transitioning m_bEditing -> m_EditMode, IsEditing()

This commit is contained in:
Glenn Maynard
2005-07-14 05:12:56 +00:00
parent fe696caeac
commit 6badb0dd8c
9 changed files with 12 additions and 9 deletions
+1 -1
View File
@@ -488,7 +488,7 @@ float ArrowEffects::GetGlow( const PlayerState* pPlayerState, int iCol, float fY
float ArrowEffects::GetBrightness( const PlayerState* pPlayerState, float fNoteBeat )
{
if( GAMESTATE->m_bEditing )
if( GAMESTATE->IsEditing() )
return 1;
float fSongBeat = GAMESTATE->m_fSongBeat;
+1
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@@ -185,6 +185,7 @@ void GameState::Reset()
m_PreferredSortOrder = GetDefaultSort();
m_PlayMode = PLAY_MODE_INVALID;
m_bEditing = false;
m_EditMode = EDIT_MODE_INVALID;
m_bDemonstrationOrJukebox = false;
m_bJukeboxUsesModifiers = false;
m_iCurrentStageIndex = 0;
+2
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@@ -108,6 +108,8 @@ public:
SortOrder m_SortOrder; // set by MusicWheel
SortOrder m_PreferredSortOrder; // used by MusicWheel
bool m_bEditing; // NoteField does special stuff when this is true
EditMode m_EditMode;
bool IsEditing() const { return m_EditMode != EDIT_MODE_INVALID; }
bool m_bDemonstrationOrJukebox; // ScreenGameplay does special stuff when this is true
bool m_bJukeboxUsesModifiers;
int m_iNumStagesOfThisSong;
+1 -1
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@@ -479,7 +479,7 @@ void NoteField::DrawPrimitives()
#define IS_ON_SCREEN( fBeat ) IsOnScreen( fBeat, iFirstPixelToDraw, iLastPixelToDraw )
if( GAMESTATE->m_bEditing )
if( GAMESTATE->IsEditing() )
{
ASSERT(GAMESTATE->m_pCurSong);
+1 -1
View File
@@ -289,7 +289,7 @@ public:
defOut.m_bAllowThemeItems = false; // we theme the text ourself
// fill in difficulty names
if( GAMESTATE->m_bEditing )
if( GAMESTATE->IsEditing() )
{
defOut.m_vsChoices.push_back( "" );
ListEntries.push_back( GameCommand() );
+2 -2
View File
@@ -281,8 +281,8 @@ void Player::Load( const NoteData& noteData )
break;
}
int iStartDrawingAtPixels = GAMESTATE->m_bEditing ? -100 : START_DRAWING_AT_PIXELS;
int iStopDrawingAtPixels = GAMESTATE->m_bEditing ? 400 : STOP_DRAWING_AT_PIXELS;
int iStartDrawingAtPixels = GAMESTATE->IsEditing() ? -100 : START_DRAWING_AT_PIXELS;
int iStopDrawingAtPixels = GAMESTATE->IsEditing() ? 400 : STOP_DRAWING_AT_PIXELS;
float fNoteFieldMiddle = (GRAY_ARROWS_Y_STANDARD+GRAY_ARROWS_Y_REVERSE)/2;
+2 -2
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@@ -26,11 +26,11 @@ void ScreenPlayerOptions::Init()
ScreenOptionsMaster::Init();
m_bAskOptionsMessage =
!GAMESTATE->m_bEditing && PREFSMAN->m_ShowSongOptions == PrefsManager::ASK;
!GAMESTATE->IsEditing() && PREFSMAN->m_ShowSongOptions == PrefsManager::ASK;
/* If we're going to "press start for more options" or skipping options
* entirely, we need a different fade out. XXX: this is a hack */
if( PREFSMAN->m_ShowSongOptions == PrefsManager::NO || GAMESTATE->m_bEditing )
if( PREFSMAN->m_ShowSongOptions == PrefsManager::NO || GAMESTATE->IsEditing() )
{
m_Out.Load( THEME->GetPathB("ScreenPlayerOptions","direct out") ); /* direct to stage */
}
+1 -1
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@@ -184,7 +184,7 @@ void ScreenWithMenuElements::Update( float fDeltaTime )
void ScreenWithMenuElements::ResetTimer()
{
if( TIMER_SECONDS > 0.0f && (PREFSMAN->m_bMenuTimer || FORCE_TIMER) && !GAMESTATE->m_bEditing )
if( TIMER_SECONDS > 0.0f && (PREFSMAN->m_bMenuTimer || FORCE_TIMER) && !GAMESTATE->IsEditing() )
{
m_MenuTimer->SetSeconds( TIMER_SECONDS );
m_MenuTimer->Start();
+1 -1
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@@ -1310,7 +1310,7 @@ bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput Gam
case MENU_BUTTON_COIN:
/* Handle a coin insertion. */
if( GAMESTATE->m_bEditing ) // no coins while editing
if( GAMESTATE->IsEditing() ) // no coins while editing
{
LOG->Trace( "Ignored coin insertion (editing)" );
break;