add dancing character support, option to enable
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Before Width: | Height: | Size: 7.3 KiB After Width: | Height: | Size: 7.8 KiB |
@@ -1692,16 +1692,20 @@ BannerLoading=ON DEMAND loads banners when they're displayed, for fast loads.::A
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[ScreenGameplayOptions]
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HelpText=&UP; &DOWN; to change line &LEFT; &RIGHT; to select between options::START to accept changes BACK to discard changes
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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.
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BackgroundBrightness=Controls how bright the background will appear.::Turn this setting down if you have a hard time seeing the notes.
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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;.
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EasterEggs=Enable or disable some special easter eggs.
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MarvelousTiming=Enable or disable marvelous judgement.
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HiddenSongs=Some songs are only playable during Oni courses and::with roulette. Leave this &oq;OFF&cq; to always display all songs.
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ShowDanger=Turn this option &oq;OFF&cq; to disable the flashing &oq;Danger&cq;::background that shows when you're about to die.
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PickExtraStage=Instead of a set extra stage, this allows::the player to choose which song to play.::Difficulty and options are still locked.
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SoloSingles=Turn this option &oq;ON&cq; to enable Solo-Style::for 4-panel single play.
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[ScreenBackgroundOptions]
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HelpText=&UP; &DOWN; to change line &LEFT; &RIGHT; to select between options::START to accept changes BACK to discard changes
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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.
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Brightness=Controls how bright the background will appear.::Turn this setting down if you have a hard time seeing the notes.
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Danger=Turn this option &oq;OFF&cq; to disable the flashing &oq;Danger&cq;::background that shows when you're about to die.
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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.
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[ScreenAppearanceOptions]
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HelpText=&UP; &DOWN; to change line &LEFT; &RIGHT; to select between options::START to accept changes BACK to discard changes
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Announcer=Choose from this list of installed annoucner packs.::For more information about creating announcer packs, see the README.
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@@ -1853,6 +1857,7 @@ GameplayOptions=
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AppearanceOptions=
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SoundOptions=
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AutogenOptions=
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BackgroundOptions=
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[TextBanner]
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Width=180
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@@ -418,6 +418,9 @@ void Background::Update( float fDeltaTime )
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}
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}
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if( PREFSMAN->m_bShowDancingCharacters )
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m_DancingCharacters.Update( fDeltaTime );
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m_quadBGBrightness.Update( fDeltaTime );
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}
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@@ -437,6 +440,9 @@ void Background::DrawPrimitives()
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m_pFadingBGA->Draw();
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}
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if( PREFSMAN->m_bShowDancingCharacters )
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m_DancingCharacters.Draw();
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m_quadBGBrightness.Draw();
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for( int i=0; i<4; i++ )
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m_quadBorder[i].Draw();
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@@ -17,6 +17,7 @@
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#include "ActorFrame.h"
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#include "BGAnimation.h"
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#include "song.h"
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#include "DancingCharacters.h"
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class Background : public ActorFrame
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@@ -43,6 +44,8 @@ public:
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protected:
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bool IsDangerVisible();
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DancingCharacters m_DancingCharacters;
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BGAnimation m_BGADanger;
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BGAnimation* CreateSongBGA(const Song *pSong, CString sBGName) const;
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@@ -0,0 +1,106 @@
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#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: DancingCharacters
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "DancingCharacters.h"
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#include "GameConstantsAndTypes.h"
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#include "RageDisplay.h"
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#include "RageUtil.h"
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#include "RageMath.h"
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#include "PrefsManager.h"
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const float CAMERA_SWEEP_SECONDS = 2.f;
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const float CAMERA_SWEEP_SECONDS_VARIANCE = 1.f;
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const float CAMERA_DISTANCE = 16.f;
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const float CAMERA_DISTANCE_VARIANCE = 3.f;
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const float CAMERA_HEIGHT = -9.f;
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const float CAMERA_HEIGHT_VARIANCE = 3.f;
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const float MODEL_X[NUM_PLAYERS] = { -8, 8 };
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DancingCharacters::DancingCharacters()
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{
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if( PREFSMAN->m_bShowDancingCharacters )
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{
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m_Character[PLAYER_1].SetX( MODEL_X[PLAYER_1] );
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m_Character[PLAYER_1].LoadMilkshapeAscii( "D:\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\char0000\\model.txt" );
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m_Character[PLAYER_1].LoadMilkshapeAsciiBones( "D:\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\dance0001.bones.txt" );
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m_Character[PLAYER_1].SetZoomY(-1);
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this->AddChild( &m_Character[PLAYER_1] );
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m_Character[PLAYER_2].SetX( MODEL_X[PLAYER_2] );
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m_Character[PLAYER_2].LoadMilkshapeAscii( "D:\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\char0011\\model.txt" );
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m_Character[PLAYER_2].LoadMilkshapeAsciiBones( "D:\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\dance0002.bones.txt" );
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m_Character[PLAYER_2].SetZoomY(-1);
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this->AddChild( &m_Character[PLAYER_2] );
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StartCameraSweep();
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}
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}
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void DancingCharacters::Update( float fDelta )
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{
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ActorFrame::Update( fDelta );
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// update camera sweep
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m_fSecsIntoSweep += fDelta;
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if( m_fSecsIntoSweep > m_fSweepSecs )
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StartCameraSweep();
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float fPercentIntoSweep = m_fSecsIntoSweep / m_fSweepSecs;
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m_CameraEyeCurrent = m_CameraEyeStart * (1-fPercentIntoSweep) + m_CameraEyeEnd * fPercentIntoSweep;
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}
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void DancingCharacters::DrawPrimitives()
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{
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DISPLAY->EnterPerspective( 90, false );
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DISPLAY->LookAt(
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m_CameraEyeCurrent,
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m_CameraAt,
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RageVector3(0,1,0) );
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DISPLAY->EnableLighting( true );
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DISPLAY->SetLightDirectional(
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0,
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RageColor(0.4f,0.4f,0.4f,1),
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RageColor(0.8f,0.8f,0.8f,0.8f),
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RageColor(0.8f,0.8f,0.8f,0.8f),
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RageVector3(+1, 0, +1) );
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ActorFrame::DrawPrimitives();
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DISPLAY->SetLightOff( 0 );
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DISPLAY->EnableLighting( false );
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DISPLAY->ExitPerspective();
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}
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void DancingCharacters::StartCameraSweep()
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{
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m_CameraEyeStart = RageVector3( randomf(), randomf(), randomf() );
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RageVec3Normalize( &m_CameraEyeStart, &m_CameraEyeStart );
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m_CameraEyeStart *= CAMERA_DISTANCE + randomf()*CAMERA_DISTANCE_VARIANCE;
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m_CameraEyeStart.y += CAMERA_HEIGHT + randomf()*CAMERA_HEIGHT_VARIANCE;
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m_CameraEyeEnd = RageVector3( randomf(), randomf(), randomf() );
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m_CameraEyeEnd += m_CameraEyeStart/2; // bias the end toward the start to that we don't sweep through the chars' bodies
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RageVec3Normalize( &m_CameraEyeEnd, &m_CameraEyeEnd );
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m_CameraEyeEnd *= CAMERA_DISTANCE + randomf()*CAMERA_DISTANCE_VARIANCE;
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m_CameraEyeEnd.y += CAMERA_HEIGHT + randomf()*CAMERA_HEIGHT_VARIANCE;
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m_CameraAt = RageVector3(0,CAMERA_HEIGHT + randomf()*CAMERA_HEIGHT_VARIANCE,0);
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m_fSweepSecs = CAMERA_SWEEP_SECONDS + randomf()*CAMERA_SWEEP_SECONDS_VARIANCE;
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m_fSecsIntoSweep = 0;
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}
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@@ -0,0 +1,40 @@
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#ifndef DancingCharacters_H
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#define DancingCharacters_H
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/*
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-----------------------------------------------------------------------------
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Class: DancingCharacters
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Desc: A graphic displayed in the DancingCharacters during Dancing.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "Model.h"
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#include "ActorFrame.h"
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#include "PlayerNumber.h"
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class DancingCharacters : public ActorFrame
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{
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public:
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DancingCharacters();
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virtual void Update( float fDelta );
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virtual void DrawPrimitives();
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protected:
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void StartCameraSweep();
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Model m_Character[NUM_PLAYERS];
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RageVector3 m_CameraEyeStart;
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RageVector3 m_CameraEyeEnd;
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RageVector3 m_CameraEyeCurrent;
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RageVector3 m_CameraAt;
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float m_fSweepSecs;
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float m_fSecsIntoSweep;
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};
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#endif
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@@ -91,6 +91,7 @@ PrefsManager::PrefsManager()
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m_bAutogenMissingTypes = true;
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m_bAutogenGroupCourses = true;
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m_bBreakComboToGetItem = false;
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m_bShowDancingCharacters = false;
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m_BannerCacheType = preload_none;
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/* DDR Extreme-style extra stage support.
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@@ -193,6 +194,7 @@ void PrefsManager::ReadGlobalPrefsFromDisk( bool bSwitchToLastPlayedGame )
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ini.GetValueB( "Options", "Timestamping", m_bTimestamping );
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ini.GetValue ( "Options", "DefaultModifiers", m_sDefaultModifiers );
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ini.GetValueB( "Options", "BreakComboToGetItem", m_bBreakComboToGetItem );
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ini.GetValueB( "Options", "ShowDancingCharacters", m_bShowDancingCharacters );
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ini.GetValueI( "Options", "BannerCacheType", (int&)m_BannerCacheType );
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m_asAdditionalSongFolders.clear();
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@@ -275,6 +277,7 @@ void PrefsManager::SaveGlobalPrefsToDisk()
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ini.SetValueB( "Options", "Timestamping", m_bTimestamping );
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ini.SetValue ( "Options", "DefaultModifiers", m_sDefaultModifiers );
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ini.SetValueB( "Options", "BreakComboToGetItem", m_bBreakComboToGetItem );
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ini.SetValueB( "Options", "ShowDancingCharacters", m_bShowDancingCharacters );
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ini.SetValueI( "Options", "BannerCacheType", m_BannerCacheType );
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@@ -75,6 +75,7 @@ public:
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bool m_bAutogenGroupCourses;
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CString m_sDefaultModifiers;
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bool m_bBreakComboToGetItem;
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bool m_bShowDancingCharacters;
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/* 0 = no; 1 = yes; -1 = auto (do whatever is appropriate for the arch). */
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int m_iBoostAppPriority;
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@@ -91,7 +91,7 @@ public:
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void DrawFan( const RageVertex v[], int iNumVerts );
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void DrawStrip( const RageVertex v[], int iNumVerts );
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void DrawTriangles( const RageVertex v[], int iNumVerts );
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void DrawIndexedTriangles( const RageVertex v[], const Uint16 pIndices[], int iNumIndices );
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void DrawIndexedTriangles( const RageVertex v[], const Uint16* pIndices, int iNumIndices );
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void DrawLoop( const RageVertex v[], int iNumVerts, float LineWidth );
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void DrawLoop_LinesAndPoints( const RageVertex v[], int iNumVerts, float LineWidth );
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void DrawLoop_Polys( const RageVertex v[], int iNumVerts, float LineWidth );
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@@ -299,6 +299,7 @@ void Screen::ClearMessageQueue( const ScreenMessage SM )
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#include "ScreenSelectCharacter.h"
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#include "ScreenRaveOptions.h"
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#include "ScreenSelectMode.h"
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#include "ScreenBackgroundOptions.h"
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Screen* Screen::Create( CString sClassName )
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{
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@@ -363,6 +364,7 @@ Screen* Screen::Create( CString sClassName )
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IF_RETURN( ScreenCredits );
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IF_RETURN( ScreenSelectCharacter );
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IF_RETURN( ScreenRaveOptions );
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IF_RETURN( ScreenBackgroundOptions );
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RageException::Throw( "Invalid Screen class name '%s'", sClassName.c_str() );
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}
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@@ -0,0 +1,83 @@
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#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenBackgroundOptions
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Desc: See header.
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Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
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Chris Danford
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Chris Gomez
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-----------------------------------------------------------------------------
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*/
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#include "ScreenBackgroundOptions.h"
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#include "RageTextureManager.h"
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#include "RageUtil.h"
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#include "RageSoundManager.h"
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#include "ScreenManager.h"
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#include "PrefsManager.h"
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#include "GameConstantsAndTypes.h"
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#include "StepMania.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
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#include "ThemeManager.h"
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enum {
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BO_MODE,
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BO_BRIGHTNESS,
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BO_DANGER,
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BO_DANCING_CHARACTERS,
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NUM_BACKGROUND_OPTIONS_LINES
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};
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OptionRow g_BackgroundOptionsLines[NUM_BACKGROUND_OPTIONS_LINES] = {
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OptionRow( "Mode", "OFF","ANIMATIONS","VISUALIZATIONS","RANDOM MOVIES" ),
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OptionRow( "Brightness", "0%","10%","20%","30%","40%","50%","60%","70%","80%","90%","100%" ),
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OptionRow( "Danger", "HIDE","SHOW" ),
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OptionRow( "Dancing\nCharacters", "HIDE","SHOW" )
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};
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ScreenBackgroundOptions::ScreenBackgroundOptions() :
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ScreenOptions("ScreenBackgroundOptions",false)
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{
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LOG->Trace( "ScreenBackgroundOptions::ScreenBackgroundOptions()" );
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Init(
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INPUTMODE_BOTH,
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g_BackgroundOptionsLines,
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NUM_BACKGROUND_OPTIONS_LINES,
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false, true );
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m_Menu.m_MenuTimer.Disable();
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SOUNDMAN->PlayMusic( THEME->GetPathToS("ScreenMachineOptions music") );
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}
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void ScreenBackgroundOptions::ImportOptions()
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{
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m_iSelectedOption[0][BO_MODE] = PREFSMAN->m_BackgroundMode;
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m_iSelectedOption[0][BO_BRIGHTNESS] = (int)( PREFSMAN->m_fBGBrightness*10+0.5f );
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m_iSelectedOption[0][BO_DANGER] = PREFSMAN->m_bShowDanger ? 1:0;
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m_iSelectedOption[0][BO_DANCING_CHARACTERS] = PREFSMAN->m_bShowDancingCharacters? 1:0;
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}
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void ScreenBackgroundOptions::ExportOptions()
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{
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(int&)PREFSMAN->m_BackgroundMode = m_iSelectedOption[0][BO_MODE];
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PREFSMAN->m_fBGBrightness = m_iSelectedOption[0][BO_BRIGHTNESS] / 10.0f;
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PREFSMAN->m_bShowDanger = m_iSelectedOption[0][BO_DANGER] == 1;
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PREFSMAN->m_bShowDancingCharacters = m_iSelectedOption[0][BO_DANCING_CHARACTERS] == 1;
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}
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void ScreenBackgroundOptions::GoToPrevState()
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{
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SCREENMAN->SetNewScreen( "ScreenOptionsMenu" );
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}
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void ScreenBackgroundOptions::GoToNextState()
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{
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PREFSMAN->SaveGlobalPrefsToDisk();
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GoToPrevState();
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}
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@@ -0,0 +1,26 @@
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/*
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-----------------------------------------------------------------------------
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File: ScreenBackgroundOptions
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Desc: Select a song.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ScreenOptions.h"
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class ScreenBackgroundOptions : public ScreenOptions
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{
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public:
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ScreenBackgroundOptions();
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private:
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void ImportOptions();
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void ExportOptions();
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void GoToNextState();
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void GoToPrevState();
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};
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@@ -25,10 +25,7 @@
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enum {
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GO_BGMODE,
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GO_BGBRIGHTNESS,
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GO_BGIFNOBANNER,
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GO_SHOW_DANGER,
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GO_SOLO_SINGLE,
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GO_HIDDEN_SONGS,
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GO_EASTER_EGGS,
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@@ -38,10 +35,7 @@ enum {
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};
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OptionRow g_GameplayOptionsLines[NUM_GAMEPLAY_OPTIONS_LINES] = {
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OptionRow( "Background\nMode", "OFF","ANIMATIONS","VISUALIZATIONS","RANDOM MOVIES" ),
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OptionRow( "Background\nBrightness","0%","10%","20%","30%","40%","50%","60%","70%","80%","90%","100%" ),
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OptionRow( "BG For\nBanner", "NO", "YES (slow)" ),
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OptionRow( "Show\nDanger", "OFF","ON" ),
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OptionRow( "Solo\nSingles", "OFF","ON" ),
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OptionRow( "Hidden\nSongs", "OFF","ON" ),
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OptionRow( "Easter\nEggs", "OFF","ON" ),
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@@ -66,10 +60,7 @@ ScreenGameplayOptions::ScreenGameplayOptions() :
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void ScreenGameplayOptions::ImportOptions()
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{
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m_iSelectedOption[0][GO_BGMODE] = PREFSMAN->m_BackgroundMode;
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m_iSelectedOption[0][GO_BGBRIGHTNESS] = (int)( PREFSMAN->m_fBGBrightness*10+0.5f );
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m_iSelectedOption[0][GO_BGIFNOBANNER] = PREFSMAN->m_bUseBGIfNoBanner ? 1:0;
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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_HIDDEN_SONGS] = PREFSMAN->m_bHiddenSongs ? 1:0;
|
||||
m_iSelectedOption[0][GO_EASTER_EGGS] = PREFSMAN->m_bEasterEggs ? 1:0;
|
||||
@@ -79,10 +70,7 @@ void ScreenGameplayOptions::ImportOptions()
|
||||
|
||||
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_bShowDanger = m_iSelectedOption[0][GO_SHOW_DANGER] == 1;
|
||||
PREFSMAN->m_bSoloSingle = m_iSelectedOption[0][GO_SOLO_SINGLE] == 1;
|
||||
PREFSMAN->m_bHiddenSongs = m_iSelectedOption[0][GO_HIDDEN_SONGS] == 1;
|
||||
PREFSMAN->m_bEasterEggs = m_iSelectedOption[0][GO_EASTER_EGGS] == 1;
|
||||
|
||||
@@ -29,6 +29,7 @@
|
||||
enum {
|
||||
OM_APPEARANCE,
|
||||
OM_AUTOGEN,
|
||||
OM_BACKGROUND,
|
||||
OM_CONFIG_KEY_JOY,
|
||||
OM_INPUT,
|
||||
OM_GAMEPLAY,
|
||||
@@ -41,6 +42,7 @@ enum {
|
||||
OptionRow g_OptionsMenuLines[NUM_OPTIONS_MENU_LINES] = {
|
||||
OptionRow( "", "Appearance Options" ),
|
||||
OptionRow( "", "Autogen Options" ),
|
||||
OptionRow( "", "Background Options" ),
|
||||
OptionRow( "", "Config Key/Joy Mappings" ),
|
||||
OptionRow( "", "Input Options" ),
|
||||
OptionRow( "", "Gameplay Options" ),
|
||||
@@ -94,6 +96,7 @@ void ScreenOptionsMenu::GoToNextState()
|
||||
{
|
||||
case OM_APPEARANCE: SCREENMAN->SetNewScreen("ScreenAppearanceOptions"); 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_GAMEPLAY: SCREENMAN->SetNewScreen("ScreenGameplayOptions"); break;
|
||||
case OM_GRAPHIC: SCREENMAN->SetNewScreen("ScreenGraphicOptions"); break;
|
||||
|
||||
@@ -60,7 +60,7 @@ IntDir=.\../Release6
|
||||
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 $(TargetDir)\StepMania.vdi ia32.vdi
|
||||
# End Special Build Tool
|
||||
|
||||
@@ -95,7 +95,7 @@ IntDir=.\../Debug6
|
||||
TargetDir=\stepmania\stepmania
|
||||
TargetName=StepMania-debug
|
||||
SOURCE="$(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 $(TargetDir)\StepMania.vdi ia32.vdi
|
||||
# End Special Build Tool
|
||||
|
||||
@@ -1128,6 +1128,14 @@ SOURCE=.\Combo.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\DancingCharacters.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\DancingCharacters.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\GhostArrow.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
@@ -194,6 +194,12 @@ cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
<File
|
||||
RelativePath="ScreenAutogenOptions.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="ScreenBackgroundOptions.cpp">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="ScreenBackgroundOptions.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="ScreenCaution.cpp">
|
||||
</File>
|
||||
@@ -1042,6 +1048,12 @@ cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
<File
|
||||
RelativePath="CroppedSprite.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="DifficultyIcon.cpp">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="DifficultyIcon.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="Transition.cpp">
|
||||
</File>
|
||||
@@ -1076,12 +1088,6 @@ cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
<File
|
||||
RelativePath="CourseEntryDisplay.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="DifficultyIcon.cpp">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="DifficultyIcon.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="DifficultyMeter.cpp">
|
||||
</File>
|
||||
@@ -1272,6 +1278,12 @@ cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
<File
|
||||
RelativePath=".\Combo.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="DancingCharacters.cpp">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="DancingCharacters.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\GhostArrow.cpp">
|
||||
</File>
|
||||
|
||||
Reference in New Issue
Block a user