Various bug fixes. See changelog.
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@@ -16,10 +16,11 @@
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#include "ScreenEdit.h"
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#include "GameConstantsAndTypes.h"
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#include "RageUtil.h"
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#include "ThemeManager.h"
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#include "PrefsManager.h"
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#include "GameManager.h"
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#include "ScreenPrompt.h"
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#include "RageLog.h"
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#include "GameState.h"
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//
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@@ -70,33 +71,33 @@ ScreenEditMenu::ScreenEditMenu()
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m_textGroup.Load( THEME->GetPathTo(FONT_HEADER1) );
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m_textGroup.SetXY( GROUP_X, GROUP_Y );
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m_textGroup.SetDiffuseColor( D3DXCOLOR(0.7f,0.7f,0.7f,1) );
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this->AddActor( &m_textGroup );
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this->AddSubActor( &m_textGroup );
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m_Banner.SetXY( SONG_BANNER_X, SONG_BANNER_Y );
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this->AddActor( &m_Banner );
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this->AddSubActor( &m_Banner );
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m_TextBanner.SetXY( SONG_TEXT_BANNER_X, SONG_TEXT_BANNER_Y );
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this->AddActor( &m_TextBanner );
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this->AddSubActor( &m_TextBanner );
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m_sprArrowLeft.Load( THEME->GetPathTo(GRAPHIC_ARROWS_LEFT) );
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m_sprArrowLeft.SetXY( ARROWS_X[0], ARROWS_Y[0] );
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m_sprArrowLeft.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
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this->AddActor( &m_sprArrowLeft );
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this->AddSubActor( &m_sprArrowLeft );
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m_sprArrowRight.Load( THEME->GetPathTo(GRAPHIC_ARROWS_RIGHT) );
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m_sprArrowRight.SetXY( ARROWS_X[1], ARROWS_Y[1] );
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m_sprArrowRight.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
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this->AddActor( &m_sprArrowRight );
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this->AddSubActor( &m_sprArrowRight );
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m_textNotesType.Load( THEME->GetPathTo(FONT_HEADER1) );
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m_textNotesType.SetXY( GAME_STYLE_X, GAME_STYLE_Y );
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m_textNotesType.SetDiffuseColor( D3DXCOLOR(0.7f,0.7f,0.7f,1) );
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this->AddActor( &m_textNotesType );
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this->AddSubActor( &m_textNotesType );
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m_textNotes.Load( THEME->GetPathTo(FONT_HEADER1) );
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m_textNotes.SetXY( STEPS_X, STEPS_Y );
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m_textNotes.SetDiffuseColor( D3DXCOLOR(0.7f,0.7f,0.7f,1) );
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this->AddActor( &m_textNotes );
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this->AddSubActor( &m_textNotes );
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AfterRowChange();
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@@ -107,7 +108,7 @@ ScreenEditMenu::ScreenEditMenu()
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m_textExplanation.SetXY( EXPLANATION_X, EXPLANATION_Y );
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m_textExplanation.SetText( EXPLANATION_TEXT );
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m_textExplanation.SetZoom( 0.7f );
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this->AddActor( &m_textExplanation );
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this->AddSubActor( &m_textExplanation );
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m_Menu.Load(
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THEME->GetPathTo(GRAPHIC_EDIT_BACKGROUND),
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@@ -115,11 +116,11 @@ ScreenEditMenu::ScreenEditMenu()
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ssprintf("%s %s change music START to continue", CString(char(1)), CString(char(2)) ),
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false, true, 40
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);
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this->AddActor( &m_Menu );
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this->AddSubActor( &m_Menu );
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m_Fade.SetOpened();
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this->AddActor( &m_Fade);
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this->AddSubActor( &m_Fade);
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m_soundChangeMusic.Load( THEME->GetPathTo(SOUND_SELECT_MUSIC_CHANGE_MUSIC) );
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@@ -163,20 +164,16 @@ void ScreenEditMenu::HandleScreenMessage( const ScreenMessage SM )
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case SM_GoToNextState:
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// set the current style based on the notes type
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//switch( GetSelectedNotesType() )
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//{
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//case NOTES_TYPE_DANCE_SINGLE: GAMEMAN->m_CurStyle = STYLE_DANCE_SINGLE; break;
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//case NOTES_TYPE_DANCE_DOUBLE: GAMEMAN->m_CurStyle = STYLE_DANCE_DOUBLE; break;
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//case NOTES_TYPE_DANCE_COUPLE: GAMEMAN->m_CurStyle = STYLE_DANCE_COUPLE; break;
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//case NOTES_TYPE_DANCE_SOLO: GAMEMAN->m_CurStyle = STYLE_DANCE_SOLO; break;
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//case NOTES_TYPE_PUMP_SINGLE: GAMEMAN->m_CurStyle = STYLE_PUMP_SINGLE; break;
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//case NOTES_TYPE_PUMP_DOUBLE: GAMEMAN->m_CurStyle = STYLE_PUMP_DOUBLE; break;
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//}
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// Dro Kulix:
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// A centralized solution for this switching mess...
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// (See GameConstantsAndTypes.h)
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GAMEMAN->m_CurStyle = NotesTypeToStyle( GetSelectedNotesType() );
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//
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// Chris:
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// Find the first Style that will play the selected notes type.
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// Set the current Style, then let ScreenEdit infer the desired
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// NotesType from that Style.
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NotesType nt = GetSelectedNotesType();
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GAMESTATE->m_CurStyle = GAMEMAN->GetStyleThatPlaysNotesType( nt );
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SCREENMAN->SetNewScreen( new ScreenEdit );
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break;
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@@ -349,9 +346,12 @@ void ScreenEditMenu::MenuStart( const PlayerNumber p )
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MUSIC->Stop();
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SONGMAN->SetCurrentSong( GetSelectedSong() );
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GAMEMAN->m_CurNotesType = GetSelectedNotesType();
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SONGMAN->SetCurrentNotes( PLAYER_1, GetSelectedNotes() );
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GAMESTATE->m_pCurSong = GetSelectedSong();
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// find the first style that matches this notes type
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GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
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GAMESTATE->m_CurStyle = GAMEMAN->GetStyleThatPlaysNotesType( GetSelectedNotesType() );
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GAMESTATE->m_pCurNotes[PLAYER_1] = GetSelectedNotes();
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m_soundSelect.PlayRandom();
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