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itgmania212121/stepmania/src/ScreenDebugOverlay.cpp
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#include "global.h"
#include "ScreenDebugOverlay.h"
#include "ScreenDimensions.h"
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#include "ScreenManager.h"
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#include "PrefsManager.h"
#include "RageLog.h"
#include "GameState.h"
#include "PlayerState.h"
#include "StepMania.h"
#include "GameCommand.h"
#include "ScreenGameplay.h"
#include "RageSoundManager.h"
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#include "GameSoundManager.h"
#include "RageTextureManager.h"
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#include "MemoryCardManager.h"
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#include "NoteSkinManager.h"
#include "Bookkeeper.h"
#include "ProfileManager.h"
#include "CodeDetector.h"
#include "RageInput.h"
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#include "RageDisplay.h"
#include "InputEventPlus.h"
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#include "LocalizedString.h"
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#include "Profile.h"
#include "SongManager.h"
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#include "GameLoop.h"
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#include "ScreenServiceAction.h"
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static bool g_bIsDisplayed = false;
static bool g_bIsSlow = false;
static bool g_bIsHalt = false;
static RageTimer g_HaltTimer(RageZeroTimer);
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static float g_fImageScaleCurrent = 1;
static float g_fImageScaleDestination = 1;
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//
// self-registering debug lines
// We don't use SubscriptionManager, because we want to keep the line order.
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//
class IDebugLine;
static vector<IDebugLine*> *g_pvpSubscribers = NULL;
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class IDebugLine
{
public:
IDebugLine()
{
if( g_pvpSubscribers == NULL )
g_pvpSubscribers = new vector<IDebugLine*>;
g_pvpSubscribers->push_back( this );
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}
virtual ~IDebugLine() { }
virtual bool GameplayOnly() const { return false; }
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virtual RString GetDescription() = 0;
virtual RString GetValue() = 0;
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virtual bool IsEnabled() = 0;
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virtual void Do( RString &sMessageOut )
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{
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RString s1 = GetDescription();
RString s2 = GetValue();
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if( !s2.empty() )
s1 += " - ";
sMessageOut = s1 + s2;
};
DeviceInput m_Button;
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};
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static bool IsGameplay()
{
return SCREENMAN && SCREENMAN->GetTopScreen() && SCREENMAN->GetTopScreen()->GetScreenType() == gameplay;
}
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REGISTER_SCREEN_CLASS( ScreenDebugOverlay );
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ScreenDebugOverlay::~ScreenDebugOverlay()
{
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this->RemoveAllChildren();
FOREACH( BitmapText*, m_vptextButton, p )
SAFE_DELETE( *p );
m_vptextButton.clear();
FOREACH( BitmapText*, m_vptextFunction, p )
SAFE_DELETE( *p );
m_vptextFunction.clear();
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}
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const int MAX_DEBUG_LINES = 30;
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struct MapDebugToDI
{
DeviceInput holdForDebug1;
DeviceInput holdForDebug2;
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DeviceInput holdForSlow;
DeviceInput holdForFast;
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DeviceInput debugButton[MAX_DEBUG_LINES];
DeviceInput gameplayButton[MAX_DEBUG_LINES];
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void Clear()
{
holdForDebug1.MakeInvalid();
holdForDebug2.MakeInvalid();
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holdForSlow.MakeInvalid();
holdForFast.MakeInvalid();
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for( int i=0; i<MAX_DEBUG_LINES; i++ )
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{
debugButton[i].MakeInvalid();
gameplayButton[i].MakeInvalid();
}
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}
};
static MapDebugToDI g_Mappings;
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static LocalizedString IN_GAMEPLAY( "ScreenDebugOverlay", "%s in gameplay" );
static LocalizedString OR( "ScreenDebugOverlay", "or" );
static RString GetDebugButtonName( const IDebugLine *pLine )
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{
if( pLine->GameplayOnly() )
return ssprintf( IN_GAMEPLAY.GetValue(), INPUTMAN->GetDeviceSpecificInputString(pLine->m_Button).c_str() );
else
return INPUTMAN->GetDeviceSpecificInputString(pLine->m_Button);
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}
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static LocalizedString DEBUG_MENU( "ScreenDebugOverlay", "Debug Menu" );
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void ScreenDebugOverlay::Init()
{
Screen::Init();
// Init debug mappings
// TODO: Arch-specific?
{
g_Mappings.Clear();
g_Mappings.holdForDebug1 = DeviceInput(DEVICE_KEYBOARD, KEY_F3);
g_Mappings.holdForDebug2.MakeInvalid();
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g_Mappings.holdForSlow = DeviceInput(DEVICE_KEYBOARD, KEY_ACCENT);
g_Mappings.holdForFast = DeviceInput(DEVICE_KEYBOARD, KEY_TAB);
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int i=0;
g_Mappings.gameplayButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_F8);
g_Mappings.gameplayButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_F7);
g_Mappings.gameplayButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_F6);
i=0;
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g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C1);
g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C2);
g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C3);
g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C4);
g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C5);
g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C6);
g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C7);
g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C8);
g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C9);
g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C0);
g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cq);
g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cw);
g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Ce);
g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cr);
g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Ct);
g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cy);
g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cu);
g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Ci);
g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Co);
g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_UP);
g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_DOWN);
g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_BACK);
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}
int iNextGameplayButton = 0;
int iNextDebugButton = 0;
FOREACH( IDebugLine*, *g_pvpSubscribers, p )
{
if( (*p)->GameplayOnly() )
(*p)->m_Button = g_Mappings.gameplayButton[iNextGameplayButton++];
else
(*p)->m_Button = g_Mappings.debugButton[iNextDebugButton++];
}
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m_Quad.StretchTo( RectF( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT ) );
m_Quad.SetDiffuse( RageColor(0, 0, 0, 0.5f) );
this->AddChild( &m_Quad );
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m_textHeader.LoadFromFont( THEME->GetPathF("Common", "normal") );
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m_textHeader.SetHorizAlign( Actor::align_left );
m_textHeader.SetX( SCREEN_LEFT+20 );
m_textHeader.SetY( SCREEN_TOP+20 );
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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FOREACH_CONST( IDebugLine*, *g_pvpSubscribers, p )
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{
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{
BitmapText *pT1 = new BitmapText;
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pT1->LoadFromFont( THEME->GetPathF("Common", "normal") );
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pT1->SetHorizAlign( Actor::align_right );
pT1->SetText( "blah" );
pT1->SetShadowLength( 2 );
m_vptextButton.push_back( pT1 );
this->AddChild( pT1 );
}
{
BitmapText *pT2 = new BitmapText;
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pT2->LoadFromFont( THEME->GetPathF("Common", "normal") );
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pT2->SetHorizAlign( Actor::align_left );
pT2->SetText( "blah" );
pT2->SetShadowLength( 2 );
m_vptextFunction.push_back( pT2 );
this->AddChild( pT2 );
}
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}
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Update( 0 );
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}
void ScreenDebugOverlay::Update( float fDeltaTime )
{
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{
float fRate = 1;
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if( INPUTFILTER->IsBeingPressed(g_Mappings.holdForFast) )
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{
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if( INPUTFILTER->IsBeingPressed(g_Mappings.holdForSlow) )
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fRate = 0; /* both; stop time */
else
fRate *= 4;
}
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else if( INPUTFILTER->IsBeingPressed(g_Mappings.holdForSlow) )
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{
fRate /= 4;
}
if( g_bIsHalt )
fRate = 0;
else if( g_bIsSlow )
fRate /= 4;
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GameLoop::SetUpdateRate( fRate );
}
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bool bCenteringNeedsUpdate = g_fImageScaleCurrent != g_fImageScaleDestination;
fapproach( g_fImageScaleCurrent, g_fImageScaleDestination, fDeltaTime );
if( bCenteringNeedsUpdate )
{
DISPLAY->ChangeCentering(
PREFSMAN->m_iCenterImageTranslateX,
PREFSMAN->m_iCenterImageTranslateY,
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PREFSMAN->m_fCenterImageAddWidth - (int)SCREEN_WIDTH + (int)(g_fImageScaleCurrent*SCREEN_WIDTH),
PREFSMAN->m_fCenterImageAddHeight - (int)SCREEN_HEIGHT + (int)(g_fImageScaleCurrent*SCREEN_HEIGHT) );
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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 )
return;
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UpdateText();
}
void ScreenDebugOverlay::UpdateText()
{
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/* Highlight options that aren't the default. */
const RageColor off(0.6f, 0.6f, 0.6f, 1.0f);
const RageColor on(1, 1, 1, 1);
const unsigned NUM_DEBUG_LINES = g_pvpSubscribers->size();
FOREACH_CONST( IDebugLine*, *g_pvpSubscribers, p )
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{
int i = p-g_pvpSubscribers->begin();
float fOffsetFromCenterIndex = i - (NUM_DEBUG_LINES-1)/2.0f;
float fY = SCREEN_CENTER_Y+10 + fOffsetFromCenterIndex * 16;
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BitmapText &txt1 = *m_vptextButton[i];
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txt1.SetX( SCREEN_CENTER_X-50 );
txt1.SetY( fY );
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txt1.SetZoom( 0.7f );
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BitmapText &txt2 = *m_vptextFunction[i];
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txt2.SetX( SCREEN_CENTER_X-30 );
txt2.SetY( fY );
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txt2.SetZoom( 0.7f );
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RString s1 = (*p)->GetDescription();
RString s2 = (*p)->GetValue();
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bool bOn = (*p)->IsEnabled();
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txt1.SetDiffuse( bOn ? on:off );
txt2.SetDiffuse( bOn ? on:off );
RString sButton = GetDebugButtonName( *p );
if( !sButton.empty() )
sButton += ": ";
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txt1.SetText( sButton );
if( !s2.empty() )
s1 += " - ";
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txt2.SetText( s1 + s2 );
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}
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if( g_bIsHalt )
{
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/* 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" );
}
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}
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}
bool ScreenDebugOverlay::OverlayInput( const InputEventPlus &input )
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{
if( input.DeviceI == g_Mappings.holdForDebug1 ||
input.DeviceI == g_Mappings.holdForDebug2 )
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{
bool bHoldingBoth =
(!g_Mappings.holdForDebug1.IsValid() || INPUTFILTER->IsBeingPressed(g_Mappings.holdForDebug1)) &&
(!g_Mappings.holdForDebug2.IsValid() || INPUTFILTER->IsBeingPressed(g_Mappings.holdForDebug2));
if( bHoldingBoth )
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g_bIsDisplayed = true;
else
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g_bIsDisplayed = false;
}
FOREACH_CONST( IDebugLine*, *g_pvpSubscribers, p )
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{
int i = p-g_pvpSubscribers->begin();
// Gameplay buttons are available only in gameplay. Non-gameplay buttons are
// only available when the screen is displayed.
if( (*p)->GameplayOnly() && !IsGameplay() )
continue;
if( !(*p)->GameplayOnly() && !g_bIsDisplayed )
continue;
if( input.DeviceI == (*p)->m_Button )
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{
if( input.type != IET_FIRST_PRESS )
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return true; /* eat the input but do nothing */
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BitmapText &txt1 = *m_vptextButton[i];
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txt1.FinishTweening();
float fZoom = txt1.GetZoom();
txt1.SetZoom( fZoom * 1.2f );
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txt1.BeginTweening( 0.2f, TWEEN_LINEAR );
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txt1.SetZoom( fZoom );
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RString sMessage;
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(*p)->Do( sMessage );
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if( !sMessage.empty() )
SCREENMAN->SystemMessage( sMessage );
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UpdateText();
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return true;
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}
}
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return false;
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}
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//
// DebugLine helpers
//
static void SetSpeed()
{
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// PauseMusic( g_bIsHalt );
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}
void ChangeVolume( float fDelta )
{
float fVol = PREFSMAN->m_fSoundVolume;
fVol += fDelta;
CLAMP( fVol, 0.0f, 1.0f );
PREFSMAN->m_fSoundVolume.Set( fVol );
SOUNDMAN->SetMixVolume( PREFSMAN->m_fSoundVolume );
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}
//
// DebugLines
//
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#define DECLARE_ONE( x ) static x g_##x
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static LocalizedString AUTO_PLAY ( "ScreenDebugOverlay", "AutoPlay" );
static LocalizedString ASSIST_TICK ( "ScreenDebugOverlay", "AssistTick" );
static LocalizedString AUTOSYNC ( "ScreenDebugOverlay", "Autosync" );
static LocalizedString COIN_MODE ( "ScreenDebugOverlay", "CoinMode" );
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static LocalizedString HALT ( "ScreenDebugOverlay", "Halt" );
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static LocalizedString LIGHTS_DEBUG ( "ScreenDebugOverlay", "Lights Debug" );
static LocalizedString MONKEY_INPUT ( "ScreenDebugOverlay", "Monkey Input" );
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static LocalizedString RENDERING_STATS ( "ScreenDebugOverlay", "Rendering Stats" );
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static LocalizedString VSYNC ( "ScreenDebugOverlay", "Vsync" );
static LocalizedString MULTITEXTURE ( "ScreenDebugOverlay", "Multitexture" );
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static LocalizedString SCREEN_TEST_MODE ( "ScreenDebugOverlay", "Screen Test Mode" );
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static LocalizedString CLEAR_MACHINE_STATS ( "ScreenDebugOverlay", "Clear Machine Stats" );
static LocalizedString FILL_MACHINE_STATS ( "ScreenDebugOverlay", "Fill Machine Stats" );
static LocalizedString SEND_NOTES_ENDED ( "ScreenDebugOverlay", "Send Notes Ended" );
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static LocalizedString RELOAD ( "ScreenDebugOverlay", "Reload" );
static LocalizedString RELOAD_THEME_AND_TEXTURES( "ScreenDebugOverlay", "Reload Theme and Textures" );
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static LocalizedString WRITE_PROFILES ( "ScreenDebugOverlay", "Write Profiles" );
static LocalizedString WRITE_PREFERENCES ( "ScreenDebugOverlay", "Write Preferences" );
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static LocalizedString MENU_TIMER ( "ScreenDebugOverlay", "Menu Timer" );
static LocalizedString FLUSH_LOG ( "ScreenDebugOverlay", "Flush Log" );
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static LocalizedString PULL_BACK_CAMERA ( "ScreenDebugOverlay", "Pull Back Camera" );
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static LocalizedString VOLUME_UP ( "ScreenDebugOverlay", "Volume Up" );
static LocalizedString VOLUME_DOWN ( "ScreenDebugOverlay", "Volume Down" );
static LocalizedString UPTIME ( "ScreenDebugOverlay", "Uptime" );
static LocalizedString FORCE_CRASH ( "ScreenDebugOverlay", "Force Crash" );
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static LocalizedString SLOW ( "ScreenDebugOverlay", "Slow" );
static LocalizedString ON ( "ScreenDebugOverlay", "on" );
static LocalizedString OFF ( "ScreenDebugOverlay", "off" );
static LocalizedString CPU ( "ScreenDebugOverlay", "CPU" );
static LocalizedString SONG ( "ScreenDebugOverlay", "Song" );
static LocalizedString MACHINE ( "ScreenDebugOverlay", "Machine" );
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class DebugLineAutoplay : public IDebugLine
{
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virtual RString GetDescription() { return AUTO_PLAY.GetValue(); }
virtual RString GetValue()
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{
switch( PREFSMAN->m_AutoPlay )
{
case PC_HUMAN: return OFF.GetValue(); break;
case PC_AUTOPLAY: return ON.GetValue(); break;
case PC_CPU: return CPU.GetValue(); break;
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default: ASSERT(0); return RString();
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}
}
virtual bool GameplayOnly() const { return true; }
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virtual bool IsEnabled() { return PREFSMAN->m_AutoPlay.Get() != PC_HUMAN; }
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virtual void Do( RString &sMessageOut )
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{
PlayerController pc = (PlayerController)(PREFSMAN->m_AutoPlay+1);
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wrap( (int&)pc, NUM_PlayerController );
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PREFSMAN->m_AutoPlay.Set( pc );
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FOREACH_HumanPlayer(p)
GAMESTATE->m_pPlayerState[p]->m_PlayerController = PREFSMAN->m_AutoPlay;
FOREACH_MultiPlayer(p)
GAMESTATE->m_pMultiPlayerState[p]->m_PlayerController = PREFSMAN->m_AutoPlay;
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IDebugLine::Do( sMessageOut );
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}
};
class DebugLineAssistTick : public IDebugLine
{
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virtual RString GetDescription() { return ASSIST_TICK.GetValue(); }
virtual RString GetValue() { return IsEnabled() ? ON.GetValue():OFF.GetValue(); }
virtual bool GameplayOnly() const { return true; }
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virtual bool IsEnabled() { return GAMESTATE->m_SongOptions.m_bAssistTick; }
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virtual void Do( RString &sMessageOut )
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{
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_AssistTickChanged );
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IDebugLine::Do( sMessageOut );
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}
};
class DebugLineAutosync : public IDebugLine
{
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virtual RString GetDescription() { return AUTOSYNC.GetValue(); }
virtual RString GetValue()
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{
switch( GAMESTATE->m_SongOptions.m_AutosyncType )
{
case SongOptions::AUTOSYNC_OFF: return OFF.GetValue(); break;
case SongOptions::AUTOSYNC_SONG: return SONG.GetValue(); break;
case SongOptions::AUTOSYNC_MACHINE: return MACHINE.GetValue(); break;
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default: ASSERT(0);
}
}
virtual bool GameplayOnly() const { return true; }
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virtual bool IsEnabled() { return GAMESTATE->m_SongOptions.m_AutosyncType!=SongOptions::AUTOSYNC_OFF; }
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virtual void Do( RString &sMessageOut )
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{
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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_AutosyncChanged );
IDebugLine::Do( sMessageOut );
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}
};
class DebugLineCoinMode : public IDebugLine
{
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virtual RString GetDescription() { return COIN_MODE.GetValue(); }
virtual RString GetValue() { return CoinModeToString(PREFSMAN->m_CoinMode); }
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virtual bool IsEnabled() { return true; }
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virtual void Do( RString &sMessageOut )
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{
CoinMode cm = (CoinMode)(PREFSMAN->m_CoinMode+1);
wrap( (int&)cm, NUM_COIN_MODES );
PREFSMAN->m_CoinMode.Set( cm );
SCREENMAN->RefreshCreditsMessages();
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IDebugLine::Do( sMessageOut );
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}
};
class DebugLineSlow : public IDebugLine
{
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virtual RString GetDescription() { return SLOW.GetValue(); }
virtual RString GetValue() { return IsEnabled() ? ON.GetValue():OFF.GetValue(); }
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virtual bool IsEnabled() { return g_bIsSlow; }
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virtual void Do( RString &sMessageOut )
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{
g_bIsSlow = !g_bIsSlow;
SetSpeed();
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IDebugLine::Do( sMessageOut );
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}
};
class DebugLineHalt : public IDebugLine
{
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virtual RString GetDescription() { return HALT.GetValue(); }
virtual RString GetValue() { return IsEnabled() ? ON.GetValue():OFF.GetValue(); }
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virtual bool IsEnabled() { return g_bIsHalt; }
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virtual void Do( RString &sMessageOut )
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{
g_bIsHalt = !g_bIsHalt;
g_HaltTimer.Touch();
SetSpeed();
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IDebugLine::Do( sMessageOut );
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}
};
class DebugLineLightsDebug : public IDebugLine
{
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virtual RString GetDescription() { return LIGHTS_DEBUG.GetValue(); }
virtual RString GetValue() { return IsEnabled() ? ON.GetValue():OFF.GetValue(); }
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virtual bool IsEnabled() { return PREFSMAN->m_bDebugLights.Get(); }
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virtual void Do( RString &sMessageOut )
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{
PREFSMAN->m_bDebugLights.Set( !PREFSMAN->m_bDebugLights );
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IDebugLine::Do( sMessageOut );
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}
};
class DebugLineMonkeyInput : public IDebugLine
{
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virtual RString GetDescription() { return MONKEY_INPUT.GetValue(); }
virtual RString GetValue() { return IsEnabled() ? ON.GetValue():OFF.GetValue(); }
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virtual bool IsEnabled() { return PREFSMAN->m_bMonkeyInput.Get(); }
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virtual void Do( RString &sMessageOut )
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{
PREFSMAN->m_bMonkeyInput.Set( !PREFSMAN->m_bMonkeyInput );
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IDebugLine::Do( sMessageOut );
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}
};
class DebugLineStats : public IDebugLine
{
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virtual RString GetDescription() { return RENDERING_STATS.GetValue(); }
virtual RString GetValue() { return IsEnabled() ? ON.GetValue():OFF.GetValue(); }
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virtual bool IsEnabled() { return PREFSMAN->m_bShowStats.Get(); }
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virtual void Do( RString &sMessageOut )
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{
PREFSMAN->m_bShowStats.Set( !PREFSMAN->m_bShowStats );
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IDebugLine::Do( sMessageOut );
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}
};
class DebugLineVsync : public IDebugLine
{
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virtual RString GetDescription() { return VSYNC.GetValue(); }
virtual RString GetValue() { return IsEnabled() ? ON.GetValue():OFF.GetValue(); }
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virtual bool IsEnabled() { return PREFSMAN->m_bVsync.Get(); }
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virtual void Do( RString &sMessageOut )
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{
PREFSMAN->m_bVsync.Set( !PREFSMAN->m_bVsync );
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StepMania::ApplyGraphicOptions();
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IDebugLine::Do( sMessageOut );
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}
};
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class DebugLineAllowMultitexture : public IDebugLine
{
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virtual RString GetDescription() { return MULTITEXTURE.GetValue(); }
virtual RString GetValue() { return IsEnabled() ? ON.GetValue():OFF.GetValue(); }
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virtual bool IsEnabled() { return PREFSMAN->m_bAllowMultitexture.Get(); }
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virtual void Do( RString &sMessageOut )
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{
PREFSMAN->m_bAllowMultitexture.Set( !PREFSMAN->m_bAllowMultitexture );
IDebugLine::Do( sMessageOut );
}
};
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class DebugLineScreenTestMode : public IDebugLine
{
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virtual RString GetDescription() { return SCREEN_TEST_MODE.GetValue(); }
virtual RString GetValue() { return IsEnabled() ? ON.GetValue():OFF.GetValue(); }
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virtual bool IsEnabled() { return PREFSMAN->m_bScreenTestMode.Get(); }
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virtual void Do( RString &sMessageOut )
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{
PREFSMAN->m_bScreenTestMode.Set( !PREFSMAN->m_bScreenTestMode );
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IDebugLine::Do( sMessageOut );
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}
};
class DebugLineClearMachineStats : public IDebugLine
{
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virtual RString GetDescription() { return CLEAR_MACHINE_STATS.GetValue(); }
virtual RString GetValue() { return RString(); }
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virtual bool IsEnabled() { return true; }
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virtual void Do( RString &sMessageOut )
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{
GameCommand gc;
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ClearMachineStats();
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IDebugLine::Do( sMessageOut );
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}
};
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static HighScore MakeRandomHighScore( float fPercentDP )
{
HighScore hs;
hs.SetName( "FAKE" );
hs.SetGrade( (Grade)SCALE( rand()%5, 0, 4, Grade_Tier01, Grade_Tier05 ) );
hs.SetScore( rand()%100*1000 );
hs.SetPercentDP( fPercentDP );
hs.SetSurviveSeconds( randomf(30.0f, 100.0f) );
PlayerOptions po;
po.ChooseRandomModifiers();
hs.SetModifiers( po.GetString() );
hs.SetDateTime( DateTime::GetNowDateTime() );
hs.SetPlayerGuid( Profile::MakeGuid() );
hs.SetMachineGuid( Profile::MakeGuid() );
hs.SetProductID( rand()%10 );
FOREACH_TapNoteScore( tns )
hs.SetTapNoteScore( tns, rand() % 100 );
FOREACH_HoldNoteScore( hns )
hs.SetHoldNoteScore( hns, rand() % 100 );
RadarValues rv;
FOREACH_RadarCategory( rc )
rv.m_Values.f[rc] = randomf( 0, 1 );
hs.SetRadarValues( rv );
return hs;
}
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static void FillProfileStats( Profile *pProfile )
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{
// Choose a percent for all scores. This is useful for testing unlocks
// where some elements are unlocked at a certain percent complete
float fPercentDP = randomf( 0.6f, 1.2f );
CLAMP( fPercentDP, 0.0f, 1.0f );
int iCount = pProfile->IsMachine()?
PREFSMAN->m_iMaxHighScoresPerListForMachine.Get():
PREFSMAN->m_iMaxHighScoresPerListForPlayer.Get();
vector<Song*> vpAllSongs = SONGMAN->GetAllSongs();
FOREACH( Song*, vpAllSongs, pSong )
{
vector<Steps*> vpAllSteps = (*pSong)->GetAllSteps();
FOREACH( Steps*, vpAllSteps, pSteps )
{
pProfile->IncrementStepsPlayCount( *pSong, *pSteps );
for( int i=0; i<iCount; i++ )
{
int iIndex = 0;
pProfile->AddStepsHighScore( *pSong, *pSteps, MakeRandomHighScore(fPercentDP), iIndex );
}
}
}
vector<Course*> vpAllCourses;
SONGMAN->GetAllCourses( vpAllCourses, true );
FOREACH( Course*, vpAllCourses, pCourse )
{
vector<Trail*> vpAllTrails;
(*pCourse)->GetAllTrails( vpAllTrails );
FOREACH( Trail*, vpAllTrails, pTrail )
{
pProfile->IncrementCoursePlayCount( *pCourse, *pTrail );
for( int i=0; i<iCount; i++ )
{
int iIndex = 0;
pProfile->AddCourseHighScore( *pCourse, *pTrail, MakeRandomHighScore(fPercentDP), iIndex );
}
}
}
}
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class DebugLineFillMachineStats : public IDebugLine
{
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virtual RString GetDescription() { return FILL_MACHINE_STATS.GetValue(); }
virtual RString GetValue() { return RString(); }
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virtual bool IsEnabled() { return true; }
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virtual void Do( RString &sMessageOut )
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{
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Profile* pProfile = PROFILEMAN->GetMachineProfile();
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FillProfileStats( pProfile );
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PROFILEMAN->SaveMachineProfile();
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IDebugLine::Do( sMessageOut );
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}
};
class DebugLineSendNotesEnded : public IDebugLine
{
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virtual RString GetDescription() { return SEND_NOTES_ENDED.GetValue(); }
virtual RString GetValue() { return RString(); }
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virtual bool IsEnabled() { return true; }
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virtual void Do( RString &sMessageOut )
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{
SCREENMAN->PostMessageToTopScreen( SM_NotesEnded, 0 );
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IDebugLine::Do( sMessageOut );
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}
};
class DebugLineReloadCurrentScreen : public IDebugLine
{
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virtual RString GetDescription() { return RELOAD.GetValue(); }
virtual RString GetValue() { return SCREENMAN ? SCREENMAN->GetTopScreen()->GetName() : RString(); }
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virtual bool IsEnabled() { return true; }
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virtual void Do( RString &sMessageOut )
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{
SOUND->StopMusic();
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StepMania::ResetGame();
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SCREENMAN->SetNewScreen( SCREENMAN->GetTopScreen()->GetName() );
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IDebugLine::Do( sMessageOut );
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sMessageOut = "";
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}
};
class DebugLineReloadTheme : public IDebugLine
{
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virtual RString GetDescription() { return RELOAD_THEME_AND_TEXTURES.GetValue(); }
virtual RString GetValue() { return RString(); }
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virtual bool IsEnabled() { return true; }
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virtual void Do( RString &sMessageOut )
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{
THEME->ReloadMetrics();
TEXTUREMAN->ReloadAll();
NOTESKIN->RefreshNoteSkinData( GAMESTATE->m_pCurGame );
CodeDetector::RefreshCacheItems();
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// HACK: Don't update text below. Return immediately because this screen
// was just destroyed as part of the theme reload.
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IDebugLine::Do( sMessageOut );
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}
};
class DebugLineWriteProfiles : public IDebugLine
{
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virtual RString GetDescription() { return WRITE_PROFILES.GetValue(); }
virtual RString GetValue() { return RString(); }
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virtual bool IsEnabled() { return true; }
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virtual void Do( RString &sMessageOut )
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{
// 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) )
continue;
bool bWasMemoryCard = PROFILEMAN->ProfileWasLoadedFromMemoryCard(p);
if( bWasMemoryCard )
MEMCARDMAN->MountCard( p );
PROFILEMAN->SaveProfile( p );
if( bWasMemoryCard )
MEMCARDMAN->UnmountCard( p );
}
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IDebugLine::Do( sMessageOut );
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}
};
class DebugLineWritePreferences : public IDebugLine
{
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virtual RString GetDescription() { return WRITE_PREFERENCES.GetValue(); }
virtual RString GetValue() { return RString(); }
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virtual bool IsEnabled() { return true; }
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virtual void Do( RString &sMessageOut )
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{
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PREFSMAN->SavePrefsToDisk();
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IDebugLine::Do( sMessageOut );
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}
};
class DebugLineMenuTimer : public IDebugLine
{
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virtual RString GetDescription() { return MENU_TIMER.GetValue(); }
virtual RString GetValue() { return RString(); }
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virtual bool IsEnabled() { return PREFSMAN->m_bMenuTimer.Get(); }
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virtual void Do( RString &sMessageOut )
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{
PREFSMAN->m_bMenuTimer.Set( !PREFSMAN->m_bMenuTimer );
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IDebugLine::Do( sMessageOut );
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}
};
class DebugLineFlushLog : public IDebugLine
{
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virtual RString GetDescription() { return FLUSH_LOG.GetValue(); }
virtual RString GetValue() { return RString(); }
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virtual bool IsEnabled() { return true; }
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virtual void Do( RString &sMessageOut )
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{
LOG->Flush();
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IDebugLine::Do( sMessageOut );
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}
};
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class DebugLinePullBackCamera : public IDebugLine
{
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virtual RString GetDescription() { return PULL_BACK_CAMERA.GetValue(); }
virtual RString GetValue() { return RString(); }
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virtual bool IsEnabled() { return g_fImageScaleDestination != 1; }
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virtual void Do( RString &sMessageOut )
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{
if( g_fImageScaleDestination == 1 )
g_fImageScaleDestination = 0.5f;
else
g_fImageScaleDestination = 1;
IDebugLine::Do( sMessageOut );
}
};
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class DebugLineVolumeUp : public IDebugLine
{
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virtual RString GetDescription() { return VOLUME_UP.GetValue(); }
virtual RString GetValue() { return ssprintf("%.0f%%",PREFSMAN->m_fSoundVolume.Get()*100); }
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virtual bool IsEnabled() { return true; }
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virtual void Do( RString &sMessageOut )
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{
ChangeVolume( +0.1f );
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IDebugLine::Do( sMessageOut );
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}
};
class DebugLineVolumeDown : public IDebugLine
{
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virtual RString GetDescription() { return VOLUME_DOWN.GetValue(); }
virtual RString GetValue() { return RString(); }
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virtual bool IsEnabled() { return true; }
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virtual void Do( RString &sMessageOut )
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{
ChangeVolume( -0.1f );
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IDebugLine::Do( sMessageOut );
sMessageOut += " - " + ssprintf("%.0f%%",PREFSMAN->m_fSoundVolume.Get()*100);
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}
};
class DebugLineForceCrash : public IDebugLine
{
virtual RString GetDescription() { return FORCE_CRASH.GetValue(); }
virtual RString GetValue() { return RString(); }
virtual bool IsEnabled() { return false; }
virtual void Do( RString &sMessageOut ) { FAIL_M("DebugLineCrash"); }
};
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class DebugLineUptime : public IDebugLine
{
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virtual RString GetDescription() { return UPTIME.GetValue(); }
virtual RString GetValue() { return SecondsToMMSSMsMsMs(RageTimer::GetTimeSinceStart()); }
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virtual bool IsEnabled() { return false; }
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virtual void Do( RString &sMessageOut ) {}
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};
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/* #ifdef out the lines below if you don't want them to appear on certain
* platforms. This is easier than #ifdefing the whole DebugLine definitions
* that can span pages.
*/
DECLARE_ONE( DebugLineAutoplay );
DECLARE_ONE( DebugLineAssistTick );
DECLARE_ONE( DebugLineAutosync );
DECLARE_ONE( DebugLineCoinMode );
DECLARE_ONE( DebugLineSlow );
DECLARE_ONE( DebugLineHalt );
DECLARE_ONE( DebugLineLightsDebug );
DECLARE_ONE( DebugLineMonkeyInput );
DECLARE_ONE( DebugLineStats );
DECLARE_ONE( DebugLineVsync );
DECLARE_ONE( DebugLineAllowMultitexture );
DECLARE_ONE( DebugLineScreenTestMode );
DECLARE_ONE( DebugLineClearMachineStats );
DECLARE_ONE( DebugLineFillMachineStats );
DECLARE_ONE( DebugLineSendNotesEnded );
DECLARE_ONE( DebugLineReloadCurrentScreen );
DECLARE_ONE( DebugLineReloadTheme );
DECLARE_ONE( DebugLineWriteProfiles );
DECLARE_ONE( DebugLineWritePreferences );
DECLARE_ONE( DebugLineMenuTimer );
DECLARE_ONE( DebugLineFlushLog );
DECLARE_ONE( DebugLinePullBackCamera );
DECLARE_ONE( DebugLineVolumeUp );
DECLARE_ONE( DebugLineVolumeDown );
DECLARE_ONE( DebugLineForceCrash );
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DECLARE_ONE( DebugLineUptime );
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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.
*/