[ScreenNetEvaluation]

* Replace hardcoded rainbow effect with UserTier02OrBetterCommand.
 * Added Difficulty and Steps param to UpdateNetEvalStats message. The
   beginning of custom-themable online stuff begins.

[ScreenNetSelectMusic]
 * Started to port SampleMusicPreviewMode from ScreenSelectMusic.
 * Changed MusicWheel metrics to read from OnlineMusicWheel instead.
 * Added section, roulette, and random music (not used yet).
 * Stop the music when reaching a section.

[others]
* some theme file additions
This commit is contained in:
AJ Kelly
2010-08-10 23:36:04 -05:00
parent 98fb951798
commit 1fdb204eb2
14 changed files with 89 additions and 24 deletions
+31 -19
View File
@@ -49,6 +49,8 @@ void ScreenNetSelectMusic::Init()
ScreenNetSelectBase::Init();
SAMPLE_MUSIC_PREVIEW_MODE.Load( m_sName, "SampleMusicPreviewMode" );
FOREACH_EnabledPlayer (p)
{
/*
@@ -69,7 +71,7 @@ void ScreenNetSelectMusic::Init()
}
m_MusicWheel.SetName( "MusicWheel" );
m_MusicWheel.Load( "MusicWheel" );
m_MusicWheel.Load( "OnlineMusicWheel" );
LOAD_ALL_COMMANDS_AND_SET_XY( m_MusicWheel );
m_MusicWheel.BeginScreen();
ON_COMMAND( m_MusicWheel );
@@ -93,9 +95,12 @@ void ScreenNetSelectMusic::Init()
this->AddChild( &m_ModIconRow[p] );
}
//Load SFX next
// Load SFX and music
m_soundChangeOpt.Load( THEME->GetPathS(m_sName,"change opt") );
m_soundChangeSel.Load( THEME->GetPathS(m_sName,"change sel") );
m_sSectionMusicPath = THEME->GetPathS(m_sName,"section music");
m_sRouletteMusicPath = THEME->GetPathS(m_sName,"roulette music");
m_sRandomMusicPath = THEME->GetPathS(m_sName,"random music");
NSMAN->ReportNSSOnOff(1);
NSMAN->ReportPlayerOptions();
@@ -268,12 +273,12 @@ void ScreenNetSelectMusic::HandleScreenMessage( const ScreenMessage SM )
}
else if( SM == SM_BackFromPlayerOptions )
{
//XXX: HACK: This will causes ScreenSelectOptions to go back here.
// XXX HACK: This will cause ScreenSelectOptions to go back here.
NSMAN->ReportNSSOnOff(1);
GAMESTATE->m_EditMode = EditMode_Invalid;
NSMAN->ReportPlayerOptions();
//Update changes
// Update changes
FOREACH_EnabledPlayer(p)
m_ModIconRow[p].SetFromGameState();
}
@@ -288,7 +293,7 @@ void ScreenNetSelectMusic::HandleScreenMessage( const ScreenMessage SM )
{
switch ( NSMAN->m_SMOnlinePacket.Read1() )
{
case 0: //Room title Change
case 0: // Room title Change
{
RString titleSub;
titleSub = NSMAN->m_SMOnlinePacket.ReadNT() + "\n";
@@ -304,8 +309,8 @@ void ScreenNetSelectMusic::HandleScreenMessage( const ScreenMessage SM )
}
done:
//Must be at end, as so it is last resort for SMOnline packets.
//If it doens't know what to do, then it'll just remove them.
// Must be at end, as so it is last resort for SMOnline packets.
// If it doesn't know what to do, then it'll just remove them.
ScreenNetSelectBase::HandleScreenMessage( SM );
}
@@ -318,7 +323,7 @@ void ScreenNetSelectMusic::MenuLeft( const InputEventPlus &input )
bool bLeftAndRightPressed = bLeftPressed && bRightPressed;
if ( bLeftAndRightPressed )
m_MusicWheel.ChangeSort( SORT_MODE_MENU );
m_MusicWheel.ChangeSort( SORT_MODE_MENU );
else
m_MusicWheel.Move( -1 );
}
@@ -346,11 +351,10 @@ void ScreenNetSelectMusic::MenuUp( const InputEventPlus &input )
void ScreenNetSelectMusic::MenuDown( const InputEventPlus &input )
{
/*Tricky: If we have a player on player 2, and there is only
player 2, allow them to use player 1's controls to change
their difficulty. */
/* Why? Nothing else allows that. */
// I agree that's a fucking stupid idea -aj
/* Tricky: If we have a player on player 2, and there is only player 2,
* allow them to use player 1's controls to change their difficulty. */
/* Why? Nothing else allows that. (-who?) */
// I agree, that's a stupid idea -aj
PlayerNumber pn = input.pn;
if ( GAMESTATE->IsPlayerEnabled( PLAYER_2 ) &&
@@ -384,14 +388,18 @@ void ScreenNetSelectMusic::MenuDown( const InputEventPlus &input )
break;
}
}
//If failed to go up, loop
// If failed to go up, loop
if ( i == NUM_Difficulty )
{
for (i = 0;i<NUM_Difficulty;i++)
if (dcs[i])
{
m_DC[pn] = (Difficulty)i;
break;
if (dcs[i])
{
m_DC[pn] = (Difficulty)i;
break;
}
}
}
}
UpdateDifficulties( pn );
@@ -518,6 +526,9 @@ void ScreenNetSelectMusic::MusicChanged()
m_BPMDisplay.NoBPM();
FOREACH_EnabledPlayer (pn)
UpdateDifficulties( pn );
SOUND->StopMusic();
// xxx: it should play the menu music instead. -aj
return;
}
m_BPMDisplay.SetBpmFromSong( GAMESTATE->m_pCurSong );
@@ -559,13 +570,14 @@ void ScreenNetSelectMusic::MusicChanged()
}
UpdateDifficulties( pn );
}
//Copied from ScreenSelectMusic
// Copied from ScreenSelectMusic
// TODO: Update me! -aj
SOUND->StopMusic();
if( GAMESTATE->m_pCurSong->HasMusic() )
{
if(SOUND->GetMusicPath().CompareNoCase(GAMESTATE->m_pCurSong->GetMusicPath())) // dont play the same sound over and over
{
SOUND->StopMusic();
SOUND->PlayMusic(
GAMESTATE->m_pCurSong->GetMusicPath(),