smsvn -> ssc-hg glue: rearrange directory structure
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#include "global.h"
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#include "HoldJudgment.h"
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#include "RageUtil.h"
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#include "GameConstantsAndTypes.h"
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#include "ThemeManager.h"
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#include "ThemeMetric.h"
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#include "ActorUtil.h"
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#include "XmlFile.h"
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REGISTER_ACTOR_CLASS( HoldJudgment )
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HoldJudgment::HoldJudgment()
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{
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m_mpToTrack = MultiPlayer_Invalid;
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}
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void HoldJudgment::Load( const RString &sPath )
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{
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m_sprJudgment.Load( sPath );
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m_sprJudgment->StopAnimating();
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m_sprJudgment->SetName( "HoldJudgment" );
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ActorUtil::LoadAllCommands( *m_sprJudgment, "HoldJudgment" );
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ResetAnimation();
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this->AddChild( m_sprJudgment );
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}
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void HoldJudgment::LoadFromNode( const XNode* pNode )
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{
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RString sFile;
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if( ActorUtil::GetAttrPath(pNode, "File", sFile) )
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RageException::Throw( "%s: HoldJudgment: missing the attribute \"File\"", ActorUtil::GetWhere(pNode).c_str() );
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CollapsePath( sFile );
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Load( sFile );
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ActorFrame::LoadFromNode( pNode );
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}
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void HoldJudgment::ResetAnimation()
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{
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ASSERT( m_sprJudgment.IsLoaded() );
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m_sprJudgment->SetDiffuse( RageColor(1,1,1,0) );
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m_sprJudgment->SetXY( 0, 0 );
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m_sprJudgment->StopTweening();
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m_sprJudgment->StopEffect();
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}
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void HoldJudgment::SetHoldJudgment( HoldNoteScore hns )
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{
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//LOG->Trace( "Judgment::SetJudgment()" );
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ResetAnimation();
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switch( hns )
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{
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case HNS_None:
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ASSERT(0);
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case HNS_Held:
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m_sprJudgment->SetState( 0 );
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m_sprJudgment->PlayCommand( "Held" );
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break;
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case HNS_LetGo:
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m_sprJudgment->SetState( 1 );
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m_sprJudgment->PlayCommand( "LetGo" );
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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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void HoldJudgment::LoadFromMultiPlayer( MultiPlayer mp )
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{
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ASSERT( m_mpToTrack == MultiPlayer_Invalid ); // assert only load once
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m_mpToTrack = mp;
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this->SubscribeToMessage( "Judgment" );
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}
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void HoldJudgment::HandleMessage( const Message &msg )
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{
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if( m_mpToTrack != MultiPlayer_Invalid && msg.GetName() == "Judgment" )
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{
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MultiPlayer mp;
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if( msg.GetParam("MultiPlayer", mp) && mp == m_mpToTrack )
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{
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HoldNoteScore hns;
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if( msg.GetParam("HoldNoteScore", hns) )
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SetHoldJudgment( hns );
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}
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}
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ActorFrame::HandleMessage( msg );
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}
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// lua start
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#include "LuaBinding.h"
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class LunaHoldJudgment: public Luna<HoldJudgment>
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{
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public:
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static int LoadFromMultiPlayer( T* p, lua_State *L ) { p->LoadFromMultiPlayer( Enum::Check<MultiPlayer>(L, 1) ); return 0; }
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LunaHoldJudgment()
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{
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ADD_METHOD( LoadFromMultiPlayer );
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}
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};
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LUA_REGISTER_DERIVED_CLASS( HoldJudgment, 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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