Move the expanded section name into GameState

This commit is contained in:
AJ Kelly
2011-08-03 23:56:04 -05:00
parent 0c5f9c2b66
commit ebe832a142
4 changed files with 17 additions and 15 deletions
+4
View File
@@ -164,6 +164,8 @@ GameState::GameState() :
m_bDopefish = false;
sExpandedSectionName = "";
// Don't reset yet; let the first screen do it, so we can use PREFSMAN and THEME.
//Reset();
@@ -347,6 +349,8 @@ void GameState::Reset()
m_bBackedOutOfFinalStage = false;
m_bEarnedExtraStage = false;
sExpandedSectionName = "";
ApplyCmdline();
}
+11 -9
View File
@@ -74,7 +74,7 @@ public:
void Update( float fDelta );
// Main state info
/**
* @brief State what the current game is.
*
@@ -143,22 +143,22 @@ public:
PlayerNumber GetFirstDisabledPlayer() const;
bool IsCpuPlayer( PlayerNumber pn ) const;
bool AnyPlayersAreCpu() const;
/**
* @brief Retrieve the present master player number.
* @return The master player number. */
PlayerNumber GetMasterPlayerNumber() const;
/**
* @brief Set the master player number.
* @param p the master player number. */
void SetMasterPlayerNumber(const PlayerNumber p);
/**
* @brief Retrieve the present timing data being processed.
* @return the timing data pointer. */
TimingData * GetProcessedTimingData() const;
/**
* @brief Set the timing data to be used with processing.
* @param t the timing data. */
@@ -200,6 +200,8 @@ public:
* This resets whenever a player joins or continues. */
int m_iPlayerStageTokens[NUM_PLAYERS];
RString sExpandedSectionName;
static int GetNumStagesMultiplierForSong( const Song* pSong );
static int GetNumStagesForSongAndStyleType( const Song* pSong, StyleType st );
int GetNumStagesForCurrentSongAndStepsOrCourse() const;
@@ -236,7 +238,7 @@ public:
Course* m_pPreferredCourse;
BroadcastOnChangePtr1D<Trail,NUM_PLAYERS> m_pCurTrail;
bool m_bBackedOutOfFinalStage;
bool m_bBackedOutOfFinalStage;
// Music statistics:
SongPosition m_Position;
@@ -256,9 +258,9 @@ public:
bool OneIsHot() const;
// Haste
float m_fHasteRate; // [-1,+1]; 0 = normal speed
float m_fLastHasteUpdateMusicSeconds;
float m_fAccumulatedHasteSeconds;
float m_fHasteRate; // [-1,+1]; 0 = normal speed
float m_fLastHasteUpdateMusicSeconds;
float m_fAccumulatedHasteSeconds;
// Random Attacks & Attack Mines
vector<RString> m_RandomAttacks;
+1
View File
@@ -1327,6 +1327,7 @@ void MusicWheel::SetOpenSection( RString group )
{
//LOG->Trace( "SetOpenSection %s", group.c_str() );
m_sExpandedSectionName = group;
GAMESTATE->sExpandedSectionName = group;
// wheel positions = num song groups
if ( REMIND_WHEEL_POSITIONS && HIDE_INACTIVE_SECTIONS )
+1 -6
View File
@@ -222,13 +222,8 @@ void MusicWheelItem::LoadFromWheelItemData( const WheelItemBaseData *pData, int
case TYPE_SECTION:
{
sDisplayName = SONGMAN->ShortenGroupName(pWID->m_sText);
RString sExpandedSectionName;
// TODO: Move the expanded section name into GameState?
ScreenSelectMusic *pScreen = dynamic_cast<ScreenSelectMusic*>(SCREENMAN->GetTopScreen() );
if( pScreen )
sExpandedSectionName = pScreen->GetMusicWheel()->GetExpandedSectionName();
if( sExpandedSectionName == pWID->m_sText )
if( GAMESTATE->sExpandedSectionName == pWID->m_sText )
type = MusicWheelItemType_SectionExpanded;
else
type = MusicWheelItemType_SectionCollapsed;