phase out StyleI.player
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@@ -96,8 +96,7 @@ RString Game::ColToButtonName( int col ) const
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if( pzColumnName != NULL )
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return pzColumnName;
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StyleInput SI( PLAYER_1, col );
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GameInput GI = pStyle->StyleInputToGameInput( SI, PLAYER_1 );
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GameInput GI = pStyle->StyleInputToGameInput( col, PLAYER_1 );
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return m_szButtonNames[GI.button];
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}
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@@ -65,8 +65,7 @@ static void GetUsedGameInputs( vector<GameInput> &vGameInputsOut )
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{
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for( int i=0; i<(*style)->m_iColsPerPlayer; i++ )
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{
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StyleInput si( pn, i );
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GameInput gi = (*style)->StyleInputToGameInput( si, pn );
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GameInput gi = (*style)->StyleInputToGameInput( i, pn );
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if( gi.IsValid() )
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{
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vGIs.insert( gi );
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@@ -543,8 +543,7 @@ void Player::Update( float fDeltaTime )
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// TODO: Remove use of PlayerNumber.
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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const StyleInput StyleI( pn, col );
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bool bIsHoldingButton = INPUTMAPPER->IsBeingPressed( StyleI, pn );
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bool bIsHoldingButton = INPUTMAPPER->IsBeingPressed( col, pn );
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// TODO: Make this work for non-human-controlled players
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if( bIsHoldingButton && !GAMESTATE->m_bDemonstrationOrJukebox && m_pPlayerState->m_PlayerController==PC_HUMAN )
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if( m_pNoteField )
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@@ -621,8 +620,7 @@ void Player::Update( float fDeltaTime )
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}
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else
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{
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const StyleInput StyleI( pn, iTrack );
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bIsHoldingButton = INPUTMAPPER->IsBeingPressed( StyleI, pn, m_pPlayerState->m_mp );
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bIsHoldingButton = INPUTMAPPER->IsBeingPressed( iTrack, pn, m_pPlayerState->m_mp );
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}
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int iEndRow = iRow + tn.iDuration;
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@@ -1008,8 +1006,7 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
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int iNumTracksHeld = 0;
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for( int t=0; t<m_NoteData.GetNumTracks(); t++ )
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{
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const StyleInput StyleI( pn, t );
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const GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( StyleI );
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const GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( t, pn );
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const float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI );
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if( fSecsHeld > 0 && fSecsHeld < JUMP_WINDOW_SECONDS )
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iNumTracksHeld++;
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@@ -1489,16 +1486,15 @@ void Player::CrossedMineRow( int iNoteRow, const RageTimer &now )
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// TODO: Remove use of PlayerNumber.
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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const StyleInput StyleI( pn, t );
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if( PREFSMAN->m_fPadStickSeconds > 0 )
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{
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float fSecsHeld = INPUTMAPPER->GetSecsHeld( StyleI, pn, m_pPlayerState->m_mp );
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float fSecsHeld = INPUTMAPPER->GetSecsHeld( t, pn, m_pPlayerState->m_mp );
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if( fSecsHeld >= PREFSMAN->m_fPadStickSeconds )
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Step( t, -1, now+(-PREFSMAN->m_fPadStickSeconds), true, false );
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}
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else
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{
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bool bIsDown = INPUTMAPPER->IsBeingPressed( StyleI, pn, m_pPlayerState->m_mp );
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bool bIsDown = INPUTMAPPER->IsBeingPressed( t, pn, m_pPlayerState->m_mp );
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if( bIsDown )
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Step( t, iNoteRow, now, true, false );
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}
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@@ -886,8 +886,7 @@ void ScreenEdit::Update( float fDeltaTime )
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{
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for( int t=0; t<GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; t++ ) // for each track
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{
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StyleInput StyleI( PLAYER_1, t );
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float fSecsHeld = INPUTMAPPER->GetSecsHeld( StyleI, PLAYER_1 );
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float fSecsHeld = INPUTMAPPER->GetSecsHeld( t, PLAYER_1 );
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fSecsHeld = min( fSecsHeld, m_RemoveNoteButtonLastChanged.Ago() );
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if( fSecsHeld == 0 )
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continue;
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@@ -934,8 +933,7 @@ void ScreenEdit::Update( float fDeltaTime )
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bool bButtonIsBeingPressed = false;
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for( int t=0; t<GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; t++ ) // for each track
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{
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StyleInput StyleI( PLAYER_1, t );
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if( INPUTMAPPER->IsBeingPressed(StyleI, PLAYER_1) )
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if( INPUTMAPPER->IsBeingPressed(t, PLAYER_1) )
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bButtonIsBeingPressed = true;
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}
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@@ -1895,8 +1895,7 @@ void ScreenGameplay::UpdateLights()
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if( bBlink )
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{
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StyleInput si( pi->m_pn, t );
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GameInput gi = pStyle->StyleInputToGameInput( si, pi->m_pn );
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GameInput gi = pStyle->StyleInputToGameInput( t, pi->m_pn );
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bBlinkGameButton[gi.controller][gi.button] = true;
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}
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}
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@@ -194,8 +194,7 @@ void ScreenNameEntry::Init()
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continue; /* We have enough columns. */
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/* Find out if this column is associated with the START menu button. */
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StyleInput si(p, t);
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GameInput gi=GAMESTATE->GetCurrentStyle()->StyleInputToGameInput(si, p);
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GameInput gi=GAMESTATE->GetCurrentStyle()->StyleInputToGameInput(t, p);
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MenuInput m=GAMESTATE->GetCurrentGame()->GameInputToMenuInput(gi);
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if(m.button == MENU_BUTTON_START)
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continue;
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@@ -68,7 +68,7 @@ StyleInput Style::GameInputToStyleInput( const GameInput &GameI ) const
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if( m_iInputColumn[GameI.controller][i] == END_MAPPING )
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return SI; // Return invalid.
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SI = StyleInput( ControllerToPlayerNumber(GameI.controller), m_iInputColumn[GameI.controller][GameI.button] );
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SI = StyleInput( m_iInputColumn[GameI.controller][GameI.button] );
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return SI;
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}
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@@ -1,22 +1,18 @@
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/* StyleInput - An input event specific to a style that is defined by a player number and the player's note column. */
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/* StyleInput - An input event specific to a style that is defined by the note column. */
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#ifndef STYLE_INPUT_H
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#define STYLE_INPUT_H
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#include "PlayerNumber.h"
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struct StyleInput
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{
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PlayerNumber player;
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int col;
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StyleInput() { MakeInvalid(); };
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StyleInput( PlayerNumber pn, int c ) { player = pn; col = c; };
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bool operator==( const StyleInput &other ) { return player == other.player && col == other.col; };
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StyleInput( int c ) { col = c; }
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bool operator==( const StyleInput &other ) { return col == other.col; }
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inline bool IsValid() const { return player != PLAYER_INVALID; };
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inline void MakeInvalid() { player = PLAYER_INVALID; col = -1; };
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bool IsValid() const { return col != -1; }
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void MakeInvalid() { col = -1; }
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};
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#endif
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