add virtual Copy() to Actor

This commit is contained in:
Glenn Maynard
2005-07-18 22:00:19 +00:00
parent d7c7780f65
commit 55d6382c49
21 changed files with 27 additions and 1 deletions
+2
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@@ -18,6 +18,8 @@
float Actor::g_fCurrentBGMTime = 0, Actor::g_fCurrentBGMBeat;
Actor *Actor::Copy() const { return new Actor(*this); }
static float g_fCabinetLights[NUM_CABINET_LIGHTS];
void Actor::SetBGMTime( float fTime, float fBeat )
+1
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@@ -28,6 +28,7 @@ class Actor : public IMessageSubscriber
public:
Actor();
virtual ~Actor();
virtual Actor *Copy() const;
void UnsubcribeAndClearCommands();
virtual void Reset();
void LoadFromNode( const CString& sDir, const XNode* pNode );
+1
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@@ -17,6 +17,7 @@
*/
//REGISTER_ACTOR_CLASS( ActorFrame )
REGISTER_ACTOR_CLASS_WITH_NAME( ActorFrameAutoDeleteChildren, ActorFrame )
Actor *ActorFrame::Copy() const { return new ActorFrame(*this); }
ActorFrame::ActorFrame()
+2
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@@ -13,6 +13,7 @@ public:
void LoadFromNode( const CString& sDir, const XNode* pNode );
void LoadChildrenFromNode( const CString& sDir, const XNode* pNode );
virtual Actor *Copy() const;
virtual void AddChild( Actor* pActor );
virtual void RemoveChild( Actor* pActor );
@@ -88,6 +89,7 @@ public:
LoadChildrenFromNode( sDir, pNode );
}
virtual Actor *Copy() const;
};
#endif
+1
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@@ -16,6 +16,7 @@
*/
//REGISTER_ACTOR_CLASS( ActorScroller )
REGISTER_ACTOR_CLASS_WITH_NAME( ActorScrollerAutoDeleteChildren, ActorScroller )
Actor *ActorScroller::Copy() const { return new ActorScroller(*this); }
ActorScroller::ActorScroller()
+2
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@@ -31,6 +31,7 @@ public:
virtual void DrawPrimitives(); // DOES draw
void LoadFromNode( const CString &sDir, const XNode *pNode );
virtual Actor *Copy() const;
void SetDestinationItem( float fItemIndex ) { m_fDestinationItem = fItemIndex; }
void SetCurrentAndDestinationItem( float fItemIndex ) { m_fCurrentItem = m_fDestinationItem = fItemIndex; }
@@ -79,6 +80,7 @@ public:
ActorScroller::LoadFromNode( sDir, pNode );
}
virtual Actor *Copy() const;
};
#endif
+2 -1
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@@ -20,7 +20,8 @@ typedef Actor* (*CreateActorFn)(const CString& sDir, const XNode* pNode);
public: \
Register##className() { ActorUtil::Register(#externalClassName,Create##className); } \
}; \
static Register##className register##className;
static Register##className register##className; \
Actor *className::Copy() const { return new className(*this); }
#define REGISTER_ACTOR_CLASS( className ) REGISTER_ACTOR_CLASS_WITH_NAME( className, className )
+1
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@@ -20,6 +20,7 @@ public:
void LoadFromAniDir( const CString &sAniDir, bool bGeneric=true );
void LoadFromNode( const CString& sDir, const XNode* pNode );
virtual Actor *Copy() const;
protected:
void AddLayersFromAniDir( const CString &_sAniDir, const IniFile& ini, bool bGeneric );
+1
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@@ -16,6 +16,7 @@ public:
virtual ~BitmapText();
void LoadFromNode( const CString& sDir, const XNode* pNode );
virtual Actor *Copy() const;
bool LoadFromFont( const CString& sFontName );
bool LoadFromTextureAndChars( const CString& sTexturePath, const CString& sChars );
+1
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@@ -19,6 +19,7 @@ public:
bool Load( CString sFilePath );
virtual void LoadFromNode( const CString& sDir, const XNode* pNode );
virtual Actor *Copy() const;
void SetFromSteps( PlayerNumber pn, const Steps* pSteps );
void SetFromTrail( PlayerNumber pn, const Trail* pTrail );
+1
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@@ -23,6 +23,7 @@ public:
void Load( const CString &sType );
void LoadFromNode( const CString& sDir, const XNode* pNode );
virtual Actor *Copy() const;
void SetFromGameState( PlayerNumber pn );
void SetFromMeterAndDifficulty( int iMeter, Difficulty dc );
+1
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@@ -11,6 +11,7 @@ class FadingBanner : public ActorFrame
{
public:
FadingBanner();
virtual Actor *Copy() const;
void ScaleToClipped( float fWidth, float fHeight );
+2
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@@ -16,6 +16,7 @@ public:
void Load( const CString &sType );
void LoadFromNode( const CString& sDir, const XNode* pNode );
virtual Actor *Copy() const;
void SetTips( const CStringArray &arrayTips ) { SetTips( arrayTips, arrayTips ); }
void SetTips( const CStringArray &arrayTips, const CStringArray &arrayTipsAlt );
@@ -42,6 +43,7 @@ public:
GenreDisplay();
~GenreDisplay();
void PlayCommand( const CString &sCommandName, Actor* pParent );
virtual Actor *Copy() const;
};
#endif
+1
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@@ -13,6 +13,7 @@ public:
MemoryCardDisplay();
void Load( PlayerNumber pn );
void LoadFromNode( const CString& sDir, const XNode* pNode );
virtual Actor *Copy() const;
void Update( float fDelta );
protected:
+2
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@@ -12,6 +12,7 @@ public:
MeterDisplay();
void Load( CString sStreamPath, float fStreamWidth, CString sTipPath );
virtual void LoadFromNode( const CString& sDir, const XNode* pNode );
virtual Actor *Copy() const;
void SetPercent( float fPercent );
@@ -26,6 +27,7 @@ class SongMeterDisplay: public MeterDisplay
{
public:
virtual void Update( float fDeltaTime );
virtual Actor *Copy() const;
};
#endif
+1
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@@ -17,6 +17,7 @@ class Model : public Actor
public:
Model();
virtual ~Model();
virtual Actor *Copy() const;
void Clear();
void Load( CString sFile );
+1
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@@ -19,6 +19,7 @@ public:
void Load();
virtual void LoadFromNode( const CString& sDir, const XNode* pNode );
virtual Actor *Copy() const;
void SetFromGameState( PlayerNumber pn );
//
+1
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@@ -15,6 +15,7 @@ public:
}
void LoadFromNode( const CString& sDir, const XNode* pNode );
virtual Actor *Copy() const;
};
#endif
+1
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@@ -11,6 +11,7 @@ public:
RollingNumbers();
void LoadFromNode( const CString& sDir, const XNode* pNode );
virtual Actor *Copy() const;
virtual void Update( float fDeltaTime );
+1
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@@ -17,6 +17,7 @@ public:
virtual void Update( float fDelta );
void LoadFromNode( const CString& sDir, const XNode* pNode );
virtual Actor *Copy() const;
void PlayCommand( const CString &sCommandName, Actor* pParent );
+1
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@@ -16,6 +16,7 @@ public:
virtual void Update( float fDelta );
void LoadFromNode( const CString& sDir, const XNode* pNode );
virtual Actor *Copy() const;
void PlayCommand( const CString &sCommandName, Actor* pParent );