load all commands from metrics when the On command is played. This fixes skips when playing the Off command.
This commit is contained in:
+42
-13
@@ -16,6 +16,7 @@
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#include "FontCharAliases.h"
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#include "LuaManager.h"
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#include "MessageManager.h"
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#include "Foreach.h"
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#include "arch/Dialog/Dialog.h"
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@@ -341,31 +342,59 @@ void ActorUtil::SetXY( Actor& actor, const CString &sType )
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actor.SetXY( THEME->GetMetricF(sType,actor.GetID()+"X"), THEME->GetMetricF(sType,actor.GetID()+"Y") );
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}
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void ActorUtil::RunCommand( Actor& actor, const CString &sType, const CString &sCommandName )
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void ActorUtil::LoadCommand( Actor& actor, const CString &sType, const CString &sCommandName )
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{
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actor.PlayCommand( sCommandName );
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actor.AddCommand( sCommandName, THEME->GetMetricA(sType,actor.GetID()+sCommandName+"Command") );
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}
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void ActorUtil::LoadAndPlayCommand( Actor& actor, const CString &sType, const CString &sCommandName )
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{
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// HACK: It's very often that we command things to TweenOffScreen
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// that we aren't drawing. We know that an Actor is not being
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// used if its name is blank. So, do nothing on Actors with a blank name.
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// (Do "playcommand" anyway; BGAs often have no name.)
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if( sCommandName=="Off" )
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if( sCommandName=="Off" && actor.GetID().empty() )
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return;
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ASSERT_M(
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!actor.GetID().empty(),
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ssprintf("!actor.GetID().empty() ('%s', '%s')", sType.c_str(), sCommandName.c_str())
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);
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if( !actor.HasCommand(sCommandName ) ) // this actor hasn't loaded commands yet
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LoadAllCommands( actor, sType );
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// If we didn't load the command in LoadAllCommands, load the requested command
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// explicitly. The metric is missing, and ThemeManager will prompt.
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if( !actor.HasCommand(sCommandName) )
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{
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if( actor.GetID().empty() )
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return;
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}
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else
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{
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ASSERT_M( !actor.GetID().empty(), ssprintf("!actor.GetID().empty() ('%s', '%s')",
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sType.c_str(), sCommandName.c_str()) );
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// If this metric exists and we didn't load it in LoadAllCommands, then
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// LoadAllCommands has a bug.
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DEBUG_ASSERT( !THEME->HasMetric(sType,actor.GetID()+sCommandName+"Command") );
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LoadCommand( actor, sType, sCommandName );
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}
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actor.RunCommands( THEME->GetMetricA(sType,actor.GetID()+sCommandName+"Command") );
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actor.PlayCommand( sCommandName );
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}
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void ActorUtil::LoadCommand( Actor& actor, const CString &sType, const CString &sCommandName )
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void ActorUtil::LoadAllCommands( Actor& actor, const CString &sType )
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{
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actor.AddCommand( sCommandName, THEME->GetMetricA(sType,actor.GetID()+sCommandName+"Command") );
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set<CString> vsValueNames;
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THEME->GetMetricsThatBeginWith( sType, actor.GetID(), vsValueNames );
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FOREACHS_CONST( CString, vsValueNames, v )
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{
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const CString &sv = *v;
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if( sv.Right(7) == "Command" )
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{
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// Ugh. Where did StdString::Mid go?
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CString sCommandName = sv;
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sCommandName = sCommandName.Left( sCommandName.size()-7 ); // strip off "Command"
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sCommandName = sCommandName.Right( sCommandName.size()-actor.GetID().size() ); // strip off actor ID
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LoadCommand( actor, sType, sCommandName );
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}
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}
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}
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/*
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@@ -31,15 +31,15 @@ namespace ActorUtil
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Actor* Create( const CString& sClassName, const CString& sDir, const XNode* pNode );
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void SetXY( Actor& actor, const CString &sType );
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inline void SetXY( Actor* pActor, const CString &sType ) { SetXY( *pActor, sType ); }
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void RunCommand( Actor& actor, const CString &sType, const CString &sCommandName );
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void LoadCommand( Actor& actor, const CString &sType, const CString &sCommandName );
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void LoadAndPlayCommand( Actor& actor, const CString &sType, const CString &sCommandName );
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void LoadAllCommands( Actor& actor, const CString &sType );
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inline void OnCommand( Actor& actor, const CString &sType ) { RunCommand( actor, sType, "On" ); }
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inline void OffCommand( Actor& actor, const CString &sType ) { RunCommand( actor, sType, "Off" ); }
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inline void OnCommand( Actor& actor, const CString &sType ) { LoadAndPlayCommand( actor, sType, "On" ); }
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inline void OffCommand( Actor& actor, const CString &sType ) { LoadAndPlayCommand( actor, sType, "Off" ); }
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inline void SetXYAndOnCommand( Actor& actor, const CString &sType )
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{
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SetXY( actor, sType );
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@@ -47,7 +47,7 @@ namespace ActorUtil
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}
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/* convenience */
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inline void RunCommand( Actor* pActor, const CString &sType, const CString &sCommandName ) { if(pActor) RunCommand( *pActor, sType, sCommandName ); }
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inline void LoadAndPlayCommand( Actor* pActor, const CString &sType, const CString &sCommandName ) { if(pActor) LoadAndPlayCommand( *pActor, sType, sCommandName ); }
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inline void OnCommand( Actor* pActor, const CString &sType ) { if(pActor) OnCommand( *pActor, sType ); }
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inline void OffCommand( Actor* pActor, const CString &sType ) { if(pActor) OffCommand( *pActor, sType ); }
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inline void SetXYAndOnCommand( Actor* pActor, const CString &sType ) { if(pActor) SetXYAndOnCommand( *pActor, sType ); }
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@@ -63,7 +63,7 @@ namespace ActorUtil
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#define ON_COMMAND( actor ) ActorUtil::OnCommand( actor, m_sName )
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#define OFF_COMMAND( actor ) ActorUtil::OffCommand( actor, m_sName )
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#define SET_XY_AND_ON_COMMAND( actor ) ActorUtil::SetXYAndOnCommand( actor, m_sName )
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#define COMMAND( actor, command_name ) ActorUtil::RunCommand( actor, m_sName, command_name )
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#define COMMAND( actor, command_name ) ActorUtil::LoadAndPlayCommand( actor, m_sName, command_name )
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#endif
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@@ -317,6 +317,7 @@ void ScreenSelectMusic::Init()
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m_sprOptionsMessage.StopAnimating();
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m_sprOptionsMessage.SetHidden( true );
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SET_XY( m_sprOptionsMessage );
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ActorUtil::LoadAllCommands( m_sprOptionsMessage, m_sName );
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//this->AddChild( &m_sprOptionsMessage ); // we have to draw this manually over the top of transitions
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FOREACH_PlayerNumber( p )
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@@ -821,6 +821,44 @@ void ThemeManager::GetMetric( const CString &sClassName, const CString &sValueNa
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valueOut.SetFromExpression( "function(self) " + sValue + "end" );
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}
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void ThemeManager::GetMetricsThatBeginWith( const CString &_sClassName, const CString &sValueName, set<CString> &vsValueNamesOut )
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{
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CString sClassName = _sClassName;
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while( !sClassName.empty() )
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{
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// Iterate over themes in the chain.
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for( deque<Theme>::const_iterator i = g_vThemes.begin();
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i != g_vThemes.end();
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++i )
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{
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const XNode *cur = i->iniMetrics->GetChild( sClassName );
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if( cur == NULL )
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continue;
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// Iterate over all metrics that match.
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XAttrs::const_iterator j = cur->m_attrs.lower_bound( sValueName );
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if( j == cur->m_attrs.end() )
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continue;
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for( ; true; j++ )
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{
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const CString &sv = j->first;
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if( sv.Left(sValueName.size()) == sValueName )
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vsValueNamesOut.insert( sv );
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else
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break;
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}
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}
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// put the fallback (if any) in sClassName
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CString sFallback;
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if( GetMetricRaw( sClassName, "Fallback", sFallback ) )
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sClassName = sFallback;
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else
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sClassName = "";
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}
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}
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// lua start
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#include "LuaBinding.h"
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@@ -89,6 +89,8 @@ public:
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void GetMetric( const CString &sClassName, const CString &sValueName, LuaExpression &valueOut );
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void GetMetric( const CString &sClassName, const CString &sValueName, apActorCommands &valueOut );
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void GetMetricsThatBeginWith( const CString &sClassName, const CString &sValueName, set<CString> &vsValueNamesOut );
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//
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// For self-registering metrics
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//
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