Various bug fixes. See changelog.

This commit is contained in:
Chris Danford
2002-07-23 01:41:40 +00:00
parent 83d773d239
commit 317c352a9b
129 changed files with 3745 additions and 1950 deletions
+25 -25
View File
@@ -16,10 +16,11 @@
#include "ScreenEdit.h"
#include "GameConstantsAndTypes.h"
#include "RageUtil.h"
#include "ThemeManager.h"
#include "PrefsManager.h"
#include "GameManager.h"
#include "ScreenPrompt.h"
#include "RageLog.h"
#include "GameState.h"
//
@@ -70,33 +71,33 @@ ScreenEditMenu::ScreenEditMenu()
m_textGroup.Load( THEME->GetPathTo(FONT_HEADER1) );
m_textGroup.SetXY( GROUP_X, GROUP_Y );
m_textGroup.SetDiffuseColor( D3DXCOLOR(0.7f,0.7f,0.7f,1) );
this->AddActor( &m_textGroup );
this->AddSubActor( &m_textGroup );
m_Banner.SetXY( SONG_BANNER_X, SONG_BANNER_Y );
this->AddActor( &m_Banner );
this->AddSubActor( &m_Banner );
m_TextBanner.SetXY( SONG_TEXT_BANNER_X, SONG_TEXT_BANNER_Y );
this->AddActor( &m_TextBanner );
this->AddSubActor( &m_TextBanner );
m_sprArrowLeft.Load( THEME->GetPathTo(GRAPHIC_ARROWS_LEFT) );
m_sprArrowLeft.SetXY( ARROWS_X[0], ARROWS_Y[0] );
m_sprArrowLeft.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
this->AddActor( &m_sprArrowLeft );
this->AddSubActor( &m_sprArrowLeft );
m_sprArrowRight.Load( THEME->GetPathTo(GRAPHIC_ARROWS_RIGHT) );
m_sprArrowRight.SetXY( ARROWS_X[1], ARROWS_Y[1] );
m_sprArrowRight.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
this->AddActor( &m_sprArrowRight );
this->AddSubActor( &m_sprArrowRight );
m_textNotesType.Load( THEME->GetPathTo(FONT_HEADER1) );
m_textNotesType.SetXY( GAME_STYLE_X, GAME_STYLE_Y );
m_textNotesType.SetDiffuseColor( D3DXCOLOR(0.7f,0.7f,0.7f,1) );
this->AddActor( &m_textNotesType );
this->AddSubActor( &m_textNotesType );
m_textNotes.Load( THEME->GetPathTo(FONT_HEADER1) );
m_textNotes.SetXY( STEPS_X, STEPS_Y );
m_textNotes.SetDiffuseColor( D3DXCOLOR(0.7f,0.7f,0.7f,1) );
this->AddActor( &m_textNotes );
this->AddSubActor( &m_textNotes );
AfterRowChange();
@@ -107,7 +108,7 @@ ScreenEditMenu::ScreenEditMenu()
m_textExplanation.SetXY( EXPLANATION_X, EXPLANATION_Y );
m_textExplanation.SetText( EXPLANATION_TEXT );
m_textExplanation.SetZoom( 0.7f );
this->AddActor( &m_textExplanation );
this->AddSubActor( &m_textExplanation );
m_Menu.Load(
THEME->GetPathTo(GRAPHIC_EDIT_BACKGROUND),
@@ -115,11 +116,11 @@ ScreenEditMenu::ScreenEditMenu()
ssprintf("%s %s change music START to continue", CString(char(1)), CString(char(2)) ),
false, true, 40
);
this->AddActor( &m_Menu );
this->AddSubActor( &m_Menu );
m_Fade.SetOpened();
this->AddActor( &m_Fade);
this->AddSubActor( &m_Fade);
m_soundChangeMusic.Load( THEME->GetPathTo(SOUND_SELECT_MUSIC_CHANGE_MUSIC) );
@@ -163,20 +164,16 @@ void ScreenEditMenu::HandleScreenMessage( const ScreenMessage SM )
case SM_GoToNextState:
// set the current style based on the notes type
//switch( GetSelectedNotesType() )
//{
//case NOTES_TYPE_DANCE_SINGLE: GAMEMAN->m_CurStyle = STYLE_DANCE_SINGLE; break;
//case NOTES_TYPE_DANCE_DOUBLE: GAMEMAN->m_CurStyle = STYLE_DANCE_DOUBLE; break;
//case NOTES_TYPE_DANCE_COUPLE: GAMEMAN->m_CurStyle = STYLE_DANCE_COUPLE; break;
//case NOTES_TYPE_DANCE_SOLO: GAMEMAN->m_CurStyle = STYLE_DANCE_SOLO; break;
//case NOTES_TYPE_PUMP_SINGLE: GAMEMAN->m_CurStyle = STYLE_PUMP_SINGLE; break;
//case NOTES_TYPE_PUMP_DOUBLE: GAMEMAN->m_CurStyle = STYLE_PUMP_DOUBLE; break;
//}
// Dro Kulix:
// A centralized solution for this switching mess...
// (See GameConstantsAndTypes.h)
GAMEMAN->m_CurStyle = NotesTypeToStyle( GetSelectedNotesType() );
//
// Chris:
// Find the first Style that will play the selected notes type.
// Set the current Style, then let ScreenEdit infer the desired
// NotesType from that Style.
NotesType nt = GetSelectedNotesType();
GAMESTATE->m_CurStyle = GAMEMAN->GetStyleThatPlaysNotesType( nt );
SCREENMAN->SetNewScreen( new ScreenEdit );
break;
@@ -349,9 +346,12 @@ void ScreenEditMenu::MenuStart( const PlayerNumber p )
MUSIC->Stop();
SONGMAN->SetCurrentSong( GetSelectedSong() );
GAMEMAN->m_CurNotesType = GetSelectedNotesType();
SONGMAN->SetCurrentNotes( PLAYER_1, GetSelectedNotes() );
GAMESTATE->m_pCurSong = GetSelectedSong();
// find the first style that matches this notes type
GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
GAMESTATE->m_CurStyle = GAMEMAN->GetStyleThatPlaysNotesType( GetSelectedNotesType() );
GAMESTATE->m_pCurNotes[PLAYER_1] = GetSelectedNotes();
m_soundSelect.PlayRandom();