remove unused ControllerStateDisplay
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@@ -1,133 +0,0 @@
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#include "global.h"
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#include "ControllerStateDisplay.h"
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#include "EnumHelper.h"
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#include "RageUtil.h"
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#include "RageInputDevice.h"
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#include "ThemeManager.h"
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#include "InputMapper.h"
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#include "InputFilter.h"
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#include "RageLog.h"
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#include "LuaBinding.h"
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static const char *ControllerStateButtonNames[] = {
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"Up",
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"Down",
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"Left",
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"Right",
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};
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XToString( ControllerStateButton, NUM_ControllerStateButton );
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static const DeviceButton ControllerStateButtonToDeviceButton[] = {
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JOY_UP,
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JOY_DOWN,
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JOY_LEFT,
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JOY_RIGHT,
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};
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// TODO: Generalize for all game types
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static const GameButton ControllerStateButtonToGameButton[] = {
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DANCE_BUTTON_UP,
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DANCE_BUTTON_DOWN,
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DANCE_BUTTON_LEFT,
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DANCE_BUTTON_RIGHT,
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};
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REGISTER_ACTOR_CLASS( ControllerStateDisplay )
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ControllerStateDisplay::ControllerStateDisplay()
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{
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m_bIsLoaded = false;
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}
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void ControllerStateDisplay::LoadMultiPlayer( MultiPlayer mp )
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{
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LoadInternal( mp, GAME_CONTROLLER_INVALID );
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}
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void ControllerStateDisplay::LoadGameController( GameController gc )
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{
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LoadInternal( MultiPlayer_INVALID, gc );
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}
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void ControllerStateDisplay::LoadInternal( MultiPlayer mp, GameController gc )
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{
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ASSERT( !m_bIsLoaded );
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m_bIsLoaded = true;
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m_sprFrame.Load( THEME->GetPathG("ControllerStateDisplay", "frame") );
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this->AddChild( m_sprFrame );
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FOREACH_ENUM2( ControllerStateButton, b )
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{
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Button &button = m_Buttons[ b ];
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//LOG->Warn( "csd: %d %d", mp, b );
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RString sPath = THEME->GetPathG( "ControllerStateDisplay", ControllerStateButtonToString(b) );
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button.spr.Load( sPath );
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this->AddChild( m_Buttons[b].spr );
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if( mp != MultiPlayer_INVALID )
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button.di = DeviceInput( INPUTMAPPER->MultiPlayerToInputDevice(mp), ControllerStateButtonToDeviceButton[b] );
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if( gc != GAME_CONTROLLER_INVALID )
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button.gi = GameInput( gc, ControllerStateButtonToGameButton[b] );
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}
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}
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void ControllerStateDisplay::Update( float fDelta )
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{
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FOREACH_ENUM2( ControllerStateButton, b )
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{
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Button &button = m_Buttons[ b ];
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bool bVisible = false;
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if( button.gi.IsValid() )
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bVisible = INPUTMAPPER->IsButtonDown(button.gi);
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else if( button.di.IsValid() )
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bVisible = INPUTFILTER->IsBeingPressed(button.di);
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button.spr->SetVisible( bVisible );
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}
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}
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// lua start
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class LunaControllerStateDisplay: public Luna<ControllerStateDisplay>
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{
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public:
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LunaControllerStateDisplay() { LUA->Register( Register ); }
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static int LoadGameController( T* p, lua_State *L ) { p->LoadGameController( (GameController)IArg(1) ); return 0; }
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static void Register(lua_State *L)
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{
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ADD_METHOD( LoadGameController );
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Luna<T>::Register( L );
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}
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};
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LUA_REGISTER_DERIVED_CLASS( ControllerStateDisplay, Actor )
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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