various changes from the ssc svn post-public beta 2 release.

* New Lua bindings SONGMAN:GetGroupNames() and SONGMAN:GetSongsInGroup(string)
* Add Lifts to PaneDisplay (StepMania 3.9+ added them)
* Fix an issue where course banners were able to trip off the uneven dimensions dialog
* NextSong/PrevSong now work when TwoPartSelection=true + TwoPartConfirmsOnly=true on ScreenSelectMusic. A new message ("TwoPartConfirmCanceled") was added to catch when this happens.
and there may have been some stray cleanup in here too
This commit is contained in:
AJ Kelly
2010-04-14 21:43:32 -05:00
parent 10a60946a8
commit 1867e92dee
13 changed files with 105 additions and 71 deletions
+15 -15
View File
@@ -357,7 +357,6 @@ void ScreenSelectMusic::CheckBackgroundRequests( bool bForce )
FallbackMusic.fFadeInLengthSeconds = SAMPLE_MUSIC_FALLBACK_FADE_IN_SECONDS;
FallbackMusic.bAlignBeat = ALIGN_MUSIC_BEATS;
//if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_StartToPreview )
SOUND->PlayMusic( PlayParams, FallbackMusic );
}
}
@@ -990,6 +989,15 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
// a song was selected
if( m_MusicWheel.GetSelectedSong() != NULL )
{
/*
if(TWO_PART_CONFIRMS_ONLY && SAMPLE_MUSIC_PREVIEW_MODE == SampleMusicPreviewMode_StartToPreview)
{
// start playing the preview music.
g_bSampleMusicWaiting = true;
CheckBackgroundRequests( true );
}
*/
const bool bIsNew = PROFILEMAN->IsSongNew( m_MusicWheel.GetSelectedSong() );
bool bIsHard = false;
FOREACH_HumanPlayer( p )
@@ -1048,15 +1056,6 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
// We haven't made a selection yet.
return;
}
/*
if(TWO_PART_CONFIRMS_ONLY && SAMPLE_MUSIC_PREVIEW_MODE == SampleMusicPreviewMode_StartToPreview)
{
// start playing the preview music.
g_bSampleMusicWaiting = true;
}
*/
// I believe this is for those who like pump pro. -aj
MESSAGEMAN->Broadcast("SongChosen");
@@ -1484,7 +1483,7 @@ void ScreenSelectMusic::AfterMusicChange()
m_iSelection[p] = -1;
g_sCDTitlePath = ""; // none
//if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
//{
m_fSampleStartSeconds = 0;
@@ -1535,22 +1534,23 @@ void ScreenSelectMusic::AfterMusicChange()
// check SampleMusicPreviewMode here.
switch( SAMPLE_MUSIC_PREVIEW_MODE )
{
DEFAULT_FAIL(SAMPLE_MUSIC_PREVIEW_MODE);
case SampleMusicPreviewMode_ScreenMusic:
// play the screen music, hopefully?
// play the screen music
m_sSampleMusicToPlay = m_sLoopMusicPath;
m_fSampleStartSeconds = 0;
m_fSampleLengthSeconds = -1;
break;
case SampleMusicPreviewMode_Normal:
//case SampleMusicPreviewMode_StartToPreview:
// we want to load the sample music, but we don't want to
// actually play it; fall through for now. -aj
case SampleMusicPreviewMode_Normal:
// play the sample music
m_sSampleMusicToPlay = pSong->GetMusicPath();
m_pSampleMusicTimingData = &pSong->m_Timing;
m_fSampleStartSeconds = pSong->m_fMusicSampleStartSeconds;
m_fSampleLengthSeconds = pSong->m_fMusicSampleLengthSeconds;
break;
default:
ASSERT(0);
}
SongUtil::GetPlayableSteps( pSong, m_vpSteps );