Pass ActorCommand structures to Actor instead of unparsed command strings.

This way, we can potentially do the parsing early and not parse inside of Actor as the command is executing.
This commit is contained in:
Chris Danford
2004-11-06 23:13:47 +00:00
parent 6a84b15d3d
commit bcbe615c0d
55 changed files with 349 additions and 308 deletions
+11 -12
View File
@@ -7,7 +7,6 @@
#include "RageLog.h"
#include "RageTextureManager.h"
#include "GameState.h"
#include "ThemeManager.h"
#include "PrefsManager.h"
#include "NoteTypes.h"
#include "Steps.h"
@@ -22,14 +21,14 @@
const float FADE_SECONDS = 1.0f;
#define LEFT_EDGE THEME->GetMetricF("Background","LeftEdge")
#define TOP_EDGE THEME->GetMetricF("Background","TopEdge")
#define RIGHT_EDGE THEME->GetMetricF("Background","RightEdge")
#define BOTTOM_EDGE THEME->GetMetricF("Background","BottomEdge")
ThemeMetric<bool> BLINK_DANGER_ALL("Background","BlinkDangerAll");
ThemeMetric<bool> DANGER_ALL_IS_OPAQUE("Background","DangerAllIsOpaque");
#define BRIGHTNESS_FADE_COMMAND THEME->GetMetric("Background","BrightnessFadeCommand")
#define RECT_BACKGROUND RectF(LEFT_EDGE,TOP_EDGE,RIGHT_EDGE,BOTTOM_EDGE)
ThemeMetric<float> LEFT_EDGE ("Background","LeftEdge");
ThemeMetric<float> TOP_EDGE ("Background","TopEdge");
ThemeMetric<float> RIGHT_EDGE ("Background","RightEdge");
ThemeMetric<float> BOTTOM_EDGE ("Background","BottomEdge");
#define RECT_BACKGROUND RectF (LEFT_EDGE,TOP_EDGE,RIGHT_EDGE,BOTTOM_EDGE)
ThemeMetric<bool> BLINK_DANGER_ALL ("Background","BlinkDangerAll");
ThemeMetric<bool> DANGER_ALL_IS_OPAQUE ("Background","DangerAllIsOpaque");
ThemeMetric<ActorCommands> BRIGHTNESS_FADE_COMMAND ("Background","BrightnessFadeCommand");
static float g_fBackgroundCenterWidth = 40;
const CString STATIC_BACKGROUND = "static background";
@@ -436,9 +435,9 @@ void Background::LoadFromSong( const Song* pSong )
* may look something like "BGAnimation, BGAnimationLayer, Sprite" or it
* may be deeper, like "BGAnimation, BGAnimationLayer, BGAnimation,
* BGAnimationLayer, Sprite". */
pBGA->Command( "propagate,1" );
pBGA->Command( "effectclock,music" );
pBGA->Command( "propagate,0" );
pBGA->Command( ParseActorCommands("propagate,1") );
pBGA->Command( ParseActorCommands("effectclock,music") );
pBGA->Command( ParseActorCommands("propagate,0") );
}
}