Move RadarValues::WriteSimpleValues, WriteComplexValues into ThemeMetric objects for maintainability.
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@@ -54,8 +54,8 @@ void CatalogXml::Save( LoadingWindow *loading_window )
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const vector<StepsType> &vStepsTypesToShow = CommonMetrics::STEPS_TYPES_TO_SHOW.GetValue();
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const vector<StepsType> &vStepsTypesToShow = CommonMetrics::STEPS_TYPES_TO_SHOW.GetValue();
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const vector<Difficulty> &vDifficultiesToShow = CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue();
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const vector<Difficulty> &vDifficultiesToShow = CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue();
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const vector<CourseDifficulty> &vCourseDifficultiesToShow = CommonMetrics::COURSE_DIFFICULTIES_TO_SHOW.GetValue();
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const vector<CourseDifficulty> &vCourseDifficultiesToShow = CommonMetrics::COURSE_DIFFICULTIES_TO_SHOW.GetValue();
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const bool bWriteSimpleValues = THEME->GetMetricB( "RadarValues", "WriteSimpleValues" );
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const bool bWriteSimpleValues = RadarValues::WRITE_SIMPLE_VALIES;
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const bool bWriteComplexValues = THEME->GetMetricB( "RadarValues", "WriteComplexValues" );
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const bool bWriteComplexValues = RadarValues::WRITE_COMPLEX_VALIES;
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{
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{
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XNode* pNode = xml.AppendChild( "Totals" );
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XNode* pNode = xml.AppendChild( "Totals" );
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@@ -22,7 +22,7 @@ ThemeMetric<float> CommonMetrics::TICK_EARLY_SECONDS ("ScreenGameplay","TickE
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ThemeMetric<RString> CommonMetrics::DEFAULT_NOTESKIN_NAME ("Common","DefaultNoteSkinName");
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ThemeMetric<RString> CommonMetrics::DEFAULT_NOTESKIN_NAME ("Common","DefaultNoteSkinName");
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ThemeMetricDifficultiesToShow CommonMetrics::DIFFICULTIES_TO_SHOW ("Common","DifficultiesToShow");
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ThemeMetricDifficultiesToShow CommonMetrics::DIFFICULTIES_TO_SHOW ("Common","DifficultiesToShow");
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ThemeMetricCourseDifficultiesToShow CommonMetrics::COURSE_DIFFICULTIES_TO_SHOW ("Common","CourseDifficultiesToShow");
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ThemeMetricCourseDifficultiesToShow CommonMetrics::COURSE_DIFFICULTIES_TO_SHOW ("Common","CourseDifficultiesToShow");
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ThemeMetricStepsTypesToShow CommonMetrics::STEPS_TYPES_TO_SHOW ("Common","StepsTypesToHide");
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ThemeMetricStepsTypesToShow CommonMetrics::STEPS_TYPES_TO_SHOW ("Common","StepsTypesToHide"); // This metric takes a list of StepsTypes to hide and returns a list of StepsTypes to show
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ThemeMetric<bool> CommonMetrics::ALL_STEPS_TYPES_IN_ONE_LIST ("Common","AllStepsTypeInOneList");
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ThemeMetric<bool> CommonMetrics::ALL_STEPS_TYPES_IN_ONE_LIST ("Common","AllStepsTypeInOneList");
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@@ -80,8 +80,8 @@ HighScoreImpl::HighScoreImpl()
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XNode *HighScoreImpl::CreateNode() const
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XNode *HighScoreImpl::CreateNode() const
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{
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{
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XNode *pNode = new XNode( "HighScore" );
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XNode *pNode = new XNode( "HighScore" );
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const bool bWriteSimpleValues = THEME->GetMetricB( "RadarValues", "WriteSimpleValues" );
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const bool bWriteSimpleValues = RadarValues::WRITE_SIMPLE_VALIES;
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const bool bWriteComplexValues = THEME->GetMetricB( "RadarValues", "WriteComplexValues" );
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const bool bWriteComplexValues = RadarValues::WRITE_COMPLEX_VALIES;
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// TRICKY: Don't write "name to fill in" markers.
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// TRICKY: Don't write "name to fill in" markers.
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pNode->AppendChild( "Name", IsRankingToFillIn(sName) ? RString("") : sName );
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pNode->AppendChild( "Name", IsRankingToFillIn(sName) ? RString("") : sName );
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@@ -5,6 +5,9 @@
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#include "XmlFile.h"
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#include "XmlFile.h"
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#include "ThemeManager.h"
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#include "ThemeManager.h"
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ThemeMetric<bool> RadarValues::WRITE_SIMPLE_VALIES( "RadarValues", "WriteSimpleValues" );
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ThemeMetric<bool> RadarValues::WRITE_COMPLEX_VALIES( "RadarValues", "WriteComplexValues" );
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RadarValues::RadarValues()
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RadarValues::RadarValues()
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{
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{
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MakeUnknown();
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MakeUnknown();
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@@ -4,6 +4,7 @@
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#define RARAR_VALUES_H
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#define RARAR_VALUES_H
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#include "GameConstantsAndTypes.h"
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#include "GameConstantsAndTypes.h"
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#include "ThemeMetric.h"
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#define RADAR_VAL_UNKNOWN -1
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#define RADAR_VAL_UNKNOWN -1
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@@ -65,6 +66,9 @@ struct RadarValues
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RString ToString( int iMaxValues = -1 ) const; // default = all
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RString ToString( int iMaxValues = -1 ) const; // default = all
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void FromString( RString sValues );
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void FromString( RString sValues );
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static ThemeMetric<bool> WRITE_SIMPLE_VALIES;
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static ThemeMetric<bool> WRITE_COMPLEX_VALIES;
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// Lua
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// Lua
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void PushSelf( lua_State *L );
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void PushSelf( lua_State *L );
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};
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};
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