Line endings...be normalized!
This commit is contained in:
+98
-98
@@ -1,98 +1,98 @@
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#include "global.h"
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#include "ScoreDisplayBattle.h"
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#include "RageUtil.h"
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#include "RageLog.h"
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#include "RageLog.h"
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#include "GameState.h"
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#include "ThemeManager.h"
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#include "PlayerState.h"
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#include "ActorUtil.h"
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#define ITEM_X( i ) THEME->GetMetricF("ScoreDisplayBattle",ssprintf("Item%dX",i+1))
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#define ITEM_Y( i ) THEME->GetMetricF("ScoreDisplayBattle",ssprintf("Item%dY",i+1))
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ScoreDisplayBattle::ScoreDisplayBattle()
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{
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LOG->Trace( "ScoreDisplayBattle::ScoreDisplayBattle()" );
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m_sprFrame.Load( THEME->GetPathG("ScoreDisplayBattle","frame") );
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this->AddChild( &m_sprFrame );
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for( int i=0; i<NUM_INVENTORY_SLOTS; i++ )
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{
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m_ItemIcon[i].SetXY( ITEM_X(i), ITEM_Y(i) );
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m_ItemIcon[i].StopAnimating();
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this->AddChild( &m_ItemIcon[i] );
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}
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vector<RString> asIconPaths;
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GetDirListing( THEME->GetCurThemeDir()+"Graphic/ScoreDisplayBattle icon*", asIconPaths );
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for( unsigned j=0; j<asIconPaths.size(); j++ )
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m_TexturePreload.Load( asIconPaths[j] );
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}
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void ScoreDisplayBattle::Init( const PlayerState* pPlayerState, const PlayerStageStats* pPlayerStageStats )
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{
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ScoreDisplay::Init( pPlayerState, pPlayerStageStats );
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}
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void ScoreDisplayBattle::Update( float fDelta )
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{
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ScoreDisplay::Update( fDelta );
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for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
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{
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const Attack& attack = m_pPlayerState->m_Inventory[s];
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RString sNewModifier = attack.sModifiers;
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if( sNewModifier != m_iLastSeenInventory[s] )
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{
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m_iLastSeenInventory[s] = sNewModifier;
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if( sNewModifier == "" )
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{
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m_ItemIcon[s].RunCommands( ActorUtil::ParseActorCommands( "linear,0.25;zoom,0" ) );
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}
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else
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{
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// TODO: Cache all of the icon graphics so we don't load them dynamically from disk.
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m_ItemIcon[s].Load( THEME->GetPathG("ScoreDisplayBattle","icon "+sNewModifier) );
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m_ItemIcon[s].StopTweening();
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apActorCommands acmds = ActorUtil::ParseActorCommands(
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"diffuse,1,1,1,1;zoom,1;"
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"sleep,0.1;linear,0;diffusealpha,0;"
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"sleep,0.1;linear,0;diffusealpha,1;"
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"sleep,0.1;linear,0;diffusealpha,0;"
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"sleep,0.1;linear,0;diffusealpha,1;"
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"sleep,0.1;linear,0;diffusealpha,0;"
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"sleep,0.1;linear,0;diffusealpha,1;" );
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m_ItemIcon[s].RunCommands( acmds );
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}
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}
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}
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}
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/*
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* (c) 2001-2003 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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#include "global.h"
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#include "ScoreDisplayBattle.h"
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#include "RageUtil.h"
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#include "RageLog.h"
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#include "RageLog.h"
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#include "GameState.h"
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#include "ThemeManager.h"
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#include "PlayerState.h"
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#include "ActorUtil.h"
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#define ITEM_X( i ) THEME->GetMetricF("ScoreDisplayBattle",ssprintf("Item%dX",i+1))
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#define ITEM_Y( i ) THEME->GetMetricF("ScoreDisplayBattle",ssprintf("Item%dY",i+1))
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ScoreDisplayBattle::ScoreDisplayBattle()
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{
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LOG->Trace( "ScoreDisplayBattle::ScoreDisplayBattle()" );
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m_sprFrame.Load( THEME->GetPathG("ScoreDisplayBattle","frame") );
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this->AddChild( &m_sprFrame );
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for( int i=0; i<NUM_INVENTORY_SLOTS; i++ )
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{
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m_ItemIcon[i].SetXY( ITEM_X(i), ITEM_Y(i) );
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m_ItemIcon[i].StopAnimating();
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this->AddChild( &m_ItemIcon[i] );
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}
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vector<RString> asIconPaths;
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GetDirListing( THEME->GetCurThemeDir()+"Graphic/ScoreDisplayBattle icon*", asIconPaths );
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for( unsigned j=0; j<asIconPaths.size(); j++ )
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m_TexturePreload.Load( asIconPaths[j] );
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}
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void ScoreDisplayBattle::Init( const PlayerState* pPlayerState, const PlayerStageStats* pPlayerStageStats )
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{
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ScoreDisplay::Init( pPlayerState, pPlayerStageStats );
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}
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void ScoreDisplayBattle::Update( float fDelta )
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{
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ScoreDisplay::Update( fDelta );
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for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
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{
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const Attack& attack = m_pPlayerState->m_Inventory[s];
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RString sNewModifier = attack.sModifiers;
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if( sNewModifier != m_iLastSeenInventory[s] )
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{
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m_iLastSeenInventory[s] = sNewModifier;
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if( sNewModifier == "" )
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{
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m_ItemIcon[s].RunCommands( ActorUtil::ParseActorCommands( "linear,0.25;zoom,0" ) );
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}
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else
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{
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// TODO: Cache all of the icon graphics so we don't load them dynamically from disk.
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m_ItemIcon[s].Load( THEME->GetPathG("ScoreDisplayBattle","icon "+sNewModifier) );
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m_ItemIcon[s].StopTweening();
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apActorCommands acmds = ActorUtil::ParseActorCommands(
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"diffuse,1,1,1,1;zoom,1;"
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"sleep,0.1;linear,0;diffusealpha,0;"
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"sleep,0.1;linear,0;diffusealpha,1;"
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"sleep,0.1;linear,0;diffusealpha,0;"
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"sleep,0.1;linear,0;diffusealpha,1;"
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"sleep,0.1;linear,0;diffusealpha,0;"
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"sleep,0.1;linear,0;diffusealpha,1;" );
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m_ItemIcon[s].RunCommands( acmds );
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}
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}
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}
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}
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/*
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* (c) 2001-2003 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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