merging and all that jazz

This commit is contained in:
AJ Kelly
2010-07-17 12:33:36 -05:00
6 changed files with 78 additions and 12 deletions
+4
View File
@@ -1751,6 +1751,10 @@ ScreenModsCommand=setupmusicstagemods
PreviousSongButton="MenuLeft"
NextSongButton="MenuRight"
#
ChangeStepsWithGameButtons=false
PreviousDifficultyButton="MenuUp"
NextDifficultyButton="MenuDown"
#
TwoPartSelection=false
TwoPartConfirmsOnly=false
TwoPartTimerSeconds=15
-1
View File
@@ -75,7 +75,6 @@ function OptionRowProTiming()
return t;
end;
function UserPrefGameplayShowScore()
local t = {
Name = "UserPrefGameplayShowScore";
+2 -2
View File
@@ -653,7 +653,7 @@ static const Style g_Style_Pump_HalfDouble =
{ TRACK_4, +PUMP_COL_SPACING*0.5f+4, NULL },
{ TRACK_5, +PUMP_COL_SPACING*1.5f+4, NULL },
{ TRACK_6, +PUMP_COL_SPACING*2.5f+4, NULL },
}
},
{ // PLAYER_2
{ TRACK_1, -PUMP_COL_SPACING*2.5f-4, NULL },
{ TRACK_2, -PUMP_COL_SPACING*1.5f-4, NULL },
@@ -783,7 +783,7 @@ static const Style g_Style_Pump_Couple_Edit =
{ TRACK_8, +PUMP_COL_SPACING*3.0f+4, NULL },
{ TRACK_9, +PUMP_COL_SPACING*4.0f+4, NULL },
{ TRACK_10, +PUMP_COL_SPACING*5.0f+4, NULL },
}
},
{ // PLAYER_2
{ TRACK_1, -PUMP_COL_SPACING*2.0f, NULL },
{ TRACK_2, -PUMP_COL_SPACING*1.0f, NULL },
+11 -8
View File
@@ -508,22 +508,23 @@ static bool LoadGlobalData( const RString &sPath, Song &out, bool &bKIUCompliant
tickToChange = (int)numTemp;
continue;
}
else if (BeginsWith(NoteRowString, "|B"))
if (BeginsWith(NoteRowString, "|B"))
{
bBPMChangeNeeded = true;
speedToChange = numTemp;
continue;
}
else if (BeginsWith(NoteRowString, "|E"))
if (BeginsWith(NoteRowString, "|E"))
{
bBPMStopNeeded = true;
timeToStop = (60 / out.m_Timing.GetBPMAtBeat(NoteRowToBeat(i)) * numTemp) / (float)iTickCount;
timeToStop = 60 / out.m_Timing.GetBPMAtBeat(NoteRowToBeat(i)) * numTemp / (float)tickToChange;
continue;
}
else if (BeginsWith(NoteRowString, "|D"))
if (BeginsWith(NoteRowString, "|D"))
{
bBPMStopNeeded = true;
timeToStop = numTemp / 1000.0f;
//bool bDelay = true;
timeToStop = numTemp / 1000.0f; // + out.m_Timing.GetStopAtRow(i-1, bDelay);
continue;
}
}
@@ -531,7 +532,7 @@ static bool LoadGlobalData( const RString &sPath, Song &out, bool &bKIUCompliant
{
// Quit while we're ahead if any bad syntax is spotted.
LOG->UserLog( "Song file", sPath, "has an invalid RowString \"%s\".",
NoteRowString.c_str() );
NoteRowString.c_str() );
return false;
}
}
@@ -542,8 +543,8 @@ static bool LoadGlobalData( const RString &sPath, Song &out, bool &bKIUCompliant
LOG->Trace( "Adding time signature of %i/4 at beat %f", iTickCount, fCurBeat );
TimeSignatureSegment seg;
seg.m_iStartRow = BeatToNoteRow(fCurBeat);
seg.m_iNumerator = iTickCount;
seg.m_iDenominator = 4;
seg.m_iNumerator = iTickCount;
seg.m_iDenominator = 4;
out.m_Timing.AddTimeSignatureSegment( seg );
bTickChangeNeeded = false;
}
@@ -563,6 +564,8 @@ static bool LoadGlobalData( const RString &sPath, Song &out, bool &bKIUCompliant
}
}
out.m_fMusicSampleLengthSeconds = 7.0f;
// Try to fill in missing bits of information from the pathname.
{
vector<RString> asBits;
+57 -1
View File
@@ -90,9 +90,18 @@ void ScreenSelectMusic::Init()
TWO_PART_CONFIRMS_ONLY.Load( m_sName, "TwoPartConfirmsOnly" );
TWO_PART_TIMER_SECONDS.Load( m_sName, "TwoPartTimerSeconds" );
WRAP_CHANGE_STEPS.Load( m_sName, "WrapChangeSteps" );
//To allow changing steps with gamebuttons -DaisuMaster
CHANGE_STEPS_WITH_GAME_BUTTONS.Load( m_sName, "ChangeStepsWithGameButtons" );
m_GameButtonPreviousSong = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"PreviousSongButton") );
m_GameButtonNextSong = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"NextSongButton") );
//Ask for those only if changing steps with gamebuttons is allowed -DaisuMaster
if( CHANGE_STEPS_WITH_GAME_BUTTONS )
{
m_GameButtonPreviousDifficulty = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"PreviousDifficultyButton") );
m_GameButtonNextDifficulty = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"NextDifficultyButton") );
}
FOREACH_ENUM( PlayerNumber, p )
{
@@ -552,6 +561,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
bool bLeftIsDown = false;
bool bRightIsDown = false;
FOREACH_HumanPlayer( p )
{
if( m_OptionsList[p].IsOpened() )
@@ -614,10 +624,31 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
}
}
// To allow changing steps with gamebuttons, NOT WITH THE GODDAMN CODEDETECTOR
// yeah, wanted this since a while ago... -DaisuMaster
if(CHANGE_STEPS_WITH_GAME_BUTTONS)
{
// avoid anything not being just press (read: release or repeat/hold)
if(input.type != IET_FIRST_PRESS)
return;
if(m_SelectionState == SelectionState_SelectingSong)
{
if(input.MenuI == m_GameButtonPreviousDifficulty)
{
ChangeSteps(input.pn, -1);
}
else if( input.MenuI == m_GameButtonNextDifficulty )
{
ChangeSteps(input.pn, +1);
}
}
}
// two part confirms only means we can actually change songs here,
// so we need some hackery. oops looks like this is never going into
// mainline sm4 then -aj
if(TWO_PART_CONFIRMS_ONLY)
if( TWO_PART_CONFIRMS_ONLY )
{
if( m_SelectionState == SelectionState_SelectingSteps )
{
@@ -643,6 +674,30 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
m_MusicWheel.ChangeMusicUnlessLocked( +1 );
}
}
// added an entry for difficulty change with
// gamebuttons -DaisuMaster
else if( input.MenuI == m_GameButtonPreviousDifficulty )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
else
{
m_SelectionState = SelectionState_SelectingSong;
MESSAGEMAN->Broadcast("TwoPartConfirmCanceled");
ChangeSteps( input.pn, -1);
}
}
else if( input.MenuI == m_GameButtonNextDifficulty )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
else
{
m_SelectionState = SelectionState_SelectingSong;
MESSAGEMAN->Broadcast("TwoPartConfirmCanceled");
ChangeSteps( input.pn, +1);
}
}
}
}
else
@@ -737,6 +792,7 @@ bool ScreenSelectMusic::DetectCodes( const InputEventPlus &input )
m_MusicWheel.SelectSection(sNewGroup);
m_MusicWheel.SetOpenSection(sNewGroup);
AfterMusicChange();
//m_MusicWheel.
}
}
else if( CodeDetector::EnteredCloseFolder(input.GameI.controller) )
+4
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@@ -89,6 +89,8 @@ protected:
ThemeMetric<float> TWO_PART_TIMER_SECONDS;
ThemeMetric<bool> WRAP_CHANGE_STEPS;
ThemeMetric<bool> CHANGE_STEPS_WITH_GAME_BUTTONS;
bool CanChangeSong() const { return m_SelectionState == SelectionState_SelectingSong; }
bool CanChangeSteps() const { return TWO_PART_SELECTION ? m_SelectionState == SelectionState_SelectingSteps : m_SelectionState == SelectionState_SelectingSong; }
SelectionState GetNextSelectionState() const
@@ -105,6 +107,8 @@ protected:
GameButton m_GameButtonPreviousSong;
GameButton m_GameButtonNextSong;
GameButton m_GameButtonPreviousDifficulty;
GameButton m_GameButtonNextDifficulty;
RString m_sSectionMusicPath;
RString m_sSortMusicPath;