remove CourseEntryDisplay::SetFromTrailEntry. Use SetFromGameState instead.
This commit is contained in:
@@ -24,6 +24,9 @@ CourseContentsList::CourseContentsList()
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{
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for( int i=0; i<MAX_ITEMS; i++ )
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m_vpDisplay.push_back( new CourseEntryDisplay );
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m_fTimeUntilScroll = 0;
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m_fItemAtPosition0InList = 0;
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}
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CourseContentsList::~CourseContentsList()
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@@ -69,18 +72,7 @@ void CourseContentsList::SetFromGameState()
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this->AddChild( &d );
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const TrailEntry* pte[NUM_PLAYERS];
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ZERO( pte );
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FOREACH_EnabledPlayer(pn)
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{
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Trail* pTrail = GAMESTATE->m_pCurTrail[pn];
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if( pTrail == NULL )
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continue; // skip
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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.SetFromTrailEntry( (int)(truncf(m_fItemAtPosition0InList))+i+1, pte );
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d.SetFromGameState( (int)(truncf(m_fItemAtPosition0InList))+i );
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}
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bool bLoop = pMasterTrail->m_vEntries.size() > uNumEntriesToShow;
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@@ -88,8 +88,28 @@ 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::SetFromTrailEntry( int iCourseEntryIndex, const TrailEntry *tes[NUM_PLAYERS] )
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void CourseEntryDisplay::SetFromGameState( int iCourseEntryIndex )
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{
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Course *pCourse = GAMESTATE->m_pCurCourse;
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const TrailEntry *tes[NUM_PLAYERS];
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const CourseEntry *ces[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 && iCourseEntryIndex < pTrail->m_vEntries.size() )
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{
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tes[p] = &pTrail->m_vEntries[iCourseEntryIndex];
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ces[p] = &pCourse->m_vEntries[iCourseEntryIndex];
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}
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else
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{
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tes[p] = NULL;
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ces[p] = NULL;
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}
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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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return;
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@@ -99,16 +119,28 @@ void CourseEntryDisplay::SetFromTrailEntry( int iCourseEntryIndex, const TrailEn
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FOREACH_EnabledPlayer(pn)
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{
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const TrailEntry *te = tes[pn];
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if( te == NULL )
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const CourseEntry *ce = ces[pn];
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if( te == NULL || ce == NULL )
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continue;
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Difficulty dc = te->dc;
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if( dc == DIFFICULTY_INVALID )
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{
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int iLow = te->iLowMeter;
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int iHigh = te->iHighMeter;
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int iLow = ce->iLowMeter;
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int iHigh = ce->iHighMeter;
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CString s;
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if( iLow == -1 && iHigh != -1 )
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s = ssprintf( "<=%d", iHigh );
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else if( iLow != -1 && iHigh == -1 )
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s = ssprintf( ">=%d", iLow );
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else if( iLow != -1 && iHigh != -1 )
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s = ssprintf( "%d-%d", iLow, iHigh );
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else
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s = "?";
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RageColor colorNotes = SONGMAN->GetDifficultyColor( te->pSteps->GetDifficulty() );
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SetDifficulty( pn, ssprintf(iLow==iHigh?"%d":"%d-%d", iLow, iHigh), colorNotes );
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SetDifficulty( pn, s, colorNotes );
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}
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else
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{
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@@ -134,26 +166,11 @@ void CourseEntryDisplay::SetFromTrailEntry( int iCourseEntryIndex, const TrailEn
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m_TextBanner.SetDiffuse( SONGMAN->GetSongColor( te->pSong ) );
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}
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m_textNumber.SetText( ssprintf("%d", iCourseEntryIndex) );
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m_textNumber.SetText( ssprintf("%d", iCourseEntryIndex+1) );
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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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@@ -20,7 +20,6 @@ public:
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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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