cleanup ugly nested conditionals
This commit is contained in:
+181
-165
@@ -51,6 +51,19 @@ Actor* LoadFromActorFile( const CString& sAniDir, const XNode& layer )
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layer.GetAttrValue( "File", sFile );
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FixSlashesInPlace( sFile );
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CString sText;
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bool bHasText = layer.GetAttrValue( "Text", sText );
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// backward compatibility hacks
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if( bHasText )
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sType = "BitmapText";
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else if( sFile.CompareNoCase("songbackground") == 0 )
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sType = "SongBackground";
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else if( sFile.CompareNoCase("songbanner") == 0 )
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sType = "SongBanner";
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else if( sFile.CompareNoCase("coursebanner") == 0 )
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sType = "CourseBanner";
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if( sType == "SongCreditDisplay" )
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{
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pActor = new SongCreditDisplay;
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@@ -61,9 +74,8 @@ Actor* LoadFromActorFile( const CString& sAniDir, const XNode& layer )
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pBGA->LoadFromNode( sAniDir, layer );
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pActor = pBGA;
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}
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else
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else if( sType == "BitmapText" )
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{
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/* XXX: How to handle translations? Maybe we should have one metrics section,
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* "Text", eg:
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*
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@@ -73,175 +85,179 @@ Actor* LoadFromActorFile( const CString& sAniDir, const XNode& layer )
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*
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* and allow "$TextItem$" in .actors to reference that.
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*/
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/* It's a BitmapText. Note that we could do the actual text setting with metrics,
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* by adding "text" and "alttext" commands, but right now metrics can't contain
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* commas or semicolons. It's useful to be able to refer to fonts in the real
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* theme font dirs, too. */
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CString sAlttext;
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layer.GetAttrValue("AltText", sAlttext );
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// Keep the special treatment of text string sync'd with the same treatments
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// in ThemeManager.
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sText.Replace( "::", "\n" );
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sAlttext.Replace( "::", "\n" );
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FontCharAliases::ReplaceMarkers( sText );
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FontCharAliases::ReplaceMarkers( sAlttext );
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BitmapText* pBitmapText = new BitmapText;
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/* Be careful: if sFile is "", and we don't check it, then we can end up recursively
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* loading the BGAnimationLayer that we're in. */
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if( sFile == "" )
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RageException::Throw( "The actor file in '%s' is missing the File argument",
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RageException::Throw( "A BitmapText in '%s' is missing the File attribute",
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sAniDir.c_str() );
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CString text;
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if( layer.GetAttrValue("Text", text) )
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{
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/* It's a BitmapText. Note that we could do the actual text setting with metrics,
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* by adding "text" and "alttext" commands, but right now metrics can't contain
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* commas or semicolons. It's useful to be able to refer to fonts in the real
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* theme font dirs, too. */
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CString alttext;
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layer.GetAttrValue("AltText", alttext );
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text.Replace( "::", "\n" );
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alttext.Replace( "::", "\n" );
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FontCharAliases::ReplaceMarkers( text );
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FontCharAliases::ReplaceMarkers( alttext );
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BitmapText* pBitmapText = new BitmapText;
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pBitmapText->LoadFromFont( THEME->GetPathToF( sFile ) );
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pBitmapText->SetText( text, alttext );
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pActor = pBitmapText;
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}
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else
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{
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if( sFile.CompareNoCase("songbackground")==0 )
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{
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Song *pSong = GAMESTATE->m_pCurSong;
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if( pSong && pSong->HasBackground() )
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sFile = pSong->GetBackgroundPath();
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else
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sFile = THEME->GetPathToG("Common fallback background");
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/* Always load song backgrounds with SongBGTexture. It sets texture properties;
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* if we load a background without setting those properties, we'll end up
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* with duplicates. */
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Sprite* pSprite = new Sprite;
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pSprite->LoadBG( sFile );
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pActor = pSprite;
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}
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else if( sFile.CompareNoCase("songbanner")==0 )
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{
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Song *pSong = GAMESTATE->m_pCurSong;
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if( pSong == NULL )
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{
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// probe for a random banner
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for( int i=0; i<300; i++ )
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{
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pSong = SONGMAN->GetRandomSong();
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if( pSong == NULL )
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break;
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if( !pSong->ShowInDemonstrationAndRanking() )
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continue;
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break;
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}
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}
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if( pSong && pSong->HasBanner() )
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sFile = pSong->GetBannerPath();
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else
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sFile = THEME->GetPathToG("Common fallback banner");
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TEXTUREMAN->DisableOddDimensionWarning();
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/* Always load banners with BannerTex. It sets texture properties;
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* if we load a background without setting those properties, we'll end up
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* with duplicates. */
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Sprite* pSprite = new Sprite;
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pSprite->Load( Sprite::SongBannerTexture(sFile) );
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pActor = pSprite;
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TEXTUREMAN->EnableOddDimensionWarning();
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}
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else if( sFile.CompareNoCase("coursebanner")==0 )
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{
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Course *pCourse = GAMESTATE->m_pCurCourse;
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if( pCourse == NULL )
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{
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// probe for a random banner
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for( int i=0; i<300; i++ )
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{
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pCourse = SONGMAN->GetRandomCourse();
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if( pCourse == NULL )
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break;
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if( !pCourse->ShowInDemonstrationAndRanking() )
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continue;
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if( pCourse->m_bIsAutogen )
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continue;
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break;
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}
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}
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if( pCourse && pCourse->HasBanner() )
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sFile = pCourse->m_sBannerPath;
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else
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sFile = THEME->GetPathToG("Common fallback banner");
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TEXTUREMAN->DisableOddDimensionWarning();
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Sprite* pSprite = new Sprite;
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pSprite->Load( Sprite::SongBannerTexture(sFile) );
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pActor = pSprite;
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TEXTUREMAN->EnableOddDimensionWarning();
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}
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else
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{
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retry:
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/* XXX: We need to do a theme search, since the file we're loading might
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* be overridden by the theme. */
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CString sNewPath = sAniDir+sFile;
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// If we know this is an exact match, don't bother with the GetDirListing;
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// it's causing problems with partial matching BGAnimation directory names.
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if( !IsAFile(sNewPath) && !IsADirectory(sNewPath) )
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{
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CStringArray asPaths;
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GetDirListing( sNewPath + "*", asPaths, false, true ); // return path too
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if( asPaths.empty() )
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{
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CString sError = ssprintf( "The actor file in '%s' references a file '%s' which doesn't exist.", sAniDir.c_str(), sFile.c_str() );
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switch( Dialog::AbortRetryIgnore( sError, "BROKEN_ACTOR_REFERENCE" ) )
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{
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case Dialog::abort:
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RageException::Throw( sError );
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break;
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case Dialog::retry:
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FlushDirCache();
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goto retry;
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case Dialog::ignore:
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asPaths.push_back( sNewPath );
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if( GetExtension(asPaths[0]) == "" )
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asPaths[0] = SetExtension( asPaths[0], "png" );
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break;
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default:
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ASSERT(0);
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}
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}
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else if( asPaths.size() > 1 )
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{
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CString sError = ssprintf( "The actor file in '%s' references a file '%s' which has multiple matches.", sAniDir.c_str(), sFile.c_str() );
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switch( Dialog::AbortRetryIgnore( sError, "DUPLICATE_ACTOR_REFERENCE" ) )
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{
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case Dialog::abort:
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RageException::Throw( sError );
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break;
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case Dialog::retry:
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FlushDirCache();
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goto retry;
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case Dialog::ignore:
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asPaths.erase( asPaths.begin()+1, asPaths.end() );
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break;
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default:
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ASSERT(0);
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}
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}
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sNewPath = asPaths[0];
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}
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sNewPath = DerefRedir( sNewPath );
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pActor = MakeActor( sNewPath );
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}
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}
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pBitmapText->LoadFromFont( THEME->GetPathToF( sFile ) );
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pBitmapText->SetText( sText, sAlttext );
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pActor = pBitmapText;
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}
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else if( sType == "SongBackground" )
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{
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Song *pSong = GAMESTATE->m_pCurSong;
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if( pSong && pSong->HasBackground() )
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sFile = pSong->GetBackgroundPath();
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else
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sFile = THEME->GetPathToG("Common fallback background");
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/* Always load song backgrounds with SongBGTexture. It sets texture properties;
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* if we load a background without setting those properties, we'll end up
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* with duplicates. */
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Sprite* pSprite = new Sprite;
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pSprite->LoadBG( sFile );
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pActor = pSprite;
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}
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else if( sType == "SongBanner" )
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{
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Song *pSong = GAMESTATE->m_pCurSong;
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if( pSong == NULL )
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{
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// probe for a random banner
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for( int i=0; i<300; i++ )
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{
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pSong = SONGMAN->GetRandomSong();
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if( pSong == NULL )
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break;
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if( !pSong->ShowInDemonstrationAndRanking() )
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continue;
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break;
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}
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}
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if( pSong && pSong->HasBanner() )
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sFile = pSong->GetBannerPath();
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else
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sFile = THEME->GetPathToG("Common fallback banner");
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TEXTUREMAN->DisableOddDimensionWarning();
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/* Always load banners with BannerTex. It sets texture properties;
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* if we load a background without setting those properties, we'll end up
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* with duplicates. */
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Sprite* pSprite = new Sprite;
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pSprite->Load( Sprite::SongBannerTexture(sFile) );
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pActor = pSprite;
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TEXTUREMAN->EnableOddDimensionWarning();
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}
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else if( sType == "CourseBanner" )
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{
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Course *pCourse = GAMESTATE->m_pCurCourse;
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if( pCourse == NULL )
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{
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// probe for a random banner
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for( int i=0; i<300; i++ )
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{
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pCourse = SONGMAN->GetRandomCourse();
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if( pCourse == NULL )
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break;
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if( !pCourse->ShowInDemonstrationAndRanking() )
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continue;
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if( pCourse->m_bIsAutogen )
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continue;
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break;
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}
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}
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if( pCourse && pCourse->HasBanner() )
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sFile = pCourse->m_sBannerPath;
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else
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sFile = THEME->GetPathToG("Common fallback banner");
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TEXTUREMAN->DisableOddDimensionWarning();
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Sprite* pSprite = new Sprite;
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pSprite->Load( Sprite::SongBannerTexture(sFile) );
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pActor = pSprite;
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TEXTUREMAN->EnableOddDimensionWarning();
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}
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else // sType is empty or garbage (e.g. "1" // 0==Sprite")
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{
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// automatically figure out the type
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retry:
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/* Be careful: if sFile is "", and we don't check it, then we can end up recursively
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* loading the BGAnimationLayer that we're in. */
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if( sFile == "" )
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RageException::Throw( "The actor file in '%s' is missing the File attribute",
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sAniDir.c_str() );
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/* XXX: We need to do a theme search, since the file we're loading might
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* be overridden by the theme. */
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CString sNewPath = sAniDir+sFile;
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// If we know this is an exact match, don't bother with the GetDirListing;
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// it's causing problems with partial matching BGAnimation directory names.
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if( !IsAFile(sNewPath) && !IsADirectory(sNewPath) )
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{
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CStringArray asPaths;
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GetDirListing( sNewPath + "*", asPaths, false, true ); // return path too
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if( asPaths.empty() )
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{
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CString sError = ssprintf( "The actor file in '%s' references a file '%s' which doesn't exist.", sAniDir.c_str(), sFile.c_str() );
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switch( Dialog::AbortRetryIgnore( sError, "BROKEN_ACTOR_REFERENCE" ) )
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{
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case Dialog::abort:
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RageException::Throw( sError );
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break;
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case Dialog::retry:
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FlushDirCache();
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goto retry;
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case Dialog::ignore:
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asPaths.push_back( sNewPath );
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if( GetExtension(asPaths[0]) == "" )
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asPaths[0] = SetExtension( asPaths[0], "png" );
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break;
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default:
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ASSERT(0);
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}
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}
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else if( asPaths.size() > 1 )
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{
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CString sError = ssprintf( "The actor file in '%s' references a file '%s' which has multiple matches.", sAniDir.c_str(), sFile.c_str() );
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switch( Dialog::AbortRetryIgnore( sError, "DUPLICATE_ACTOR_REFERENCE" ) )
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{
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case Dialog::abort:
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RageException::Throw( sError );
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break;
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case Dialog::retry:
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FlushDirCache();
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goto retry;
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case Dialog::ignore:
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asPaths.erase( asPaths.begin()+1, asPaths.end() );
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break;
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default:
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ASSERT(0);
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}
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}
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sNewPath = asPaths[0];
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}
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sNewPath = DerefRedir( sNewPath );
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pActor = MakeActor( sNewPath );
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}
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float f;
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if( layer.GetAttrValue( "BaseRotationXDegrees", f ) ) pActor->SetBaseRotationX( f );
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