This commit is contained in:
Thai Pangsakulyanont
2011-04-07 06:39:13 +07:00
88 changed files with 2464 additions and 77 deletions
+6
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@@ -14,6 +14,12 @@ sm-ssc $NEXTVERSION | 2011????
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
It depends on who you ask. It depends on who you ask.
It could be v1.2.5, it could be v1.3.0, it could even be StepMania 5. It could be v1.2.5, it could be v1.3.0, it could even be StepMania 5.
We will wait and see.
20110405
--------
* [ScreenEdit] Allow modifying the #DISPLAYBPM traits in the editor. Look in
Edit Song Info to find it. [Wolfman2000]
20110402 20110402
-------- --------
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Complete Course Template
[[ Header Content ]]
-- Header Content is comprimised with any course-defining data such as the
-- title, banner and other parameters.
#COURSE:My Course!;
-- The title of the course.
#COURSETRANSLIT:My Course, Translated!;
-- The title of the course, translated into english.
#REPEAT:YES;
-- If this is present, the course does not end. Useful for endless & workout
-- courses.
#LIVES:4;
-- The maximum(?) number of lives attainable in the course. Enabling this will
-- automatically force your course into an Oni course.
#BANNER:My Banner.png;
-- A banner for your course.
#BACKGROUND:My Background.png;
-- A background for your course. Currently only available in SM-SSC.
#STYLE:SINGLE,VERSUS;
-- Denote which styles may be played on this course. This is useful in
-- particular to clone courses for doubles and single courses.
#METER:Beginner:3;
-- A custom-set meter for that course difficulty. You may set the difficulty
-- for Beginner, Easy, Medium, Hard, Challenge and Edit difficulties.
[[ Song Content ]]
-- Song Content is comprimised with any song-changing data such as modifiers,
-- followed by an actual song for teh game to play.
-- Modifiers can be assigned in a variety of formats, the most effective three being the following:
1.) Repeated Modifier Block w/ Length:
#MODS:TIME:0.500:LEN:0.500:MODS:2x;
#MODS:TIME:1.500:LEN:0.500:MODS:0.5x;
2.) Nested Modifier Block w/ Length:
#MODS:
TIME:0.500:LEN:0.500:MODS:2x;
TIME:1.500:LEN:0.500:MODS:0.5x;
3.) Nested Modifier Block w/ Ends:
#MODS:
TIME:0.500:END:1.000:MODS:2x;
TIME:1.500:END:1.500:MODS:0.5x;
#SONG:*:Medium:2x;
-- #SONG can take quite a variety of parameters, of which may be useful to you
-- for testing or randomocity purpose.
-- * is a wildcard item, meaning that StepMania will always pick a random song
-- for this part of the course.
-- You can also replace with BEST*,WORST*,GRADEBEST*, or GRADEWORST*, where *
-- is a number to retrive the first of each category above.
#SONG:BEST1:Medium:2x;
-- As well as that, you may also do Group Random, like such:
#SONG:Dance Dance Revolution 8th Mix/*:Medium:2x;
-- If the above is not applicable, StepMania will search for the song title as best it can, depending on what you give it:
#SONG:Xepher:Medium:2x;
-- Will simply search the title of the song.
#SONG:DDR Supernova/Xepher:Medium:2x;
-- Will search for the exact directory.
-- #SONG can also apply different effects on each entry in the course by adding
-- special modifiers to the modifiers segment:
#SONG:*:Medium:showcourse;
-- For example, forces the course to never be hidden, noshowcourse being the
-- reverse of such.
-- nodifficult also exists to disable a player from changing difficulties,
-- barring the player from making it easier or harder ( Gauntlets & Survivals
-- do not allow you to change difficulties ).
-- Finally, award*, where * is a number, allows you to control how many lives
-- the player gains from successfully completing a course in Oni mode.
Finally, here's an example course:
#COURSE:My Awesome Course - The Revenge;
#METER:Medium:8;
#MODS:
TIME:1.00:END:50.00:MODS:C150;
#SONG:In The Groove/Dawn:Overhead;
#SONG:In The Groove/Mouth:;
#SONG:In The Groove 2/Funk Factory:;
#SONG:In The Groove 3/Disconnected Zeo:;
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Down Tap Explosion Bright
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return Def.Sprite {
Texture=NOTESKIN:GetPath('Down','Hold Head Active');
InitCommand=cmd(diffuse,color("0.5,0.5,0.5,1"));
};
@@ -0,0 +1,26 @@
local t = Def.ActorFrame {
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'tap Receptor' );
Frame0000=0;
Delay0000=1;
InitCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'InitCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
};
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'tap Receptor' );
Frame0000=0;
Delay0000=1;
InitCommand=NOTESKIN:GetMetricA('ReceptorArrowOverlay', 'InitCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrowOverlay', 'NoneCommand');
};
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'tap Flash' );
Frame0000=0;
Delay0000=1;
InitCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'InitCommand');
PressCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'PressCommand');
LiftCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'LiftCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
};
};
return t;
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Down Tap Explosion Bright
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return Def.Sprite {
Texture=NOTESKIN:GetPath('Down','Roll Head Active');
InitCommand=cmd(diffuse,color("0.5,0.5,0.5,1"));
};
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Down Tap Explosion Bright
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local t = Def.ActorFrame {
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'tap mine' );
Frame0000=0;
Delay0000=1;
InitCommand=cmd(spin;effectclock,'beat';effectmagnitude,0,0,-180);
};
};
return t;
@@ -0,0 +1,7 @@
local t = Def.Model {
Meshes=NOTESKIN:GetPath('_down','tap note meshes');
Materials=NOTESKIN:GetPath('_down','tap note materials');
Bones=NOTESKIN:GetPath('_down','tap bones');
};
return t;
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@@ -0,0 +1,4 @@
return Def.Sprite {
Texture=NOTESKIN:GetPath('Left','Hold BottomCap Active');
InitCommand=cmd(diffuse,color("0.5,0.5,0.5,0.5"));
};
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return Def.Sprite {
Texture=NOTESKIN:GetPath('Left','Roll BottomCap Active');
InitCommand=cmd(diffuse,color("0.5,0.5,0.5,0.5"));
};
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-- Haggen Daze
local ret = ... or {};
ret.RedirTable =
{
Up = "Down",
Down = "Down",
Left = "Down",
Right = "Down",
UpLeft = "Down",
UpRight = "Down",
};
local OldRedir = ret.Redir;
ret.Redir = function(sButton, sElement)
-- sButton, sElement = OldRedir(sButton, sElement);
-- Instead of separate hold heads, use the tap note graphics.
if sElement == "Hold Head Active" or
sElement == "Roll Head Active"
then
sElement = "StreamHead Active";
end
-- Test
if sElement == "Hold Head Inactive" or
sElement == "Roll Head Inactive" or
then
sElement = "StreamHead Inactive";
end
sButton = ret.RedirTable[sButton];
return sButton, sElement;
end
-- local OldRedir = ret.Redir;
-- ret.Redir = function(sButton, sElement)
-- sButton = ret.RedirTable[sButton];
-- return sButton, sElement;
-- end
-- To have separate graphics for each hold part:
local OldRedir = ret.Redir;
ret.Redir = function(sButton, sElement)
-- Redirect non-hold, non-roll parts.
if string.find(sElement, "hold") or string.find(sElement, "roll") then
return sButton, sElement;
end
return OldRedir(sButton, sElement);
end
--[[
local OldFunc = ret.Load;
function ret.Load()
local t = OldFunc();
-- The main "Explosion" part just loads other actors; don't rotate
-- it. The "Hold Explosion" part should not be rotated.
if Var "Element" == "Explosion" or
Var "Element" == "Roll Explosion" then
t.BaseRotationZ = nil;
end
return t;
end
]]
local OldFunc = ret.Load;
function ret.Load()
local t = OldFunc();
--Explosion should not be rotated; it calls other actors.
if Var "Element" == "Explosion" then
t.BaseRotationZ = nil;
end
return t;
end
ret.PartsToRotate =
{
["Receptor"] = true,
["Go Receptor"] = true,
["Ready Receptor"] = true,
["Tap Explosion Bright"] = true,
["Tap Explosion Dim"] = true,
["Tap Note"] = true,
["Tap Lift"] = true,
["Hold Head Active"] = true,
["Hold Head Inactive"] = true,
["Roll Head Active"] = true,
["Roll Head Inactive"] = true,
["Hold Explosion"] = true,
["Roll Explosion"] = true,
};
ret.Rotate =
{
Up = 180,
Down = 0,
Left = 90,
Right = -90,
UpLeft = 135,
UpRight = 225,
};
--
-- If a derived skin wants to have separate UpLeft graphics,
-- use this:
--
-- ret.RedirTable.UpLeft = "UpLeft";
-- ret.RedirTable.UpRight = "UpLeft";
-- ret.Rotate.UpLeft = 0;
-- ret.Rotate.UpRight = 90;
--
ret.Blank =
{
["Hold Topcap Active"] = true,
["Hold Topcap Inactive"] = true,
["Roll Topcap Active"] = true,
["Roll Topcap Inactive"] = true,
["Hold Tail Active"] = true,
["Hold Tail Inactive"] = true,
["Roll Tail Active"] = true,
["Roll Tail Inactive"] = true,
["Roll Explosion"] = true,
};
return ret;
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return Def.Sprite {
Texture=NOTESKIN:GetPath('Up','Hold BottomCap Active');
InitCommand=cmd(diffuse,color("0.5,0.5,0.5,0.5"));
};
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return Def.Sprite {
Texture=NOTESKIN:GetPath('Up','Roll BottomCap Active');
InitCommand=cmd(diffuse,color("0.5,0.5,0.5,0.5"));
};
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Materials: 3
"cells"
0.588235 0.588235 0.588235 1.000000
0.588235 0.588235 0.588235 1.000000
0.898039 0.898039 0.898039 1.000000
0.000000 0.000000 0.000000 1.000000
0.000000
1.000000
"tex\black.png"
""
"1 - Default"
0.588235 0.588235 0.588235 1.000000
0.588235 0.588235 0.588235 1.000000
0.898039 0.898039 0.898039 1.000000
0.000000 0.000000 0.000000 1.000000
0.000000
1.000000
"tex\color.ini"
""
"2 - Inside"
0.588235 0.588235 0.588235 1.000000
0.588235 0.588235 0.588235 1.000000
0.898039 0.898039 0.898039 1.000000
0.000000 0.000000 0.000000 1.000000
0.000000
1.000000
"tex\color in.jpg"
""
@@ -0,0 +1 @@
Bones: 0
@@ -0,0 +1,949 @@
// MilkShape 3D ASCII
Frames: 30
Frame: 1
Meshes: 3
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+85
View File
@@ -0,0 +1,85 @@
[Global]
FallbackNoteSkin=default
[NoteDisplay]
TapNoteAnimationIsVivid=0
DrawHoldHeadForTapsOnSameRow=1
TapNoteAnimationLength=4
TapAdditionAnimationLength=4
TapMineAnimationLength=1
TapLiftAnimationLength=4
HoldHeadAnimationLength=4 // doesn't matter. Only 1 frame anyway.
HoldTopCapAnimationLength=4 // doesn't matter. Only 1 frame anyway.
HoldBottomCapAnimationLength=4 // doesn't matter. Only 1 frame anyway.
HoldBodyAnimationLength=4 // doesn't matter. Only 1 frame anyway.
HoldTailAnimationLength=4 // doesn't matter. Only 1 frame anyway.
StartDrawingHoldBodyOffsetFromHead=0
StopDrawingHoldBodyOffsetFromTail=0
HoldLetGoGrayPercent=0.125
ReverseDrawOrder=1101
HoldHeadIsAboveWavyParts=1
HoldTailIsAboveWavyParts=1
TapNoteAdditionTextureCoordOffsetX=0
TapNoteAdditionTextureCoordOffsetY=0
FlipHeadAndTailWhenReverse=1
FlipHoldBodyWhenReverse=1
TopHoldAnchorWhenReverse=1
TapNoteNoteColorTextureCoordSpacingX=0.12
TapNoteNoteColorTextureCoordSpacingY=0
TapFakeNoteColorTextureCoordSpacingX=0.12
TapFakeNoteColorTextureCoordSpacingY=0
HoldHeadNoteColorTextureCoordSpacingX=0.12
HoldHeadNoteColorTextureCoordSpacingY=0
[GhostArrowDim]
NoneCommand=
HitMineCommand=blend,'BlendMode_Add';diffuse,1,1,1,0.875;zoom,1;rotationz,0;linear,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0
MissCommand=blend,'BlendMode_Add';
W5Command=blend,'BlendMode_Add';diffuse,0.8,0.0,0.6,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W4Command=blend,'BlendMode_Add';diffuse,0.3,0.8,1.0,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W3Command=blend,'BlendMode_Add';diffuse,0.0,1.0,0.4,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W2Command=blend,'BlendMode_Add';diffuse,1.0,1.0,0.3,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W1Command=blend,'BlendMode_Add';diffuse,1.0,1.0,1.0,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
LetGoCommand=blend,'BlendMode_Add';
HeldCommand=blend,'BlendMode_Add';diffuse,1.0,1.0,0.3,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
[GhostArrowBright]
NoneCommand=blend,'BlendMode_Add';
HitMineCommand=blend,'BlendMode_Add';diffuse,1,1,1,0.875;zoom,1;rotationz,0;linear,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0
MissCommand=blend,'BlendMode_Add';
W5Command=blend,'BlendMode_Add';diffuse,0.8,0.0,0.6,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W4Command=blend,'BlendMode_Add';diffuse,0.3,0.8,1.0,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W3Command=blend,'BlendMode_Add';diffuse,0.0,1.0,0.4,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W2Command=blend,'BlendMode_Add';diffuse,1.0,1.0,0.3,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W1Command=blend,'BlendMode_Add';diffuse,1.0,1.0,1.0,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
LetGoCommand=blend,'BlendMode_Add';
HeldCommand=blend,'BlendMode_Add';diffuse,1.0,1.0,0.3,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
[HoldGhostArrow]
HoldingOnCommand=visible,true
HoldingOffCommand=visible,false
[ReceptorArrow]
W3Command=stoptweening;zoom,0.85;linear,0.12;zoom,1
W2Command=stoptweening;zoom,0.85;linear,0.12;zoom,1
W1Command=stoptweening;zoom,0.85;linear,0.12;zoom,1
InitCommand=
NoneCommand=stoptweening;zoom,0.85;linear,0.12;zoom,1
PressCommand=stoptweening;zoom,0.85;linear,0.12;zoom,1
[ReceptorArrowOverlay]
W3Command=stoptweening;zoom,0.85;linear,0.12;zoom,1
W2Command=stoptweening;zoom,0.85;linear,0.12;zoom,1
W1Command=stoptweening;zoom,0.85;linear,0.12;zoom,1
InitCommand=blend,"BlendMode_Add";effectclock,"beat";diffuseramp;effectcolor1,color("1,1,1,0");effectcolor2,color("1,1,1,1");effecttiming,.2,0,.8,0;effectoffset,.05
NoneCommand=stoptweening;zoom,0.85;linear,0.12;zoom,1
PressCommand=stoptweening;zoom,0.85;linear,0.12;zoom,1
[ReceptorOverlay]
InitCommand=diffusealpha,0;blend,"BlendMode_Add"
PressCommand=finishtweening;zoom,0.85;decelerate,0.12;zoom,1;diffusealpha,0.6;
LiftCommand=finishtweening;accelerate,0.12;diffusealpha,0;zoom,1.2
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[AnimatedTexture]
Frame0000=color1.png
Delay0000=0.125
Frame0001=color2.png
Delay0001=0.125
Frame0002=color3.png
Delay0002=0.125
Frame0003=color4.png
Delay0003=0.125
Frame0004=color5.png
Delay0004=0.125
Frame0005=color6.png
Delay0005=0.125
Frame0006=color7.png
Delay0006=0.125
Frame0007=color8.png
Delay0007=0.125
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@@ -0,0 +1,984 @@
// MilkShape 3D ASCII
Frames: 30
Frame: 1
Meshes: 3
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+2 -2
View File
@@ -20,14 +20,14 @@ ret.Redir = function(sButton, sElement)
if sElement == "Hold Head Active" or if sElement == "Hold Head Active" or
sElement == "Roll Head Active" sElement == "Roll Head Active"
then then
sElement = "StreamHead Active"; sElement = "Hold Head Active";
end end
-- Test -- Test
if sElement == "Hold Head Inactive" or if sElement == "Hold Head Inactive" or
sElement == "Roll Head Inactive" sElement == "Roll Head Inactive"
then then
sElement = "StreamHead Inactive"; sElement = "Hold Head Inactive";
end end
sButton = ret.RedirTable[sButton]; sButton = ret.RedirTable[sButton];
+7
View File
@@ -534,6 +534,7 @@ x2.5=2.5x
8=8 8=8
8th=8th 8th=8th
9=9 9=9
Actual=Actual
Add=Additive Add=Additive
All Music=All Music All Music=All Music
AllDifficulties=All Difficulties AllDifficulties=All Difficulties
@@ -706,6 +707,7 @@ Song BGAnimation=Song BGAnimation
Song Bitmap=Song Bitmap Song Bitmap=Song Bitmap
Song Movie=Song Movie Song Movie=Song Movie
Space=Space Space=Space
Specified=Specified
Split=Split Split=Split
Standard=Standard Standard=Standard
Start=Start Start=Start
@@ -822,6 +824,7 @@ Delete=Delete
Delete beat and shift up=Delete beat and shift up Delete beat and shift up=Delete beat and shift up
Description=Description Description=Description
Difficulty=Difficulty Difficulty=Difficulty
Display BPM=Display BPM
DisplayAspectRatio=Aspect Ratio DisplayAspectRatio=Aspect Ratio
DisplayColorDepth=Display Color DisplayColorDepth=Display Color
DisplayResolution=Display Resolution DisplayResolution=Display Resolution
@@ -901,9 +904,11 @@ Low Meter=Low Meter
Advanced Options=Advanced Options Advanced Options=Advanced Options
Main title=Main title Main title=Main title
Main title transliteration=Main title transliteration Main title transliteration=Main title transliteration
Max BPM=Max Specified BPM
MaxTextureResolution=Texture Resolution MaxTextureResolution=Texture Resolution
MenuTimer=Menu Timer MenuTimer=Menu Timer
Meter=Meter Meter=Meter
Min BPM=Min Specified BPM
Mines=Mines Mines=Mines
MoveRandomToEnd=Random At End MoveRandomToEnd=Random At End
More Options=More Options More Options=More Options
@@ -1223,6 +1228,8 @@ Enter a new main title transliteration.=Enter a new main title transliteration.
Enter a new main title.=Enter a new main title. Enter a new main title.=Enter a new main title.
Enter a new sub title transliteration.=Enter a new sub title transliteration. Enter a new sub title transliteration.=Enter a new sub title transliteration.
Enter a new sub title.=Enter a new sub title. Enter a new sub title.=Enter a new sub title.
Enter a new min BPM.=Enter the minimum displayed BPM.
Enter a new max BPM.=Enter the maximum displayed BPM.
More than %d notes per measure is not allowed. This change has been reverted.=More than %d notes per measure is not allowed. This change has been reverted. More than %d notes per measure is not allowed. This change has been reverted.=More than %d notes per measure is not allowed. This change has been reverted.
No backgrounds available=No backgrounds available No backgrounds available=No backgrounds available
EditHelpText=Up/Down:\n change beat\nLeft/Right:\n change snap\nNumber keys:\n add/remove\n tap note\nCreate hold note:\n Hold a number\n while moving\n Up or Down\nCreate roll note:\n Hold Shift,\n then create a\n hold note.\nSpace bar:\n Set area\n marker\nEnter:\n Area Menu\nEscape:\n Main Menu\nF1:\n Show help\n EditHelpText=Up/Down:\n change beat\nLeft/Right:\n change snap\nNumber keys:\n add/remove\n tap note\nCreate hold note:\n Hold a number\n while moving\n Up or Down\nCreate roll note:\n Hold Shift,\n then create a\n hold note.\nSpace bar:\n Set area\n marker\nEnter:\n Area Menu\nEscape:\n Main Menu\nF1:\n Show help\n
+3 -3
View File
@@ -180,8 +180,8 @@ void BPMDisplay::SetBpmFromSong( const Song* pSong )
ASSERT( pSong ); ASSERT( pSong );
switch( pSong->m_DisplayBPMType ) switch( pSong->m_DisplayBPMType )
{ {
case Song::DISPLAY_ACTUAL: case DISPLAY_BPM_ACTUAL:
case Song::DISPLAY_SPECIFIED: case DISPLAY_BPM_SPECIFIED:
{ {
DisplayBpms bpms; DisplayBpms bpms;
pSong->GetDisplayBpms( bpms ); pSong->GetDisplayBpms( bpms );
@@ -189,7 +189,7 @@ void BPMDisplay::SetBpmFromSong( const Song* pSong )
m_fCycleTime = 1.0f; m_fCycleTime = 1.0f;
} }
break; break;
case Song::DISPLAY_RANDOM: case DISPLAY_BPM_RANDOM:
CycleRandomly(); CycleRandomly();
break; break;
default: default:
+24 -36
View File
@@ -766,80 +766,68 @@ void NoteField::DrawPrimitives()
ASSERT(GAMESTATE->m_pCurSong); ASSERT(GAMESTATE->m_pCurSong);
// BPM text // BPM text
const vector<BPMSegment> &aBPMSegments = GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments; FOREACH_CONST( BPMSegment, GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments, seg )
for( unsigned i=0; i<aBPMSegments.size(); i++ )
{ {
if( aBPMSegments[i].m_iStartRow >= iFirstRowToDraw && if( seg->m_iStartRow >= iFirstRowToDraw && seg->m_iStartRow <= iLastRowToDraw )
aBPMSegments[i].m_iStartRow <= iLastRowToDraw)
{ {
float fBeat = NoteRowToBeat(aBPMSegments[i].m_iStartRow); float fBeat = NoteRowToBeat(seg->m_iStartRow);
if( IS_ON_SCREEN(fBeat) ) if( IS_ON_SCREEN(fBeat) )
DrawBPMText( fBeat, aBPMSegments[i].GetBPM() ); DrawBPMText( fBeat, seg->GetBPM() );
} }
} }
// Freeze text // Freeze text
const vector<StopSegment> &aStopSegments = GAMESTATE->m_pCurSong->m_Timing.m_StopSegments; FOREACH_CONST( StopSegment, GAMESTATE->m_pCurSong->m_Timing.m_StopSegments, seg )
for( unsigned i=0; i<aStopSegments.size(); i++ )
{ {
if( aStopSegments[i].m_iStartRow >= iFirstRowToDraw && if( seg->m_iStartRow >= iFirstRowToDraw && seg->m_iStartRow <= iLastRowToDraw )
aStopSegments[i].m_iStartRow <= iLastRowToDraw)
{ {
float fBeat = NoteRowToBeat(aStopSegments[i].m_iStartRow); float fBeat = NoteRowToBeat(seg->m_iStartRow);
if( IS_ON_SCREEN(fBeat) ) if( IS_ON_SCREEN(fBeat) )
DrawFreezeText( fBeat, aStopSegments[i].m_fStopSeconds, aStopSegments[i].m_bDelay ); DrawFreezeText( fBeat, seg->m_fStopSeconds, seg->m_bDelay );
} }
} }
// Warp text // Warp text
const vector<WarpSegment> &aWarpSegments = GAMESTATE->m_pCurSong->m_Timing.m_WarpSegments; FOREACH_CONST( WarpSegment, GAMESTATE->m_pCurSong->m_Timing.m_WarpSegments, seg )
for( unsigned i=0; i<aWarpSegments.size(); i++ )
{ {
if( aWarpSegments[i].m_iStartRow >= iFirstRowToDraw && if( seg->m_iStartRow >= iFirstRowToDraw && seg->m_iStartRow <= iLastRowToDraw )
aWarpSegments[i].m_iStartRow <= iLastRowToDraw)
{ {
float fBeat = NoteRowToBeat(aWarpSegments[i].m_iStartRow); float fBeat = NoteRowToBeat(seg->m_iStartRow);
if( IS_ON_SCREEN(fBeat) ) if( IS_ON_SCREEN(fBeat) )
DrawWarpText( fBeat, aWarpSegments[i].m_fEndBeat ); DrawWarpText( fBeat, seg->m_fEndBeat );
} }
} }
// Time Signature text // Time Signature text
const vector<TimeSignatureSegment> &vTimeSignatureSegments = GAMESTATE->m_pCurSong->m_Timing.m_vTimeSignatureSegments; FOREACH_CONST( TimeSignatureSegment, GAMESTATE->m_pCurSong->m_Timing.m_vTimeSignatureSegments, seg )
for( unsigned i=0; i<vTimeSignatureSegments.size(); i++ )
{ {
if( vTimeSignatureSegments[i].m_iStartRow >= iFirstRowToDraw && if( seg->m_iStartRow >= iFirstRowToDraw && seg->m_iStartRow <= iLastRowToDraw )
vTimeSignatureSegments[i].m_iStartRow <= iLastRowToDraw)
{ {
float fBeat = NoteRowToBeat(vTimeSignatureSegments[i].m_iStartRow); float fBeat = NoteRowToBeat(seg->m_iStartRow);
if( IS_ON_SCREEN(fBeat) ) if( IS_ON_SCREEN(fBeat) )
DrawTimeSignatureText( fBeat, vTimeSignatureSegments[i].m_iNumerator, vTimeSignatureSegments[i].m_iDenominator ); DrawTimeSignatureText( fBeat, seg->m_iNumerator, seg->m_iDenominator );
} }
} }
// Tickcount text // Tickcount text
const vector<TickcountSegment> &tTickcountSegments = GAMESTATE->m_pCurSong->m_Timing.m_TickcountSegments; FOREACH_CONST( TickcountSegment, GAMESTATE->m_pCurSong->m_Timing.m_TickcountSegments, seg )
for( unsigned i=0; i<tTickcountSegments.size(); i++ )
{ {
if( tTickcountSegments[i].m_iStartRow >= iFirstRowToDraw && if( seg->m_iStartRow >= iFirstRowToDraw && seg->m_iStartRow <= iLastRowToDraw )
tTickcountSegments[i].m_iStartRow <= iLastRowToDraw)
{ {
float fBeat = NoteRowToBeat(tTickcountSegments[i].m_iStartRow); float fBeat = NoteRowToBeat(seg->m_iStartRow);
if( IS_ON_SCREEN(fBeat) ) if( IS_ON_SCREEN(fBeat) )
DrawTickcountText( fBeat, tTickcountSegments[i].m_iTicks ); DrawTickcountText( fBeat, seg->m_iTicks );
} }
} }
// Combo text // Combo text
const vector<ComboSegment> &tComboSegments = GAMESTATE->m_pCurSong->m_Timing.m_ComboSegments; FOREACH_CONST( ComboSegment, GAMESTATE->m_pCurSong->m_Timing.m_ComboSegments, seg )
for( unsigned i=0; i<tComboSegments.size(); i++ )
{ {
if( tComboSegments[i].m_iStartRow >= iFirstRowToDraw && if( seg->m_iStartRow >= iFirstRowToDraw && seg->m_iStartRow <= iLastRowToDraw )
tComboSegments[i].m_iStartRow <= iLastRowToDraw)
{ {
float fBeat = NoteRowToBeat(tComboSegments[i].m_iStartRow); float fBeat = NoteRowToBeat(seg->m_iStartRow);
if( IS_ON_SCREEN(fBeat) ) if( IS_ON_SCREEN(fBeat) )
DrawComboText( fBeat, tComboSegments[i].m_iCombo ); DrawComboText( fBeat, seg->m_iCombo );
} }
} }
+3 -3
View File
@@ -500,18 +500,18 @@ bool DWILoader::LoadFromDir( const RString &sPath_, Song &out, set<RString> &Bla
* worth bothering with since we don't display fractional BPM anyway.) */ * worth bothering with since we don't display fractional BPM anyway.) */
if( sscanf( sParams[1], "%i..%i", &iMin, &iMax ) == 2 ) if( sscanf( sParams[1], "%i..%i", &iMin, &iMax ) == 2 )
{ {
out.m_DisplayBPMType = Song::DISPLAY_SPECIFIED; out.m_DisplayBPMType = DISPLAY_BPM_SPECIFIED;
out.m_fSpecifiedBPMMin = (float) iMin; out.m_fSpecifiedBPMMin = (float) iMin;
out.m_fSpecifiedBPMMax = (float) iMax; out.m_fSpecifiedBPMMax = (float) iMax;
} }
else if( sscanf( sParams[1], "%i", &iMin ) == 1 ) else if( sscanf( sParams[1], "%i", &iMin ) == 1 )
{ {
out.m_DisplayBPMType = Song::DISPLAY_SPECIFIED; out.m_DisplayBPMType = DISPLAY_BPM_SPECIFIED;
out.m_fSpecifiedBPMMin = out.m_fSpecifiedBPMMax = (float) iMin; out.m_fSpecifiedBPMMin = out.m_fSpecifiedBPMMax = (float) iMin;
} }
else else
{ {
out.m_DisplayBPMType = Song::DISPLAY_RANDOM; out.m_DisplayBPMType = DISPLAY_BPM_RANDOM;
} }
} }
+2 -2
View File
@@ -581,10 +581,10 @@ bool SMLoader::LoadFromSMFile( const RString &sPath, Song &out, bool bFromCache
{ {
// #DISPLAYBPM:[xxx][xxx:xxx]|[*]; // #DISPLAYBPM:[xxx][xxx:xxx]|[*];
if( sParams[1] == "*" ) if( sParams[1] == "*" )
out.m_DisplayBPMType = Song::DISPLAY_RANDOM; out.m_DisplayBPMType = DISPLAY_BPM_RANDOM;
else else
{ {
out.m_DisplayBPMType = Song::DISPLAY_SPECIFIED; out.m_DisplayBPMType = DISPLAY_BPM_SPECIFIED;
out.m_fSpecifiedBPMMin = StringToFloat( sParams[1] ); out.m_fSpecifiedBPMMin = StringToFloat( sParams[1] );
if( sParams[2].empty() ) if( sParams[2].empty() )
out.m_fSpecifiedBPMMax = out.m_fSpecifiedBPMMin; out.m_fSpecifiedBPMMax = out.m_fSpecifiedBPMMin;
+2 -2
View File
@@ -230,10 +230,10 @@ bool SMALoader::LoadFromSMAFile( const RString &sPath, Song &out )
{ {
// #DISPLAYBPM:[xxx][xxx:xxx]|[*]; // #DISPLAYBPM:[xxx][xxx:xxx]|[*];
if( sParams[1] == "*" ) if( sParams[1] == "*" )
out.m_DisplayBPMType = Song::DISPLAY_RANDOM; out.m_DisplayBPMType = DISPLAY_BPM_RANDOM;
else else
{ {
out.m_DisplayBPMType = Song::DISPLAY_SPECIFIED; out.m_DisplayBPMType = DISPLAY_BPM_SPECIFIED;
out.m_fSpecifiedBPMMin = StringToFloat( sParams[1] ); out.m_fSpecifiedBPMMin = StringToFloat( sParams[1] );
if( sParams[2].empty() ) if( sParams[2].empty() )
out.m_fSpecifiedBPMMax = out.m_fSpecifiedBPMMin; out.m_fSpecifiedBPMMax = out.m_fSpecifiedBPMMin;
+2 -2
View File
@@ -256,10 +256,10 @@ bool SSCLoader::LoadFromSSCFile( const RString &sPath, Song &out, bool bFromCach
{ {
// #DISPLAYBPM:[xxx][xxx:xxx]|[*]; // #DISPLAYBPM:[xxx][xxx:xxx]|[*];
if( sParams[1] == "*" ) if( sParams[1] == "*" )
out.m_DisplayBPMType = Song::DISPLAY_RANDOM; out.m_DisplayBPMType = DISPLAY_BPM_RANDOM;
else else
{ {
out.m_DisplayBPMType = Song::DISPLAY_SPECIFIED; out.m_DisplayBPMType = DISPLAY_BPM_SPECIFIED;
out.m_fSpecifiedBPMMin = StringToFloat( sParams[1] ); out.m_fSpecifiedBPMMin = StringToFloat( sParams[1] );
if( sParams[2].empty() ) if( sParams[2].empty() )
out.m_fSpecifiedBPMMax = out.m_fSpecifiedBPMMin; out.m_fSpecifiedBPMMax = out.m_fSpecifiedBPMMin;
+3 -3
View File
@@ -360,16 +360,16 @@ bool NotesWriterDWI::Write( RString sPath, const Song &out )
f.PutLine( ssprintf("#CDTITLE:%s;", DwiEscape(out.m_sCDTitleFile).c_str()) ); f.PutLine( ssprintf("#CDTITLE:%s;", DwiEscape(out.m_sCDTitleFile).c_str()) );
switch( out.m_DisplayBPMType ) switch( out.m_DisplayBPMType )
{ {
case Song::DISPLAY_ACTUAL: case DISPLAY_BPM_ACTUAL:
// write nothing // write nothing
break; break;
case Song::DISPLAY_SPECIFIED: case DISPLAY_BPM_SPECIFIED:
if( out.m_fSpecifiedBPMMin == out.m_fSpecifiedBPMMax ) if( out.m_fSpecifiedBPMMin == out.m_fSpecifiedBPMMax )
f.PutLine( ssprintf("#DISPLAYBPM:%i;\n", (int) out.m_fSpecifiedBPMMin) ); f.PutLine( ssprintf("#DISPLAYBPM:%i;\n", (int) out.m_fSpecifiedBPMMin) );
else else
f.PutLine( ssprintf("#DISPLAYBPM:%i..%i;\n", (int) out.m_fSpecifiedBPMMin, (int) out.m_fSpecifiedBPMMax) ); f.PutLine( ssprintf("#DISPLAYBPM:%i..%i;\n", (int) out.m_fSpecifiedBPMMin, (int) out.m_fSpecifiedBPMMax) );
break; break;
case Song::DISPLAY_RANDOM: case DISPLAY_BPM_RANDOM:
f.PutLine( "#DISPLAYBPM:*" ); f.PutLine( "#DISPLAYBPM:*" );
break; break;
} }
+3 -3
View File
@@ -94,17 +94,17 @@ static void WriteGlobalTags( RageFile &f, const Song &out )
switch( out.m_DisplayBPMType ) switch( out.m_DisplayBPMType )
{ {
case Song::DISPLAY_ACTUAL: case DISPLAY_BPM_ACTUAL:
// write nothing // write nothing
break; break;
case Song::DISPLAY_SPECIFIED: case DISPLAY_BPM_SPECIFIED:
if( out.m_fSpecifiedBPMMin == out.m_fSpecifiedBPMMax ) if( out.m_fSpecifiedBPMMin == out.m_fSpecifiedBPMMax )
f.PutLine( ssprintf( "#DISPLAYBPM:%.3f;", out.m_fSpecifiedBPMMin ) ); f.PutLine( ssprintf( "#DISPLAYBPM:%.3f;", out.m_fSpecifiedBPMMin ) );
else else
f.PutLine( ssprintf( "#DISPLAYBPM:%.3f:%.3f;", f.PutLine( ssprintf( "#DISPLAYBPM:%.3f:%.3f;",
out.m_fSpecifiedBPMMin, out.m_fSpecifiedBPMMax ) ); out.m_fSpecifiedBPMMin, out.m_fSpecifiedBPMMax ) );
break; break;
case Song::DISPLAY_RANDOM: case DISPLAY_BPM_RANDOM:
f.PutLine( ssprintf( "#DISPLAYBPM:*;" ) ); f.PutLine( ssprintf( "#DISPLAYBPM:*;" ) );
break; break;
} }
+3 -3
View File
@@ -91,16 +91,16 @@ static void WriteGlobalTags( RageFile &f, const Song &out )
switch( out.m_DisplayBPMType ) switch( out.m_DisplayBPMType )
{ {
case Song::DISPLAY_ACTUAL: case DISPLAY_BPM_ACTUAL:
// write nothing // write nothing
break; break;
case Song::DISPLAY_SPECIFIED: case DISPLAY_BPM_SPECIFIED:
if( out.m_fSpecifiedBPMMin == out.m_fSpecifiedBPMMax ) if( out.m_fSpecifiedBPMMin == out.m_fSpecifiedBPMMax )
f.PutLine( ssprintf( "#DISPLAYBPM:%.6f;", out.m_fSpecifiedBPMMin ) ); f.PutLine( ssprintf( "#DISPLAYBPM:%.6f;", out.m_fSpecifiedBPMMin ) );
else else
f.PutLine( ssprintf( "#DISPLAYBPM:%.6f:%.6f;", out.m_fSpecifiedBPMMin, out.m_fSpecifiedBPMMax ) ); f.PutLine( ssprintf( "#DISPLAYBPM:%.6f:%.6f;", out.m_fSpecifiedBPMMin, out.m_fSpecifiedBPMMax ) );
break; break;
case Song::DISPLAY_RANDOM: case DISPLAY_BPM_RANDOM:
f.PutLine( ssprintf( "#DISPLAYBPM:*;" ) ); f.PutLine( ssprintf( "#DISPLAYBPM:*;" ) );
break; break;
} }
+34 -3
View File
@@ -539,7 +539,10 @@ static MenuDef g_SongInformation(
MenuRowDef( ScreenEdit::main_title_transliteration, "Main title transliteration", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::main_title_transliteration, "Main title transliteration", true, EditMode_Practice, true, true, 0, NULL ),
MenuRowDef( ScreenEdit::sub_title_transliteration, "Sub title transliteration", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::sub_title_transliteration, "Sub title transliteration", true, EditMode_Practice, true, true, 0, NULL ),
MenuRowDef( ScreenEdit::artist_transliteration, "Artist transliteration", true, EditMode_Practice, true, true, 0, NULL ), MenuRowDef( ScreenEdit::artist_transliteration, "Artist transliteration", true, EditMode_Practice, true, true, 0, NULL ),
MenuRowDef( ScreenEdit::last_beat_hint, "Last beat hint", true, EditMode_Full, true, true, 0, NULL ) MenuRowDef( ScreenEdit::last_beat_hint, "Last beat hint", true, EditMode_Full, true, true, 0, NULL ),
MenuRowDef( ScreenEdit::display_bpm, "Display BPM", true, EditMode_Full, true, true, 0, "Actual", "Specified", "Random" ),
MenuRowDef( ScreenEdit::min_bpm, "Min BPM", true, EditMode_Full, true, true, 0, NULL ),
MenuRowDef( ScreenEdit::min_bpm, "Max BPM", true, EditMode_Full, true, true, 0, NULL )
); );
static MenuDef g_TimingDataInformation( static MenuDef g_TimingDataInformation(
@@ -2980,6 +2983,16 @@ static void ChangeLastBeatHint( const RString &sNew )
GAMESTATE->m_pCurSong->m_fSpecifiedLastBeat = StringToFloat( sNew ); GAMESTATE->m_pCurSong->m_fSpecifiedLastBeat = StringToFloat( sNew );
} }
static void ChangeMinBPM( const RString &sNew )
{
GAMESTATE->m_pCurSong->m_fSpecifiedBPMMin = StringToFloat( sNew );
}
static void ChangeMaxBPM( const RString &sNew )
{
GAMESTATE->m_pCurSong->m_fSpecifiedBPMMax = StringToFloat( sNew );
}
// End helper functions // End helper functions
static LocalizedString REVERT_LAST_SAVE ( "ScreenEdit", "Do you want to revert to your last save?" ); static LocalizedString REVERT_LAST_SAVE ( "ScreenEdit", "Do you want to revert to your last save?" );
@@ -3171,6 +3184,9 @@ void ScreenEdit::HandleMainMenuChoice( MainMenuChoice c, const vector<int> &iAns
g_SongInformation.rows[sub_title_transliteration].SetOneUnthemedChoice( pSong->m_sSubTitleTranslit ); g_SongInformation.rows[sub_title_transliteration].SetOneUnthemedChoice( pSong->m_sSubTitleTranslit );
g_SongInformation.rows[artist_transliteration].SetOneUnthemedChoice( pSong->m_sArtistTranslit ); g_SongInformation.rows[artist_transliteration].SetOneUnthemedChoice( pSong->m_sArtistTranslit );
g_SongInformation.rows[last_beat_hint].SetOneUnthemedChoice( ssprintf("%.5f", pSong->m_fSpecifiedLastBeat) ); g_SongInformation.rows[last_beat_hint].SetOneUnthemedChoice( ssprintf("%.5f", pSong->m_fSpecifiedLastBeat) );
g_SongInformation.rows[display_bpm].iDefaultChoice = pSong->m_DisplayBPMType;
g_SongInformation.rows[min_bpm].SetOneUnthemedChoice( ssprintf("%.5f", pSong->m_fSpecifiedBPMMin) );
g_SongInformation.rows[max_bpm].SetOneUnthemedChoice( ssprintf("%.5f", pSong->m_fSpecifiedBPMMax) );
EditMiniMenu( &g_SongInformation, SM_BackFromSongInformation ); EditMiniMenu( &g_SongInformation, SM_BackFromSongInformation );
} }
@@ -3575,13 +3591,15 @@ static LocalizedString ENTER_MAIN_TITLE_TRANSLIT ("ScreenEdit","Enter a new main
static LocalizedString ENTER_SUB_TITLE_TRANSLIT ("ScreenEdit","Enter a new sub title transliteration."); static LocalizedString ENTER_SUB_TITLE_TRANSLIT ("ScreenEdit","Enter a new sub title transliteration.");
static LocalizedString ENTER_ARTIST_TRANSLIT ("ScreenEdit","Enter a new artist transliteration."); static LocalizedString ENTER_ARTIST_TRANSLIT ("ScreenEdit","Enter a new artist transliteration.");
static LocalizedString ENTER_LAST_BEAT_HINT ("ScreenEdit","Enter a new last beat hint."); static LocalizedString ENTER_LAST_BEAT_HINT ("ScreenEdit","Enter a new last beat hint.");
static LocalizedString ENTER_MIN_BPM ("ScreenEdit","Enter a new min BPM.");
static LocalizedString ENTER_MAX_BPM ("ScreenEdit","Enter a new max BPM.");
void ScreenEdit::HandleSongInformationChoice( SongInformationChoice c, const vector<int> &iAnswers ) void ScreenEdit::HandleSongInformationChoice( SongInformationChoice c, const vector<int> &iAnswers )
{ {
Song* pSong = GAMESTATE->m_pCurSong; Song* pSong = GAMESTATE->m_pCurSong;
pSong->m_DisplayBPMType = static_cast<DisplayBPM>(iAnswers[display_bpm]);
switch( c ) switch( c )
{ {
DEFAULT_FAIL(c);
case main_title: case main_title:
ScreenTextEntry::TextEntry( SM_None, ENTER_MAIN_TITLE, pSong->m_sMainTitle, 100, NULL, ChangeMainTitle, NULL ); ScreenTextEntry::TextEntry( SM_None, ENTER_MAIN_TITLE, pSong->m_sMainTitle, 100, NULL, ChangeMainTitle, NULL );
break; break;
@@ -3607,7 +3625,20 @@ void ScreenEdit::HandleSongInformationChoice( SongInformationChoice c, const vec
ScreenTextEntry::TextEntry( SM_None, ENTER_ARTIST_TRANSLIT, pSong->m_sArtistTranslit, 100, NULL, ChangeArtistTranslit, NULL ); ScreenTextEntry::TextEntry( SM_None, ENTER_ARTIST_TRANSLIT, pSong->m_sArtistTranslit, 100, NULL, ChangeArtistTranslit, NULL );
break; break;
case last_beat_hint: case last_beat_hint:
ScreenTextEntry::TextEntry( SM_None, ENTER_LAST_BEAT_HINT, ssprintf("%.5f", pSong->m_fSpecifiedLastBeat), 20, ScreenTextEntry::FloatValidate, ChangeLastBeatHint, NULL ); ScreenTextEntry::TextEntry( SM_None, ENTER_LAST_BEAT_HINT,
ssprintf("%.5f", pSong->m_fSpecifiedLastBeat), 20,
ScreenTextEntry::FloatValidate, ChangeLastBeatHint, NULL );
break;
case min_bpm:
ScreenTextEntry::TextEntry( SM_None, ENTER_MIN_BPM,
ssprintf("%.5f", pSong->m_fSpecifiedBPMMin), 20,
ScreenTextEntry::FloatValidate, ChangeMinBPM, NULL );
break;
case max_bpm:
ScreenTextEntry::TextEntry( SM_None, ENTER_MAX_BPM,
ssprintf("%.5f", pSong->m_fSpecifiedBPMMax), 20,
ScreenTextEntry::FloatValidate, ChangeMaxBPM, NULL );
break;
}; };
} }
+3
View File
@@ -442,6 +442,9 @@ public:
sub_title_transliteration, sub_title_transliteration,
artist_transliteration, artist_transliteration,
last_beat_hint, last_beat_hint,
display_bpm,
min_bpm,
max_bpm,
NUM_SONG_INFORMATION_CHOICES NUM_SONG_INFORMATION_CHOICES
}; };
void HandleSongInformationChoice( SongInformationChoice c, const vector<int> &iAnswers ); void HandleSongInformationChoice( SongInformationChoice c, const vector<int> &iAnswers );
+4 -4
View File
@@ -74,7 +74,7 @@ Song::Song()
m_fSpecifiedLastBeat = -1; m_fSpecifiedLastBeat = -1;
m_SelectionDisplay = SHOW_ALWAYS; m_SelectionDisplay = SHOW_ALWAYS;
m_bEnabled = true; m_bEnabled = true;
m_DisplayBPMType = DISPLAY_ACTUAL; m_DisplayBPMType = DISPLAY_BPM_ACTUAL;
m_fSpecifiedBPMMin = 0; m_fSpecifiedBPMMin = 0;
m_fSpecifiedBPMMax = 0; m_fSpecifiedBPMMax = 0;
m_bIsSymLink = false; m_bIsSymLink = false;
@@ -147,7 +147,7 @@ void Song::AddLyricSegment( LyricSegment seg )
void Song::GetDisplayBpms( DisplayBpms &AddTo ) const void Song::GetDisplayBpms( DisplayBpms &AddTo ) const
{ {
if( m_DisplayBPMType == DISPLAY_SPECIFIED ) if( m_DisplayBPMType == DISPLAY_BPM_SPECIFIED )
{ {
AddTo.Add( m_fSpecifiedBPMMin ); AddTo.Add( m_fSpecifiedBPMMin );
AddTo.Add( m_fSpecifiedBPMMax ); AddTo.Add( m_fSpecifiedBPMMax );
@@ -1458,7 +1458,7 @@ bool Song::HasSignificantBpmChangesOrStops() const
// Don't consider BPM changes that only are only for maintaining sync as // Don't consider BPM changes that only are only for maintaining sync as
// a real BpmChange. // a real BpmChange.
if( m_DisplayBPMType == DISPLAY_SPECIFIED ) if( m_DisplayBPMType == DISPLAY_BPM_SPECIFIED )
{ {
if( m_fSpecifiedBPMMin != m_fSpecifiedBPMMax ) if( m_fSpecifiedBPMMin != m_fSpecifiedBPMMax )
return true; return true;
@@ -1612,7 +1612,7 @@ public:
} }
static int IsDisplayBpmRandom( T* p, lua_State *L ) static int IsDisplayBpmRandom( T* p, lua_State *L )
{ {
lua_pushboolean( L, p->m_DisplayBPMType == Song::DISPLAY_RANDOM ); lua_pushboolean( L, p->m_DisplayBPMType == DISPLAY_BPM_RANDOM );
return 1; return 1;
} }
+10 -1
View File
@@ -35,6 +35,15 @@ enum BackgroundLayer
NUM_BackgroundLayer, NUM_BackgroundLayer,
BACKGROUND_LAYER_Invalid BACKGROUND_LAYER_Invalid
}; };
/** @brief The different ways of displaying the BPM. */
enum DisplayBPM
{
DISPLAY_BPM_ACTUAL, /**< Display the song's actual BPM. */
DISPLAY_BPM_SPECIFIED, /**< Display a specified value or values. */
DISPLAY_BPM_RANDOM /**< Display a random selection of BPMs. */
};
/** @brief A custom foreach loop for the different background layers. */ /** @brief A custom foreach loop for the different background layers. */
#define FOREACH_BackgroundLayer( bl ) FOREACH_ENUM( BackgroundLayer, bl ) #define FOREACH_BackgroundLayer( bl ) FOREACH_ENUM( BackgroundLayer, bl )
@@ -222,7 +231,7 @@ public:
float m_fSpecifiedLastBeat; // specified last beat of the song float m_fSpecifiedLastBeat; // specified last beat of the song
float m_fMusicSampleStartSeconds; float m_fMusicSampleStartSeconds;
float m_fMusicSampleLengthSeconds; float m_fMusicSampleLengthSeconds;
enum { DISPLAY_ACTUAL, DISPLAY_SPECIFIED, DISPLAY_RANDOM } m_DisplayBPMType; DisplayBPM m_DisplayBPMType;
float m_fSpecifiedBPMMin; float m_fSpecifiedBPMMin;
float m_fSpecifiedBPMMax; // if a range, then Min != Max float m_fSpecifiedBPMMax; // if a range, then Min != Max
+3 -3
View File
@@ -47,9 +47,9 @@ void StageStats::AssertValid( PlayerNumber pn ) const
ASSERT( m_player[pn].m_vpPossibleSteps[0] ); ASSERT( m_player[pn].m_vpPossibleSteps[0] );
ASSERT_M( m_playMode < NUM_PlayMode, ssprintf("playmode %i", m_playMode) ); ASSERT_M( m_playMode < NUM_PlayMode, ssprintf("playmode %i", m_playMode) );
ASSERT( m_pStyle != NULL ); ASSERT( m_pStyle != NULL );
ASSERT_M( m_player[pn].m_vpPossibleSteps[0]->GetDifficulty() < NUM_Difficulty, ssprintf("difficulty %i", m_player[pn].m_vpPossibleSteps[0]->GetDifficulty()) ); ASSERT_M( m_player[pn].m_vpPossibleSteps[0]->GetDifficulty() < NUM_Difficulty, ssprintf("Invalid Difficulty %i", m_player[pn].m_vpPossibleSteps[0]->GetDifficulty()) );
ASSERT_M( (int) m_vpPlayedSongs.size() == m_player[pn].m_iStepsPlayed, ssprintf("%i, %i, %i", (int)m_vpPlayedSongs.size(), (int)m_player[pn].m_iStepsPlayed, pn) ); ASSERT_M( (int) m_vpPlayedSongs.size() == m_player[pn].m_iStepsPlayed, ssprintf("%i Songs Played != %i Steps Played for player %i", (int)m_vpPlayedSongs.size(), (int)m_player[pn].m_iStepsPlayed, pn) );
ASSERT_M( m_vpPossibleSongs.size() == m_player[pn].m_vpPossibleSteps.size(), ssprintf("%i, %i, %i", (int)m_vpPossibleSongs.size(), (int)m_player[pn].m_vpPossibleSteps.size(), pn) ); ASSERT_M( m_vpPossibleSongs.size() == m_player[pn].m_vpPossibleSteps.size(), ssprintf("%i Possible Songs != %i Possible Steps for player %i", (int)m_vpPossibleSongs.size(), (int)m_player[pn].m_vpPossibleSteps.size(), pn) );
} }
void StageStats::AssertValid( MultiPlayer pn ) const void StageStats::AssertValid( MultiPlayer pn ) const
+2 -3
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@@ -92,17 +92,16 @@ void TimingData::SetStopAtRow( int iRow, float fSeconds, bool bDelay )
if( i == m_StopSegments.size() ) // there is no Stop/Delay Segment at the current beat if( i == m_StopSegments.size() ) // there is no Stop/Delay Segment at the current beat
{ {
// create a new StopSegment // create a new StopSegment
if( fSeconds > 0 || PREFSMAN->m_bQuirksMode ) if( fSeconds > 0 )
{ {
AddStopSegment( StopSegment(iRow, fSeconds, bDelay) ); AddStopSegment( StopSegment(iRow, fSeconds, bDelay) );
} }
} }
else // StopSegment being modified is m_StopSegments[i] else // StopSegment being modified is m_StopSegments[i]
{ {
if( fSeconds > 0 || PREFSMAN->m_bQuirksMode ) if( fSeconds > 0 )
{ {
m_StopSegments[i].m_fStopSeconds = fSeconds; m_StopSegments[i].m_fStopSeconds = fSeconds;
//m_StopSegments[i].m_bDelay = bDelay; // use this?
} }
else else
m_StopSegments.erase( m_StopSegments.begin()+i, m_StopSegments.begin()+i+1 ); m_StopSegments.erase( m_StopSegments.begin()+i, m_StopSegments.begin()+i+1 );
+3 -3
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@@ -189,11 +189,11 @@ void Trail::GetDisplayBpms( DisplayBpms &AddTo ) const
ASSERT( pSong ); ASSERT( pSong );
switch( pSong->m_DisplayBPMType ) switch( pSong->m_DisplayBPMType )
{ {
case Song::DISPLAY_ACTUAL: case DISPLAY_BPM_ACTUAL:
case Song::DISPLAY_SPECIFIED: case DISPLAY_BPM_SPECIFIED:
pSong->GetDisplayBpms( AddTo ); pSong->GetDisplayBpms( AddTo );
break; break;
case Song::DISPLAY_RANDOM: case DISPLAY_BPM_RANDOM:
AddTo.Add( -1 ); AddTo.Add( -1 );
break; break;
DEFAULT_FAIL( pSong->m_DisplayBPMType ); DEFAULT_FAIL( pSong->m_DisplayBPMType );