CustomDiffiuclty cleanup, now takes CourseType as a parameter

DifficultyList -> StepsDisplayList
Course editor screen cleanup
Change GameManager back to singleton for consistency with other classes
This commit is contained in:
Chris Danford
2009-08-09 02:59:32 +00:00
parent 204f7edac0
commit cd139430f5
72 changed files with 537 additions and 447 deletions
+20 -20
View File
@@ -13,9 +13,9 @@
#define MAX_METERS NUM_Difficulty + MAX_EDITS_PER_SONG
REGISTER_ACTOR_CLASS( DifficultyList )
REGISTER_ACTOR_CLASS( StepsDisplayList )
DifficultyList::DifficultyList()
StepsDisplayList::StepsDisplayList()
{
m_bShown = true;
@@ -26,15 +26,15 @@ DifficultyList::DifficultyList()
}
}
DifficultyList::~DifficultyList()
StepsDisplayList::~StepsDisplayList()
{
}
void DifficultyList::LoadFromNode( const XNode* pNode )
void StepsDisplayList::LoadFromNode( const XNode* pNode )
{
ActorFrame::LoadFromNode( pNode );
ASSERT_M( !m_sName.empty(), "DifficultyList must have a Name" );
ASSERT_M( !m_sName.empty(), "StepsDisplayList must have a Name" );
ITEMS_SPACING_Y.Load( m_sName, "ItemsSpacingY" );
NUM_SHOWN_ITEMS.Load( m_sName, "NumShownItems" );
@@ -48,7 +48,7 @@ void DifficultyList::LoadFromNode( const XNode* pNode )
{
const XNode *pChild = pNode->GetChild( ssprintf("CursorP%i",pn+1) );
if( pChild == NULL )
RageException::Throw( "%s: DifficultyList: missing the node \"CursorP%d\"", ActorUtil::GetWhere(pNode).c_str(), pn+1 );
RageException::Throw( "%s: StepsDisplayList: missing the node \"CursorP%d\"", ActorUtil::GetWhere(pNode).c_str(), pn+1 );
m_Cursors[pn].LoadActorFromNode( pChild, this );
/* Hack: we need to tween cursors both up to down (cursor motion) and visible to
@@ -59,7 +59,7 @@ void DifficultyList::LoadFromNode( const XNode* pNode )
* colors; I think we do need a diffuse color stack ... */
pChild = pNode->GetChild( ssprintf("CursorP%iFrame",pn+1) );
if( pChild == NULL )
RageException::Throw( "%s: DifficultyList: missing the node \"CursorP%dFrame\"", ActorUtil::GetWhere(pNode).c_str(), pn+1 );
RageException::Throw( "%s: StepsDisplayList: missing the node \"CursorP%dFrame\"", ActorUtil::GetWhere(pNode).c_str(), pn+1 );
m_CursorFrames[pn].LoadFromNode( pChild );
m_CursorFrames[pn].AddChild( m_Cursors[pn] );
this->AddChild( &m_CursorFrames[pn] );
@@ -76,7 +76,7 @@ void DifficultyList::LoadFromNode( const XNode* pNode )
PositionItems();
}
int DifficultyList::GetCurrentRowIndex( PlayerNumber pn ) const
int StepsDisplayList::GetCurrentRowIndex( PlayerNumber pn ) const
{
Difficulty ClosestDifficulty = GAMESTATE->GetClosestShownDifficulty(pn);
@@ -100,7 +100,7 @@ int DifficultyList::GetCurrentRowIndex( PlayerNumber pn ) const
}
/* Update m_fY and m_bHidden[]. */
void DifficultyList::UpdatePositions()
void StepsDisplayList::UpdatePositions()
{
int iCurrentRow[NUM_PLAYERS];
FOREACH_HumanPlayer( p )
@@ -193,7 +193,7 @@ void DifficultyList::UpdatePositions()
}
void DifficultyList::PositionItems()
void StepsDisplayList::PositionItems()
{
for( int i = 0; i < MAX_METERS; ++i )
{
@@ -244,7 +244,7 @@ void DifficultyList::PositionItems()
}
}
void DifficultyList::SetFromGameState()
void StepsDisplayList::SetFromGameState()
{
const Song *pSong = GAMESTATE->m_pCurSong;
unsigned i = 0;
@@ -287,7 +287,7 @@ void DifficultyList::SetFromGameState()
m_Lines[m].m_Meter.FinishTweening();
}
void DifficultyList::HideRows()
void StepsDisplayList::HideRows()
{
for( unsigned m = 0; m < m_Rows.size(); ++m )
{
@@ -298,7 +298,7 @@ void DifficultyList::HideRows()
}
}
void DifficultyList::TweenOnScreen()
void StepsDisplayList::TweenOnScreen()
{
FOREACH_HumanPlayer( pn )
ON_COMMAND( m_Cursors[pn] );
@@ -322,12 +322,12 @@ void DifficultyList::TweenOnScreen()
COMMAND( m_Cursors[pn], "TweenOn" );
}
void DifficultyList::TweenOffScreen()
void StepsDisplayList::TweenOffScreen()
{
}
void DifficultyList::Show()
void StepsDisplayList::Show()
{
m_bShown = true;
@@ -340,7 +340,7 @@ void DifficultyList::Show()
COMMAND( m_Cursors[pn], "Show" );
}
void DifficultyList::Hide()
void StepsDisplayList::Hide()
{
m_bShown = false;
PositionItems();
@@ -349,7 +349,7 @@ void DifficultyList::Hide()
COMMAND( m_Cursors[pn], "Hide" );
}
void DifficultyList::HandleMessage( const Message &msg )
void StepsDisplayList::HandleMessage( const Message &msg )
{
FOREACH_ENUM( PlayerNumber, pn )
{
@@ -365,18 +365,18 @@ void DifficultyList::HandleMessage( const Message &msg )
// lua start
#include "LuaBinding.h"
class LunaDifficultyList: public Luna<DifficultyList>
class LunaStepsDisplayList: public Luna<StepsDisplayList>
{
public:
static int setfromgamestate( T* p, lua_State *L ) { p->SetFromGameState(); return 0; }
LunaDifficultyList()
LunaStepsDisplayList()
{
ADD_METHOD( setfromgamestate );
}
};
LUA_REGISTER_DERIVED_CLASS( DifficultyList, ActorFrame )
LUA_REGISTER_DERIVED_CLASS( StepsDisplayList, ActorFrame )
// lua end
/*