add experimental OptionsList

This commit is contained in:
Chris Danford
2007-03-01 07:57:04 +00:00
parent 83f1e77d16
commit ee304290ec
7 changed files with 674 additions and 2 deletions
@@ -1,6 +1,6 @@
local children = {
LoadActor( "_shared background normal" );
LoadActor( "_fade in normal" ) .. {
LoadActor( THEME:GetPathB("","_shared background normal") );
LoadActor( THEME:GetPathB("","_fade in normal") ) .. {
OnCommand=cmd(playcommand,"StartTransitioning");
};
};
+1
View File
@@ -513,6 +513,7 @@ ModeMenuAvailable=ModeMenuAvailable()
ScreenBeginCommand=setupmusicstagemods
PreviousSongButton="MenuLeft"
NextSongButton="MenuRight"
UseOptionsList=false
[ScreenSelectCourse]
Class="ScreenSelectMusic"
+493
View File
@@ -0,0 +1,493 @@
#include "global.h"
#include "OptionsList.h"
#include "GameState.h"
#include "RageLog.h"
#include "Course.h"
#include "SongUtil.h"
#include "StepsUtil.h"
#include "Style.h"
#include "InputEventPlus.h"
#include "CodeDetector.h"
#include "InputMapper.h"
#define LINE(sLineName) THEME->GetMetric (m_sName,ssprintf("Line%s",sLineName.c_str()))
#define MAX_ITEMS_BEFORE_SPLIT THEME->GetMetricI(m_sName,"MaxItemsBeforeSplit")
#define ITEMS_SPLIT_WIDTH THEME->GetMetricF(m_sName,"ItemsSplitWidth")
void OptionListRow::Load( const RString &sType )
{
ITEMS_SPACING_Y .Load(sType,"ItemsSpacingY");
m_Text.resize( 1 );
m_Text[0].SetName( "Text" );
m_Text[0].LoadFromFont( THEME->GetPathF(sType, "normal") );
ActorUtil::LoadAllCommands( m_Text[0], sType );
m_Underlines.resize( 1 );
m_Underlines[0].Load( THEME->GetPathG(sType, "underline") );
m_Underlines[0]->SetName( "Underline" );
ActorUtil::LoadAllCommands( *m_Underlines[0], sType );
m_Text[0].PlayCommand( "On" );
m_Underlines[0]->PlayCommand( "On" );
}
// GetTitleForHandler
// can always use the title
// can have special speed row titles, note skin, or any SELECT_ONE
void OptionListRow::SetFromHandler( const OptionRowHandler *pHandler )
{
this->RemoveAllChildren();
if( pHandler == NULL )
return;
int iNum = max( pHandler->m_Def.m_vsChoices.size(), m_Text.size() )+1;
m_Text.resize( iNum, m_Text[0] );
m_Underlines.resize( iNum, m_Underlines[0] );
for( unsigned i = 0; i < pHandler->m_Def.m_vsChoices.size(); ++i )
{
// init underlines
this->AddChild( m_Underlines[i] );
// init text
RString sText = pHandler->GetThemedItemText( i );
m_Text[i].SetText( sText );
this->AddChild( &m_Text[i] );
}
const unsigned iCnt = pHandler->m_Def.m_vsChoices.size();
m_bItemsInTwoRows = (int) iCnt > MAX_ITEMS_BEFORE_SPLIT;
const float fWidth = ITEMS_SPLIT_WIDTH;
float fY = 0;
for( unsigned i = 0; i < iCnt; ++i )
{
float fX = 0;
if( m_bItemsInTwoRows )
{
if( (i % 2) == 0 )
fX = -fWidth/2;
else
fX = +fWidth/2;
}
// set the Y position of each item in the line
m_Text[i].SetXY( fX, fY );
m_Underlines[i]->SetXY( fX, fY );
if( m_bItemsInTwoRows )
m_Underlines[i]->PlayCommand( "SetTwoRows" );
else
m_Underlines[i]->PlayCommand( "SetOneRow" );
if( !m_bItemsInTwoRows || (i % 2) == 1 || i+1 == iCnt )
fY += ITEMS_SPACING_Y;
}
int iExit = pHandler->m_Def.m_vsChoices.size();
m_Text[iExit].SetText( "Exit" ); // XXX localize
m_Text[iExit].SetXY( 0, fY );
this->AddChild( &m_Text[iExit] );
}
void OptionListRow::SetUnderlines( const vector<bool> &aSelections )
{
for( unsigned i = 0; i < aSelections.size(); ++i )
{
Actor *pActor = m_Underlines[i];
pActor->PlayCommand( aSelections[i]?"Show":"Hide" );
}
}
void OptionListRow::PositionCursor( Actor *pCursor, int iSelection )
{
float fX = m_Text[iSelection].GetDestX();
float fY = m_Text[iSelection].GetDestY();
if( m_bItemsInTwoRows )
pCursor->PlayCommand( "PositionTwoRows" );
else
pCursor->PlayCommand( "PositionOneRow" );
pCursor->SetXY( fX, fY );
}
OptionsList::OptionsList()
{
m_iCurrentRow = 0;
}
OptionsList::~OptionsList()
{
FOREACHM( RString, OptionRowHandler *, m_Rows, hand )
delete hand->second;
}
void OptionsList::Load( RString sType )
{
m_Cursor.Load( THEME->GetPathG(sType, "cursor") );
m_Cursor->SetName( "Cursor" );
ActorUtil::LoadAllCommands( *m_Cursor, sType );
this->AddChild( m_Cursor );
set<RString> setToLoad;
setToLoad.insert( "Main" );
while( !setToLoad.empty() )
{
RString sLineName = *setToLoad.begin();
setToLoad.erase( setToLoad.begin() );
if( m_Rows.find(sLineName) != m_Rows.end() )
continue;
RString sRowCommands = LINE(sLineName);
Commands cmds;
ParseCommands( sRowCommands, cmds );
OptionRowHandler *pHand = OptionRowHandlerUtil::Make( cmds );
if( pHand == NULL )
RageException::Throw( "Invalid OptionRowHandler '%s' in %s::Line%s", cmds.GetOriginalCommandString().c_str(), m_sName.c_str(), sLineName.c_str() );
m_Rows[sLineName] = pHand;
m_asLoadedRows.push_back( sLineName );
for( size_t i = 0; i < pHand->m_Def.m_vsChoices.size(); ++i )
{
RString sScreen = pHand->GetScreen(i);
if( !sScreen.empty() )
setToLoad.insert( sScreen );
}
}
for( int i = 0; i < 2; ++i )
{
m_Row[i].SetName( "OptionsList" );
m_Row[i].Load( "OptionsList" );
ActorUtil::LoadAllCommands( m_Row[i], sType );
this->AddChild( &m_Row[i] );
}
this->PlayCommand( "TweenOff" );
this->FinishTweening();
/* Import options. */
FOREACHM( RString, OptionRowHandler *, m_Rows, hand )
{
RString sLineName = hand->first;
ImportRow( sLineName );
}
}
void OptionsList::Open()
{
this->PlayCommand( "Reset" );
/* Push the initial menu. */
ASSERT( m_asMenuStack.size() == 0 );
Push( "Main" );
this->FinishTweening();
m_Row[!m_iCurrentRow].SetFromHandler( NULL );
this->PlayCommand( "TweenOn" );
}
void OptionsList::Close()
{
m_asMenuStack.clear();
this->PlayCommand( "TweenOff" );
}
const OptionRowHandler *OptionsList::GetCurrentHandler()
{
ASSERT( !m_asMenuStack.empty() ); // called while the menu was closed
const RString &sCurrentRow = m_asMenuStack.back();
return m_Rows[sCurrentRow];
}
void OptionsList::PositionCursor()
{
m_Row[m_iCurrentRow].PositionCursor( m_Cursor, m_iMenuStackSelection );
}
bool OptionsList::RowIsMenusOnly( RString sRow ) const
{
map<RString, OptionRowHandler *>::const_iterator it = m_Rows.find( sRow );
ASSERT( it != m_Rows.end() );
const OptionRowHandler *pHandler = it->second;
for( size_t i = 0; i < pHandler->m_Def.m_vsChoices.size(); ++i )
{
if( pHandler->GetScreen(i).empty() )
return false;
}
return true;
}
/* Toggle to the next menu. This is used to switch quickly through option submenus,
* to choose many options or to find the one you're looking for. For that goal,
* it's not helpful to switch only through the options listed in the current parent
* menu; always toggle through the whole set. Skip menus that only contain other
* menus. */
void OptionsList::SwitchMenu( int iDir )
{
int iCurrentRow = 0;
for( size_t i = 0; i < m_asLoadedRows.size(); ++i )
if( m_asLoadedRows[i] == m_asMenuStack.back() )
iCurrentRow = i;
const int iCurrentRowStart = iCurrentRow;
RString sDest;
do
{
iCurrentRow += iDir;
wrap( iCurrentRow, m_asLoadedRows.size() );
sDest = m_asLoadedRows[iCurrentRow];
}
while( RowIsMenusOnly(sDest) && iCurrentRow != iCurrentRowStart );
ASSERT( !sDest.empty() );
if( m_asMenuStack.size() == 1 )
m_asMenuStack.push_back( sDest );
else
m_asMenuStack.back() = sDest;
SetDefaultCurrentRow();
SwitchToCurrentRow();
TweenOnCurrentRow( iDir > 0 );
}
void OptionsList::Input( const InputEventPlus &input )
{
if( input.type == IET_RELEASE )
return;
const OptionRowHandler *pHandler = GetCurrentHandler();
PlayerNumber pn = input.pn;
if( input.MenuI == MENU_BUTTON_LEFT )
{
if( INPUTMAPPER->IsBeingPressed(MENU_BUTTON_RIGHT, pn) )
{
LOG->Trace( "X1" );
SwitchMenu( -1 );
return;
}
LOG->Trace( "X2" );
--m_iMenuStackSelection;
wrap( m_iMenuStackSelection, pHandler->m_Def.m_vsChoices.size()+1 ); // +1 for exit row
PositionCursor();
}
else if( input.MenuI == MENU_BUTTON_RIGHT )
{
if( INPUTMAPPER->IsBeingPressed(MENU_BUTTON_LEFT, pn) )
{
LOG->Trace( "X3" );
SwitchMenu( +1 );
return;
}
LOG->Trace( "X4" );
++m_iMenuStackSelection;
wrap( m_iMenuStackSelection, pHandler->m_Def.m_vsChoices.size()+1 ); // +1 for exit row
PositionCursor();
}
else if( input.MenuI == MENU_BUTTON_START )
{
LOG->Trace( "X5" );
Start();
}
}
void OptionsList::SwitchToCurrentRow()
{
m_iCurrentRow = !m_iCurrentRow;
/* Set up the new row. */
m_Row[m_iCurrentRow].SetFromHandler( GetCurrentHandler() );
m_Row[m_iCurrentRow].SetUnderlines( m_bSelections[m_asMenuStack.back()] );
PositionCursor();
}
/* After setting up a new row, tween it on. */
void OptionsList::TweenOnCurrentRow( bool bForward )
{
OptionListRow &OldRow = m_Row[!m_iCurrentRow];
OptionListRow &NewRow = m_Row[m_iCurrentRow];
/* Tween out the old row. */
if( bForward )
OldRow.PlayCommand( "TweenOutForward" );
else
OldRow.PlayCommand( "TweenOutBackward" );
/* Tween in the old row. */
if( bForward )
NewRow.PlayCommand( "TweenInForward" );
else
NewRow.PlayCommand( "TweenInBackward" );
}
void OptionsList::ImportRow( RString sRow )
{
vector<bool> aSelections[NUM_PLAYERS];
vector<PlayerNumber> vpns;
vpns.push_back(PLAYER_1); // XXX
OptionRowHandler *pHandler = m_Rows[sRow];
aSelections[PLAYER_1].resize( pHandler->m_Def.m_vsChoices.size() );
pHandler->ImportOption( vpns, aSelections );
m_bSelections[sRow] = aSelections[PLAYER_1];
if( RowIsMenusOnly(sRow) )
fill( m_bSelections[sRow].begin(), m_bSelections[sRow].end(), false );
}
void OptionsList::ExportRow( RString sRow )
{
if( RowIsMenusOnly(sRow) )
return;
vector<bool> aSelections[NUM_PLAYERS];
aSelections[PLAYER_1] = m_bSelections[sRow];
vector<PlayerNumber> vpns;
vpns.push_back(PLAYER_1); // XXX
m_Rows[sRow]->ExportOption( vpns, aSelections );
}
void OptionsList::SetDefaultCurrentRow()
{
const OptionRowHandler *pHandler = GetCurrentHandler();
const RString &sCurrentRow = m_asMenuStack.back();
const vector<bool> &bSelections = m_bSelections[sCurrentRow];
/* Choose the default cursor position, based on the selection and the contents
* of the row. If */
/* If all items on the row just point to other menus, default to 0. */
if( pHandler->m_Def.m_selectType == SELECT_ONE )
{
/* One item is selected, so position the cursor on it. */
}
m_iMenuStackSelection = 0; // XXX
}
void OptionsList::Pop()
{
if( m_asMenuStack.size() == 1 )
{
Close();
return;
}
RString sLastMenu = m_asMenuStack.back();
m_asMenuStack.pop_back();
/* Choose the default option. */
SetDefaultCurrentRow();
/* If the old menu exists as a target from the new menu, switch to it. */
const OptionRowHandler *pHandler = GetCurrentHandler();
RString sDest;
for( size_t i = 0; i < pHandler->m_Def.m_vsChoices.size(); ++i )
{
if( pHandler->GetScreen(i) == sLastMenu )
{
m_iMenuStackSelection = i;
break;
}
}
SwitchToCurrentRow();
TweenOnCurrentRow( false );
}
void OptionsList::Push( RString sDest )
{
m_asMenuStack.push_back( sDest );
SetDefaultCurrentRow();
SwitchToCurrentRow();
}
bool OptionsList::Start()
{
const OptionRowHandler *pHandler = GetCurrentHandler();
const RString &sCurrentRow = m_asMenuStack.back();
vector<bool> &bSelections = m_bSelections[sCurrentRow];
if( m_iMenuStackSelection == (int)bSelections.size() )
{
Pop();
return m_asMenuStack.empty();
}
RString sDest = pHandler->GetScreen( m_iMenuStackSelection );
if( sDest.size() )
{
Push( sDest );
TweenOnCurrentRow( true );
return false;
}
if( pHandler->m_Def.m_selectType == SELECT_MULTIPLE )
{
bool bSelected = !bSelections[m_iMenuStackSelection];
bSelections[m_iMenuStackSelection] = bSelected;
// if( bSelected )
// m_SoundToggleOn.Play();
// else
// m_SoundToggleOff.Play();
}
else // data.selectType != SELECT_MULTIPLE
{
fill( bSelections.begin(), bSelections.end(), false );
bSelections[m_iMenuStackSelection] = true;
}
ExportRow( sCurrentRow );
m_Row[m_iCurrentRow].SetUnderlines( m_bSelections[m_asMenuStack.back()] );
if( pHandler->m_Def.m_selectType == SELECT_ONE )
{
/* Move to the exit row. Don't exit, so different entries don't have widely
* different types, with some exiting the menu level and some not; this also
* makes selection using L+R and R+L faster. */
m_iMenuStackSelection = (int)bSelections.size();
PositionCursor();
}
return false;
}
/*
* Copyright (c) 2006 Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
+106
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@@ -0,0 +1,106 @@
#ifndef SCREEN_OPTIONS_LIST_H
#define SCREEN_OPTIONS_LIST_H
#include "ScreenWithMenuElements.h"
#include "RageSound.h"
#include "Steps.h"
#include "Trail.h"
#include "OptionRowHandler.h"
#include "BitmapText.h"
#include "OptionsCursor.h"
class OptionListRow: public ActorFrame
{
public:
void Load( const RString &sType );
void SetFromHandler( const OptionRowHandler *pHandler );
void SetUnderlines( const vector<bool> &aSelections );
void PositionCursor( Actor *pCursor, int iSelection );
void Up();
void Down();
void Start();
private:
vector<BitmapText> m_Text;
// underline for each ("self or child has selection")
vector<AutoActor> m_Underlines;
bool m_bItemsInTwoRows;
ThemeMetric<float> ITEMS_SPACING_Y;
};
class OptionsList: public ActorFrame
{
public:
OptionsList();
~OptionsList();
void Load( RString sType );
/* Show the top-level menu. */
void Open();
/* Close all menus (for menu timer). */
void Close();
void Input( const InputEventPlus &input );
bool IsOpened() const { return m_asMenuStack.size() > 0; }
bool Start(); /* return true if the last menu was popped in response to this press */
private:
void SwitchMenu( int iDir );
void PositionCursor();
const OptionRowHandler *GetCurrentHandler();
void SwitchToCurrentRow();
void TweenOnCurrentRow( bool bForward );
void SetDefaultCurrentRow();
void Push( RString sDest );
void Pop();
void ImportRow( RString sRow );
void ExportRow( RString sRow );
bool RowIsMenusOnly( RString sRow ) const;
vector<RString> m_asLoadedRows;
map<RString, OptionRowHandler *> m_Rows;
map<RString, vector<bool> > m_bSelections;
AutoActor m_Cursor;
OptionListRow m_Row[2];
int m_iCurrentRow;
vector<RString> m_asMenuStack;
int m_iMenuStackSelection;
};
#endif
/*
* Copyright (c) 2006 Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
+56
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@@ -28,6 +28,7 @@
#include "BannerCache.h"
#include "song.h"
#include "InputEventPlus.h"
#include "OptionsList.h"
const int NUM_SCORE_DIGITS = 9;
@@ -68,6 +69,7 @@ void ScreenSelectMusic::Init()
MUSIC_WHEEL_TYPE.Load( m_sName, "MusicWheelType" );
SELECT_MENU_AVAILABLE.Load( m_sName, "SelectMenuAvailable" );
MODE_MENU_AVAILABLE.Load( m_sName, "ModeMenuAvailable" );
USE_OPTIONS_LIST.Load( m_sName, "UseOptionsList" );
m_GameButtonPreviousSong = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"PreviousSongButton") );
m_GameButtonNextSong = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"NextSongButton") );
@@ -116,6 +118,18 @@ void ScreenSelectMusic::Init()
LOAD_ALL_COMMANDS_AND_SET_XY( m_MusicWheel );
this->AddChild( &m_MusicWheel );
if( USE_OPTIONS_LIST )
{
FOREACH_PlayerNumber(p)
{
m_OptionsList[p].SetName( "OptionsList" + PlayerNumberToString(p) );
m_OptionsList[p].Load( "OptionsList" );
m_OptionsList[p].SetDrawOrder( 100 );
ActorUtil::LoadAllCommands( m_OptionsList[p], m_sName );
this->AddChild( &m_OptionsList[p] );
}
}
// this is loaded SetSong and TweenToSong
m_Banner.SetName( "Banner" );
LOAD_ALL_COMMANDS_AND_SET_XY( m_Banner );
@@ -281,6 +295,48 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
MESSAGEMAN->Broadcast("SongChosen");
}
if( USE_OPTIONS_LIST )
{
PlayerNumber pn = input.pn;
if( pn != PLAYER_INVALID )
{
if( m_OptionsList[pn].IsOpened() )
{
if( input.type == IET_FIRST_PRESS )
{
switch( input.MenuI )
{
case GAME_BUTTON_SELECT:
this->PlayCommand( ssprintf("OptionsClosedP%i", pn+1) );
m_OptionsList[pn].Close();
break;
case GAME_BUTTON_START:
if( m_OptionsList[pn].Start() )
{
this->PlayCommand( ssprintf("OptionsClosedP%i", pn+1) );
m_OptionsList[pn].Close();
}
break;
default:
m_OptionsList[pn].Input( input );
break;
}
}
return;
}
else
{
if( input.type == IET_FIRST_PRESS && input.MenuI == GAME_BUTTON_SELECT )
{
this->PlayCommand( ssprintf("OptionsOpenedP%i", pn+1) );
m_OptionsList[pn].Open();
return;
}
}
}
}
// debugging?
// I just like being able to see untransliterated titles occasionally.
if( input.DeviceI.device == DEVICE_KEYBOARD && input.DeviceI.button == KEY_F9 )
+4
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@@ -14,6 +14,7 @@
#include "RageTexturePreloader.h"
#include "TimingData.h"
#include "GameInput.h"
#include "OptionsList.h"
class ScreenSelectMusic : public ScreenWithMenuElements
{
@@ -66,6 +67,7 @@ protected:
ThemeMetric<bool> OPTIONS_MENU_AVAILABLE;
DynamicThemeMetric<bool> SELECT_MENU_AVAILABLE;
DynamicThemeMetric<bool> MODE_MENU_AVAILABLE;
ThemeMetric<bool> USE_OPTIONS_LIST;
GameButton m_GameButtonPreviousSong;
GameButton m_GameButtonNextSong;
@@ -82,6 +84,8 @@ protected:
Sprite m_sprHighScoreFrame[NUM_PLAYERS];
BitmapText m_textHighScore[NUM_PLAYERS];
MusicWheel m_MusicWheel;
OptionsList m_OptionsList[NUM_PLAYERS];
bool m_bMadeChoice;
bool m_bGoToOptions;
+12
View File
@@ -1478,6 +1478,12 @@ cl /Zl /nologo /c verstub.cpp /Fo&quot;$(IntDir)&quot;\
<File
RelativePath="OptionsCursor.h">
</File>
<File
RelativePath=".\OptionsList.cpp">
</File>
<File
RelativePath=".\OptionsList.h">
</File>
<File
RelativePath="PaneDisplay.cpp">
</File>
@@ -2981,6 +2987,12 @@ cl /Zl /nologo /c verstub.cpp /Fo&quot;$(IntDir)&quot;\
<File
RelativePath=".\ActorFrameTexture.h">
</File>
<File
RelativePath=".\ActorMultiTexture.cpp">
</File>
<File
RelativePath=".\ActorMultiTexture.h">
</File>
<File
RelativePath=".\ActorProxy.cpp">
</File>