remove unused ControllerStateDisplay

This commit is contained in:
Chris Danford
2006-04-21 00:41:47 +00:00
parent c44f80eede
commit 5c9bc7259b
4 changed files with 2 additions and 228 deletions
-133
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@@ -1,133 +0,0 @@
#include "global.h"
#include "ControllerStateDisplay.h"
#include "EnumHelper.h"
#include "RageUtil.h"
#include "RageInputDevice.h"
#include "ThemeManager.h"
#include "InputMapper.h"
#include "InputFilter.h"
#include "RageLog.h"
#include "LuaBinding.h"
static const char *ControllerStateButtonNames[] = {
"Up",
"Down",
"Left",
"Right",
};
XToString( ControllerStateButton, NUM_ControllerStateButton );
static const DeviceButton ControllerStateButtonToDeviceButton[] = {
JOY_UP,
JOY_DOWN,
JOY_LEFT,
JOY_RIGHT,
};
// TODO: Generalize for all game types
static const GameButton ControllerStateButtonToGameButton[] = {
DANCE_BUTTON_UP,
DANCE_BUTTON_DOWN,
DANCE_BUTTON_LEFT,
DANCE_BUTTON_RIGHT,
};
REGISTER_ACTOR_CLASS( ControllerStateDisplay )
ControllerStateDisplay::ControllerStateDisplay()
{
m_bIsLoaded = false;
}
void ControllerStateDisplay::LoadMultiPlayer( MultiPlayer mp )
{
LoadInternal( mp, GAME_CONTROLLER_INVALID );
}
void ControllerStateDisplay::LoadGameController( GameController gc )
{
LoadInternal( MultiPlayer_INVALID, gc );
}
void ControllerStateDisplay::LoadInternal( MultiPlayer mp, GameController gc )
{
ASSERT( !m_bIsLoaded );
m_bIsLoaded = true;
m_sprFrame.Load( THEME->GetPathG("ControllerStateDisplay", "frame") );
this->AddChild( m_sprFrame );
FOREACH_ENUM2( ControllerStateButton, b )
{
Button &button = m_Buttons[ b ];
//LOG->Warn( "csd: %d %d", mp, b );
RString sPath = THEME->GetPathG( "ControllerStateDisplay", ControllerStateButtonToString(b) );
button.spr.Load( sPath );
this->AddChild( m_Buttons[b].spr );
if( mp != MultiPlayer_INVALID )
button.di = DeviceInput( INPUTMAPPER->MultiPlayerToInputDevice(mp), ControllerStateButtonToDeviceButton[b] );
if( gc != GAME_CONTROLLER_INVALID )
button.gi = GameInput( gc, ControllerStateButtonToGameButton[b] );
}
}
void ControllerStateDisplay::Update( float fDelta )
{
FOREACH_ENUM2( ControllerStateButton, b )
{
Button &button = m_Buttons[ b ];
bool bVisible = false;
if( button.gi.IsValid() )
bVisible = INPUTMAPPER->IsButtonDown(button.gi);
else if( button.di.IsValid() )
bVisible = INPUTFILTER->IsBeingPressed(button.di);
button.spr->SetVisible( bVisible );
}
}
// lua start
class LunaControllerStateDisplay: public Luna<ControllerStateDisplay>
{
public:
LunaControllerStateDisplay() { LUA->Register( Register ); }
static int LoadGameController( T* p, lua_State *L ) { p->LoadGameController( (GameController)IArg(1) ); return 0; }
static void Register(lua_State *L)
{
ADD_METHOD( LoadGameController );
Luna<T>::Register( L );
}
};
LUA_REGISTER_DERIVED_CLASS( ControllerStateDisplay, Actor )
/*
* (c) 2001-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
-84
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@@ -1,84 +0,0 @@
/* ControllerStateDisplay - Show the button state of a controller. */
#ifndef ControllerStateDisplay_H
#define ControllerStateDisplay_H
#include "ActorFrame.h"
#include "ActorUtil.h"
#include "PlayerNumber.h"
#include "AutoActor.h"
#include "RageInput.h"
#include "GameInput.h"
enum ControllerStateButton
{
ControllerStateButton_Up,
ControllerStateButton_Down,
ControllerStateButton_Left,
ControllerStateButton_Right,
NUM_ControllerStateButton
};
class ControllerStateDisplay : public ActorFrame
{
public:
ControllerStateDisplay();
void LoadMultiPlayer( MultiPlayer mp );
void LoadGameController( GameController gc );
virtual void Update( float fDelta );
bool IsLoaded() const { return m_bIsLoaded; }
virtual Actor *Copy() const;
//
// Lua
//
virtual void PushSelf( lua_State *L );
protected:
void LoadInternal( MultiPlayer mp, GameController gc );
bool m_bIsLoaded;
AutoActor m_sprFrame;
struct Button
{
Button()
{
di.MakeInvalid();
gi.MakeInvalid();
}
AutoActor spr;
DeviceInput di;
GameInput gi;
};
Button m_Buttons[NUM_ControllerStateButton];
};
#endif
/*
* (c) 2001-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
-1
View File
@@ -260,7 +260,6 @@ Transition.cpp Transition.h
ActorsInMenus = \
ActiveAttackList.cpp ActiveAttackList.h BPMDisplay.cpp BPMDisplay.h ComboGraph.cpp ComboGraph.h \
ControllerStateDisplay.cpp ControllerStateDisplay.h \
CourseContentsList.cpp CourseContentsList.h \
CourseEntryDisplay.cpp CourseEntryDisplay.h \
DifficultyDisplay.cpp DifficultyDisplay.h DifficultyList.cpp DifficultyList.h \
+2 -10
View File
@@ -62,7 +62,7 @@ IntDir=.\../Debug6
TargetDir=\cvs\stepmania\Program
TargetName=StepMania-debug
SOURCE="$(InputPath)"
PreLink_Cmds=archutils\Win32\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=archutils\Win32\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=archutils\Win32\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi
# End Special Build Tool
@@ -99,7 +99,7 @@ IntDir=.\../Release6
TargetDir=\cvs\stepmania\Program
TargetName=StepMania
SOURCE="$(InputPath)"
PreLink_Cmds=archutils\Win32\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=archutils\Win32\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=archutils\Win32\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi
# End Special Build Tool
@@ -1962,14 +1962,6 @@ SOURCE=.\BitmapText.h
# End Source File
# Begin Source File
SOURCE=.\ControllerStateDisplay.cpp
# End Source File
# Begin Source File
SOURCE=.\ControllerStateDisplay.h
# End Source File
# Begin Source File
SOURCE=.\DynamicActorScroller.cpp
# End Source File
# Begin Source File