c=0; c<pStyle->m_iColsPerPlayer; c++ )
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{
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const RString &sButton = GAMESTATE->GetCurrentGame()->ColToButtonName( c );
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const RString &sButton = GAMESTATE->GetCurrentStyle()->ColToButtonName( c );
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m_bHoldIsActive.push_back( false );
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m_bHoldWasActive.push_back( false );
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@@ -6,7 +6,7 @@
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#include "RageLog.h"
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#include "RageDisplay.h"
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#include "ActorUtil.h"
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#include "Game.h"
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#include "Style.h"
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#include "PlayerState.h"
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#include "Sprite.h"
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#include "NoteTypes.h"
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@@ -259,7 +259,7 @@ void NoteDisplay::Load( int iColNum, const PlayerState* pPlayerState, float fYRe
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m_pPlayerState = pPlayerState;
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m_fYReverseOffsetPixels = fYReverseOffsetPixels;
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const RString &sButton = GAMESTATE->GetCurrentGame()->ColToButtonName( iColNum );
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const RString &sButton = GAMESTATE->GetCurrentStyle()->ColToButtonName( iColNum );
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cache->Load( sButton );
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@@ -2025,8 +2025,8 @@ void ScreenGameplay::SendCrossedMessages()
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// Send col-specific crossed
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if( i == 0 )
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{
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const Game* pGame = GAMESTATE->GetCurrentGame();
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RString sButton = pGame->ColToButtonName( t );
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const Style *pStyle = GAMESTATE->GetCurrentStyle();
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RString sButton = pStyle->ColToButtonName( t );
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RString sMessageName = "NoteCrossed" + sButton;
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MESSAGEMAN->Broadcast( sMessageName );
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}
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@@ -95,6 +95,18 @@ void Style::GetMinAndMaxColX( PlayerNumber pn, float& fMixXOut, float& fMaxXOut
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}
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}
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RString Style::ColToButtonName( int iCol ) const
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{
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const char *pzColumnName = m_ColumnInfo[PLAYER_1][iCol].pzName;
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if( pzColumnName != NULL )
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return pzColumnName;
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GameInput GI = StyleInputToGameInput( iCol, PLAYER_1 );
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const Game *pGame = GAMESTATE->GetCurrentGame();
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return pGame->m_szButtonNames[GI.button];
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}
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// Lua bindings
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#include "LuaBinding.h"
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@@ -55,6 +55,7 @@ public:
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GameInput StyleInputToGameInput( int iCol, PlayerNumber pn ) const;
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int GameInputToColumn( const GameInput &GameI ) const;
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RString ColToButtonName( int iCol ) const;
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PlayerNumber ControllerToPlayerNumber( GameController controller ) const;
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