[Common] Added OperatorMenuScreen metric.

This commit is contained in:
AJ Kelly
2011-02-21 12:15:25 -06:00
parent 707357567c
commit 23cc4c0e45
6 changed files with 20 additions and 10 deletions
+1
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@@ -19,6 +19,7 @@ sm-ssc v1.2.3 | 201102??
Please re-adjust your speed mods accordingly. [AJ]
* [OptionRow] Added GetLayoutType() and GetSelectType() Lua bindings. [AJ]
* Fix .sm-style edits not being loaded. [AJ]
* [Common] Added OperatorMenuScreen metric. [AJ]
================================================================================
sm-ssc v1.2.2 | 20110220
@@ -6,7 +6,6 @@ function InitGamePrefs()
{ "NotePosition", true },
{ "ComboOnRolls", false },
{ "ComboUnderField", true },
{ "AdjustSpeed", false },
};
for idx,pref in ipairs(Prefs) do
+16 -6
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@@ -22,14 +22,16 @@ IsBaseTheme=1
# for 480p, it would be enlarged for bigger screens!
ScreenWidth=1
ScreenHeight=480
# Allows you to pick all available game modes for your gametype: for example,
# inserting enough coins for 1p would let you choose between solo, single
# and double before each game
# AutoSetStyle=true
AutoSetStyle=GetGamePrefB("AutoSetStyle")
# Default modifiers and noteskin.
DefaultModifiers="default;1.5x;"
DefaultNoteSkinName="default"
# Difficulties to show. Useful for custom games where you want to hide these.
DifficultiesToShow="beginner,easy,medium,hard,challenge"
# Same as above, but for courses.
@@ -37,19 +39,27 @@ CourseDifficultiesToShow="easy,medium,hard"
# Things to hide. You couldn't play cabinet anyways.
StepsTypesToHide="lights-cabinet"
#~ StepsTypesToHide="dance-couple,dance-solo,pump-halfdouble,lights-cabinet"
# Useless?
# The number of entries before "Various" is shown on the BPMDisplay, etc.
MaxCourseEntriesBeforeShowVarious=10
# Legacy metric: The first screen that shows up when you take forever to press
# start.
# The screen that appears when pressing the operator button.
OperatorMenuScreen="ScreenOptionsService"
# The first screen in the attract cycle.
FirstAttractScreen="ScreenDemonstration"
# First screen that pops up when you start the game. ScreenInit in particular
# shows the theme information before going to the title screen.
InitialScreen="ScreenInit"
# Music selection screen used after downloading files.
SelectMusicScreen="ScreenSelectMusic"
# Screens that show over everything else. you shouldn't worry bout this, since
# it wont matter much.
# Screens that show over everything else.
# Only mess with this if you know what you're doing.
OverlayScreens="ScreenSystemLayer,ScreenSyncOverlay,ScreenStatsOverlay,ScreenDebugOverlay,ScreenConsoleOverlay,ScreenInstallOverlay"
# Legacy metric: Percentage Scoring shows this many decimals ( 00.00% ).
PercentScoreDecimalPlaces=2
+1 -1
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@@ -8,7 +8,7 @@
#include "ProductInfo.h"
#include "LuaManager.h"
//ThemeMetric<RString> CommonMetrics::OPERATOR_MENU_SCREEN ("Common","OperatorMenuScreen");
ThemeMetric<RString> CommonMetrics::OPERATOR_MENU_SCREEN ("Common","OperatorMenuScreen");
ThemeMetric<RString> CommonMetrics::FIRST_ATTRACT_SCREEN ("Common","FirstAttractScreen");
ThemeMetric<RString> CommonMetrics::DEFAULT_MODIFIERS ("Common","DefaultModifiers" );
LocalizedString CommonMetrics::WINDOW_TITLE ("Common","WindowTitle");
+1 -1
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@@ -48,7 +48,7 @@ namespace CommonMetrics
/** @brief The first screen in the attract loop. */
extern ThemeMetric<RString> FIRST_ATTRACT_SCREEN;
/** @brief The screen that appears when pressing the operator button. */
//extern ThemeMetric<RString> OPERATOR_MENU_SCREEN;
extern ThemeMetric<RString> OPERATOR_MENU_SCREEN;
/** @brief The default modifiers to apply. */
extern ThemeMetric<RString> DEFAULT_MODIFIERS;
/** @brief The caption on the title bar. */
+1 -1
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@@ -1291,7 +1291,7 @@ bool HandleGlobalInputs( const InputEventPlus &input )
SCREENMAN->SystemMessage( SERVICE_SWITCH_PRESSED );
SCREENMAN->PopAllScreens();
GAMESTATE->Reset();
SCREENMAN->SetNewScreen( "ScreenOptionsService" );
SCREENMAN->SetNewScreen( CommonMetrics::OPERATOR_MENU_SCREEN );
}
return true;