More doxy, more recompiling all.
This commit is contained in:
+14
-6
@@ -1,29 +1,37 @@
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/* ActiveAttackList - Shows currently active player modifiers during gameplay. */
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#ifndef ACTIVE_ATTACK_LIST_H
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#define ACTIVE_ATTACK_LIST_H
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#include "BitmapText.h"
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class PlayerState;
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/** @brief Shows currently active Player modifiers during gameplay. */
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class ActiveAttackList : public BitmapText
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{
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public:
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/** @brief The constructor that does nothing. */
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ActiveAttackList();
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/**
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* @brief Set up the PlayerState.
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* @param pPlayerState the PlayerState involved with the attacks. */
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void Init( const PlayerState* pPlayerState );
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/**
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* @brief Look into updating the list.
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* @param fDelta the present time. */
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virtual void Update( float fDelta );
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/** @brief Refresh the list of attacks. */
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void Refresh();
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protected:
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/** @brief the PlayerState of the Player who is dealing with the attack list. */
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const PlayerState* m_pPlayerState;
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};
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#endif
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/*
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* (c) 2004 Chris Danford
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/**
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* @file
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* @author Chris Danford (c) 2004
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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+4
-1
@@ -18,7 +18,10 @@
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static Preference<bool> g_bShowMasks("ShowMasks", false);
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/* It's useful to be able to construct a basic Actor in XML, in
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/**
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* @brief Set up a hidden Actor that won't be drawn.
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*
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* It's useful to be able to construct a basic Actor in XML, in
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* order to simply delay a Transition, or receive and send broadcasts.
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* Since these actors will never draw, set them hidden by default. */
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class HiddenActor: public Actor
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+14
-3
@@ -1,5 +1,3 @@
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/** @brief Actor - Base class for all objects that appear on the screen. */
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#ifndef ACTOR_H
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#define ACTOR_H
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@@ -65,10 +63,11 @@ LuaDeclareType( VertAlign );
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#define align_middle 0.5f
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/** @brief The bottom vertical alignment constant. */
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#define align_bottom 1.0f
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/** @brief Base class for all objects that appear on the screen. */
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class Actor : public MessageSubscriber
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{
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public:
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/** @brief Set up the Actor with its initial settings. */
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Actor();
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Actor( const Actor &cpy );
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virtual ~Actor();
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@@ -158,9 +157,21 @@ public:
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virtual void UpdateInternal( float fDeltaTime ); // override this
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void UpdateTweening( float fDeltaTime );
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/**
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* @brief Retrieve the Actor's name.
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* @return the Actor's name. */
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const RString &GetName() const { return m_sName; }
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/**
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* @brief Set the Actor's name to a new one.
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* @param sName the new name for the Actor. */
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virtual void SetName( const RString &sName ) { m_sName = sName; }
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/**
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* @brief Give this Actor a new parent.
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* @param pParent the new parent Actor. */
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void SetParent( Actor *pParent );
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/**
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* @brief Retrieve the Actor's parent.
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* @return the Actor's parent. */
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Actor *GetParent() { return m_pParent; }
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RString GetLineage() const;
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@@ -8,6 +8,7 @@
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LuaXType( Grade );
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/** @brief The current number of grade tiers being used. */
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ThemeMetric<int> NUM_GRADE_TIERS_USED("PlayerStageStats","NumGradeTiersUsed");
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Grade GetNextPossibleGrade( Grade g )
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+23
-9
@@ -1,5 +1,3 @@
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/** @brief Grade - Mark the player receives after clearing a song. */
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#ifndef GRADE_H
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#define GRADE_H
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@@ -7,12 +5,10 @@
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#include "EnumHelper.h"
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#include "ThemeMetric.h"
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/**
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* @brief Have a specific number of passing grade tiers.
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/** @brief The list of grading tiers available.
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*
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* TODO: Look into flexible grading tiers. */
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#define NUM_Grade_TierS 20
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/** @brief The list of grading tiers available. */
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* TODO: Look into a more flexible system without a fixed number of grades. -Wolfman2000
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*/
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enum Grade
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{
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Grade_Tier01, /**< Usually an AAAA */
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@@ -39,6 +35,7 @@ enum Grade
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NUM_Grade,
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Grade_Invalid,
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};
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/** @brief Have an alternative for if there is no data for grading. */
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#define Grade_NoData Grade_Invalid
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/**
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@@ -61,15 +58,32 @@ static inline RString GradeToString( Grade g )
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}
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}
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RString GradeToOldString( Grade g ); // "AAA", "B", etc for backward compatibility. Used in announcer
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/**
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* @brief Convert to the old version styled grade strings.
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*
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* This is mainly for backward compatibility purposes, but the announcer
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* also uses it. Think "AAA", "B", etc.
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* @param g the current Grade.
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* @return the old styled grade string. */
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RString GradeToOldString( Grade g );
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RString GradeToLocalizedString( Grade g );
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/**
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* @brief Convert the given RString into a proper Grade.
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* @param s the string to convert.
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* @return the expected Grade.
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*/
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Grade StringToGrade( const RString &s );
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LuaDeclareType( Grade );
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extern ThemeMetric<int> NUM_GRADE_TIERS_USED;
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#define NUM_POSSIBLE_GRADES (NUM_GRADE_TIERS_USED+1)
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/**
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* @brief Step through the enumerator one at a time to get the next Grade.
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* @param g the current Grade.
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* @return the next Grade. */
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Grade GetNextPossibleGrade( Grade g );
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/** @brief Loop through each possible Grade. */
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#define FOREACH_PossibleGrade( g ) for( Grade g = (Grade)(0); g != Grade_Invalid; g = GetNextPossibleGrade(g) )
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#define FOREACH_PossibleGrade( g ) \
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for( Grade g = (Grade)(0); g != Grade_Invalid; g = GetNextPossibleGrade(g) )
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#endif
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+1
-3
@@ -1,5 +1,3 @@
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/* GradeDisplay - Grade shown on ScreenEvaluation. */
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#ifndef GRADE_DISPLAY_H
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#define GRADE_DISPLAY_H
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@@ -8,7 +6,7 @@
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#include "PlayerNumber.h"
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#include "AutoActor.h"
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struct lua_State;
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/** @brief Grade shown on ScreenEvaluation. */
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class GradeDisplay : public ActorFrame
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{
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public:
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+1
-1
@@ -1,4 +1,3 @@
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/* GraphDisplay - A graph of the player's life over the course of Gameplay, used on Evaluation. */
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#ifndef GRAPH_DISPLAY_H
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#define GRAPH_DISPLAY_H
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@@ -9,6 +8,7 @@ class StageStats;
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class PlayerStageStats;
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class GraphLine;
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class GraphBody;
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/** @brief A graph of the player's life over the course of Gameplay, used on Evaluation. */
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class GraphDisplay: public ActorFrame
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{
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public:
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+5
-5
@@ -1,5 +1,3 @@
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/* GrooveRadar - The song's GrooveRadar displayed in SelectMusic. */
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#ifndef GROOVE_RADAR_H
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#define GROOVE_RADAR_H
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@@ -10,7 +8,7 @@
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#include "GameConstantsAndTypes.h"
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class Steps;
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struct RadarValues;
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/** @brief The song's GrooveRadar displayed in SelectMusic. */
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class GrooveRadar : public ActorFrame
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{
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public:
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@@ -26,8 +24,10 @@ public:
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void PushSelf( lua_State *L );
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protected:
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// the value map must be a separate Actor so we can tween it separately from the labels
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/**
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* @brief The companion ValueMap to the GrooveRadar.
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*
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* This must be a separate Actor so that it can be tweened separately from the labels. */
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class GrooveRadarValueMap : public ActorFrame
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{
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public:
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+1
-3
@@ -1,12 +1,10 @@
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/* HelpDisplay - A BitmapText that cycles through messages. */
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#ifndef HELP_DISPLAY_H
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#define HELP_DISPLAY_H
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#include "BitmapText.h"
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struct lua_State;
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/** @brief A BitmapText that cycles through messages. */
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class HelpDisplay : public BitmapText
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{
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public:
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+1
-3
@@ -1,5 +1,3 @@
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/* ModIcon - Shows PlayerOptions and SongOptions in icon form. */
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#ifndef ModIcon_H
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#define ModIcon_H
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@@ -8,7 +6,7 @@
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#include "BitmapText.h"
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#include "PlayerNumber.h"
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#include "ThemeMetric.h"
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/** @brief Shows PlayerOptions and SongOptions in icon form. */
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class ModIcon : public ActorFrame
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{
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public:
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@@ -1,5 +1,3 @@
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/* ProfileManager - Interface to machine and memory card profiles. */
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#ifndef ProfileManager_H
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#define ProfileManager_H
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@@ -17,7 +15,7 @@ class Course;
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class Trail;
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struct HighScore;
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struct lua_State;
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/** @brief Interface to machine and memory card profiles. */
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class ProfileManager
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{
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public:
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+27
-6
@@ -87,7 +87,9 @@ namespace Checkpoints
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{
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void SetCheckpoint( const char *file, int line, const char *message );
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}
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/** @brief Set a checkpoint with no message. */
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#define CHECKPOINT (Checkpoints::SetCheckpoint(__FILE__, __LINE__, NULL))
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/** @brief Set a checkpoint with a specified message. */
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#define CHECKPOINT_M(m) (Checkpoints::SetCheckpoint(__FILE__, __LINE__, m))
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@@ -105,12 +107,24 @@ namespace Checkpoints
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#define NORETURN
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#endif
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/**
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* @brief A crash has occured, and we're not getting out of it easily.
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*
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* For most users, this will result in a crashinfo.txt file being generated.
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* For anyone that is using a debug build, a debug break will be thrown to
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* allow viewing the current process.
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* @param reason the crash reason as determined by prior function calls.
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* @return nothing: there is no escape without quitting the program.
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*/
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void NORETURN sm_crash( const char *reason = "Internal error" );
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/* Assertion that sets an optional message and brings up the crash handler, so
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* we get a backtrace. This should probably be used instead of throwing an
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* exception in most cases we expect never to happen (but not in cases that
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* we do expect, such as DSound init failure.) */
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/**
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* @brief Assertion that sets an optional message and brings up the crash
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* handler, so we get a backtrace.
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*
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* This should probably be used instead of throwing an exception in most
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* cases we expect never to happen (but not in cases that we do expect,
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* such as DSound init failure.) */
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#define FAIL_M(MESSAGE) do { CHECKPOINT_M(MESSAGE); sm_crash(MESSAGE); } while(0)
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#define ASSERT_M(COND, MESSAGE) do { if(unlikely(!(COND))) { FAIL_M(MESSAGE); } } while(0)
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#if !defined(CO_EXIST_WITH_MFC)
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@@ -130,7 +144,9 @@ void ShowWarningOrTrace( const char *file, int line, const char *message, bool b
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#define DEBUG_ASSERT(x) ASSERT(x)
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#define DEBUG_ASSERT_M(x,y) ASSERT_M(x,y)
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#else
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/** @brief A dummy define to keep things going smoothly. */
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#define DEBUG_ASSERT(x)
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/** @brief A dummy define to keep things going smoothly. */
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#define DEBUG_ASSERT_M(x,y)
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#endif
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@@ -150,23 +166,28 @@ template<int> struct CompileAssertDecl { };
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#define COMPILE_ASSERT(COND) typedef CompileAssertDecl< sizeof(CompileAssert<!!(COND)>) > CompileAssertInst
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#if defined(__GNUC__)
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/** @brief Define a macro to tell the compiler that a function has printf() semantics, to aid warning output. */
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/** @brief Define a macro to tell the compiler that a function has printf()
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* semantics, to aid warning output. */
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#define PRINTF(a,b) __attribute__((format(__printf__,a,b)))
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#define CONST_FUNCTION __attribute__((const))
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#else
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/** @brief A dummy define to keep things going smoothly. */
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#define PRINTF(a,b)
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/** @brief A dummy define to keep things going smoothly. */
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#define CONST_FUNCTION
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#endif
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#if defined(__GNUC__)
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#define SM_ALIGN(n) __attribute__((aligned(n)))
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#else
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/** @brief A dummy define to keep things going smoothly. */
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#define SM_ALIGN(n)
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#endif
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/** @brief Use RStrings throughout the program. */
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#include "StdString.h"
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/** @brief Use RStrings throughout the program. */
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typedef StdString::CStdString RString;
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#include "RageException.h"
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