CString -> RString

This commit is contained in:
Chris Danford
2006-01-22 01:00:06 +00:00
parent 870ed267fc
commit 7f821e8cfc
578 changed files with 3943 additions and 3946 deletions
+30 -30
View File
@@ -88,7 +88,7 @@ protected:
bool m_bInitted;
DancingCharacters* m_pDancingCharacters;
const Song *m_pSong;
map<CString,BackgroundTransition> m_mapNameToTransition;
map<RString,BackgroundTransition> m_mapNameToTransition;
deque<BackgroundDef> m_RandomBGAnimations; // random background to choose from. These may or may not be loaded into m_BGAnimations.
void LoadFromRandom( float fFirstBeat, float fEndBeat, const BackgroundChange &change );
@@ -103,10 +103,10 @@ protected:
// return true if created and added to m_BGAnimations
bool CreateBackground( const Song *pSong, const BackgroundDef &bd );
// return def of the background that was created and added to m_BGAnimations. calls CreateBackground
BackgroundDef CreateRandomBGA( const Song *pSong, const CString &sEffect, deque<BackgroundDef> &RandomBGAnimations );
BackgroundDef CreateRandomBGA( const Song *pSong, const RString &sEffect, deque<BackgroundDef> &RandomBGAnimations );
int FindBGSegmentForBeat( float fBeat ) const;
void UpdateCurBGChange( const Song *pSong, float fLastMusicSeconds, float fCurrentTime, const map<CString,BackgroundTransition> &mapNameToTransition );
void UpdateCurBGChange( const Song *pSong, float fLastMusicSeconds, float fCurrentTime, const map<RString,BackgroundTransition> &mapNameToTransition );
void ProcessMessages( float fDeltaTime );
map<BackgroundDef,Actor*> m_BGAnimations;
@@ -174,24 +174,24 @@ void BackgroundImpl::Init()
// load transitions
{
ASSERT( m_mapNameToTransition.empty() );
vector<CString> vsPaths, vsNames;
vector<RString> vsPaths, vsNames;
BackgroundUtil::GetBackgroundTransitions( "", vsPaths, vsNames );
for( unsigned i=0; i<vsPaths.size(); i++ )
{
const CString &sPath = vsPaths[i];
const CString &sName = vsNames[i];
const RString &sPath = vsPaths[i];
const RString &sName = vsNames[i];
XNode xml;
XmlFileUtil::LoadFromFileShowErrors(xml, sPath);
ASSERT( xml.m_sName == "BackgroundTransition" );
BackgroundTransition &bgt = m_mapNameToTransition[sName];
CString sCmdLeaves;
RString sCmdLeaves;
bool bSuccess = xml.GetAttrValue( "LeavesCommand", sCmdLeaves );
ASSERT( bSuccess );
bgt.cmdLeaves = apActorCommands( new ActorCommands(sCmdLeaves) );
CString sCmdRoot;
RString sCmdRoot;
bSuccess = xml.GetAttrValue( "RootCommand", sCmdRoot );
ASSERT( bSuccess );
bgt.cmdRoot = apActorCommands( new ActorCommands(sCmdRoot) );
@@ -264,13 +264,13 @@ void BackgroundImpl::Layer::Unload()
m_iCurBGChangeIndex = -1;
}
Actor *MakeVisualization( const CString &sVisPath )
Actor *MakeVisualization( const RString &sVisPath )
{
ActorFrame *pFrame = new ActorFrame;
pFrame->DeleteChildrenWhenDone();
const Song* pSong = GAMESTATE->m_pCurSong;
CString sSongBGPath =
RString sSongBGPath =
(pSong && pSong->HasBackground()) ? pSong->GetBackgroundPath() : THEME->GetPathG("Common","fallback background");
Sprite* pSprite = new Sprite;
@@ -287,7 +287,7 @@ Actor *MakeVisualization( const CString &sVisPath )
return pFrame;
}
Actor *MakeMovie( const CString &sMoviePath )
Actor *MakeMovie( const RString &sMoviePath )
{
Sprite *pSprite = new Sprite;
pSprite->LoadBG( sMoviePath );
@@ -301,17 +301,17 @@ bool BackgroundImpl::Layer::CreateBackground( const Song *pSong, const Backgroun
ASSERT( m_BGAnimations.find(bd) == m_BGAnimations.end() );
// Resolve the background names
vector<CString> vsToResolve;
vector<RString> vsToResolve;
vsToResolve.push_back( bd.m_sFile1 );
vsToResolve.push_back( bd.m_sFile2 );
vector<CString> vsResolved;
vector<RString> vsResolved;
vsResolved.resize( vsToResolve.size() );
for( unsigned i=0; i<vsToResolve.size(); i++ )
{
const CString &sToResolve = vsToResolve[i];
const RString &sToResolve = vsToResolve[i];
LUA->SetGlobal( ssprintf("File%d",i+1), CString() );
LUA->SetGlobal( ssprintf("File%d",i+1), RString() );
if( sToResolve.empty() )
{
@@ -325,7 +325,7 @@ bool BackgroundImpl::Layer::CreateBackground( const Song *pSong, const Backgroun
// - song's dir
// - RandomMovies dir
// - BGAnimations dir.
vector<CString> vsPaths, vsThrowAway;
vector<RString> vsPaths, vsThrowAway;
// Look for BGAnims in the song dir
if( sToResolve == SONG_BACKGROUND_FILE )
@@ -336,7 +336,7 @@ bool BackgroundImpl::Layer::CreateBackground( const Song *pSong, const Backgroun
if( vsPaths.empty() ) BackgroundUtil::GetGlobalBGAnimations( pSong, sToResolve, vsPaths, vsThrowAway );
if( vsPaths.empty() ) BackgroundUtil::GetGlobalRandomMovies( pSong, sToResolve, vsPaths, vsThrowAway );
CString &sResolved = vsResolved[i];
RString &sResolved = vsResolved[i];
if( !vsPaths.empty() )
{
@@ -356,7 +356,7 @@ bool BackgroundImpl::Layer::CreateBackground( const Song *pSong, const Backgroun
LUA->SetGlobal( ssprintf("File%d",i+1), sResolved );
}
CString sEffect = bd.m_sEffect;
RString sEffect = bd.m_sEffect;
if( sEffect.empty() )
{
FileType ft = ActorUtil::GetFileType(vsResolved[0]);
@@ -379,15 +379,15 @@ bool BackgroundImpl::Layer::CreateBackground( const Song *pSong, const Backgroun
// Set Lua color globals
LUA->SetGlobal( "Color1", bd.m_sColor1.empty() ? CString("1,1,1,1") : bd.m_sColor1 );
LUA->SetGlobal( "Color2", bd.m_sColor2.empty() ? CString("1,1,1,1") : bd.m_sColor2 );
LUA->SetGlobal( "Color1", bd.m_sColor1.empty() ? RString("1,1,1,1") : bd.m_sColor1 );
LUA->SetGlobal( "Color2", bd.m_sColor2.empty() ? RString("1,1,1,1") : bd.m_sColor2 );
// Resolve the effect file.
CString sEffectFile;
RString sEffectFile;
for( int i=0; i<2; i++ )
{
vector<CString> vsPaths, vsThrowAway;
vector<RString> vsPaths, vsThrowAway;
BackgroundUtil::GetBackgroundEffects( sEffect, vsPaths, vsThrowAway );
if( vsPaths.empty() )
{
@@ -414,14 +414,14 @@ bool BackgroundImpl::Layer::CreateBackground( const Song *pSong, const Backgroun
m_BGAnimations[bd] = pActor;
for( unsigned i=0; i<vsResolved.size(); i++ )
LUA->SetGlobal( ssprintf("File%d",i+1), CString() );
LUA->SetGlobal( ssprintf("File%d",i+1), RString() );
LUA->UnsetGlobal( "Color1" );
LUA->UnsetGlobal( "Color2" );
return true;
}
BackgroundDef BackgroundImpl::Layer::CreateRandomBGA( const Song *pSong, const CString &sEffect, deque<BackgroundDef> &RandomBGAnimations )
BackgroundDef BackgroundImpl::Layer::CreateRandomBGA( const Song *pSong, const RString &sEffect, deque<BackgroundDef> &RandomBGAnimations )
{
if( PREFSMAN->m_RandomBackgroundMode == PrefsManager::BGMODE_OFF )
return BackgroundDef();
@@ -508,7 +508,7 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
// Choose a bunch of background that we'll use for the random file marker
//
{
vector<CString> vsThrowAway, vsNames;
vector<RString> vsThrowAway, vsNames;
switch( PREFSMAN->m_RandomBackgroundMode )
{
default:
@@ -528,7 +528,7 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
int iSize = min( (int)PREFSMAN->m_iNumBackgrounds, (int)vsNames.size() );
vsNames.resize( iSize );
FOREACH_CONST( CString, vsNames, s )
FOREACH_CONST( RString, vsNames, s )
{
BackgroundDef bd;
bd.m_sFile1 = *s;
@@ -745,7 +745,7 @@ int BackgroundImpl::Layer::FindBGSegmentForBeat( float fBeat ) const
}
/* If the BG segment has changed, move focus to it. Send Update() calls. */
void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMusicSeconds, float fCurrentTime, const map<CString,BackgroundTransition> &mapNameToTransition )
void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMusicSeconds, float fCurrentTime, const map<RString,BackgroundTransition> &mapNameToTransition )
{
ASSERT( fCurrentTime != GameState::MUSIC_SECONDS_INVALID );
@@ -801,7 +801,7 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus
if( !change.m_sTransition.empty() )
{
map<CString,BackgroundTransition>::const_iterator iter = mapNameToTransition.find( change.m_sTransition );
map<RString,BackgroundTransition>::const_iterator iter = mapNameToTransition.find( change.m_sTransition );
ASSERT( iter != mapNameToTransition.end() );
const BackgroundTransition &bt = iter->second;
m_pFadingBGA->RunCommandsOnLeaves( *bt.cmdLeaves );
@@ -813,8 +813,8 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus
m_pCurrentBGA->SetUpdateRate( change.m_fRate );
// Set Lua color globals before calling Init and On
LUA->SetGlobal( "Color1", change.m_def.m_sColor1.empty() ? CString("1,1,1,1") : change.m_def.m_sColor1 );
LUA->SetGlobal( "Color2", change.m_def.m_sColor2.empty() ? CString("1,1,1,1") : change.m_def.m_sColor2 );
LUA->SetGlobal( "Color1", change.m_def.m_sColor1.empty() ? RString("1,1,1,1") : change.m_def.m_sColor1 );
LUA->SetGlobal( "Color2", change.m_def.m_sColor2.empty() ? RString("1,1,1,1") : change.m_def.m_sColor2 );
m_pCurrentBGA->PlayCommand( "Init" );
m_pCurrentBGA->PlayCommand( "On" );