add dancing character support, option to enable

This commit is contained in:
Chris Danford
2003-05-05 04:43:11 +00:00
parent 7953f94b0d
commit 35dd3886dd
16 changed files with 310 additions and 24 deletions
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+8 -3
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@@ -1692,16 +1692,20 @@ BannerLoading=ON DEMAND loads banners when they're displayed, for fast loads.::A
[ScreenGameplayOptions] [ScreenGameplayOptions]
HelpText=&UP; &DOWN; to change line &LEFT; &RIGHT; to select between options::START to accept changes BACK to discard changes HelpText=&UP; &DOWN; to change line &LEFT; &RIGHT; to select between options::START to accept changes BACK to discard changes
BackgroundMode=Choose what type of backgrounds you would like displayed.::&oq;Animations&cq; uses any random items in the BGAnimations folder.::&oq;Visualizations&cq; chooses a random overlay movie from the Visualization folder.::&oq;Random Movies&cq; cycles through movies in the RandomMovies folder.
BackgroundBrightness=Controls how bright the background will appear.::Turn this setting down if you have a hard time seeing the notes.
BGForBanner=Instead of displaying the banner image in menus, display::the song background instead. Backgrounds can look better::than banners because they are higher resolution, but they::will take longer to load and may result in some &oq;skipping&cq;. BGForBanner=Instead of displaying the banner image in menus, display::the song background instead. Backgrounds can look better::than banners because they are higher resolution, but they::will take longer to load and may result in some &oq;skipping&cq;.
EasterEggs=Enable or disable some special easter eggs. EasterEggs=Enable or disable some special easter eggs.
MarvelousTiming=Enable or disable marvelous judgement. MarvelousTiming=Enable or disable marvelous judgement.
HiddenSongs=Some songs are only playable during Oni courses and::with roulette. Leave this &oq;OFF&cq; to always display all songs. HiddenSongs=Some songs are only playable during Oni courses and::with roulette. Leave this &oq;OFF&cq; to always display all songs.
ShowDanger=Turn this option &oq;OFF&cq; to disable the flashing &oq;Danger&cq;::background that shows when you're about to die.
PickExtraStage=Instead of a set extra stage, this allows::the player to choose which song to play.::Difficulty and options are still locked. PickExtraStage=Instead of a set extra stage, this allows::the player to choose which song to play.::Difficulty and options are still locked.
SoloSingles=Turn this option &oq;ON&cq; to enable Solo-Style::for 4-panel single play. SoloSingles=Turn this option &oq;ON&cq; to enable Solo-Style::for 4-panel single play.
[ScreenBackgroundOptions]
HelpText=&UP; &DOWN; to change line &LEFT; &RIGHT; to select between options::START to accept changes BACK to discard changes
Mode=Choose what type of backgrounds you would like displayed.::&oq;Animations&cq; uses any random items in the BGAnimations folder.::&oq;Visualizations&cq; chooses a random overlay movie from the Visualization folder.::&oq;Random Movies&cq; cycles through movies in the RandomMovies folder.
Brightness=Controls how bright the background will appear.::Turn this setting down if you have a hard time seeing the notes.
Danger=Turn this option &oq;OFF&cq; to disable the flashing &oq;Danger&cq;::background that shows when you're about to die.
DancingCharacters=Turn this option &oq;OFF&cq; to disable the dancing characters::in the background. Even if this option is &oq;ON&cq;,::characters will only show if you have some installed.
[ScreenAppearanceOptions] [ScreenAppearanceOptions]
HelpText=&UP; &DOWN; to change line &LEFT; &RIGHT; to select between options::START to accept changes BACK to discard changes HelpText=&UP; &DOWN; to change line &LEFT; &RIGHT; to select between options::START to accept changes BACK to discard changes
Announcer=Choose from this list of installed annoucner packs.::For more information about creating announcer packs, see the README. Announcer=Choose from this list of installed annoucner packs.::For more information about creating announcer packs, see the README.
@@ -1853,6 +1857,7 @@ GameplayOptions=
AppearanceOptions= AppearanceOptions=
SoundOptions= SoundOptions=
AutogenOptions= AutogenOptions=
BackgroundOptions=
[TextBanner] [TextBanner]
Width=180 Width=180
+6
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@@ -418,6 +418,9 @@ void Background::Update( float fDeltaTime )
} }
} }
if( PREFSMAN->m_bShowDancingCharacters )
m_DancingCharacters.Update( fDeltaTime );
m_quadBGBrightness.Update( fDeltaTime ); m_quadBGBrightness.Update( fDeltaTime );
} }
@@ -437,6 +440,9 @@ void Background::DrawPrimitives()
m_pFadingBGA->Draw(); m_pFadingBGA->Draw();
} }
if( PREFSMAN->m_bShowDancingCharacters )
m_DancingCharacters.Draw();
m_quadBGBrightness.Draw(); m_quadBGBrightness.Draw();
for( int i=0; i<4; i++ ) for( int i=0; i<4; i++ )
m_quadBorder[i].Draw(); m_quadBorder[i].Draw();
+3
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@@ -17,6 +17,7 @@
#include "ActorFrame.h" #include "ActorFrame.h"
#include "BGAnimation.h" #include "BGAnimation.h"
#include "song.h" #include "song.h"
#include "DancingCharacters.h"
class Background : public ActorFrame class Background : public ActorFrame
@@ -43,6 +44,8 @@ public:
protected: protected:
bool IsDangerVisible(); bool IsDangerVisible();
DancingCharacters m_DancingCharacters;
BGAnimation m_BGADanger; BGAnimation m_BGADanger;
BGAnimation* CreateSongBGA(const Song *pSong, CString sBGName) const; BGAnimation* CreateSongBGA(const Song *pSong, CString sBGName) const;
+106
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@@ -0,0 +1,106 @@
#include "global.h"
/*
-----------------------------------------------------------------------------
Class: DancingCharacters
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "DancingCharacters.h"
#include "GameConstantsAndTypes.h"
#include "RageDisplay.h"
#include "RageUtil.h"
#include "RageMath.h"
#include "PrefsManager.h"
const float CAMERA_SWEEP_SECONDS = 2.f;
const float CAMERA_SWEEP_SECONDS_VARIANCE = 1.f;
const float CAMERA_DISTANCE = 16.f;
const float CAMERA_DISTANCE_VARIANCE = 3.f;
const float CAMERA_HEIGHT = -9.f;
const float CAMERA_HEIGHT_VARIANCE = 3.f;
const float MODEL_X[NUM_PLAYERS] = { -8, 8 };
DancingCharacters::DancingCharacters()
{
if( PREFSMAN->m_bShowDancingCharacters )
{
m_Character[PLAYER_1].SetX( MODEL_X[PLAYER_1] );
m_Character[PLAYER_1].LoadMilkshapeAscii( "D:\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\char0000\\model.txt" );
m_Character[PLAYER_1].LoadMilkshapeAsciiBones( "D:\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\dance0001.bones.txt" );
m_Character[PLAYER_1].SetZoomY(-1);
this->AddChild( &m_Character[PLAYER_1] );
m_Character[PLAYER_2].SetX( MODEL_X[PLAYER_2] );
m_Character[PLAYER_2].LoadMilkshapeAscii( "D:\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\char0011\\model.txt" );
m_Character[PLAYER_2].LoadMilkshapeAsciiBones( "D:\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\dance0002.bones.txt" );
m_Character[PLAYER_2].SetZoomY(-1);
this->AddChild( &m_Character[PLAYER_2] );
StartCameraSweep();
}
}
void DancingCharacters::Update( float fDelta )
{
ActorFrame::Update( fDelta );
// update camera sweep
m_fSecsIntoSweep += fDelta;
if( m_fSecsIntoSweep > m_fSweepSecs )
StartCameraSweep();
float fPercentIntoSweep = m_fSecsIntoSweep / m_fSweepSecs;
m_CameraEyeCurrent = m_CameraEyeStart * (1-fPercentIntoSweep) + m_CameraEyeEnd * fPercentIntoSweep;
}
void DancingCharacters::DrawPrimitives()
{
DISPLAY->EnterPerspective( 90, false );
DISPLAY->LookAt(
m_CameraEyeCurrent,
m_CameraAt,
RageVector3(0,1,0) );
DISPLAY->EnableLighting( true );
DISPLAY->SetLightDirectional(
0,
RageColor(0.4f,0.4f,0.4f,1),
RageColor(0.8f,0.8f,0.8f,0.8f),
RageColor(0.8f,0.8f,0.8f,0.8f),
RageVector3(+1, 0, +1) );
ActorFrame::DrawPrimitives();
DISPLAY->SetLightOff( 0 );
DISPLAY->EnableLighting( false );
DISPLAY->ExitPerspective();
}
void DancingCharacters::StartCameraSweep()
{
m_CameraEyeStart = RageVector3( randomf(), randomf(), randomf() );
RageVec3Normalize( &m_CameraEyeStart, &m_CameraEyeStart );
m_CameraEyeStart *= CAMERA_DISTANCE + randomf()*CAMERA_DISTANCE_VARIANCE;
m_CameraEyeStart.y += CAMERA_HEIGHT + randomf()*CAMERA_HEIGHT_VARIANCE;
m_CameraEyeEnd = RageVector3( randomf(), randomf(), randomf() );
m_CameraEyeEnd += m_CameraEyeStart/2; // bias the end toward the start to that we don't sweep through the chars' bodies
RageVec3Normalize( &m_CameraEyeEnd, &m_CameraEyeEnd );
m_CameraEyeEnd *= CAMERA_DISTANCE + randomf()*CAMERA_DISTANCE_VARIANCE;
m_CameraEyeEnd.y += CAMERA_HEIGHT + randomf()*CAMERA_HEIGHT_VARIANCE;
m_CameraAt = RageVector3(0,CAMERA_HEIGHT + randomf()*CAMERA_HEIGHT_VARIANCE,0);
m_fSweepSecs = CAMERA_SWEEP_SECONDS + randomf()*CAMERA_SWEEP_SECONDS_VARIANCE;
m_fSecsIntoSweep = 0;
}
+40
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@@ -0,0 +1,40 @@
#ifndef DancingCharacters_H
#define DancingCharacters_H
/*
-----------------------------------------------------------------------------
Class: DancingCharacters
Desc: A graphic displayed in the DancingCharacters during Dancing.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Model.h"
#include "ActorFrame.h"
#include "PlayerNumber.h"
class DancingCharacters : public ActorFrame
{
public:
DancingCharacters();
virtual void Update( float fDelta );
virtual void DrawPrimitives();
protected:
void StartCameraSweep();
Model m_Character[NUM_PLAYERS];
RageVector3 m_CameraEyeStart;
RageVector3 m_CameraEyeEnd;
RageVector3 m_CameraEyeCurrent;
RageVector3 m_CameraAt;
float m_fSweepSecs;
float m_fSecsIntoSweep;
};
#endif
+3
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@@ -91,6 +91,7 @@ PrefsManager::PrefsManager()
m_bAutogenMissingTypes = true; m_bAutogenMissingTypes = true;
m_bAutogenGroupCourses = true; m_bAutogenGroupCourses = true;
m_bBreakComboToGetItem = false; m_bBreakComboToGetItem = false;
m_bShowDancingCharacters = false;
m_BannerCacheType = preload_none; m_BannerCacheType = preload_none;
/* DDR Extreme-style extra stage support. /* DDR Extreme-style extra stage support.
@@ -193,6 +194,7 @@ void PrefsManager::ReadGlobalPrefsFromDisk( bool bSwitchToLastPlayedGame )
ini.GetValueB( "Options", "Timestamping", m_bTimestamping ); ini.GetValueB( "Options", "Timestamping", m_bTimestamping );
ini.GetValue ( "Options", "DefaultModifiers", m_sDefaultModifiers ); ini.GetValue ( "Options", "DefaultModifiers", m_sDefaultModifiers );
ini.GetValueB( "Options", "BreakComboToGetItem", m_bBreakComboToGetItem ); ini.GetValueB( "Options", "BreakComboToGetItem", m_bBreakComboToGetItem );
ini.GetValueB( "Options", "ShowDancingCharacters", m_bShowDancingCharacters );
ini.GetValueI( "Options", "BannerCacheType", (int&)m_BannerCacheType ); ini.GetValueI( "Options", "BannerCacheType", (int&)m_BannerCacheType );
m_asAdditionalSongFolders.clear(); m_asAdditionalSongFolders.clear();
@@ -275,6 +277,7 @@ void PrefsManager::SaveGlobalPrefsToDisk()
ini.SetValueB( "Options", "Timestamping", m_bTimestamping ); ini.SetValueB( "Options", "Timestamping", m_bTimestamping );
ini.SetValue ( "Options", "DefaultModifiers", m_sDefaultModifiers ); ini.SetValue ( "Options", "DefaultModifiers", m_sDefaultModifiers );
ini.SetValueB( "Options", "BreakComboToGetItem", m_bBreakComboToGetItem ); ini.SetValueB( "Options", "BreakComboToGetItem", m_bBreakComboToGetItem );
ini.SetValueB( "Options", "ShowDancingCharacters", m_bShowDancingCharacters );
ini.SetValueI( "Options", "BannerCacheType", m_BannerCacheType ); ini.SetValueI( "Options", "BannerCacheType", m_BannerCacheType );
+1
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@@ -75,6 +75,7 @@ public:
bool m_bAutogenGroupCourses; bool m_bAutogenGroupCourses;
CString m_sDefaultModifiers; CString m_sDefaultModifiers;
bool m_bBreakComboToGetItem; bool m_bBreakComboToGetItem;
bool m_bShowDancingCharacters;
/* 0 = no; 1 = yes; -1 = auto (do whatever is appropriate for the arch). */ /* 0 = no; 1 = yes; -1 = auto (do whatever is appropriate for the arch). */
int m_iBoostAppPriority; int m_iBoostAppPriority;
+1 -1
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@@ -91,7 +91,7 @@ public:
void DrawFan( const RageVertex v[], int iNumVerts ); void DrawFan( const RageVertex v[], int iNumVerts );
void DrawStrip( const RageVertex v[], int iNumVerts ); void DrawStrip( const RageVertex v[], int iNumVerts );
void DrawTriangles( const RageVertex v[], int iNumVerts ); void DrawTriangles( const RageVertex v[], int iNumVerts );
void DrawIndexedTriangles( const RageVertex v[], const Uint16 pIndices[], int iNumIndices ); void DrawIndexedTriangles( const RageVertex v[], const Uint16* pIndices, int iNumIndices );
void DrawLoop( const RageVertex v[], int iNumVerts, float LineWidth ); void DrawLoop( const RageVertex v[], int iNumVerts, float LineWidth );
void DrawLoop_LinesAndPoints( const RageVertex v[], int iNumVerts, float LineWidth ); void DrawLoop_LinesAndPoints( const RageVertex v[], int iNumVerts, float LineWidth );
void DrawLoop_Polys( const RageVertex v[], int iNumVerts, float LineWidth ); void DrawLoop_Polys( const RageVertex v[], int iNumVerts, float LineWidth );
+2
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@@ -299,6 +299,7 @@ void Screen::ClearMessageQueue( const ScreenMessage SM )
#include "ScreenSelectCharacter.h" #include "ScreenSelectCharacter.h"
#include "ScreenRaveOptions.h" #include "ScreenRaveOptions.h"
#include "ScreenSelectMode.h" #include "ScreenSelectMode.h"
#include "ScreenBackgroundOptions.h"
Screen* Screen::Create( CString sClassName ) Screen* Screen::Create( CString sClassName )
{ {
@@ -363,6 +364,7 @@ Screen* Screen::Create( CString sClassName )
IF_RETURN( ScreenCredits ); IF_RETURN( ScreenCredits );
IF_RETURN( ScreenSelectCharacter ); IF_RETURN( ScreenSelectCharacter );
IF_RETURN( ScreenRaveOptions ); IF_RETURN( ScreenRaveOptions );
IF_RETURN( ScreenBackgroundOptions );
RageException::Throw( "Invalid Screen class name '%s'", sClassName.c_str() ); RageException::Throw( "Invalid Screen class name '%s'", sClassName.c_str() );
} }
+83
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@@ -0,0 +1,83 @@
#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenBackgroundOptions
Desc: See header.
Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
Chris Danford
Chris Gomez
-----------------------------------------------------------------------------
*/
#include "ScreenBackgroundOptions.h"
#include "RageTextureManager.h"
#include "RageUtil.h"
#include "RageSoundManager.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "GameConstantsAndTypes.h"
#include "StepMania.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "ThemeManager.h"
enum {
BO_MODE,
BO_BRIGHTNESS,
BO_DANGER,
BO_DANCING_CHARACTERS,
NUM_BACKGROUND_OPTIONS_LINES
};
OptionRow g_BackgroundOptionsLines[NUM_BACKGROUND_OPTIONS_LINES] = {
OptionRow( "Mode", "OFF","ANIMATIONS","VISUALIZATIONS","RANDOM MOVIES" ),
OptionRow( "Brightness", "0%","10%","20%","30%","40%","50%","60%","70%","80%","90%","100%" ),
OptionRow( "Danger", "HIDE","SHOW" ),
OptionRow( "Dancing\nCharacters", "HIDE","SHOW" )
};
ScreenBackgroundOptions::ScreenBackgroundOptions() :
ScreenOptions("ScreenBackgroundOptions",false)
{
LOG->Trace( "ScreenBackgroundOptions::ScreenBackgroundOptions()" );
Init(
INPUTMODE_BOTH,
g_BackgroundOptionsLines,
NUM_BACKGROUND_OPTIONS_LINES,
false, true );
m_Menu.m_MenuTimer.Disable();
SOUNDMAN->PlayMusic( THEME->GetPathToS("ScreenMachineOptions music") );
}
void ScreenBackgroundOptions::ImportOptions()
{
m_iSelectedOption[0][BO_MODE] = PREFSMAN->m_BackgroundMode;
m_iSelectedOption[0][BO_BRIGHTNESS] = (int)( PREFSMAN->m_fBGBrightness*10+0.5f );
m_iSelectedOption[0][BO_DANGER] = PREFSMAN->m_bShowDanger ? 1:0;
m_iSelectedOption[0][BO_DANCING_CHARACTERS] = PREFSMAN->m_bShowDancingCharacters? 1:0;
}
void ScreenBackgroundOptions::ExportOptions()
{
(int&)PREFSMAN->m_BackgroundMode = m_iSelectedOption[0][BO_MODE];
PREFSMAN->m_fBGBrightness = m_iSelectedOption[0][BO_BRIGHTNESS] / 10.0f;
PREFSMAN->m_bShowDanger = m_iSelectedOption[0][BO_DANGER] == 1;
PREFSMAN->m_bShowDancingCharacters = m_iSelectedOption[0][BO_DANCING_CHARACTERS] == 1;
}
void ScreenBackgroundOptions::GoToPrevState()
{
SCREENMAN->SetNewScreen( "ScreenOptionsMenu" );
}
void ScreenBackgroundOptions::GoToNextState()
{
PREFSMAN->SaveGlobalPrefsToDisk();
GoToPrevState();
}
+26
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@@ -0,0 +1,26 @@
/*
-----------------------------------------------------------------------------
File: ScreenBackgroundOptions
Desc: Select a song.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenOptions.h"
class ScreenBackgroundOptions : public ScreenOptions
{
public:
ScreenBackgroundOptions();
private:
void ImportOptions();
void ExportOptions();
void GoToNextState();
void GoToPrevState();
};
-12
View File
@@ -25,10 +25,7 @@
enum { enum {
GO_BGMODE,
GO_BGBRIGHTNESS,
GO_BGIFNOBANNER, GO_BGIFNOBANNER,
GO_SHOW_DANGER,
GO_SOLO_SINGLE, GO_SOLO_SINGLE,
GO_HIDDEN_SONGS, GO_HIDDEN_SONGS,
GO_EASTER_EGGS, GO_EASTER_EGGS,
@@ -38,10 +35,7 @@ enum {
}; };
OptionRow g_GameplayOptionsLines[NUM_GAMEPLAY_OPTIONS_LINES] = { OptionRow g_GameplayOptionsLines[NUM_GAMEPLAY_OPTIONS_LINES] = {
OptionRow( "Background\nMode", "OFF","ANIMATIONS","VISUALIZATIONS","RANDOM MOVIES" ),
OptionRow( "Background\nBrightness","0%","10%","20%","30%","40%","50%","60%","70%","80%","90%","100%" ),
OptionRow( "BG For\nBanner", "NO", "YES (slow)" ), OptionRow( "BG For\nBanner", "NO", "YES (slow)" ),
OptionRow( "Show\nDanger", "OFF","ON" ),
OptionRow( "Solo\nSingles", "OFF","ON" ), OptionRow( "Solo\nSingles", "OFF","ON" ),
OptionRow( "Hidden\nSongs", "OFF","ON" ), OptionRow( "Hidden\nSongs", "OFF","ON" ),
OptionRow( "Easter\nEggs", "OFF","ON" ), OptionRow( "Easter\nEggs", "OFF","ON" ),
@@ -66,10 +60,7 @@ ScreenGameplayOptions::ScreenGameplayOptions() :
void ScreenGameplayOptions::ImportOptions() void ScreenGameplayOptions::ImportOptions()
{ {
m_iSelectedOption[0][GO_BGMODE] = PREFSMAN->m_BackgroundMode;
m_iSelectedOption[0][GO_BGBRIGHTNESS] = (int)( PREFSMAN->m_fBGBrightness*10+0.5f );
m_iSelectedOption[0][GO_BGIFNOBANNER] = PREFSMAN->m_bUseBGIfNoBanner ? 1:0; m_iSelectedOption[0][GO_BGIFNOBANNER] = PREFSMAN->m_bUseBGIfNoBanner ? 1:0;
m_iSelectedOption[0][GO_SHOW_DANGER] = PREFSMAN->m_bShowDanger ? 1:0;
m_iSelectedOption[0][GO_SOLO_SINGLE] = PREFSMAN->m_bSoloSingle ? 1:0; m_iSelectedOption[0][GO_SOLO_SINGLE] = PREFSMAN->m_bSoloSingle ? 1:0;
m_iSelectedOption[0][GO_HIDDEN_SONGS] = PREFSMAN->m_bHiddenSongs ? 1:0; m_iSelectedOption[0][GO_HIDDEN_SONGS] = PREFSMAN->m_bHiddenSongs ? 1:0;
m_iSelectedOption[0][GO_EASTER_EGGS] = PREFSMAN->m_bEasterEggs ? 1:0; m_iSelectedOption[0][GO_EASTER_EGGS] = PREFSMAN->m_bEasterEggs ? 1:0;
@@ -79,10 +70,7 @@ void ScreenGameplayOptions::ImportOptions()
void ScreenGameplayOptions::ExportOptions() void ScreenGameplayOptions::ExportOptions()
{ {
(int&)PREFSMAN->m_BackgroundMode = m_iSelectedOption[0][GO_BGMODE];
PREFSMAN->m_fBGBrightness = m_iSelectedOption[0][GO_BGBRIGHTNESS] / 10.0f;
PREFSMAN->m_bUseBGIfNoBanner = m_iSelectedOption[0][GO_BGIFNOBANNER] == 1; PREFSMAN->m_bUseBGIfNoBanner = m_iSelectedOption[0][GO_BGIFNOBANNER] == 1;
PREFSMAN->m_bShowDanger = m_iSelectedOption[0][GO_SHOW_DANGER] == 1;
PREFSMAN->m_bSoloSingle = m_iSelectedOption[0][GO_SOLO_SINGLE] == 1; PREFSMAN->m_bSoloSingle = m_iSelectedOption[0][GO_SOLO_SINGLE] == 1;
PREFSMAN->m_bHiddenSongs = m_iSelectedOption[0][GO_HIDDEN_SONGS] == 1; PREFSMAN->m_bHiddenSongs = m_iSelectedOption[0][GO_HIDDEN_SONGS] == 1;
PREFSMAN->m_bEasterEggs = m_iSelectedOption[0][GO_EASTER_EGGS] == 1; PREFSMAN->m_bEasterEggs = m_iSelectedOption[0][GO_EASTER_EGGS] == 1;
+3
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@@ -29,6 +29,7 @@
enum { enum {
OM_APPEARANCE, OM_APPEARANCE,
OM_AUTOGEN, OM_AUTOGEN,
OM_BACKGROUND,
OM_CONFIG_KEY_JOY, OM_CONFIG_KEY_JOY,
OM_INPUT, OM_INPUT,
OM_GAMEPLAY, OM_GAMEPLAY,
@@ -41,6 +42,7 @@ enum {
OptionRow g_OptionsMenuLines[NUM_OPTIONS_MENU_LINES] = { OptionRow g_OptionsMenuLines[NUM_OPTIONS_MENU_LINES] = {
OptionRow( "", "Appearance Options" ), OptionRow( "", "Appearance Options" ),
OptionRow( "", "Autogen Options" ), OptionRow( "", "Autogen Options" ),
OptionRow( "", "Background Options" ),
OptionRow( "", "Config Key/Joy Mappings" ), OptionRow( "", "Config Key/Joy Mappings" ),
OptionRow( "", "Input Options" ), OptionRow( "", "Input Options" ),
OptionRow( "", "Gameplay Options" ), OptionRow( "", "Gameplay Options" ),
@@ -94,6 +96,7 @@ void ScreenOptionsMenu::GoToNextState()
{ {
case OM_APPEARANCE: SCREENMAN->SetNewScreen("ScreenAppearanceOptions"); break; case OM_APPEARANCE: SCREENMAN->SetNewScreen("ScreenAppearanceOptions"); break;
case OM_AUTOGEN: SCREENMAN->SetNewScreen("ScreenAutogenOptions"); break; case OM_AUTOGEN: SCREENMAN->SetNewScreen("ScreenAutogenOptions"); break;
case OM_BACKGROUND: SCREENMAN->SetNewScreen("ScreenBackgroundOptions"); break;
case OM_CONFIG_KEY_JOY: SCREENMAN->SetNewScreen("ScreenMapControllers"); break; case OM_CONFIG_KEY_JOY: SCREENMAN->SetNewScreen("ScreenMapControllers"); break;
case OM_GAMEPLAY: SCREENMAN->SetNewScreen("ScreenGameplayOptions"); break; case OM_GAMEPLAY: SCREENMAN->SetNewScreen("ScreenGameplayOptions"); break;
case OM_GRAPHIC: SCREENMAN->SetNewScreen("ScreenGraphicOptions"); break; case OM_GRAPHIC: SCREENMAN->SetNewScreen("ScreenGraphicOptions"); break;
+10 -2
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@@ -60,7 +60,7 @@ IntDir=.\../Release6
TargetDir=\stepmania\stepmania TargetDir=\stepmania\stepmania
TargetName=StepMania TargetName=StepMania
SOURCE="$(InputPath)" SOURCE="$(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 PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool # End Special Build Tool
@@ -95,7 +95,7 @@ IntDir=.\../Debug6
TargetDir=\stepmania\stepmania TargetDir=\stepmania\stepmania
TargetName=StepMania-debug TargetName=StepMania-debug
SOURCE="$(InputPath)" 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 PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool # End Special Build Tool
@@ -1128,6 +1128,14 @@ SOURCE=.\Combo.h
# End Source File # End Source File
# Begin Source File # Begin Source File
SOURCE=.\DancingCharacters.cpp
# End Source File
# Begin Source File
SOURCE=.\DancingCharacters.h
# End Source File
# Begin Source File
SOURCE=.\GhostArrow.cpp SOURCE=.\GhostArrow.cpp
# End Source File # End Source File
# Begin Source File # Begin Source File
+18 -6
View File
@@ -194,6 +194,12 @@ cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
<File <File
RelativePath="ScreenAutogenOptions.h"> RelativePath="ScreenAutogenOptions.h">
</File> </File>
<File
RelativePath="ScreenBackgroundOptions.cpp">
</File>
<File
RelativePath="ScreenBackgroundOptions.h">
</File>
<File <File
RelativePath="ScreenCaution.cpp"> RelativePath="ScreenCaution.cpp">
</File> </File>
@@ -1042,6 +1048,12 @@ cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
<File <File
RelativePath="CroppedSprite.h"> RelativePath="CroppedSprite.h">
</File> </File>
<File
RelativePath="DifficultyIcon.cpp">
</File>
<File
RelativePath="DifficultyIcon.h">
</File>
<File <File
RelativePath="Transition.cpp"> RelativePath="Transition.cpp">
</File> </File>
@@ -1076,12 +1088,6 @@ cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
<File <File
RelativePath="CourseEntryDisplay.h"> RelativePath="CourseEntryDisplay.h">
</File> </File>
<File
RelativePath="DifficultyIcon.cpp">
</File>
<File
RelativePath="DifficultyIcon.h">
</File>
<File <File
RelativePath="DifficultyMeter.cpp"> RelativePath="DifficultyMeter.cpp">
</File> </File>
@@ -1272,6 +1278,12 @@ cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
<File <File
RelativePath=".\Combo.h"> RelativePath=".\Combo.h">
</File> </File>
<File
RelativePath="DancingCharacters.cpp">
</File>
<File
RelativePath="DancingCharacters.h">
</File>
<File <File
RelativePath=".\GhostArrow.cpp"> RelativePath=".\GhostArrow.cpp">
</File> </File>