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; m_bDopefish = false;
sExpandedSectionName = "";
// Don't reset yet; let the first screen do it, so we can use PREFSMAN and THEME. // Don't reset yet; let the first screen do it, so we can use PREFSMAN and THEME.
//Reset(); //Reset();
@@ -347,6 +349,8 @@ void GameState::Reset()
m_bBackedOutOfFinalStage = false; m_bBackedOutOfFinalStage = false;
m_bEarnedExtraStage = false; m_bEarnedExtraStage = false;
sExpandedSectionName = "";
ApplyCmdline(); ApplyCmdline();
} }
+6 -4
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@@ -200,6 +200,8 @@ public:
* This resets whenever a player joins or continues. */ * This resets whenever a player joins or continues. */
int m_iPlayerStageTokens[NUM_PLAYERS]; int m_iPlayerStageTokens[NUM_PLAYERS];
RString sExpandedSectionName;
static int GetNumStagesMultiplierForSong( const Song* pSong ); static int GetNumStagesMultiplierForSong( const Song* pSong );
static int GetNumStagesForSongAndStyleType( const Song* pSong, StyleType st ); static int GetNumStagesForSongAndStyleType( const Song* pSong, StyleType st );
int GetNumStagesForCurrentSongAndStepsOrCourse() const; int GetNumStagesForCurrentSongAndStepsOrCourse() const;
@@ -236,7 +238,7 @@ public:
Course* m_pPreferredCourse; Course* m_pPreferredCourse;
BroadcastOnChangePtr1D<Trail,NUM_PLAYERS> m_pCurTrail; BroadcastOnChangePtr1D<Trail,NUM_PLAYERS> m_pCurTrail;
bool m_bBackedOutOfFinalStage; bool m_bBackedOutOfFinalStage;
// Music statistics: // Music statistics:
SongPosition m_Position; SongPosition m_Position;
@@ -256,9 +258,9 @@ public:
bool OneIsHot() const; bool OneIsHot() const;
// Haste // Haste
float m_fHasteRate; // [-1,+1]; 0 = normal speed float m_fHasteRate; // [-1,+1]; 0 = normal speed
float m_fLastHasteUpdateMusicSeconds; float m_fLastHasteUpdateMusicSeconds;
float m_fAccumulatedHasteSeconds; float m_fAccumulatedHasteSeconds;
// Random Attacks & Attack Mines // Random Attacks & Attack Mines
vector<RString> m_RandomAttacks; vector<RString> m_RandomAttacks;
+1
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@@ -1327,6 +1327,7 @@ void MusicWheel::SetOpenSection( RString group )
{ {
//LOG->Trace( "SetOpenSection %s", group.c_str() ); //LOG->Trace( "SetOpenSection %s", group.c_str() );
m_sExpandedSectionName = group; m_sExpandedSectionName = group;
GAMESTATE->sExpandedSectionName = group;
// wheel positions = num song groups // wheel positions = num song groups
if ( REMIND_WHEEL_POSITIONS && HIDE_INACTIVE_SECTIONS ) if ( REMIND_WHEEL_POSITIONS && HIDE_INACTIVE_SECTIONS )
+1 -6
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@@ -222,13 +222,8 @@ void MusicWheelItem::LoadFromWheelItemData( const WheelItemBaseData *pData, int
case TYPE_SECTION: case TYPE_SECTION:
{ {
sDisplayName = SONGMAN->ShortenGroupName(pWID->m_sText); sDisplayName = SONGMAN->ShortenGroupName(pWID->m_sText);
RString sExpandedSectionName;
// TODO: Move the expanded section name into GameState? if( GAMESTATE->sExpandedSectionName == pWID->m_sText )
ScreenSelectMusic *pScreen = dynamic_cast<ScreenSelectMusic*>(SCREENMAN->GetTopScreen() );
if( pScreen )
sExpandedSectionName = pScreen->GetMusicWheel()->GetExpandedSectionName();
if( sExpandedSectionName == pWID->m_sText )
type = MusicWheelItemType_SectionExpanded; type = MusicWheelItemType_SectionExpanded;
else else
type = MusicWheelItemType_SectionCollapsed; type = MusicWheelItemType_SectionCollapsed;