Yet more theme cleanup. This should be the job of the artists!

This commit is contained in:
Chris Danford
2002-09-24 02:55:32 +00:00
parent 899e226f38
commit 23df7ec564
23 changed files with 392 additions and 53 deletions
+1
View File
@@ -1,4 +1,5 @@
------------------------CVS after 3.00 beta 6----------------
BUG FIX: DWI music sample info now read correctly - again.
NEW FEATURE: Precise adjustment of timing window for each grade via the
stepmania.ini file (see JudgeWindowPerfectPercent, JudgeWindowGreatPercent,
etc).
+6
View File
@@ -2,8 +2,14 @@
Fix
/////////////////////////
anon CVS instructions
MS phone bill
In the arcade, it doesn't sort music by alphabetical order in its group, but rather, it sorts all the songs in a group according to light difficutly, from the easiest song on top, to the hardest light mode song on the bottom. When there are songs with the same light rating, THEN it sorts THOSE by alphabetical order.
difficulty hiding for ez2
get rid of lines between tiles
red life glow in sync with beat
+10
View File
@@ -93,6 +93,16 @@ void Background::Unload()
m_iCurBGSegment = 0;
}
void Background::LoadFromAniDir( CString sAniDir )
{
Unload();
BackgroundAnimation* pTempBGA;
pTempBGA = new BackgroundAnimation;
pTempBGA->LoadFromAniDir( sAniDir );
m_BackgroundAnimations.Add( pTempBGA );
}
void Background::LoadFromSong( Song* pSong )
{
Unload();
+2 -1
View File
@@ -35,8 +35,9 @@ public:
Background();
~Background();
virtual void LoadFromAniDir( CString sAniDir );
virtual void LoadFromSong( Song *pSong );
virtual void Unload(); // call this on before calling load
virtual void Unload();
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
+2 -2
View File
@@ -279,10 +279,10 @@ bool DWILoader::LoadFromDWIFile( CString sPath, Song &out )
out.m_fBeat0OffsetInSeconds = -atoi( sParams[1] ) / 1000.0f;
else if( 0==stricmp(sValueName,"SAMPLESTART") )
out.m_fMusicSampleStartSeconds = TimeToSeconds( sParams[1] );
out.m_fMusicSampleStartSeconds = TimeToSeconds( sParams[1]+":"+sParams[2] ); // this value has a ':' in it. Colon is supposed to be a parameter separator. Stupid DWI!
else if( 0==stricmp(sValueName,"SAMPLELENGTH") )
out.m_fMusicSampleLengthSeconds = TimeToSeconds( sParams[1] );
out.m_fMusicSampleLengthSeconds = TimeToSeconds( sParams[1]+":"+sParams[2] );
else if( 0==stricmp(sValueName,"FREEZE") )
{
+2 -2
View File
@@ -49,8 +49,8 @@ CString SecondsToTime( float fSecs )
{
int iMinsDisplay = (int)fSecs/60;
int iSecsDisplay = (int)fSecs - iMinsDisplay*60;
int iLeftoverDisplay = int( (fSecs - iMinsDisplay*60 - iSecsDisplay) * 100 );
return ssprintf( "%02d:%02d:%02d", iMinsDisplay, iSecsDisplay, iLeftoverDisplay );
float fLeftoverDisplay = (fSecs - iMinsDisplay*60 - iSecsDisplay) * 100;
return ssprintf( "%02d:%02d:%02f", iMinsDisplay, iSecsDisplay, fLeftoverDisplay );
}
//-----------------------------------------------------------------------------
@@ -64,6 +64,7 @@ ScreenAppearanceOptions::ScreenAppearanceOptions() :
g_AppearanceOptionsLines,
NUM_APPEARANCE_OPTIONS_LINES,
false );
m_Menu.SetTimer( 99 );
m_Menu.StopTimer();
MUSIC->LoadAndPlayIfNotAlready( THEME->GetPathTo("Sounds","appearance options music") );
+3 -4
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@@ -198,8 +198,7 @@ ScreenEdit::ScreenEdit()
GAMESTATE->m_PlayerOptions[PLAYER_1].m_fArrowScrollSpeed = 1;
GAMESTATE->m_PlayerOptions[PLAYER_1].m_ColorType = PlayerOptions::COLOR_NOTE;
m_sprBackground.Load( THEME->GetPathTo("Graphics","edit background") );
m_sprBackground.StretchTo( CRect(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
m_Background.LoadFromSong( m_pSong );
shiftAnchor = -1;
m_SnapDisplay.SetXY( EDIT_X, EDIT_GRAY_Y );
@@ -332,7 +331,7 @@ void ScreenEdit::Update( float fDeltaTime )
}
}
m_sprBackground.Update( fDeltaTime );
m_Background.Update( fDeltaTime );
m_SnapDisplay.Update( fDeltaTime );
m_GrayArrowRowEdit.Update( fDeltaTime );
m_NoteFieldEdit.Update( fDeltaTime );
@@ -470,7 +469,7 @@ void ScreenEdit::Update( float fDeltaTime )
void ScreenEdit::DrawPrimitives()
{
m_sprBackground.Draw();
m_Background.Draw();
m_SnapDisplay.Draw();
m_GrayArrowRowEdit.Draw();
+1 -1
View File
@@ -53,7 +53,7 @@ protected:
Song* m_pSong;
Notes* m_pNotes;
Sprite m_sprBackground;
Background m_Background;
NoteField m_NoteFieldEdit;
SnapDisplay m_SnapDisplay;
+1 -1
View File
@@ -45,7 +45,7 @@ ScreenEditMenu::ScreenEditMenu()
this->AddChild( &Selector );
m_Menu.Load(
THEME->GetPathTo("Graphics","edit menu background"),
THEME->GetPathTo("BGAnimations","edit menu"),
THEME->GetPathTo("Graphics","edit menu top edge"),
HELP_TEXT, false, false, 99
);
+1 -1
View File
@@ -87,7 +87,7 @@ ScreenEz2SelectStyle::ScreenEz2SelectStyle()
m_Menu.Load(
THEME->GetPathTo("Graphics","select style background"),
THEME->GetPathTo("BGAnimations","select style"),
THEME->GetPathTo("Graphics","select style top edge"),
HELP_TEXT, true, true, TIMER_SECONDS
);
+6 -22
View File
@@ -29,24 +29,11 @@ const ScreenMessage SM_PlayAnnouncer = ScreenMessage(SM_User + 3);
ScreenGameOver::ScreenGameOver()
{
m_bClosing = false;
m_Background.LoadFromAniDir( THEME->GetPathTo("BGAnimations","game over") );
this->AddChild( &m_Background );
m_sprGameOver.Load( THEME->GetPathTo("Graphics","game over") );
m_sprGameOver.SetXY( CENTER_X, CENTER_Y );
this->AddChild( &m_sprGameOver );
// tween game over
m_sprGameOver.SetGlow( D3DXCOLOR(1,1,1,0) );
m_sprGameOver.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprGameOver.BeginTweening( 0.5f ); // fade to white
m_sprGameOver.SetTweenGlow( D3DXCOLOR(1,1,1,1) );
m_sprGameOver.BeginTweening( 0.01f ); // turn color on
m_sprGameOver.SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
m_sprGameOver.BeginTweening( 0.5f ); // fade to color
m_sprGameOver.SetTweenGlow( D3DXCOLOR(1,1,1,0) );
m_Fade.OpenWipingRight( SM_None );
this->AddChild( &m_Fade );
MUSIC->LoadAndPlayIfNotAlready( THEME->GetPathTo("Sounds","game over music") );
@@ -63,10 +50,7 @@ void ScreenGameOver::HandleScreenMessage( const ScreenMessage SM )
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("game over") );
break;
case SM_StartFadingOut:
m_bClosing = true;
m_sprGameOver.BeginTweening( 0.8f );
m_sprGameOver.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
this->SendScreenMessage( SM_GoToNextScreen, 0.8f );
m_Fade.CloseWipingRight( SM_GoToNextScreen );
break;
case SM_GoToNextScreen:
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
@@ -76,7 +60,7 @@ void ScreenGameOver::HandleScreenMessage( const ScreenMessage SM )
void ScreenGameOver::MenuStart( PlayerNumber pn )
{
if( m_bClosing )
if( m_Fade.IsClosing() )
return;
this->ClearMessageQueue();
+4 -3
View File
@@ -10,7 +10,8 @@
*/
#include "Screen.h"
#include "Sprite.h"
#include "BackgroundAnimation.h"
#include "TransitionFade.h"
class ScreenGameOver : public Screen
@@ -24,8 +25,8 @@ public:
private:
bool m_bClosing;
Sprite m_sprGameOver;
TransitionFade m_Fade;
BackgroundAnimation m_Background;
};
+1 -1
View File
@@ -56,7 +56,7 @@ static const int VertRes[] = {
ScreenGraphicOptions::ScreenGraphicOptions() :
ScreenOptions(
THEME->GetPathTo("Graphics","graphic options background"),
THEME->GetPathTo("BGAnimations","graphic options"),
THEME->GetPathTo("Graphics","graphic options page"),
THEME->GetPathTo("Graphics","graphic options top edge")
)
+2 -2
View File
@@ -167,7 +167,7 @@ void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type
#include "ScreenHowToPlay.h"
#include "ScreenInputOptions.h"
#include "ScreenMachineOptions.h"
#include "ScreenMapInstruments.h"
#include "ScreenMapControllers.h"
#include "ScreenMusicScroll.h"
#include "ScreenPlayerOptions.h"
#include "ScreenSandbox.h"
@@ -204,7 +204,7 @@ Screen* ScreenManager::MakeNewScreen( CString sClassName )
else if( 0==stricmp(sClassName, "ScreenHowToPlay") ) return new ScreenHowToPlay;
else if( 0==stricmp(sClassName, "ScreenInputOptions") ) return new ScreenInputOptions;
else if( 0==stricmp(sClassName, "ScreenMachineOptions") ) return new ScreenMachineOptions;
else if( 0==stricmp(sClassName, "ScreenMapInstruments") ) return new ScreenMapInstruments;
else if( 0==stricmp(sClassName, "ScreenMapControllers") ) return new ScreenMapControllers;
else if( 0==stricmp(sClassName, "ScreenInputOptions") ) return new ScreenInputOptions;
else if( 0==stricmp(sClassName, "ScreenMusicScroll") ) return new ScreenMusicScroll;
else if( 0==stricmp(sClassName, "ScreenPlayerOptions") ) return new ScreenPlayerOptions;
+277
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@@ -0,0 +1,277 @@
#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: ScreenMapControllers
Desc: Where the player maps device input to pad input.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenMapControllers.h"
#include "PrefsManager.h"
#include "ScreenManager.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "InputMapper.h"
#include "GameManager.h"
#include "GameState.h"
#include "RageMusic.h"
#define HELP_TEXT THEME->GetMetric("ScreenMapControllers","HelpText")
// reserve the 3rd slot for hard-coded keys
const int NUM_CHANGABLE_SLOTS = NUM_GAME_TO_DEVICE_SLOTS-1;
const float TITLE_Y = 30;
const float HELP_X = CENTER_X;
const float HELP_Y = SCREEN_HEIGHT-10;
const float LINE_START_Y = 64;
const float LINE_GAP_Y = 28;
const float BUTTON_COLUMN_X[NUM_GAME_TO_DEVICE_SLOTS*MAX_GAME_CONTROLLERS] =
{
50, 125, 200, 440, 515, 590
};
const ScreenMessage SM_GoToNextScreen = ScreenMessage(SM_User+2);
ScreenMapControllers::ScreenMapControllers()
{
LOG->Trace( "ScreenMapControllers::ScreenMapControllers()" );
for( int b=0; b<GAMESTATE->GetCurrentGameDef()->m_iButtonsPerController; b++ )
{
CString sName = GAMESTATE->GetCurrentGameDef()->m_szButtonNames[b];
CString sSecondary = GAMESTATE->GetCurrentGameDef()->m_szSecondaryFunction[b];
m_textName[b].LoadFromFont( THEME->GetPathTo("Fonts","Header2") );
m_textName[b].SetXY( CENTER_X, LINE_START_Y + b*LINE_GAP_Y-6 );
m_textName[b].SetText( sName );
m_textName[b].SetZoom( 0.7f );
m_textName[b].SetShadowLength( 2 );
this->AddChild( &m_textName[b] );
m_textName2[b].LoadFromFont( THEME->GetPathTo("Fonts","Header2") );
m_textName2[b].SetXY( CENTER_X, LINE_START_Y + b*LINE_GAP_Y+6 );
m_textName2[b].SetText( sSecondary );
m_textName2[b].SetZoom( 0.5f );
m_textName2[b].SetShadowLength( 2 );
this->AddChild( &m_textName2[b] );
for( int p=0; p<MAX_GAME_CONTROLLERS; p++ )
{
for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
{
m_textMappedTo[p][b][s].LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textMappedTo[p][b][s].SetXY( BUTTON_COLUMN_X[p*NUM_GAME_TO_DEVICE_SLOTS+s], LINE_START_Y + b*LINE_GAP_Y );
m_textMappedTo[p][b][s].SetZoom( 0.5f );
m_textMappedTo[p][b][s].SetShadowLength( 2 );
this->AddChild( &m_textMappedTo[p][b][s] );
}
}
}
m_textError.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textError.SetText( "" );
m_textError.SetXY( CENTER_X, CENTER_Y );
m_textError.SetDiffuse( D3DXCOLOR(0,1,0,0) );
m_textError.SetZoom( 0.8f );
this->AddChild( &m_textError );
m_iCurController = 0;
m_iCurButton = 0;
m_iCurSlot = 0;
m_bWaitingForPress = false;
m_Menu.Load(
THEME->GetPathTo("BGAnimations","map controllers"),
THEME->GetPathTo("Graphics","map controllers top edge"),
HELP_TEXT, false, false, 99
);
m_Menu.TweenOnScreenFromBlack( SM_None );
this->AddChild( &m_Menu );
MUSIC->LoadAndPlayIfNotAlready( THEME->GetPathTo("Sounds","map controllers music") );
Refresh();
}
ScreenMapControllers::~ScreenMapControllers()
{
LOG->Trace( "ScreenMapControllers::~ScreenMapControllers()" );
}
void ScreenMapControllers::Update( float fDeltaTime )
{
Screen::Update( fDeltaTime );
for( int b=0; b<GAMESTATE->GetCurrentGameDef()->m_iButtonsPerController; b++ )
{
CString sButtonName = GAMESTATE->GetCurrentGameDef()->m_szButtonNames[b];
if( sButtonName == "Start" || sButtonName == "Back" )
continue;
}
}
void ScreenMapControllers::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( type != IET_FIRST_PRESS && type != IET_SLOW_REPEAT )
return; // ignore
LOG->Trace( "ScreenMapControllers::Input(): device: %d, button: %d",
DeviceI.device, DeviceI.button );
if( m_bWaitingForPress ) // we're going to map an input
{
// ignore joystick D-Pad presses if the user has set their pref.
if( PREFSMAN->m_bIgnoreJoyAxes &&
DEVICE_JOY1 <= DeviceI.device && DeviceI.device <= DEVICE_JOY4 &&
( DeviceI.button == JOY_LEFT || DeviceI.button == JOY_RIGHT || DeviceI.button == JOY_UP || DeviceI.button == JOY_DOWN ) )
{
//m_textError.SetText( "Game option is set to ignore the Joystick D-Pad." );
//m_fErrorDisplayCountdown = 5; // show the error message
m_textError.SetDiffuse( D3DXCOLOR(0,1,0,1) );
m_textError.BeginTweening( 3 );
m_textError.BeginTweening( 1 );
m_textError.SetTweenDiffuse( D3DXCOLOR(0,1,0,0) );
return; // ignore this press
}
GameInput curGameI( (GameController)m_iCurController,
(GameButton)m_iCurButton );
INPUTMAPPER->SetInputMap( DeviceI, curGameI, m_iCurSlot );
INPUTMAPPER->AddDefaultMappingsForCurrentGameIfUnmapped();
// commit to disk so we don't lose the changes!
INPUTMAPPER->SaveMappingsToDisk();
m_bWaitingForPress = false;
}
else if( DeviceI.device == DEVICE_KEYBOARD )
{
switch( DeviceI.button )
{
/* We only advertise space as doing this, but most games
* use either backspace or delete, and I find them more
* intuitive, so allow them, too. -gm */
case DIK_SPACE:
case DIK_DELETE:
case DIK_BACK: /* Clear the selected input mapping. */
{
GameInput curGameI( (GameController)m_iCurController, (GameButton)m_iCurButton );
INPUTMAPPER->ClearFromInputMap( curGameI, m_iCurSlot );
INPUTMAPPER->AddDefaultMappingsForCurrentGameIfUnmapped();
// commit to disk so we don't lose the changes!
INPUTMAPPER->SaveMappingsToDisk();
}
break;
case DIK_LEFT: /* Move the selection left, wrapping up. */
if( m_iCurSlot == 0 && m_iCurController == 0 )
break; // can't go left any more
m_iCurSlot--;
if( m_iCurSlot < 0 )
{
m_iCurSlot = NUM_CHANGABLE_SLOTS-1;
m_iCurController--;
}
break;
case DIK_RIGHT: /* Move the selection right, wrapping down. */
if( m_iCurSlot == NUM_CHANGABLE_SLOTS-1 && m_iCurController == MAX_GAME_CONTROLLERS-1 )
break; // can't go right any more
m_iCurSlot++;
if( m_iCurSlot > NUM_CHANGABLE_SLOTS-1 )
{
m_iCurSlot = 0;
m_iCurController++;
}
break;
case DIK_UP: /* Move the selection up. */
if( m_iCurButton == 0 )
break; // can't go up any more
m_iCurButton--;
break;
case DIK_DOWN: /* Move the selection down. */
if( m_iCurButton == GAMESTATE->GetCurrentGameDef()->m_iButtonsPerController-1 )
break; // can't go down any more
m_iCurButton++;
break;
case DIK_ESCAPE: /* Quit the screen. */
m_Menu.TweenOffScreenToBlack( SM_GoToNextScreen, true );
break;
case DIK_RETURN: /* Change the selection. */
m_bWaitingForPress = true;
break;
}
}
// Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default handler
LOG->Trace( "m_iCurSlot: %d m_iCurController: %d m_iCurButton: %d", m_iCurSlot, m_iCurController, m_iCurButton );
Refresh();
}
void ScreenMapControllers::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_GoToNextScreen:
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
}
}
void ScreenMapControllers::Refresh()
{
for( int p=0; p<MAX_GAME_CONTROLLERS; p++ )
{
for( int b=0; b<GAMESTATE->GetCurrentGameDef()->m_iButtonsPerController; b++ )
{
for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
{
GameInput cur_gi( (GameController)p, (GameButton)b );
DeviceInput di;
if( INPUTMAPPER->GameToDevice( cur_gi, s, di ) )
m_textMappedTo[p][b][s].SetText( di.GetDescription() );
else
m_textMappedTo[p][b][s].SetText( "-----------" );
// highlight the currently selected pad button
D3DXCOLOR color;
if( p == m_iCurController && b == m_iCurButton && s == m_iCurSlot )
{
if( m_bWaitingForPress )
color = D3DXCOLOR(1,0.5,0.5,1); // red
else
color = D3DXCOLOR(1,1,1,1); // white
}
else
color = D3DXCOLOR(0.5,0.5,0.5,1); // gray
m_textMappedTo[p][b][s].SetDiffuse( color );
}
}
}
}
+56
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@@ -0,0 +1,56 @@
/*
-----------------------------------------------------------------------------
Class: ScreenMapControllers
Desc: Where the player maps device input to instrument buttons.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Screen.h"
#include "Sprite.h"
#include "BitmapText.h"
#include "PrefsManager.h"
#include "GrayArrow.h"
#include "InputMapper.h"
#include "MenuElements.h"
class ScreenMapControllers : public Screen
{
public:
ScreenMapControllers();
virtual ~ScreenMapControllers();
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void HandleScreenMessage( const ScreenMessage SM );
private:
void KeyLeft();
void KeyRight();
void KeyUp();
void KeyDown();
void KeyBack();
void KeyStart();
void Refresh();
int m_iCurController;
int m_iCurButton;
int m_iCurSlot;
bool m_bWaitingForPress;
BitmapText m_textError;
BitmapText m_textName[MAX_GAME_BUTTONS];
BitmapText m_textName2[MAX_GAME_BUTTONS];
BitmapText m_textMappedTo[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS][NUM_GAME_TO_DEVICE_SLOTS];
MenuElements m_Menu;
};
+2
View File
@@ -71,6 +71,8 @@ ScreenSelectGame::ScreenSelectGame() :
g_SelectGameLines,
NUM_SELECT_GAME_LINES,
false );
m_Menu.SetTimer( 99 );
m_Menu.StopTimer();
MUSIC->LoadAndPlayIfNotAlready( THEME->GetPathTo("Sounds","select game music") );
}
+3 -3
View File
@@ -365,9 +365,9 @@ ScreenStage::ScreenStage()
for (i=0; i<2; i++) // specify the font file.
{
m_ez2ukm[i].LoadFromFont( THEME->GetPathTo("Fonts","Stage") );
m_ez2ukm[i].LoadFromFont( THEME->GetPathTo("Fonts","Stage ez2") );
m_ez2ukm[i].TurnShadowOff();
m_stagedesc[i].LoadFromFont( THEME->GetPathTo("Fonts","Stage") );
m_stagedesc[i].LoadFromFont( THEME->GetPathTo("Fonts","Stage ez2") );
m_stagedesc[i].TurnShadowOff();
}
@@ -481,7 +481,7 @@ ScreenStage::ScreenStage()
// write the stage name
m_stagename.LoadFromFont( THEME->GetPathTo("Fonts","Stage") );
m_stagename.LoadFromFont( THEME->GetPathTo("Fonts","Stage ez2") );
m_stagename.TurnShadowOff();
m_stagename.SetXY( CENTER_X+400, CENTER_Y-30+element_y_offsets ); // set initial position
+2 -1
View File
@@ -210,7 +210,7 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
SCREENMAN->SetNewScreen( "ScreenSelectGame" );
break;
case CHOICE_MAP_INSTRUMENTS:
SCREENMAN->SetNewScreen( "ScreenMapInstruments" );
SCREENMAN->SetNewScreen( "ScreenMapControllers" );
break;
case CHOICE_INPUT_OPTIONS:
SCREENMAN->SetNewScreen( "ScreenInputOptions" );
@@ -241,6 +241,7 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
case GAME_DANCE: GAMESTATE->m_CurStyle = STYLE_DANCE_VERSUS; break;
case GAME_PUMP: GAMESTATE->m_CurStyle = STYLE_PUMP_VERSUS; break;
case GAME_EZ2: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_VERSUS; break;
case GAME_PARA: GAMESTATE->m_CurStyle = STYLE_PARA_SINGLE; break;
default: ASSERT(0);
}
+1 -1
View File
@@ -32,7 +32,7 @@
#include "NotesLoaderKSF.h"
#include "NotesWriterDWI.h"
const int FILE_CACHE_VERSION = 70; // increment this when Song or Notes changes to invalidate cache
const int FILE_CACHE_VERSION = 73; // increment this when Song or Notes changes to invalidate cache
int CompareBPMSegments(const void *arg1, const void *arg2)
+6 -6
View File
@@ -56,10 +56,10 @@ LINK32=link.exe
# ADD LINK32 $(intdir)\verstub.obj /nologo /subsystem:windows /map /debug /machine:I386
# Begin Special Build Tool
IntDir=.\../Release6
TargetDir=\Stepmania\stepmania
TargetDir=\stepmania\stepmania
TargetName=StepMania
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -91,10 +91,10 @@ LINK32=link.exe
# SUBTRACT LINK32 /profile /incremental:no /nodefaultlib
# Begin Special Build Tool
IntDir=.\../Debug6
TargetDir=\Stepmania\stepmania
TargetDir=\stepmania\stepmania
TargetName=StepMania-debug
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -1192,11 +1192,11 @@ SOURCE=.\ScreenManager.h
# End Source File
# Begin Source File
SOURCE=.\ScreenMapInstruments.cpp
SOURCE=.\ScreenMapControllers.cpp
# End Source File
# Begin Source File
SOURCE=.\ScreenMapInstruments.h
SOURCE=.\ScreenMapControllers.h
# End Source File
# Begin Source File
+2 -2
View File
@@ -262,10 +262,10 @@ cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
RelativePath="ScreenManager.h">
</File>
<File
RelativePath="ScreenMapInstruments.cpp">
RelativePath="ScreenMapControllers.cpp">
</File>
<File
RelativePath="ScreenMapInstruments.h">
RelativePath="ScreenMapControllers.h">
</File>
<File
RelativePath="ScreenMessage.h">