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Make ControlBehavior messages far more modular (#991)
* Make case consistent * How modular can you go? Holy modular * Add comments * Initialize values
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@@ -1,24 +1,24 @@
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#ifndef __UPDATESTRIPUIMESSAGE__H__
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#define __UPDATESTRIPUIMESSAGE__H__
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#include "ActionContext.h"
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#include "BehaviorMessageBase.h"
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#include "StripUiPosition.h"
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class AMFArrayValue;
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/**
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* @brief Sent when a player moves the first Action in a Strip
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*
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*/
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class UpdateStripUiMessage : public BehaviorMessageBase {
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public:
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UpdateStripUiMessage(AMFArrayValue* arguments);
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const double GetYPosition() { return yPosition; };
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const double GetXPosition() { return xPosition; };
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const StripId GetStripID() { return stripID; };
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const BehaviorState GetStateID() { return stateID; };
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const uint32_t GetBehaviorID() { return behaviorID; };
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StripUiPosition GetPosition() { return position; };
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ActionContext GetActionContext() { return actionContext; };
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private:
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double yPosition;
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double xPosition;
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StripId stripID;
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BehaviorState stateID;
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uint32_t behaviorID;
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StripUiPosition position;
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ActionContext actionContext;
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};
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#endif //!__UPDATESTRIPUIMESSAGE__H__
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