Simplify, so I don't have to wrap every call to Mode.

This commit is contained in:
Glenn Maynard
2003-04-15 02:52:58 +00:00
parent 43d99724f9
commit f17e4ceaea
7 changed files with 80 additions and 114 deletions
+31 -37
View File
@@ -9,49 +9,43 @@
#include <set>
class NoteFieldPositioning
struct NoteFieldMode
{
struct Mode
{
Mode();
bool MatchesCurrentGame() const;
NoteFieldMode();
bool MatchesCurrentGame() const;
void BeginDrawTrack(int tn);
void EndDrawTrack(int tn);
void BeginDrawTrack(int tn);
void EndDrawTrack(int tn);
CString name;
set<Style> Styles;
CString name;
set<Style> Styles;
Actor m_Center;
Actor m_CenterTrack[MAX_NOTE_TRACKS];
Actor m_Center;
Actor m_CenterTrack[MAX_NOTE_TRACKS];
/* 0 = no perspective */
float m_fFov;
Actor m_Position;
Actor m_PositionTrack[MAX_NOTE_TRACKS];
/* 0 = no perspective */
float m_fFov;
Actor m_Position;
Actor m_PositionTrack[MAX_NOTE_TRACKS];
CString Backdrop;
Actor m_PositionBackdrop;
};
vector<Mode> Modes;
public:
NoteFieldPositioning(CString fn);
/* Get the mode number for the given positioning type (for the current
* game and style). */
int GetID(const CString &name) const;
int GetID(PlayerNumber pn) const;
void BeginDrawTrack(PlayerNumber pn, int tn);
void EndDrawTrack(PlayerNumber pn, int tn);
CString GetBackdropBGA(PlayerNumber pn) const;
void BeginDrawBackdrop(PlayerNumber pn);
void EndDrawBackdrop(PlayerNumber pn);
void GetNamesForCurrentGame(vector<CString> &IDs);
float m_fFirstPixelToDrawScale, m_fLastPixelToDrawScale;
CString Backdrop;
Actor m_PositionBackdrop;
};
class NoteFieldPositioning
{
public:
NoteFieldPositioning(CString fn);
void Load(PlayerNumber pn);
void GetNamesForCurrentGame(vector<CString> &IDs);
private:
vector<NoteFieldMode> Modes;
int GetID(const CString &name) const;
};
extern NoteFieldMode g_NoteFieldMode[NUM_PLAYERS];
#endif