remove ProcessMessages
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@@ -278,18 +278,6 @@ void ActorFrame::UpdateInternal( float fDeltaTime )
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}
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}
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void ActorFrame::ProcessMessages( float fDeltaTime )
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{
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Actor::ProcessMessages( fDeltaTime );
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// update all sub-Actors
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for( vector<Actor*>::iterator it=m_SubActors.begin(); it!=m_SubActors.end(); ++it )
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{
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Actor *pActor = *it;
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pActor->ProcessMessages( fDeltaTime );
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}
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}
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#define PropagateActorFrameCommand( cmd ) \
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void ActorFrame::cmd() \
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{ \
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@@ -42,7 +42,6 @@ public:
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virtual void RunCommandsOnLeaves( const LuaReference& cmds, const LuaReference *pParamTable = NULL ); /* but not on self */
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virtual void UpdateInternal( float fDeltaTime );
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virtual void ProcessMessages( float fDeltaTime );
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virtual void BeginDraw();
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virtual void DrawPrimitives();
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virtual void EndDraw();
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@@ -71,7 +71,6 @@ public:
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virtual void LoadFromSong( const Song *pSong );
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virtual void Unload();
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virtual void ProcessMessages( float fDeltaTime );
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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@@ -106,7 +105,6 @@ protected:
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int FindBGSegmentForBeat( float fBeat ) const;
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void UpdateCurBGChange( const Song *pSong, float fLastMusicSeconds, float fCurrentTime, const map<RString,BackgroundTransition> &mapNameToTransition );
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void ProcessMessages( float fDeltaTime );
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map<BackgroundDef,Actor*> m_BGAnimations;
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vector<BackgroundChange> m_aBGChanges;
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@@ -822,14 +820,6 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus
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m_pFadingBGA->Update( fDeltaTimeMusicRate );
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}
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void BackgroundImpl::Layer::ProcessMessages( float fDeltaTime )
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{
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if( m_pCurrentBGA )
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m_pCurrentBGA->ProcessMessages( fDeltaTime );
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if( m_pFadingBGA )
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m_pFadingBGA->ProcessMessages( fDeltaTime );
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}
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void BackgroundImpl::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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@@ -860,16 +850,6 @@ void BackgroundImpl::Update( float fDeltaTime )
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m_fLastMusicSeconds = GAMESTATE->m_fMusicSeconds;
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}
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void BackgroundImpl::ProcessMessages( float fDeltaTime )
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{
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ActorFrame::ProcessMessages( fDeltaTime );
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FOREACH_BackgroundLayer( i )
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{
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Layer &layer = m_Layer[i];
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layer.ProcessMessages( fDeltaTime );
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}
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}
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void BackgroundImpl::DrawPrimitives()
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{
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if( PREFSMAN->m_fBGBrightness == 0.0f )
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@@ -259,10 +259,6 @@ void IMessageSubscriber::ClearMessages( const RString sMessage )
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{
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}
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void IMessageSubscriber::ProcessMessages( float fDeltaTime )
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{
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}
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MessageSubscriber::MessageSubscriber( const MessageSubscriber &cpy ):
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IMessageSubscriber(cpy)
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{
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@@ -180,7 +180,6 @@ class IMessageSubscriber
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public:
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virtual ~IMessageSubscriber() { }
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virtual void HandleMessage( const Message &msg ) = 0;
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virtual void ProcessMessages( float fDeltaTime );
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void ClearMessages( const RString sMessage = "" );
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private:
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@@ -232,18 +232,6 @@ void NoteField::Update( float fDeltaTime )
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NoteDisplay::Update( fDeltaTime );
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}
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void NoteField::ProcessMessages( float fDeltaTime )
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{
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ActorFrame::ProcessMessages( fDeltaTime );
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/* If m_pCurDisplay is NULL, we're receiving a message before Load() was called. */
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if( m_pCurDisplay != NULL )
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{
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m_pCurDisplay->m_ReceptorArrowRow.ProcessMessages( fDeltaTime );
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m_pCurDisplay->m_GhostArrowRow.ProcessMessages( fDeltaTime );
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}
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}
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float NoteField::GetWidth() const
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{
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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@@ -20,7 +20,6 @@ public:
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NoteField();
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~NoteField();
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virtual void Update( float fDeltaTime );
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virtual void ProcessMessages( float fDeltaTime );
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virtual void DrawPrimitives();
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virtual void Init( const PlayerState* pPlayerState, float fYReverseOffsetPixels );
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@@ -812,14 +812,6 @@ void Player::Update( float fDeltaTime )
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ApplyWaitingTransforms();
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}
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void Player::ProcessMessages( float fDeltaTime )
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{
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ActorFrame::ProcessMessages( fDeltaTime );
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if( m_pNoteField )
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m_pNoteField->ProcessMessages( fDeltaTime );
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}
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void Player::ApplyWaitingTransforms()
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{
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for( unsigned j=0; j<m_pPlayerState->m_ModsToApply.size(); j++ )
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@@ -95,7 +95,6 @@ public:
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~Player();
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virtual void Update( float fDeltaTime );
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virtual void ProcessMessages( float fDeltaTime );
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virtual void DrawPrimitives();
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void Init(
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@@ -418,18 +418,6 @@ void ScreenManager::Update( float fDeltaTime )
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for( unsigned i=0; i<g_OverlayScreens.size(); i++ )
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g_OverlayScreens[i]->Update( fDeltaTime );
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}
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//
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// Handle messages after updating.
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//
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{
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for( unsigned i=0; i<g_ScreenStack.size(); i++ )
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g_ScreenStack[i].m_pScreen->ProcessMessages( fDeltaTime );
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g_pSharedBGA->ProcessMessages( fDeltaTime );
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for( unsigned i=0; i<g_OverlayScreens.size(); i++ )
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g_OverlayScreens[i]->ProcessMessages( fDeltaTime );
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}
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/* The music may be started on the first update. If we're reading from a CD,
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* it might not start immediately. Make sure we start playing the sound before
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