From 5ed6736eef9ecf9a152dedf60e08d665ba252031 Mon Sep 17 00:00:00 2001 From: Chris Danford Date: Wed, 23 Feb 2005 22:21:39 +0000 Subject: [PATCH] sScreenName -> sType --- stepmania/src/ActorUtil.cpp | 10 +++++----- stepmania/src/ActorUtil.h | 24 ++++++++++++------------ 2 files changed, 17 insertions(+), 17 deletions(-) diff --git a/stepmania/src/ActorUtil.cpp b/stepmania/src/ActorUtil.cpp index 215c1d4693..ca624e7a1d 100644 --- a/stepmania/src/ActorUtil.cpp +++ b/stepmania/src/ActorUtil.cpp @@ -325,13 +325,13 @@ Actor* ActorUtil::MakeActor( const RageTextureID &ID ) } } -void ActorUtil::SetXY( Actor& actor, const CString &sScreenName ) +void ActorUtil::SetXY( Actor& actor, const CString &sType ) { ASSERT( !actor.GetID().empty() ); - actor.SetXY( THEME->GetMetricF(sScreenName,actor.GetID()+"X"), THEME->GetMetricF(sScreenName,actor.GetID()+"Y") ); + actor.SetXY( THEME->GetMetricF(sType,actor.GetID()+"X"), THEME->GetMetricF(sType,actor.GetID()+"Y") ); } -void ActorUtil::RunCommand( Actor& actor, const CString &sScreenName, const CString &sCommandName ) +void ActorUtil::RunCommand( Actor& actor, const CString &sType, const CString &sCommandName ) { actor.PlayCommand( sCommandName ); @@ -347,10 +347,10 @@ void ActorUtil::RunCommand( Actor& actor, const CString &sScreenName, const CStr else { ASSERT_M( !actor.GetID().empty(), ssprintf("!actor.GetID().empty() ('%s', '%s')", - sScreenName.c_str(), sCommandName.c_str()) ); + sType.c_str(), sCommandName.c_str()) ); } - actor.RunCommands( THEME->GetMetricA(sScreenName,actor.GetID()+sCommandName+"Command") ); + actor.RunCommands( THEME->GetMetricA(sType,actor.GetID()+sCommandName+"Command") ); } /* diff --git a/stepmania/src/ActorUtil.h b/stepmania/src/ActorUtil.h index 21f22636d7..bba4c4f890 100644 --- a/stepmania/src/ActorUtil.h +++ b/stepmania/src/ActorUtil.h @@ -30,24 +30,24 @@ namespace ActorUtil - void SetXY( Actor& actor, const CString &sScreenName ); - inline void SetXY( Actor* pActor, const CString &sScreenName ) { SetXY( *pActor, sScreenName ); } + void SetXY( Actor& actor, const CString &sType ); + inline void SetXY( Actor* pActor, const CString &sType ) { SetXY( *pActor, sType ); } - void RunCommand( Actor& actor, const CString &sScreenName, const CString &sCommandName ); + void RunCommand( Actor& actor, const CString &sType, const CString &sCommandName ); - inline void OnCommand( Actor& actor, const CString &sScreenName ) { RunCommand( actor, sScreenName, "On" ); } - inline void OffCommand( Actor& actor, const CString &sScreenName ) { RunCommand( actor, sScreenName, "Off" ); } - inline void SetXYAndOnCommand( Actor& actor, const CString &sScreenName ) + inline void OnCommand( Actor& actor, const CString &sType ) { RunCommand( actor, sType, "On" ); } + inline void OffCommand( Actor& actor, const CString &sType ) { RunCommand( actor, sType, "Off" ); } + inline void SetXYAndOnCommand( Actor& actor, const CString &sType ) { - SetXY( actor, sScreenName ); - OnCommand( actor, sScreenName ); + SetXY( actor, sType ); + OnCommand( actor, sType ); } /* convenience */ - inline void RunCommand( Actor* pActor, const CString &sScreenName, const CString &sCommandName ) { if(pActor) RunCommand( *pActor, sScreenName, sCommandName ); } - inline void OnCommand( Actor* pActor, const CString &sScreenName ) { if(pActor) OnCommand( *pActor, sScreenName ); } - inline void OffCommand( Actor* pActor, const CString &sScreenName ) { if(pActor) OffCommand( *pActor, sScreenName ); } - inline void SetXYAndOnCommand( Actor* pActor, const CString &sScreenName ) { if(pActor) SetXYAndOnCommand( *pActor, sScreenName ); } + inline void RunCommand( Actor* pActor, const CString &sType, const CString &sCommandName ) { if(pActor) RunCommand( *pActor, sType, sCommandName ); } + inline void OnCommand( Actor* pActor, const CString &sType ) { if(pActor) OnCommand( *pActor, sType ); } + inline void OffCommand( Actor* pActor, const CString &sType ) { if(pActor) OffCommand( *pActor, sType ); } + inline void SetXYAndOnCommand( Actor* pActor, const CString &sType ) { if(pActor) SetXYAndOnCommand( *pActor, sType ); } // Return a Sprite, BitmapText, or Model depending on the file type Actor* LoadFromActorFile( const CString& sAniDir, const XNode* pNode );