2005-05-16 10:10:08 +00:00
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#include "global.h"
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#include "ScreenDebugOverlay.h"
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#include "ScreenDimensions.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
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#include "GameState.h"
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#include "PlayerState.h"
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#include "StepMania.h"
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#include "GameCommand.h"
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#include "ScreenGameplay.h"
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2005-05-16 22:23:20 +00:00
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#include "RageSoundManager.h"
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2005-05-19 23:29:39 +00:00
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#include "GameSoundManager.h"
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#include "RageTextureManager.h"
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#include "NoteSkinManager.h"
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#include "Bookkeeper.h"
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#include "ProfileManager.h"
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#include "CodeDetector.h"
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2005-05-16 10:10:08 +00:00
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static bool g_bIsDisplayed = false;
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static bool g_bIsSlow = false;
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static bool g_bIsHalt = false;
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static RageTimer g_HaltTimer(RageZeroTimer);
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2005-05-16 22:23:20 +00:00
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static bool g_bMute = false;
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2005-05-16 10:10:08 +00:00
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2005-05-19 23:29:39 +00:00
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static bool IsGameplay()
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{
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return SCREENMAN && SCREENMAN->GetTopScreen() && SCREENMAN->GetTopScreen()->GetScreenType() == gameplay;
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}
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2005-05-16 10:10:08 +00:00
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REGISTER_SCREEN_CLASS( ScreenDebugOverlay );
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ScreenDebugOverlay::ScreenDebugOverlay( const CString &sName ) : Screen(sName)
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{
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}
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ScreenDebugOverlay::~ScreenDebugOverlay()
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{
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}
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struct MapDebugToDI
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{
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2005-05-19 23:29:39 +00:00
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DeviceInput holdForDebug;
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DeviceInput debugButton[NUM_DEBUG_LINES];
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DeviceInput gameplayButton[NUM_DEBUG_LINES];
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2005-05-16 10:10:08 +00:00
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void Clear()
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{
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2005-05-19 23:29:39 +00:00
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holdForDebug.MakeInvalid();
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2005-05-16 10:10:08 +00:00
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FOREACH_DebugLine(i)
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2005-05-19 23:29:39 +00:00
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{
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debugButton[i].MakeInvalid();
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gameplayButton[i].MakeInvalid();
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}
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2005-05-16 10:10:08 +00:00
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}
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};
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static MapDebugToDI g_Mappings;
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static CString GetDebugButtonName( DebugLine i )
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{
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// TODO: Make arch appropriate.
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2005-05-19 23:29:39 +00:00
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vector<CString> v;
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if( g_Mappings.debugButton[i].IsValid() )
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v.push_back( g_Mappings.debugButton[i].toString() );
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if( g_Mappings.gameplayButton[i].IsValid() )
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v.push_back( g_Mappings.gameplayButton[i].toString()+" in gameplay" );
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return join( " or ", v );
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2005-05-16 10:10:08 +00:00
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}
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void ScreenDebugOverlay::Init()
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{
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Screen::Init();
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// Init debug mappings
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// TODO: Arch-specific?
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{
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g_Mappings.Clear();
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2005-05-19 23:29:39 +00:00
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g_Mappings.holdForDebug = DeviceInput(DEVICE_KEYBOARD, KEY_F3);
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g_Mappings.gameplayButton[0] = DeviceInput(DEVICE_KEYBOARD, KEY_F8);
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g_Mappings.gameplayButton[1] = DeviceInput(DEVICE_KEYBOARD, KEY_F7);
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g_Mappings.gameplayButton[2] = DeviceInput(DEVICE_KEYBOARD, KEY_F6);
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g_Mappings.debugButton[3] = DeviceInput(DEVICE_KEYBOARD, KEY_C1);
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g_Mappings.debugButton[4] = DeviceInput(DEVICE_KEYBOARD, KEY_C2);
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g_Mappings.debugButton[5] = DeviceInput(DEVICE_KEYBOARD, KEY_C3);
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g_Mappings.debugButton[6] = DeviceInput(DEVICE_KEYBOARD, KEY_C4);
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g_Mappings.debugButton[7] = DeviceInput(DEVICE_KEYBOARD, KEY_C5);
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g_Mappings.debugButton[8] = DeviceInput(DEVICE_KEYBOARD, KEY_C6);
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g_Mappings.debugButton[9] = DeviceInput(DEVICE_KEYBOARD, KEY_C7);
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g_Mappings.debugButton[10] = DeviceInput(DEVICE_KEYBOARD, KEY_C8);
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g_Mappings.debugButton[11] = DeviceInput(DEVICE_KEYBOARD, KEY_C9);
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g_Mappings.debugButton[12] = DeviceInput(DEVICE_KEYBOARD, KEY_C0);
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g_Mappings.debugButton[13] = DeviceInput(DEVICE_KEYBOARD, KEY_HYPHEN);
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g_Mappings.debugButton[14] = DeviceInput(DEVICE_KEYBOARD, KEY_EQUAL);
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g_Mappings.debugButton[15] = DeviceInput(DEVICE_KEYBOARD, KEY_LBRACKET);
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g_Mappings.debugButton[16] = DeviceInput(DEVICE_KEYBOARD, KEY_RBRACKET);
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g_Mappings.debugButton[17] = DeviceInput(DEVICE_KEYBOARD, KEY_BACKSLASH);
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2005-05-16 10:10:08 +00:00
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}
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m_Quad.StretchTo( RectF( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT ) );
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m_Quad.SetDiffuse( RageColor(0, 0, 0, 0.5f) );
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this->AddChild( &m_Quad );
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2005-05-19 23:29:39 +00:00
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m_textHeader.LoadFromFont( THEME->GetPathToF("Common normal") );
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m_textHeader.SetHorizAlign( Actor::align_left );
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m_textHeader.SetX( SCREEN_LEFT+20 );
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m_textHeader.SetY( SCREEN_TOP+20 );
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m_textHeader.SetZoom( 1.0f );
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m_textHeader.SetText( "Debug Menu" );
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this->AddChild( &m_textHeader );
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2005-05-16 10:10:08 +00:00
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FOREACH_DebugLine( i )
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{
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2005-05-19 23:29:39 +00:00
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BitmapText &txt1 = m_textButton[i];
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txt1.LoadFromFont( THEME->GetPathToF("Common normal") );
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txt1.SetHorizAlign( Actor::align_right );
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txt1.SetShadowLength( 2 );
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this->AddChild( &txt1 );
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BitmapText &txt2 = m_textFunction[i];
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txt2.LoadFromFont( THEME->GetPathToF("Common normal") );
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txt2.SetHorizAlign( Actor::align_left );
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txt2.SetShadowLength( 2 );
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this->AddChild( &txt2 );
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2005-05-16 10:10:08 +00:00
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}
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Update( 0 );
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}
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static void SetSpeed()
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{
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if( g_bIsHalt )
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{
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INPUTFILTER->ButtonPressed( DeviceInput(DEVICE_KEYBOARD, KEY_TAB), true );
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INPUTFILTER->ButtonPressed( DeviceInput(DEVICE_KEYBOARD, KEY_ACCENT), true );
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}
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else if( g_bIsSlow )
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{
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INPUTFILTER->ButtonPressed( DeviceInput(DEVICE_KEYBOARD, KEY_TAB), false );
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INPUTFILTER->ButtonPressed( DeviceInput(DEVICE_KEYBOARD, KEY_ACCENT), true );
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}
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else
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{
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INPUTFILTER->ButtonPressed( DeviceInput(DEVICE_KEYBOARD, KEY_TAB), false );
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INPUTFILTER->ButtonPressed( DeviceInput(DEVICE_KEYBOARD, KEY_ACCENT), false );
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}
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// PauseMusic( g_bIsHalt );
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}
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void ScreenDebugOverlay::Update( float fDeltaTime )
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{
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Screen::Update(fDeltaTime);
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this->SetVisible( g_bIsDisplayed );
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if( !g_bIsDisplayed )
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return;
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2005-05-18 07:15:56 +00:00
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UpdateText();
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}
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void ScreenDebugOverlay::UpdateText()
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{
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2005-05-16 10:10:08 +00:00
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/* Highlight options that aren't the default. */
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const RageColor off(0.6f, 0.6f, 0.6f, 1.0f);
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const RageColor on(1, 1, 1, 1);
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FOREACH_DebugLine( i )
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{
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2005-05-19 23:29:39 +00:00
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BitmapText &txt1 = m_textButton[i];
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txt1.SetX( SCREEN_CENTER_X-50 );
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txt1.SetY( SCALE(i, 0, NUM_DEBUG_LINES-1, SCREEN_TOP+60, SCREEN_BOTTOM-40) );
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txt1.SetZoom( 0.7f );
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BitmapText &txt2 = m_textFunction[i];
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txt2.SetX( SCREEN_CENTER_X-30 );
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txt2.SetY( SCALE(i, 0, NUM_DEBUG_LINES-1, SCREEN_TOP+60, SCREEN_BOTTOM-40) );
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txt2.SetZoom( 0.7f );
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2005-05-16 10:10:08 +00:00
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2005-05-16 22:23:20 +00:00
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CString s1;
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2005-05-16 10:10:08 +00:00
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switch( i )
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{
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2005-05-16 22:23:20 +00:00
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case DebugLine_Autoplay: s1="AutoPlay"; break;
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2005-05-19 23:29:39 +00:00
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case DebugLine_AssistTick: s1="AssistTick"; break;
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case DebugLine_Autosync: s1="AutoSync"; break;
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2005-05-16 22:23:20 +00:00
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case DebugLine_CoinMode: s1="CoinMode"; break;
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case DebugLine_Slow: s1="Slow"; break;
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case DebugLine_Halt: s1="Halt"; break;
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case DebugLine_LightsDebug: s1="Lights Debug"; break;
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case DebugLine_MonkeyInput: s1="MonkeyInput"; break;
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2005-05-19 23:29:39 +00:00
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case DebugLine_Stats: s1="Rendering Stats"; break;
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2005-05-16 22:23:20 +00:00
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case DebugLine_Vsync: s1="Vsync"; break;
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case DebugLine_ScreenTestMode: s1="Screen Test Mode"; break;
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case DebugLine_ClearMachineStats: s1="Clear Machine Stats"; break;
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case DebugLine_FillMachineStats: s1="Fill Machine Stats"; break;
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case DebugLine_SendNotesEnded: s1="Send Notes Ended"; break;
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case DebugLine_Volume: s1="Mute"; break;
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2005-05-19 23:29:39 +00:00
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case DebugLine_ReloadCurrentScreen: s1="Reload"; break;
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case DebugLine_ReloadTheme: s1="Reload Theme"; break;
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case DebugLine_WriteProfiles: s1="Write Profiles"; break;
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2005-05-16 22:23:20 +00:00
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case DebugLine_Uptime: s1="Uptime"; break;
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2005-05-16 10:10:08 +00:00
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default: ASSERT(0);
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}
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bool bOn = false;
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switch( i )
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{
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2005-05-18 07:15:56 +00:00
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case DebugLine_Autoplay: bOn=PREFSMAN->m_AutoPlay.Get() != PC_HUMAN; break;
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2005-05-19 23:29:39 +00:00
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case DebugLine_AssistTick: bOn=GAMESTATE->m_SongOptions.m_bAssistTick; break;
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case DebugLine_Autosync: bOn=GAMESTATE->m_SongOptions.m_AutosyncType!=SongOptions::AUTOSYNC_OFF; break;
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2005-05-16 19:45:03 +00:00
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case DebugLine_CoinMode: bOn=true; break;
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case DebugLine_Slow: bOn=g_bIsSlow; break;
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case DebugLine_Halt: bOn=g_bIsHalt; break;
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case DebugLine_LightsDebug: bOn=PREFSMAN->m_bDebugLights.Get(); break;
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case DebugLine_MonkeyInput: bOn=PREFSMAN->m_bMonkeyInput.Get(); break;
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case DebugLine_Stats: bOn=PREFSMAN->m_bShowStats.Get(); break;
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case DebugLine_Vsync: bOn=PREFSMAN->m_bVsync.Get(); break;
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case DebugLine_ScreenTestMode: bOn=PREFSMAN->m_bScreenTestMode.Get(); break;
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case DebugLine_ClearMachineStats: bOn=true; break;
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case DebugLine_FillMachineStats: bOn=true; break;
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case DebugLine_SendNotesEnded: bOn=true; break;
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2005-05-16 22:23:20 +00:00
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case DebugLine_Volume: bOn=g_bMute; break;
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2005-05-19 23:29:39 +00:00
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case DebugLine_ReloadCurrentScreen: bOn=true; break;
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case DebugLine_ReloadTheme: bOn=true; break;
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case DebugLine_WriteProfiles: bOn=true; break;
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2005-05-16 19:45:03 +00:00
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case DebugLine_Uptime: bOn=false; break;
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2005-05-16 10:10:08 +00:00
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default: ASSERT(0);
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}
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2005-05-16 22:23:20 +00:00
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CString s2;
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switch( i )
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{
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2005-05-18 07:15:56 +00:00
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case DebugLine_Autoplay:
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switch( PREFSMAN->m_AutoPlay )
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{
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case PC_HUMAN: s2="off"; break;
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case PC_AUTOPLAY: s2="on"; break;
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case PC_CPU: s2="CPU"; break;
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default: ASSERT(0);
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}
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break;
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2005-05-19 23:29:39 +00:00
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case DebugLine_AssistTick: s2=bOn ? "on":"off"; break;
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case DebugLine_Autosync:
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switch( GAMESTATE->m_SongOptions.m_AutosyncType )
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{
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case SongOptions::AUTOSYNC_OFF: s2="off"; break;
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case SongOptions::AUTOSYNC_SONG: s2="Song"; break;
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case SongOptions::AUTOSYNC_MACHINE: s2="Machine"; break;
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default: ASSERT(0);
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}
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break;
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2005-05-16 22:23:20 +00:00
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case DebugLine_CoinMode: s2=CoinModeToString(PREFSMAN->m_CoinMode); break;
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case DebugLine_Slow: s2=bOn ? "on":"off"; break;
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case DebugLine_Halt: s2=bOn ? "on":"off"; break;
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case DebugLine_LightsDebug: s2=bOn ? "on":"off"; break;
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case DebugLine_MonkeyInput: s2=bOn ? "on":"off"; break;
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case DebugLine_Stats: s2=bOn ? "on":"off"; break;
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case DebugLine_Vsync: s2=bOn ? "on":"off"; break;
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case DebugLine_ScreenTestMode: s2=bOn ? "on":"off"; break;
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case DebugLine_ClearMachineStats: s2=""; break;
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case DebugLine_FillMachineStats: s2=""; break;
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case DebugLine_SendNotesEnded: s2=""; break;
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case DebugLine_Volume: s2=bOn ? "on":"off"; break;
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2005-05-19 23:29:39 +00:00
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case DebugLine_ReloadCurrentScreen: s2=SCREENMAN ? SCREENMAN->GetTopScreen()->m_sName:""; break;
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case DebugLine_ReloadTheme: s2=""; break;
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case DebugLine_WriteProfiles: s2=""; break;
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2005-05-16 22:23:20 +00:00
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case DebugLine_Uptime: s2=SecondsToMMSSMsMsMs(RageTimer::GetTimeSinceStart()); break;
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default: ASSERT(0);
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|
|
|
}
|
|
|
|
|
|
2005-05-19 23:29:39 +00:00
|
|
|
txt1.SetDiffuse( bOn ? on:off );
|
|
|
|
|
txt2.SetDiffuse( bOn ? on:off );
|
2005-05-16 22:23:20 +00:00
|
|
|
|
|
|
|
|
CString sButton = GetDebugButtonName(i);
|
|
|
|
|
if( !sButton.empty() )
|
|
|
|
|
sButton += ": ";
|
2005-05-19 23:29:39 +00:00
|
|
|
txt1.SetText( sButton );
|
2005-05-16 22:23:20 +00:00
|
|
|
if( !s2.empty() )
|
|
|
|
|
s1 += " - ";
|
2005-05-19 23:29:39 +00:00
|
|
|
txt2.SetText( s1 + s2 );
|
2005-05-16 10:10:08 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if( g_bIsHalt )
|
|
|
|
|
{
|
|
|
|
|
/* More than once I've paused the game accidentally and wasted time
|
|
|
|
|
* figuring out why, so warn. */
|
|
|
|
|
if( g_HaltTimer.Ago() >= 5.0f )
|
|
|
|
|
{
|
|
|
|
|
g_HaltTimer.Touch();
|
|
|
|
|
LOG->Warn( "Game halted" );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool ScreenDebugOverlay::OverlayInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
|
|
|
|
|
{
|
2005-05-19 23:29:39 +00:00
|
|
|
if( DeviceI == g_Mappings.holdForDebug )
|
2005-05-16 10:10:08 +00:00
|
|
|
{
|
|
|
|
|
if( type == IET_FIRST_PRESS )
|
|
|
|
|
g_bIsDisplayed = true;
|
|
|
|
|
else if( type == IET_RELEASE )
|
|
|
|
|
g_bIsDisplayed = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FOREACH_DebugLine( i )
|
|
|
|
|
{
|
2005-05-19 23:29:39 +00:00
|
|
|
if( (g_bIsDisplayed && DeviceI == g_Mappings.debugButton[i]) ||
|
|
|
|
|
(IsGameplay() && DeviceI == g_Mappings.gameplayButton[i]) )
|
2005-05-16 10:10:08 +00:00
|
|
|
{
|
2005-05-20 00:41:22 +00:00
|
|
|
if( type != IET_FIRST_PRESS )
|
|
|
|
|
return true; /* eat the input but do nothing */
|
|
|
|
|
|
2005-05-19 23:29:39 +00:00
|
|
|
BitmapText &txt1 = m_textButton[i];
|
|
|
|
|
txt1.FinishTweening();
|
|
|
|
|
float fZoom = txt1.GetZoom();
|
|
|
|
|
txt1.SetZoom( fZoom * 1.2f );
|
|
|
|
|
txt1.BeginTweening( 0.2f, Actor::TWEEN_LINEAR );
|
|
|
|
|
txt1.SetZoom( fZoom );
|
2005-05-16 10:10:08 +00:00
|
|
|
|
2005-05-19 23:29:39 +00:00
|
|
|
BitmapText &txt2 = m_textFunction[i];
|
2005-05-16 10:10:08 +00:00
|
|
|
|
|
|
|
|
switch( i )
|
|
|
|
|
{
|
|
|
|
|
case DebugLine_Autoplay:
|
2005-05-18 07:15:56 +00:00
|
|
|
{
|
|
|
|
|
PlayerController pc = (PlayerController)(PREFSMAN->m_AutoPlay+1);
|
|
|
|
|
wrap( (int&)pc, NUM_PLAYER_CONTROLLERS );
|
|
|
|
|
PREFSMAN->m_AutoPlay.Set( pc );
|
|
|
|
|
FOREACH_HumanPlayer(pn)
|
|
|
|
|
GAMESTATE->m_pPlayerState[pn]->m_PlayerController = PREFSMAN->m_AutoPlay;
|
|
|
|
|
}
|
2005-05-16 10:10:08 +00:00
|
|
|
break;
|
2005-05-19 23:29:39 +00:00
|
|
|
case DebugLine_AssistTick:
|
|
|
|
|
{
|
|
|
|
|
if( type != IET_FIRST_PRESS )
|
|
|
|
|
return true; /* eat the input but do nothing */
|
|
|
|
|
GAMESTATE->m_SongOptions.m_bAssistTick = !GAMESTATE->m_SongOptions.m_bAssistTick;
|
|
|
|
|
/* Store this change, so it sticks if we change songs: */
|
|
|
|
|
GAMESTATE->m_StoredSongOptions.m_bAssistTick = GAMESTATE->m_SongOptions.m_bAssistTick;
|
|
|
|
|
MESSAGEMAN->Broadcast( MESSAGE_ASSIST_TICK_CHANGED );
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case DebugLine_Autosync:
|
|
|
|
|
{
|
|
|
|
|
if( type != IET_FIRST_PRESS )
|
|
|
|
|
return true; /* eat the input but do nothing */
|
|
|
|
|
SongOptions::AutosyncType as = (SongOptions::AutosyncType)(GAMESTATE->m_SongOptions.m_AutosyncType+1);
|
|
|
|
|
wrap( (int&)as, SongOptions::NUM_AUTOSYNC_TYPES );
|
|
|
|
|
GAMESTATE->m_SongOptions.m_AutosyncType = as;
|
|
|
|
|
MESSAGEMAN->Broadcast( MESSAGE_AUTOSYNC_CHANGED );
|
|
|
|
|
}
|
|
|
|
|
break;
|
2005-05-16 10:10:08 +00:00
|
|
|
case DebugLine_CoinMode:
|
|
|
|
|
{
|
2005-05-16 22:23:20 +00:00
|
|
|
CoinMode cm = (CoinMode)(PREFSMAN->m_CoinMode+1);
|
|
|
|
|
wrap( (int&)cm, NUM_COIN_MODES );
|
|
|
|
|
PREFSMAN->m_CoinMode.Set( cm );
|
|
|
|
|
SCREENMAN->RefreshCreditsMessages();
|
2005-05-16 10:10:08 +00:00
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case DebugLine_Slow:
|
|
|
|
|
g_bIsSlow = !g_bIsSlow;
|
|
|
|
|
SetSpeed();
|
|
|
|
|
break;
|
|
|
|
|
case DebugLine_Halt:
|
|
|
|
|
g_bIsHalt = !g_bIsHalt;
|
|
|
|
|
g_HaltTimer.Touch();
|
|
|
|
|
SetSpeed();
|
|
|
|
|
break;
|
|
|
|
|
case DebugLine_LightsDebug:
|
2005-05-16 18:17:06 +00:00
|
|
|
PREFSMAN->m_bDebugLights.Set( !PREFSMAN->m_bDebugLights );
|
2005-05-16 10:10:08 +00:00
|
|
|
break;
|
|
|
|
|
case DebugLine_MonkeyInput:
|
2005-05-16 18:17:06 +00:00
|
|
|
PREFSMAN->m_bMonkeyInput.Set( !PREFSMAN->m_bMonkeyInput );
|
2005-05-16 10:10:08 +00:00
|
|
|
break;
|
|
|
|
|
case DebugLine_Stats:
|
|
|
|
|
PREFSMAN->m_bShowStats.Set( !PREFSMAN->m_bShowStats );
|
|
|
|
|
break;
|
|
|
|
|
case DebugLine_Vsync:
|
|
|
|
|
PREFSMAN->m_bVsync.Set( !PREFSMAN->m_bVsync );
|
|
|
|
|
ApplyGraphicOptions();
|
|
|
|
|
break;
|
|
|
|
|
case DebugLine_ScreenTestMode:
|
|
|
|
|
PREFSMAN->m_bScreenTestMode.Set( !PREFSMAN->m_bScreenTestMode );
|
|
|
|
|
break;
|
|
|
|
|
case DebugLine_ClearMachineStats:
|
|
|
|
|
{
|
|
|
|
|
GameCommand gc;
|
|
|
|
|
gc.Load( 0, ParseCommands("ClearMachineStats") );
|
|
|
|
|
gc.ApplyToAllPlayers();
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case DebugLine_FillMachineStats:
|
|
|
|
|
{
|
|
|
|
|
GameCommand gc;
|
|
|
|
|
gc.Load( 0, ParseCommands("FillMachineStats") );
|
|
|
|
|
gc.ApplyToAllPlayers();
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case DebugLine_SendNotesEnded:
|
|
|
|
|
SCREENMAN->PostMessageToTopScreen( SM_NotesEnded, 0 );
|
|
|
|
|
break;
|
2005-05-16 22:23:20 +00:00
|
|
|
case DebugLine_Volume:
|
|
|
|
|
g_bMute = !g_bMute;
|
|
|
|
|
SOUNDMAN->SetPrefs( g_bMute ? 0 : PREFSMAN->GetSoundVolume() );
|
|
|
|
|
break;
|
2005-05-19 23:29:39 +00:00
|
|
|
case DebugLine_ReloadCurrentScreen:
|
|
|
|
|
SOUND->StopMusic();
|
|
|
|
|
ResetGame( true );
|
|
|
|
|
break;
|
|
|
|
|
case DebugLine_ReloadTheme:
|
|
|
|
|
THEME->ReloadMetrics();
|
|
|
|
|
TEXTUREMAN->ReloadAll();
|
|
|
|
|
NOTESKIN->RefreshNoteSkinData( GAMESTATE->m_pCurGame );
|
|
|
|
|
CodeDetector::RefreshCacheItems();
|
|
|
|
|
break;
|
|
|
|
|
case DebugLine_WriteProfiles:
|
|
|
|
|
// HACK: Also save bookkeeping and profile info for debugging
|
|
|
|
|
// so we don't have to play through a whole song to get new output.
|
|
|
|
|
BOOKKEEPER->WriteToDisk();
|
|
|
|
|
PROFILEMAN->SaveMachineProfile();
|
|
|
|
|
FOREACH_PlayerNumber( p )
|
|
|
|
|
if( PROFILEMAN->IsPersistentProfile(p) )
|
|
|
|
|
PROFILEMAN->SaveProfile( p );
|
2005-05-16 10:10:08 +00:00
|
|
|
break;
|
|
|
|
|
case DebugLine_Uptime:
|
|
|
|
|
break;
|
|
|
|
|
default: ASSERT(0);
|
|
|
|
|
}
|
2005-05-16 22:23:20 +00:00
|
|
|
|
2005-05-18 07:15:56 +00:00
|
|
|
UpdateText();
|
|
|
|
|
|
2005-05-19 23:29:39 +00:00
|
|
|
SCREENMAN->SystemMessage( txt2.GetText() );
|
|
|
|
|
|
|
|
|
|
return true;
|
2005-05-16 10:10:08 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2005-05-19 23:29:39 +00:00
|
|
|
return false;
|
2005-05-16 10:10:08 +00:00
|
|
|
}
|
|
|
|
|
|
2005-05-16 22:23:20 +00:00
|
|
|
|
2005-05-16 10:10:08 +00:00
|
|
|
/*
|
|
|
|
|
* (c) 2001-2005 Chris Danford, 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.
|
|
|
|
|
*/
|