Add Var "Player" and Var "Controller" for NoteSkin. [hanubeki]
Sourced from http://code.google.com/r/hanubeki-modified-sm-ssc/source/detail?r=824cff29912d1c29a667046ba463d195e81c524a
This commit is contained in:
@@ -9,6 +9,11 @@ ________________________________________________________________________________
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StepMania 5.0 alpha 2 | 201205??
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StepMania 5.0 alpha 2 | 201205??
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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2012/05/03
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----------
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* Add Var "Player" and Var "Controller" for NoteSkin. [hanubeki]
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Sourced from http://code.google.com/r/hanubeki-modified-sm-ssc/source/detail?r=824cff29912d1c29a667046ba463d195e81c524a
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2012/05/02
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2012/05/02
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----------
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----------
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* Make ReceptorArrowRow and GhostArrowRow respect the column draw order. [hanubeki]
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* Make ReceptorArrowRow and GhostArrowRow respect the column draw order. [hanubeki]
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@@ -87,6 +87,8 @@ Macgravel
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hanubeki (@803832, formerly sy567)
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hanubeki (@803832, formerly sy567)
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* Small beginner helper fix
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* Small beginner helper fix
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(http://www.stepmania.com/forums/showpost.php?p=158721&postcount=12)
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(http://www.stepmania.com/forums/showpost.php?p=158721&postcount=12)
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* Lots of code changes from hanubeki-modified-sm-ssc:
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http://code.google.com/r/hanubeki-modified-sm-ssc/
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galopin
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galopin
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* Pump it Up Exceed PlayStation 2 USB dance mat support patch
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* Pump it Up Exceed PlayStation 2 USB dance mat support patch
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@@ -16,12 +16,17 @@ void GhostArrowRow::Load( const PlayerState* pPlayerState, float fYReverseOffset
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m_fYReverseOffsetPixels = fYReverseOffset;
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m_fYReverseOffsetPixels = fYReverseOffset;
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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const PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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NOTESKIN->SetPlayerNumber( pn );
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// init arrows
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// init arrows
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for( int c=0; c<pStyle->m_iColsPerPlayer; c++ )
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for( int c=0; c<pStyle->m_iColsPerPlayer; c++ )
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{
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{
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const RString &sButton = GAMESTATE->GetCurrentStyle()->ColToButtonName( c );
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const RString &sButton = GAMESTATE->GetCurrentStyle()->ColToButtonName( c );
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const GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( c, pn );
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NOTESKIN->SetGameController( GameI.controller );
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m_bHoldShowing.push_back( TapNote::SubType_Invalid );
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m_bHoldShowing.push_back( TapNote::SubType_Invalid );
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m_bLastHoldShowing.push_back( TapNote::SubType_Invalid );
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m_bLastHoldShowing.push_back( TapNote::SubType_Invalid );
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@@ -246,6 +246,11 @@ void NoteDisplay::Load( int iColNum, const PlayerState* pPlayerState, float fYRe
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m_pPlayerState = pPlayerState;
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m_pPlayerState = pPlayerState;
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m_fYReverseOffsetPixels = fYReverseOffsetPixels;
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m_fYReverseOffsetPixels = fYReverseOffsetPixels;
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const PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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const GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iColNum, pn );
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NOTESKIN->SetPlayerNumber( pn );
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NOTESKIN->SetGameController( GameI.controller );
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const RString &sButton = GAMESTATE->GetCurrentStyle()->ColToButtonName( iColNum );
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const RString &sButton = GAMESTATE->GetCurrentStyle()->ColToButtonName( iColNum );
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cache->Load( sButton );
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cache->Load( sButton );
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@@ -2,6 +2,7 @@
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#include "NoteSkinManager.h"
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#include "NoteSkinManager.h"
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#include "RageFileManager.h"
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#include "RageFileManager.h"
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#include "RageLog.h"
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#include "RageLog.h"
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#include "GameInput.h"
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#include "GameState.h"
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#include "GameState.h"
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#include "Game.h"
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#include "Game.h"
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#include "Style.h"
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#include "Style.h"
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@@ -47,6 +48,8 @@ namespace
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NoteSkinManager::NoteSkinManager()
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NoteSkinManager::NoteSkinManager()
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{
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{
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m_pCurGame = NULL;
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m_pCurGame = NULL;
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m_PlayerNumber = PlayerNumber_Invalid;
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m_GameController = GameController_Invalid;
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// Register with Lua.
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// Register with Lua.
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{
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{
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@@ -378,6 +381,8 @@ bool NoteSkinManager::PushActorTemplate( Lua *L, const RString &sButton, const R
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ASSERT( iter != g_mapNameToData.end() );
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ASSERT( iter != g_mapNameToData.end() );
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const NoteSkinData &data = iter->second;
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const NoteSkinData &data = iter->second;
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LuaThreadVariable varPlayer( "Player", LuaReference::Create(m_PlayerNumber) );
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LuaThreadVariable varController( "Controller", LuaReference::Create(m_GameController) );
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LuaThreadVariable varButton( "Button", sButton );
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LuaThreadVariable varButton( "Button", sButton );
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LuaThreadVariable varElement( "Element", sElement );
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LuaThreadVariable varElement( "Element", sElement );
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LuaThreadVariable varSpriteOnly( "SpriteOnly", LuaReference::Create(bSpriteOnly) );
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LuaThreadVariable varSpriteOnly( "SpriteOnly", LuaReference::Create(bSpriteOnly) );
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@@ -4,6 +4,7 @@
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#include "Actor.h"
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#include "Actor.h"
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#include "RageTypes.h"
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#include "RageTypes.h"
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#include "PlayerNumber.h"
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#include "PlayerNumber.h"
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#include "GameInput.h"
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#include "IniFile.h"
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#include "IniFile.h"
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class Game;
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class Game;
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@@ -24,7 +25,8 @@ public:
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void SetCurrentNoteSkin( const RString &sNoteSkin ) { m_sCurrentNoteSkin = sNoteSkin; }
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void SetCurrentNoteSkin( const RString &sNoteSkin ) { m_sCurrentNoteSkin = sNoteSkin; }
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const RString &GetCurrentNoteSkin() { return m_sCurrentNoteSkin; }
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const RString &GetCurrentNoteSkin() { return m_sCurrentNoteSkin; }
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␍ void SetPlayerNumber( PlayerNumber pn ) { m_PlayerNumber = pn; }
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void SetGameController( GameController gc ) { m_GameController = gc; }
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RString GetPath( const RString &sButtonName, const RString &sElement );
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RString GetPath( const RString &sButtonName, const RString &sElement );
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bool PushActorTemplate( Lua *L, const RString &sButton, const RString &sElement, bool bSpriteOnly );
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bool PushActorTemplate( Lua *L, const RString &sButton, const RString &sElement, bool bSpriteOnly );
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Actor *LoadActor( const RString &sButton, const RString &sElement, Actor *pParent = NULL, bool bSpriteOnly = false );
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Actor *LoadActor( const RString &sButton, const RString &sElement, Actor *pParent = NULL, bool bSpriteOnly = false );
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@@ -46,6 +48,10 @@ protected:
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void LoadNoteSkinDataRecursive( const RString &sNoteSkinName, NoteSkinData& data_out );
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void LoadNoteSkinDataRecursive( const RString &sNoteSkinName, NoteSkinData& data_out );
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RString m_sCurrentNoteSkin;
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RString m_sCurrentNoteSkin;
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const Game* m_pCurGame;
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const Game* m_pCurGame;
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// xxx: is this the best way to implement this? -freem
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PlayerNumber m_PlayerNumber;
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GameController m_GameController;
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};
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};
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extern NoteSkinManager* NOTESKIN; // global and accessable from anywhere in our program
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extern NoteSkinManager* NOTESKIN; // global and accessable from anywhere in our program
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@@ -19,6 +19,11 @@ void ReceptorArrow::Load( const PlayerState* pPlayerState, int iColNo )
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m_pPlayerState = pPlayerState;
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m_pPlayerState = pPlayerState;
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m_iColNo = iColNo;
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m_iColNo = iColNo;
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const PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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const GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iColNo, pn );
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NOTESKIN->SetPlayerNumber( pn );
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NOTESKIN->SetGameController( GameI.controller );
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RString sButton = GAMESTATE->GetCurrentStyle()->ColToButtonName( iColNo );
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RString sButton = GAMESTATE->GetCurrentStyle()->ColToButtonName( iColNo );
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m_pReceptor.Load( NOTESKIN->LoadActor(sButton, "Receptor") );
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m_pReceptor.Load( NOTESKIN->LoadActor(sButton, "Receptor") );
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this->AddChild( m_pReceptor );
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this->AddChild( m_pReceptor );
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