remove ScreenAutoGraphicDetail (in favor of specific presets for each card)
This commit is contained in:
@@ -294,7 +294,6 @@ void Screen::ClearMessageQueue( const ScreenMessage SM )
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#include "ScreenRaveOptions.h"
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#include "ScreenSelectMode.h"
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#include "ScreenBackgroundOptions.h"
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#include "ScreenAutoGraphicDetail.h"
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Screen* Screen::Create( CString sClassName )
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{
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@@ -360,7 +359,6 @@ Screen* Screen::Create( CString sClassName )
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IF_RETURN( ScreenSelectCharacter );
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IF_RETURN( ScreenRaveOptions );
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IF_RETURN( ScreenBackgroundOptions );
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IF_RETURN( ScreenAutoGraphicDetail );
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RageException::Throw( "Invalid Screen class name '%s'", sClassName.c_str() );
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}
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@@ -1,161 +0,0 @@
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#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenAutoGraphicDetail
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ScreenAutoGraphicDetail.h"
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#include "ThemeManager.h"
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#include "GameState.h"
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#include "GameDef.h"
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#include "RageLog.h"
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#include "SongManager.h"
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#include "NoteFieldPositioning.h"
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#include "GameManager.h"
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#include "PrefsManager.h"
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#include "StepMania.h"
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#include "ScreenManager.h"
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#include "RageTimer.h"
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#include "RageDisplay.h"
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#define SONG_BPM THEME->GetMetricF("ScreenAutoGraphicDetail","SongBPM")
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#define SECONDS_TO_SHOW THEME->GetMetricF("ScreenAutoGraphicDetail","SecondsToShow")
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enum Detail { low, medium, high, NUM_DETAIL_SETTINGS };
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struct DetailSettings
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{
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int width, height, displaybpp, texturebpp;
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};
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/* XXX: It'd be nice to set 800x600 or 1024x768 (instead of increasing the framebuffer
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* bit depth), and to increase the refresh rate to 70 or so; it makes a huge difference,
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* and many people I see playing games play them at the default resolution and refresh,
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* never changing anything.
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*
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* However, on some systems the change will succeed but the monitor won't actually
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* be able to handle it. Should we do the "press a key in 15 seconds" deal like
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* Windows does? */
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const DetailSettings g_DetailSettings[NUM_DETAIL_SETTINGS] = {
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{ 320, 240, 16, 16 },
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{ 640, 480, 16, 16 },
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{ 640, 480, 32, 32 },
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};
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void ApplyDetailSetting( Detail detail )
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{
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PREFSMAN->m_bVsync = false; // TODO: preserve vsync pref
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PREFSMAN->m_iDisplayWidth = g_DetailSettings[detail].width;
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PREFSMAN->m_iDisplayHeight = g_DetailSettings[detail].height;
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PREFSMAN->m_iDisplayColorDepth = g_DetailSettings[detail].displaybpp;
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PREFSMAN->m_iTextureColorDepth = g_DetailSettings[detail].texturebpp;
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ApplyGraphicOptions();
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}
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ScreenAutoGraphicDetail::ScreenAutoGraphicDetail() : Screen("ScreenAutoGraphicDetail")
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{
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ApplyDetailSetting( medium );
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m_Background.LoadFromAniDir( THEME->GetPathToB("ScreenAutoGraphicDetail background") );
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this->AddChild( &m_Background );
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GAMESTATE->m_CurStyle = STYLE_DANCE_VERSUS;
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NotesType nt = GAMESTATE->GetCurrentStyleDef()->m_NotesType;
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int iNumOfTracks = GAMEMAN->NotesTypeToNumTracks( nt );
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ASSERT(iNumOfTracks > 0); // crazy to have less than 1 track....
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NoteData* pND = new NoteData;
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pND->SetNumTracks( iNumOfTracks );
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float fSongBPM = SONG_BPM;
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float fSongBPS = fSongBPM / 60.f;
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int iBeatsToPlay = int(fSongBPS * SECONDS_TO_SHOW);
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for( int i=0; i<iBeatsToPlay; i++ )
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{
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float fBeat = float(i)+2;
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int iTrack = i % iNumOfTracks;
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bool bIsHold = ((i / iNumOfTracks) % 2) == 1;
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if( bIsHold )
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pND->AddHoldNote( HoldNote(iTrack, fBeat, fBeat+1) );
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else
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{
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pND->SetTapNote( iTrack, BeatToNoteRow(fBeat), TAP_TAP );
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pND->SetTapNote( iTrack, BeatToNoteRow(fBeat+0.5f), TAP_TAP );
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}
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}
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m_pSong = new Song;
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m_pSong->AddBPMSegment( BPMSegment(0,fSongBPM) );
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GAMESTATE->m_pCurSong = m_pSong;
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GAMESTATE->m_bPastHereWeGo = true;
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue; // skip
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GAMESTATE->m_PlayerController[p] = PC_AUTOPLAY;
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m_Player[p].Load( (PlayerNumber)p, pND, NULL, NULL, NULL, NULL );
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m_Player[p].SetX( (float) GAMESTATE->GetCurrentStyleDef()->m_iCenterX[p] );
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this->AddChild( &m_Player[p] );
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}
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delete pND;
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m_Overlay.LoadFromAniDir( THEME->GetPathToB("ScreenAutoGraphicDetail overlay") );
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this->AddChild( &m_Overlay );
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m_textMessage.LoadFromFont( THEME->GetPathToF("Common normal") );
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m_textMessage.SetXY( CENTER_X, CENTER_Y );
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this->AddChild( &m_textMessage );
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m_fFakeSecondsIntoSong = 0;
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this->ClearMessageQueue();
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this->PostScreenMessage( SM_BeginFadingOut, SECONDS_TO_SHOW );
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}
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ScreenAutoGraphicDetail::~ScreenAutoGraphicDetail()
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{
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delete m_pSong;
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}
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void ScreenAutoGraphicDetail::Update( float fDelta )
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{
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m_fFakeSecondsIntoSong += fDelta;
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GAMESTATE->UpdateSongPosition( m_fFakeSecondsIntoSong );
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int iThisSecond = (int)RageTimer::GetTimeSinceStart();
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int iLastSecond = (int)(RageTimer::GetTimeSinceStart()-fDelta);
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if( iThisSecond != iLastSecond )
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m_textMessage.SetText( ssprintf("Analyzing peformance... (FPS: %d)", DISPLAY->GetCumFPS()) );
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Screen::Update( fDelta );
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}
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void ScreenAutoGraphicDetail::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_BeginFadingOut:
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int cumFPS = DISPLAY->GetCumFPS();
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if( cumFPS > 120 )
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ApplyDetailSetting( high );
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else if( cumFPS < 60 )
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ApplyDetailSetting( low );
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else
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ApplyDetailSetting( medium );
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GAMESTATE->m_pCurSong = NULL;
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SCREENMAN->SetNewScreen( THEME->GetMetric("Common","InitialScreen") );
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break;
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}
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}
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@@ -1,35 +0,0 @@
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/*
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-----------------------------------------------------------------------------
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Class: ScreenAutoGraphicDetail
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Desc: Base class for all attraction screens.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "Screen.h"
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#include "Player.h"
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class ScreenAutoGraphicDetail : public Screen
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{
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public:
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ScreenAutoGraphicDetail();
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~ScreenAutoGraphicDetail();
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virtual void Update( float fDelta );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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protected:
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BGAnimation m_Background;
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Player m_Player[NUM_PLAYERS];
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BGAnimation m_Overlay;
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BitmapText m_textMessage;
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Song* m_pSong;
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float m_fFakeSecondsIntoSong;
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};
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@@ -27,7 +27,6 @@
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enum {
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OM_APPEARANCE,
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OM_AUTO_GRAPHIC,
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OM_AUTOGEN,
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OM_BACKGROUND,
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OM_CONFIG_KEY_JOY,
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@@ -41,7 +40,6 @@ enum {
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OptionRow g_OptionsMenuLines[NUM_OPTIONS_MENU_LINES] = {
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OptionRow( "", "Appearance Options" ),
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OptionRow( "", "Auto Adjust Graphic Detail" ),
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OptionRow( "", "Autogen Options" ),
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OptionRow( "", "Background Options" ),
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OptionRow( "", "Config Key/Joy Mappings" ),
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@@ -97,7 +95,6 @@ void ScreenOptionsMenu::GoToNextState()
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switch( this->GetCurrentRow() )
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{
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case OM_APPEARANCE: SCREENMAN->SetNewScreen("ScreenAppearanceOptions"); break;
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case OM_AUTO_GRAPHIC: SCREENMAN->SetNewScreen("ScreenAutoGraphicDetail"); break;
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case OM_AUTOGEN: SCREENMAN->SetNewScreen("ScreenAutogenOptions"); break;
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case OM_BACKGROUND: SCREENMAN->SetNewScreen("ScreenBackgroundOptions"); break;
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case OM_CONFIG_KEY_JOY: SCREENMAN->SetNewScreen("ScreenMapControllers"); break;
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@@ -160,10 +160,7 @@ void ResetGame()
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}
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PREFSMAN->SaveGamePrefsToDisk();
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if( PREFSMAN->m_bFirstRun )
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SCREENMAN->SetNewScreen( "ScreenAutoGraphicDetail" );
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else
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SCREENMAN->SetNewScreen( THEME->GetMetric("Common","InitialScreen") );
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SCREENMAN->SetNewScreen( THEME->GetMetric("Common","InitialScreen") );
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PREFSMAN->m_bFirstRun = false;
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if( PREFSMAN->m_bAutoMapJoysticks )
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+15
-32
@@ -64,7 +64,7 @@ IntDir=.\../Debug6
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TargetDir=\stepmania\stepmania
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TargetName=StepMania-debug
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SOURCE="$(InputPath)"
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
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# End Special Build Tool
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@@ -82,25 +82,25 @@ PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania
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# PROP Intermediate_Dir "StepMania___Xbox_Debug___VC6"
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# PROP Ignore_Export_Lib 0
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# PROP Target_Dir ""
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XBCP=xbecopy.exe
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# ADD BASE XBCP /NOLOGO
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# ADD XBCP /NOLOGO
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XBE=imagebld.exe
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# ADD BASE XBE /nologo /stack:0x10000 /debug
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# ADD XBE /nologo /stack:0x10000 /debug
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CPP=cl.exe
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# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c
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# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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LINK32=link.exe
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# ADD BASE LINK32 $(intdir)\verstub.obj kernel32.lib shell32.lib user32.lib gdi32.lib advapi32.lib winmm.lib /nologo /pdb:"../debug6/StepMania-debug.pdb" /map /debug /machine:IX86 /nodefaultlib:"libcmtd.lib" /out:"../StepMania-debug.exe"
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# SUBTRACT BASE LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
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# ADD LINK32 $(intdir)\verstub.obj kernel32.lib shell32.lib user32.lib gdi32.lib advapi32.lib winmm.lib /nologo /pdb:"../debug6/StepMania-debug.pdb" /map /debug /machine:IX86 /nodefaultlib:"libcmtd.lib" /out:"../StepMania-debug.exe"
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# SUBTRACT LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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CPP=cl.exe
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# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c
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# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c
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XBE=imagebld.exe
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# ADD BASE XBE /nologo /stack:0x10000 /debug
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# ADD XBE /nologo /stack:0x10000 /debug
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XBCP=xbecopy.exe
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# ADD BASE XBCP /NOLOGO
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# ADD XBCP /NOLOGO
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# Begin Special Build Tool
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
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# End Special Build Tool
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@@ -140,7 +140,7 @@ IntDir=.\../Release6
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TargetDir=\stepmania\stepmania
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TargetName=StepMania
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SOURCE="$(InputPath)"
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
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# End Special Build Tool
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@@ -3236,23 +3236,6 @@ SOURCE=.\ScreenAutogenOptions.h
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# End Source File
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# Begin Source File
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SOURCE=.\ScreenAutoGraphicDetail.cpp
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!IF "$(CFG)" == "StepMania - Win32 Debug"
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!ELSEIF "$(CFG)" == "StepMania - Xbox Debug"
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!ELSEIF "$(CFG)" == "StepMania - Win32 Release"
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!ENDIF
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# End Source File
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# Begin Source File
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SOURCE=.\ScreenAutoGraphicDetail.h
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# End Source File
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# Begin Source File
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SOURCE=.\ScreenBackgroundOptions.cpp
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!IF "$(CFG)" == "StepMania - Win32 Debug"
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@@ -187,12 +187,6 @@ cl /Zl /nologo /c verstub.cpp /Fo"$(IntDir)"\
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<File
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RelativePath="ScreenAttract.h">
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</File>
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<File
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RelativePath="ScreenAutoGraphicDetail.cpp">
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</File>
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<File
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RelativePath="ScreenAutoGraphicDetail.h">
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</File>
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<File
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RelativePath="ScreenAutogenOptions.cpp">
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</File>
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Reference in New Issue
Block a user