add lua/xml bindings
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@@ -80,7 +80,7 @@ void CourseContentsList::SetFromGameState()
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if( unsigned(i) < pTrail->m_vEntries.size() )
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pte[pn] = &pTrail->m_vEntries[i];
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}
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d.LoadFromTrailEntry( (int)(truncf(m_fItemAtPosition0InList))+i+1, pte );
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d.SetFromTrailEntry( (int)(truncf(m_fItemAtPosition0InList))+i+1, pte );
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}
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bool bLoop = pMasterTrail->m_vEntries.size() > uNumEntriesToShow;
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@@ -13,6 +13,13 @@
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#include "Style.h"
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#include "ActorUtil.h"
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REGISTER_ACTOR_CLASS( CourseEntryDisplay )
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CourseEntryDisplay::CourseEntryDisplay()
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{
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m_sName = "CourseEntryDisplay";
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}
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void CourseEntryDisplay::Load()
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{
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SEPARATE_COURSE_METERS .Load( "CourseEntryDisplay", "SeparateCourseMeters" );
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@@ -60,6 +67,13 @@ void CourseEntryDisplay::Load()
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this->AddChild( &m_textModifiers );
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}
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void CourseEntryDisplay::LoadFromNode( const CString& sDir, const XNode* pNode )
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{
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ActorFrame::LoadFromNode( sDir, pNode );
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Load();
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}
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void CourseEntryDisplay::SetDifficulty( PlayerNumber pn, const CString &text, RageColor c )
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{
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if( !GAMESTATE->IsHumanPlayer(pn) )
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@@ -74,7 +88,7 @@ void CourseEntryDisplay::SetDifficulty( PlayerNumber pn, const CString &text, Ra
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m_textFoot[pn].SetDiffuse( c );
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}
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void CourseEntryDisplay::LoadFromTrailEntry( int iNum, const TrailEntry *tes[NUM_PLAYERS] )
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void CourseEntryDisplay::SetFromTrailEntry( int iCourseEntryIndex, const TrailEntry *tes[NUM_PLAYERS] )
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{
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const TrailEntry *te = tes[GAMESTATE->m_MasterPlayerNumber];
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if( te == NULL )
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@@ -120,11 +134,47 @@ void CourseEntryDisplay::LoadFromTrailEntry( int iNum, const TrailEntry *tes[NUM
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m_TextBanner.SetDiffuse( SONGMAN->GetSongColor( te->pSong ) );
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}
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m_textNumber.SetText( ssprintf("%d", iNum) );
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m_textNumber.SetText( ssprintf("%d", iCourseEntryIndex) );
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m_textModifiers.SetText( te->Modifiers );
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}
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void CourseEntryDisplay::SetFromGameState( int iCourseEntryIndex )
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{
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const TrailEntry *pTrailEntry[NUM_PLAYERS];
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FOREACH_PlayerNumber( p )
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{
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Trail *pTrail = GAMESTATE->m_pCurTrail[p];
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if( pTrail )
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pTrailEntry[p] = &pTrail->m_vEntries[iCourseEntryIndex];
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else
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pTrailEntry[p] = NULL;
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}
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SetFromTrailEntry( iCourseEntryIndex, pTrailEntry );
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}
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// lua start
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#include "LuaBinding.h"
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class LunaCourseEntryDisplay: public Luna<CourseEntryDisplay>
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{
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public:
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LunaCourseEntryDisplay() { LUA->Register( Register ); }
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static int SetFromGameState( T* p, lua_State *L ) { p->SetFromGameState(IArg(1)); return 0; }
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static void Register(lua_State *L)
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{
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ADD_METHOD( SetFromGameState )
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Luna<T>::Register( L );
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}
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};
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LUA_REGISTER_DERIVED_CLASS( CourseEntryDisplay, ActorFrame )
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// lua end
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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@@ -14,9 +14,17 @@ struct TrailEntry;
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class CourseEntryDisplay : public ActorFrame
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{
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public:
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void Load();
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CourseEntryDisplay();
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virtual Actor *Copy() const;
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void LoadFromTrailEntry( int iNum, const TrailEntry *te[NUM_PLAYERS] );
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void Load();
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void LoadFromNode( const CString& sDir, const XNode* pNode );
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void SetFromTrailEntry( int iCourseEntryIndex, const TrailEntry *te[NUM_PLAYERS] );
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void SetFromGameState( int iCourseEntryIndex );
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// Lua
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void PushSelf( lua_State *L );
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private:
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void SetDifficulty( PlayerNumber pn, const CString &text, RageColor c );
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