unused
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#include "global.h"
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#include "CourseEntryDisplay.h"
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#include "RageUtil.h"
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#include "GameConstantsAndTypes.h"
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#include "RageLog.h"
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#include "Course.h"
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#include "SongManager.h"
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#include "ThemeManager.h"
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#include "Steps.h"
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#include "GameState.h"
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#include "Style.h"
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#include "ActorUtil.h"
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#include "LuaBinding.h"
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REGISTER_ACTOR_CLASS( CourseEntryDisplay )
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CourseEntryDisplay::CourseEntryDisplay()
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{
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m_sName = "CourseEntryDisplay";
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}
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void CourseEntryDisplay::Load()
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{
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SEPARATE_COURSE_METERS .Load( "CourseEntryDisplay", "SeparateCourseMeters" );
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TEXT_BANNER_TYPE .Load( "CourseEntryDisplay", "TextBannerType" );
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m_sprFrame.SetName( "Bar" );
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m_sprFrame.Load( THEME->GetPathG("CourseEntryDisplay","bar") );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( &m_sprFrame );
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this->AddChild( &m_sprFrame );
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this->m_size.x = m_sprFrame.GetUnzoomedWidth();
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this->m_size.y = m_sprFrame.GetUnzoomedHeight();
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m_textNumber.SetName( "Number" );
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m_textNumber.LoadFromFont( THEME->GetPathF("CourseEntryDisplay","number") );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( &m_textNumber );
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this->AddChild( &m_textNumber );
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m_TextBanner.SetName( "TextBanner" );
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m_TextBanner.Load( TEXT_BANNER_TYPE );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( &m_TextBanner );
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/* Load the m_TextBanner now, so any actor commands sent to us will propagate correctly. */
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m_TextBanner.LoadFromString( "", "", "", "", "", "" );
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this->AddChild( &m_TextBanner );
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FOREACH_HumanPlayer( pn )
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{
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if( !SEPARATE_COURSE_METERS && pn != GAMESTATE->m_MasterPlayerNumber )
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continue; // skip
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m_textFoot[pn].SetName( SEPARATE_COURSE_METERS? ssprintf("FootP%i", pn+1):RString("Foot") );
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m_textFoot[pn].LoadFromTextureAndChars( THEME->GetPathF("CourseEntryDisplay","difficulty"),"10" );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( &m_textFoot[pn] );
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this->AddChild( &m_textFoot[pn] );
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m_textDifficultyNumber[pn].SetName( SEPARATE_COURSE_METERS? ssprintf("DifficultyP%i", pn+1):RString("Difficulty") );
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m_textDifficultyNumber[pn].LoadFromFont( THEME->GetPathF("Common","normal") );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( &m_textDifficultyNumber[pn] );
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this->AddChild( &m_textDifficultyNumber[pn] );
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}
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m_textModifiers.SetName( "Modifiers" );
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m_textModifiers.LoadFromFont( THEME->GetPathF("Common","normal") );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( &m_textModifiers );
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this->AddChild( &m_textModifiers );
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}
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void CourseEntryDisplay::LoadFromNode( const XNode* pNode )
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{
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ActorFrame::LoadFromNode( pNode );
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Load();
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}
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void CourseEntryDisplay::SetDifficulty( PlayerNumber pn, const RString &text, Difficulty dc )
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{
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if( !GAMESTATE->IsHumanPlayer(pn) )
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return; // skip
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if( !SEPARATE_COURSE_METERS && pn != GAMESTATE->m_MasterPlayerNumber )
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return;
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Lua *L = LUA->Get();
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LuaHelpers::Push( L, dc );
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m_textDifficultyNumber[pn].m_pLuaInstance->Set( L, "Difficulty" );
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LuaHelpers::Push( L, dc );
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m_textFoot[pn].m_pLuaInstance->Set( L, "Difficulty" );
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LUA->Release(L);
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m_textDifficultyNumber[pn].SetText( text );
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m_textDifficultyNumber[pn].PlayCommand( "DifficultyChanged" );
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m_textFoot[pn].SetText( "1" );
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m_textFoot[pn].PlayCommand( "DifficultyChanged" );
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}
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void CourseEntryDisplay::SetFromGameState( int iCourseEntryIndex )
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{
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Course *pCourse = GAMESTATE->m_pCurCourse;
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const TrailEntry *tes[NUM_PLAYERS];
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const CourseEntry *ces[NUM_PLAYERS];
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FOREACH_PlayerNumber( p )
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{
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Trail *pTrail = GAMESTATE->m_pCurTrail[p];
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if( pTrail && iCourseEntryIndex < (int) pTrail->m_vEntries.size() )
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{
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tes[p] = &pTrail->m_vEntries[iCourseEntryIndex];
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ces[p] = &pCourse->m_vEntries[iCourseEntryIndex];
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}
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else
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{
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tes[p] = NULL;
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ces[p] = NULL;
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}
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}
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const TrailEntry *te = tes[GAMESTATE->m_MasterPlayerNumber];
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if( te == NULL )
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return;
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if( te->bSecret )
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{
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FOREACH_EnabledPlayer(pn)
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{
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const TrailEntry *te = tes[pn];
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const CourseEntry *ce = ces[pn];
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if( te == NULL || ce == NULL )
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continue;
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int iLow = ce->stepsCriteria.m_iLowMeter;
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int iHigh = ce->stepsCriteria.m_iHighMeter;
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bool bLowIsSet = iLow != -1;
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bool bHighIsSet = iHigh != -1;
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RString s;
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if( !bLowIsSet && !bHighIsSet )
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{
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s = "?";
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}
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if( !bLowIsSet && bHighIsSet )
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{
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s = ssprintf( ">=%d", iHigh );
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}
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else if( bLowIsSet && !bHighIsSet )
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{
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s = ssprintf( "<=%d", iLow );
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}
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else if( bLowIsSet && bHighIsSet )
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{
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if( iLow == iHigh )
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s = ssprintf( "%d", iLow );
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else
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s = ssprintf( "%d-%d", iLow, iHigh );
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}
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Difficulty dc = te->dc;
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if( dc == Difficulty_Invalid )
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dc = Difficulty_Edit;
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SetDifficulty( pn, s, dc );
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}
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m_TextBanner.LoadFromString( "??????????", "??????????", "", "", "", "" );
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m_TextBanner.SetDiffuse( RageColor(1,1,1,1) ); // TODO: What should this be?
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}
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else
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{
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FOREACH_EnabledPlayer(pn)
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{
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const TrailEntry *te = tes[pn];
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if( te == NULL )
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continue;
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SetDifficulty( pn, ssprintf("%d", te->pSteps->GetMeter()), te->pSteps->GetDifficulty() );
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}
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m_TextBanner.LoadFromSong( te->pSong );
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m_TextBanner.SetDiffuse( SONGMAN->GetSongColor( te->pSong ) );
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}
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m_textNumber.SetText( ssprintf("%d", iCourseEntryIndex+1) );
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m_textModifiers.SetText( te->Modifiers );
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}
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// lua start
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#include "LuaBinding.h"
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class LunaCourseEntryDisplay: public Luna<CourseEntryDisplay>
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{
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public:
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static int SetFromGameState( T* p, lua_State *L ) { p->SetFromGameState(IArg(1)); return 0; }
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LunaCourseEntryDisplay()
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{
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ADD_METHOD( SetFromGameState );
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}
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};
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LUA_REGISTER_DERIVED_CLASS( CourseEntryDisplay, ActorFrame )
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// lua end
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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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@@ -1,68 +0,0 @@
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/* CourseEntryDisplay - Holds course name and banner. */
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#ifndef COURSE_ENTRY_DISPLAY_H
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#define COURSE_ENTRY_DISPLAY_H
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#include "ActorFrame.h"
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#include "BitmapText.h"
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#include "TextBanner.h"
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#include "Sprite.h"
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#include "PlayerNumber.h"
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struct TrailEntry;
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#include "ThemeMetric.h"
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#include "Difficulty.h"
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class CourseEntryDisplay : public ActorFrame
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{
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public:
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CourseEntryDisplay();
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virtual CourseEntryDisplay *Copy() const;
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void Load();
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void LoadFromNode( const XNode* pNode );
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void SetFromGameState( int iCourseEntryIndex );
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// Lua
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void PushSelf( lua_State *L );
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private:
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void SetDifficulty( PlayerNumber pn, const RString &text, Difficulty dc );
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Sprite m_sprFrame;
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BitmapText m_textNumber;
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TextBanner m_TextBanner;
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BitmapText m_textFoot[NUM_PLAYERS];
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BitmapText m_textDifficultyNumber[NUM_PLAYERS];
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BitmapText m_textModifiers;
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ThemeMetric<bool> SEPARATE_COURSE_METERS;
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ThemeMetric<RString> TEXT_BANNER_TYPE;
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};
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#endif
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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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