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