covariant Copy()

This commit is contained in:
Glenn Maynard
2006-10-20 00:17:51 +00:00
parent 7a95f5da5b
commit cd3f228338
47 changed files with 54 additions and 54 deletions
+1 -1
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@@ -22,7 +22,7 @@ class HiddenActor: public Actor
{ {
public: public:
HiddenActor() { SetHidden(true); } HiddenActor() { SetHidden(true); }
virtual Actor *Copy() const; virtual HiddenActor *Copy() const;
}; };
REGISTER_ACTOR_CLASS_WITH_NAME( HiddenActor, Actor ) REGISTER_ACTOR_CLASS_WITH_NAME( HiddenActor, Actor )
+1 -1
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@@ -17,7 +17,7 @@
*/ */
//REGISTER_ACTOR_CLASS( ActorFrame ) //REGISTER_ACTOR_CLASS( ActorFrame )
REGISTER_ACTOR_CLASS_WITH_NAME( ActorFrameAutoDeleteChildren, ActorFrame ) REGISTER_ACTOR_CLASS_WITH_NAME( ActorFrameAutoDeleteChildren, ActorFrame )
Actor *ActorFrame::Copy() const { return new ActorFrame(*this); } ActorFrame *ActorFrame::Copy() const { return new ActorFrame(*this); }
ActorFrame::ActorFrame() ActorFrame::ActorFrame()
+2 -2
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@@ -14,7 +14,7 @@ public:
virtual void InitState(); virtual void InitState();
void LoadFromNode( const XNode* pNode ); void LoadFromNode( const XNode* pNode );
virtual Actor *Copy() const; virtual ActorFrame *Copy() const;
virtual void AddChild( Actor* pActor ); virtual void AddChild( Actor* pActor );
virtual void RemoveChild( Actor* pActor ); virtual void RemoveChild( Actor* pActor );
@@ -89,7 +89,7 @@ class ActorFrameAutoDeleteChildren : public ActorFrame
public: public:
ActorFrameAutoDeleteChildren() { DeleteChildrenWhenDone(true); } ActorFrameAutoDeleteChildren() { DeleteChildrenWhenDone(true); }
virtual bool AutoLoadChildren() const { return true; } virtual bool AutoLoadChildren() const { return true; }
virtual Actor *Copy() const; virtual ActorFrameAutoDeleteChildren *Copy() const;
}; };
#endif #endif
+1 -1
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@@ -5,7 +5,7 @@
#include "ActorUtil.h" #include "ActorUtil.h"
REGISTER_ACTOR_CLASS_WITH_NAME( ActorFrameTextureAutoDeleteChildren, ActorFrameTexture ) REGISTER_ACTOR_CLASS_WITH_NAME( ActorFrameTextureAutoDeleteChildren, ActorFrameTexture )
Actor *ActorFrameTexture::Copy() const { return new ActorFrameTexture(*this); } ActorFrameTexture *ActorFrameTexture::Copy() const { return new ActorFrameTexture(*this); }
ActorFrameTexture::ActorFrameTexture() ActorFrameTexture::ActorFrameTexture()
{ {
+2 -2
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@@ -10,7 +10,7 @@ public:
ActorFrameTexture(); ActorFrameTexture();
ActorFrameTexture( const ActorFrameTexture &cpy ); ActorFrameTexture( const ActorFrameTexture &cpy );
virtual ~ActorFrameTexture(); virtual ~ActorFrameTexture();
virtual Actor *Copy() const; virtual ActorFrameTexture *Copy() const;
/* Set the texture name, which can be used with RageTextureManager (and users, /* Set the texture name, which can be used with RageTextureManager (and users,
* eg. Sprite) to load the texture. If no name is supplied, a unique one will * eg. Sprite) to load the texture. If no name is supplied, a unique one will
@@ -46,7 +46,7 @@ class ActorFrameTextureAutoDeleteChildren : public ActorFrameTexture
public: public:
ActorFrameTextureAutoDeleteChildren() { DeleteChildrenWhenDone(true); } ActorFrameTextureAutoDeleteChildren() { DeleteChildrenWhenDone(true); }
virtual bool AutoLoadChildren() const { return true; } virtual bool AutoLoadChildren() const { return true; }
virtual Actor *Copy() const; virtual ActorFrameTextureAutoDeleteChildren *Copy() const;
}; };
#endif #endif
+1 -1
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@@ -16,7 +16,7 @@ public:
virtual void DrawPrimitives(); virtual void DrawPrimitives();
void LoadFromNode( const XNode* pNode ); void LoadFromNode( const XNode* pNode );
virtual Actor *Copy() const; virtual ActorProxy *Copy() const;
Actor *GetTarget() { return m_pActorTarget; } Actor *GetTarget() { return m_pActorTarget; }
void SetTarget( Actor *pTarget ) { m_pActorTarget = pTarget; } void SetTarget( Actor *pTarget ) { m_pActorTarget = pTarget; }
+1 -1
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@@ -15,7 +15,7 @@
*/ */
//REGISTER_ACTOR_CLASS( ActorScroller ) //REGISTER_ACTOR_CLASS( ActorScroller )
REGISTER_ACTOR_CLASS_WITH_NAME( ActorScrollerAutoDeleteChildren, ActorScroller ) REGISTER_ACTOR_CLASS_WITH_NAME( ActorScrollerAutoDeleteChildren, ActorScroller )
Actor *ActorScroller::Copy() const { return new ActorScroller(*this); } ActorScroller *ActorScroller::Copy() const { return new ActorScroller(*this); }
ActorScroller::ActorScroller() ActorScroller::ActorScroller()
+2 -2
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@@ -28,7 +28,7 @@ public:
void PositionItems(); void PositionItems();
void LoadFromNode( const XNode *pNode ); void LoadFromNode( const XNode *pNode );
virtual Actor *Copy() const; virtual ActorScroller *Copy() const;
void SetLoop( bool bLoop ) { m_bLoop = bLoop; } void SetLoop( bool bLoop ) { m_bLoop = bLoop; }
void SetNumItemsToDraw( float fNumItemsToDraw ) { m_fNumItemsToDraw = fNumItemsToDraw; } void SetNumItemsToDraw( float fNumItemsToDraw ) { m_fNumItemsToDraw = fNumItemsToDraw; }
@@ -79,7 +79,7 @@ class ActorScrollerAutoDeleteChildren : public ActorScroller
public: public:
ActorScrollerAutoDeleteChildren() { DeleteChildrenWhenDone(true); } ActorScrollerAutoDeleteChildren() { DeleteChildrenWhenDone(true); }
virtual bool AutoLoadChildren() const { return true; } virtual bool AutoLoadChildren() const { return true; }
virtual Actor *Copy() const; virtual ActorScrollerAutoDeleteChildren *Copy() const;
}; };
#endif #endif
+1 -1
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@@ -10,7 +10,7 @@ class ActorSound: public Actor
{ {
public: public:
virtual ~ActorSound() { } virtual ~ActorSound() { }
virtual Actor *Copy() const; virtual ActorSound *Copy() const;
void Load( const RString &sPath ); void Load( const RString &sPath );
void Play(); void Play();
+1 -1
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@@ -19,7 +19,7 @@ Actor *CreateActor() { return new T; }
Register##className() { ActorUtil::Register(#externalClassName, CreateActor<className>); } \ Register##className() { ActorUtil::Register(#externalClassName, CreateActor<className>); } \
}; \ }; \
static Register##className register##className; \ static Register##className register##className; \
Actor *className::Copy() const { return new className(*this); } className *className::Copy() const { return new className(*this); }
#define REGISTER_ACTOR_CLASS( className ) REGISTER_ACTOR_CLASS_WITH_NAME( className, className ) #define REGISTER_ACTOR_CLASS( className ) REGISTER_ACTOR_CLASS_WITH_NAME( className, className )
+1 -1
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@@ -16,7 +16,7 @@ public:
void LoadFromAniDir( const RString &sAniDir ); void LoadFromAniDir( const RString &sAniDir );
void LoadFromNode( const XNode* pNode ); void LoadFromNode( const XNode* pNode );
virtual Actor *Copy() const; virtual BGAnimation *Copy() const;
protected: protected:
void AddLayersFromAniDir( const RString &_sAniDir, const XNode *pNode ); void AddLayersFromAniDir( const RString &_sAniDir, const XNode *pNode );
+1 -1
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@@ -15,7 +15,7 @@ class BPMDisplay : public BitmapText
{ {
public: public:
BPMDisplay(); BPMDisplay();
virtual Actor *Copy() const; virtual BPMDisplay *Copy() const;
void Load(); void Load();
virtual void Update( float fDeltaTime ); virtual void Update( float fDeltaTime );
void LoadFromNode( const XNode *pNode ); void LoadFromNode( const XNode *pNode );
+1 -1
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@@ -15,7 +15,7 @@ class Banner : public Sprite
public: public:
Banner(); Banner();
virtual ~Banner() { } virtual ~Banner() { }
virtual Actor *Copy() const; virtual Banner *Copy() const;
void Load( RageTextureID ID, bool bIsBanner ); void Load( RageTextureID ID, bool bIsBanner );
virtual void Load( RageTextureID ID ) { Load( ID, true ); } virtual void Load( RageTextureID ID ) { Load( ID, true ); }
+1 -1
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@@ -17,7 +17,7 @@ public:
virtual ~BitmapText(); virtual ~BitmapText();
virtual void LoadFromNode( const XNode* pNode ); virtual void LoadFromNode( const XNode* pNode );
virtual Actor *Copy() const; virtual BitmapText *Copy() const;
bool LoadFromFont( const RString& sFontName ); bool LoadFromFont( const RString& sFontName );
bool LoadFromTextureAndChars( const RString& sTexturePath, const RString& sChars ); bool LoadFromTextureAndChars( const RString& sTexturePath, const RString& sChars );
+1 -1
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@@ -13,7 +13,7 @@ public:
ComboGraph(); ComboGraph();
void Load( const StageStats &s, const PlayerStageStats &pss ); void Load( const StageStats &s, const PlayerStageStats &pss );
virtual void LoadFromNode( const XNode* pNode ); virtual void LoadFromNode( const XNode* pNode );
virtual Actor *Copy() const; virtual ComboGraph *Copy() const;
virtual bool AutoLoadChildren() const { return true; } virtual bool AutoLoadChildren() const { return true; }
// //
+1 -1
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@@ -29,7 +29,7 @@ public:
virtual void Update( float fDelta ); virtual void Update( float fDelta );
bool IsLoaded() const { return m_bIsLoaded; } bool IsLoaded() const { return m_bIsLoaded; }
virtual Actor *Copy() const; virtual ControllerStateDisplay *Copy() const;
// //
// Lua // Lua
+1 -1
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@@ -11,7 +11,7 @@ class CourseContentsList : public ActorScroller
public: public:
CourseContentsList(); CourseContentsList();
~CourseContentsList(); ~CourseContentsList();
virtual Actor *Copy() const; virtual CourseContentsList *Copy() const;
void Load(); void Load();
void LoadFromNode( const XNode* pNode ); void LoadFromNode( const XNode* pNode );
+1 -1
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@@ -16,7 +16,7 @@ class CourseEntryDisplay : public ActorFrame
{ {
public: public:
CourseEntryDisplay(); CourseEntryDisplay();
virtual Actor *Copy() const; virtual CourseEntryDisplay *Copy() const;
void Load(); void Load();
void LoadFromNode( const XNode* pNode ); void LoadFromNode( const XNode* pNode );
+1 -1
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@@ -20,7 +20,7 @@ public:
bool Load( RString sFilePath ); bool Load( RString sFilePath );
virtual void Load( RageTextureID ID ) { Load( ID.filename ); } virtual void Load( RageTextureID ID ) { Load( ID.filename ); }
virtual void LoadFromNode( const XNode* pNode ); virtual void LoadFromNode( const XNode* pNode );
virtual Actor *Copy() const; virtual DifficultyIcon *Copy() const;
void SetPlayer( PlayerNumber pn ); void SetPlayer( PlayerNumber pn );
void Unset(); void Unset();
+1 -1
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@@ -16,7 +16,7 @@ class DifficultyList: public ActorFrame
public: public:
DifficultyList(); DifficultyList();
virtual ~DifficultyList(); virtual ~DifficultyList();
virtual Actor *Copy() const; virtual DifficultyList *Copy() const;
virtual void LoadFromNode( const XNode* pNode ); virtual void LoadFromNode( const XNode* pNode );
void SetFromGameState(); void SetFromGameState();
+1 -1
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@@ -23,7 +23,7 @@ public:
void Load( const RString &sType ); void Load( const RString &sType );
void LoadFromNode( const XNode* pNode ); void LoadFromNode( const XNode* pNode );
virtual Actor *Copy() const; virtual DifficultyMeter *Copy() const;
void SetFromGameState( PlayerNumber pn ); void SetFromGameState( PlayerNumber pn );
void SetFromMeterAndDifficulty( int iMeter, Difficulty dc ); void SetFromMeterAndDifficulty( int iMeter, Difficulty dc );
+1 -1
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@@ -6,7 +6,7 @@
#include "RageUtil.h" #include "RageUtil.h"
#include "LuaBinding.h" #include "LuaBinding.h"
Actor *DynamicActorScroller::Copy() const { return new DynamicActorScroller(*this); } DynamicActorScroller *DynamicActorScroller::Copy() const { return new DynamicActorScroller(*this); }
void DynamicActorScroller::LoadFromNode( const XNode *pNode ) void DynamicActorScroller::LoadFromNode( const XNode *pNode )
{ {
+2 -2
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@@ -9,7 +9,7 @@
class DynamicActorScroller: public ActorScroller class DynamicActorScroller: public ActorScroller
{ {
public: public:
virtual Actor *Copy() const; virtual DynamicActorScroller *Copy() const;
void LoadFromNode( const XNode *pNode ); void LoadFromNode( const XNode *pNode );
protected: protected:
@@ -24,7 +24,7 @@ class DynamicActorScrollerAutoDeleteChildren: public DynamicActorScroller
public: public:
DynamicActorScrollerAutoDeleteChildren() { DeleteChildrenWhenDone(true); } DynamicActorScrollerAutoDeleteChildren() { DeleteChildrenWhenDone(true); }
virtual bool AutoLoadChildren() const { return true; } virtual bool AutoLoadChildren() const { return true; }
virtual Actor *Copy() const; virtual DynamicActorScrollerAutoDeleteChildren *Copy() const;
}; };
#endif #endif
+1 -1
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@@ -11,7 +11,7 @@ class FadingBanner : public ActorFrame
{ {
public: public:
FadingBanner(); FadingBanner();
virtual Actor *Copy() const; virtual FadingBanner *Copy() const;
void ScaleToClipped( float fWidth, float fHeight ); void ScaleToClipped( float fWidth, float fHeight );
+2 -2
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@@ -102,7 +102,7 @@ public:
} }
virtual Actor *Copy() const; virtual GraphLine *Copy() const;
private: private:
vector<RageSpriteVertex> m_Quads; vector<RageSpriteVertex> m_Quads;
@@ -136,7 +136,7 @@ public:
DISPLAY->DrawQuadStrip( m_Slices, ARRAYLEN(m_Slices) ); DISPLAY->DrawQuadStrip( m_Slices, ARRAYLEN(m_Slices) );
} }
virtual Actor *Copy() const; virtual GraphBody *Copy() const;
RageSpriteVertex m_Slices[2*VALUE_RESOLUTION]; RageSpriteVertex m_Slices[2*VALUE_RESOLUTION];
}; };
+1 -1
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@@ -13,7 +13,7 @@ class GraphDisplay: public ActorFrame
public: public:
GraphDisplay(); GraphDisplay();
~GraphDisplay(); ~GraphDisplay();
virtual Actor *Copy() const; virtual GraphDisplay *Copy() const;
virtual void LoadFromNode( const XNode* pNode ); virtual void LoadFromNode( const XNode* pNode );
void LoadFromStageStats( const StageStats &ss, const PlayerStageStats &s ); void LoadFromStageStats( const StageStats &ss, const PlayerStageStats &s );
+1 -1
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@@ -14,7 +14,7 @@ class GrooveRadar : public ActorFrame
{ {
public: public:
GrooveRadar(); GrooveRadar();
virtual Actor *Copy() const; virtual GrooveRadar *Copy() const;
virtual void LoadFromNode( const XNode* pNode ); virtual void LoadFromNode( const XNode* pNode );
void SetEmpty( PlayerNumber pn ); void SetEmpty( PlayerNumber pn );
+1 -1
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@@ -13,7 +13,7 @@ public:
HelpDisplay(); HelpDisplay();
void Load( const RString &sType ); void Load( const RString &sType );
virtual Actor *Copy() const; virtual HelpDisplay *Copy() const;
void SetTips( const vector<RString> &arrayTips ) { SetTips( arrayTips, arrayTips ); } void SetTips( const vector<RString> &arrayTips ) { SetTips( arrayTips, arrayTips ); }
void SetTips( const vector<RString> &arrayTips, const vector<RString> &arrayTipsAlt ); void SetTips( const vector<RString> &arrayTips, const vector<RString> &arrayTipsAlt );
+1 -1
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@@ -10,7 +10,7 @@ class HoldJudgment : public ActorFrame
{ {
public: public:
HoldJudgment(); HoldJudgment();
virtual Actor *Copy() const; virtual HoldJudgment *Copy() const;
void Load( const RString &sPath ); void Load( const RString &sPath );
void LoadFromNode( const XNode* pNode ); void LoadFromNode( const XNode* pNode );
+1 -1
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@@ -12,7 +12,7 @@ class Judgment : public ActorFrame
{ {
public: public:
Judgment(); Judgment();
virtual Actor *Copy() const; virtual Judgment *Copy() const;
void LoadNormal(); void LoadNormal();
void LoadNormal( const RString &sPath ); void LoadNormal( const RString &sPath );
void LoadFromMultiPlayer( MultiPlayer mp ); void LoadFromMultiPlayer( MultiPlayer mp );
+1 -1
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@@ -13,7 +13,7 @@ public:
MemoryCardDisplay(); MemoryCardDisplay();
void Load( PlayerNumber pn ); void Load( PlayerNumber pn );
void LoadFromNode( const XNode* pNode ); void LoadFromNode( const XNode* pNode );
virtual Actor *Copy() const; virtual MemoryCardDisplay *Copy() const;
void Update( float fDelta ); void Update( float fDelta );
protected: protected:
+2 -2
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@@ -11,7 +11,7 @@ public:
MeterDisplay(); MeterDisplay();
void Load( RString sStreamPath, float fStreamWidth, RString sTipPath ); void Load( RString sStreamPath, float fStreamWidth, RString sTipPath );
virtual void LoadFromNode( const XNode* pNode ); virtual void LoadFromNode( const XNode* pNode );
virtual Actor *Copy() const; virtual MeterDisplay *Copy() const;
void SetPercent( float fPercent ); void SetPercent( float fPercent );
@@ -26,7 +26,7 @@ class SongMeterDisplay: public MeterDisplay
{ {
public: public:
virtual void Update( float fDeltaTime ); virtual void Update( float fDeltaTime );
virtual Actor *Copy() const; virtual SongMeterDisplay *Copy() const;
}; };
#endif #endif
+1 -1
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@@ -17,7 +17,7 @@ class Model : public Actor
public: public:
Model(); Model();
virtual ~Model(); virtual ~Model();
virtual Actor *Copy() const; virtual Model *Copy() const;
void Clear(); void Clear();
void Load( const RString &sFile ); void Load( const RString &sFile );
+1 -1
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@@ -10,7 +10,7 @@ class MusicSortDisplay : public Sprite
{ {
public: public:
MusicSortDisplay(); MusicSortDisplay();
virtual Actor *Copy() const; virtual MusicSortDisplay *Copy() const;
void Set( SortOrder so ); void Set( SortOrder so );
virtual void HandleMessage( const RString& sMessage ); virtual void HandleMessage( const RString& sMessage );
+1 -1
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@@ -23,7 +23,7 @@ public:
MusicWheelItem(RString sType = "MusicWheelItem"); MusicWheelItem(RString sType = "MusicWheelItem");
MusicWheelItem( const MusicWheelItem &cpy ); MusicWheelItem( const MusicWheelItem &cpy );
virtual ~MusicWheelItem(); virtual ~MusicWheelItem();
virtual Actor *Copy() const { return new MusicWheelItem(*this); } virtual MusicWheelItem *Copy() const { return new MusicWheelItem(*this); }
virtual void LoadFromWheelItemData( const WheelItemBaseData* pWID ); virtual void LoadFromWheelItemData( const WheelItemBaseData* pWID );
virtual void HandleMessage( const RString& sMessage ); virtual void HandleMessage( const RString& sMessage );
+1 -1
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@@ -19,7 +19,7 @@ public:
void Load(); void Load();
virtual void LoadFromNode( const XNode* pNode ); virtual void LoadFromNode( const XNode* pNode );
virtual Actor *Copy() const; virtual OptionIconRow *Copy() const;
void SetFromGameState( PlayerNumber pn ); void SetFromGameState( PlayerNumber pn );
// //
+1 -1
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@@ -51,7 +51,7 @@ class PaneDisplay: public ActorFrame
{ {
public: public:
PaneDisplay(); PaneDisplay();
virtual Actor *Copy() const; virtual PaneDisplay *Copy() const;
void Load( const RString &sMetricsGroup, PlayerNumber pn ); void Load( const RString &sMetricsGroup, PlayerNumber pn );
void SetFromGameState(); void SetFromGameState();
+1 -1
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@@ -19,7 +19,7 @@ public:
void Load( const PlayerState *pPlayerState, const PlayerStageStats *pPlayerStageStats, const RString &sMetricsGroup, bool bAutoRefresh ); void Load( const PlayerState *pPlayerState, const PlayerStageStats *pPlayerStageStats, const RString &sMetricsGroup, bool bAutoRefresh );
void Update( float fDeltaTime ); void Update( float fDeltaTime );
virtual void LoadFromNode( const XNode* pNode ); virtual void LoadFromNode( const XNode* pNode );
virtual Actor *Copy() const; virtual PercentageDisplay *Copy() const;
static RString FormatPercentScore( float fPercentDancePoints ); static RString FormatPercentScore( float fPercentDancePoints );
+1 -1
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@@ -15,7 +15,7 @@ public:
} }
void LoadFromNode( const XNode* pNode ); void LoadFromNode( const XNode* pNode );
virtual Actor *Copy() const; virtual Quad *Copy() const;
}; };
#endif #endif
+1 -1
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@@ -11,7 +11,7 @@ public:
RollingNumbers(); RollingNumbers();
void LoadFromNode( const XNode* pNode ); void LoadFromNode( const XNode* pNode );
virtual Actor *Copy() const; virtual RollingNumbers *Copy() const;
virtual void Update( float fDeltaTime ); virtual void Update( float fDeltaTime );
+1 -1
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@@ -26,7 +26,7 @@ public:
void Load( RString sType ); void Load( RString sType );
virtual void LoadFromWheelItemData( const WheelItemBaseData* pWID ); virtual void LoadFromWheelItemData( const WheelItemBaseData* pWID );
virtual Actor *Copy() const { return new RoomWheelItem(*this); } virtual RoomWheelItem *Copy() const { return new RoomWheelItem(*this); }
private: private:
BitmapText m_Desc; BitmapText m_Desc;
+1 -1
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@@ -17,7 +17,7 @@ public:
virtual void Update( float fDelta ); virtual void Update( float fDelta );
void LoadFromNode( const XNode* pNode ); void LoadFromNode( const XNode* pNode );
virtual Actor *Copy() const; virtual ScoreDisplayAliveTime *Copy() const;
void PlayCommand( const RString &sCommandName ); void PlayCommand( const RString &sCommandName );
+1 -1
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@@ -16,7 +16,7 @@ public:
virtual void Update( float fDelta ); virtual void Update( float fDelta );
void LoadFromNode( const XNode* pNode ); void LoadFromNode( const XNode* pNode );
virtual Actor *Copy() const; virtual ScoreDisplayCalories *Copy() const;
void PlayCommand( const RString &sCommandName ); void PlayCommand( const RString &sCommandName );
+2 -2
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@@ -27,7 +27,7 @@ public:
BitmapText::Update( fDeltaTime ); BitmapText::Update( fDeltaTime );
} }
virtual Actor *Copy() const; virtual DeviceList *Copy() const;
}; };
REGISTER_ACTOR_CLASS( DeviceList ); REGISTER_ACTOR_CLASS( DeviceList );
@@ -37,7 +37,7 @@ static LocalizedString SECONDARY ( "ScreenTestInput", "secondary" );
static LocalizedString NOT_MAPPED ( "ScreenTestInput", "not mapped" ); static LocalizedString NOT_MAPPED ( "ScreenTestInput", "not mapped" );
class InputList: public BitmapText class InputList: public BitmapText
{ {
virtual Actor *Copy() const; virtual InputList *Copy() const;
void Update( float fDeltaTime ) void Update( float fDeltaTime )
{ {
+1 -1
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@@ -16,7 +16,7 @@ public:
virtual ~Sprite(); virtual ~Sprite();
void LoadFromNode( const XNode* pNode ); void LoadFromNode( const XNode* pNode );
virtual Actor *Copy() const; virtual Sprite *Copy() const;
virtual bool EarlyAbortDraw() const; virtual bool EarlyAbortDraw() const;
virtual void DrawPrimitives(); virtual void DrawPrimitives();
+1 -1
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@@ -29,7 +29,7 @@ public:
WheelItemBase( RString sType = "WheelItemBase" ); WheelItemBase( RString sType = "WheelItemBase" );
WheelItemBase( const WheelItemBase &cpy ); WheelItemBase( const WheelItemBase &cpy );
virtual void DrawPrimitives(); virtual void DrawPrimitives();
virtual Actor *Copy() const { return new WheelItemBase(*this); } virtual WheelItemBase *Copy() const { return new WheelItemBase(*this); }
void Load( RString sType ); void Load( RString sType );
void DrawGrayBar( Actor& bar ); void DrawGrayBar( Actor& bar );
+1 -1
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@@ -12,7 +12,7 @@ class WorkoutGraph : public ActorFrame
public: public:
WorkoutGraph(); WorkoutGraph();
~WorkoutGraph(); ~WorkoutGraph();
virtual Actor *Copy() const; virtual WorkoutGraph *Copy() const;
void Load(); void Load();
void LoadFromNode( const XNode* pNode ); void LoadFromNode( const XNode* pNode );