Added: SelectMode, allows players to cycle between double/halfdouble/single on pump song select screen. Todo: Make it work for versus/make it more 'metricable'

Added: More pump theme stuff
Changed: Temporarily allowed Voodoo3 onto OGL renderer (DX looks horrid on my voodoo3 Bug?)
This commit is contained in:
Andrew Livy
2003-06-02 11:31:13 +00:00
parent 52af064cec
commit 49a5b67453
7 changed files with 507 additions and 2 deletions
+1 -1
View File
@@ -3,7 +3,7 @@ NumEntries=3
[0000]
DriverRegex=Voodoo3|3dfx
Renderers=d3d
Renderers=opengl,d3d
Width=640
Height=480
DisplayColor=16
+17
View File
@@ -22,6 +22,22 @@ WindowTitle=StepMania
[Notes]
DefaultScrollDirection=0
[ModeSwitcher]
PrevModeX=-200
PrevModeY=-170
PrevIconX=-200
PrevIconY=-120
PrevModeZoom=0.8
NextModeX=200
NextModeY=-170
NextIconX=200
NextIconY=-120
NextModeZoom=0.8
CurrentModeX=0
CurrentModeY=0
CurrentModeZoom=1
[ScreenTitleMenu]
LogoHomeOnCommand=x,320;y,240;zoomy,0;sleep,0.5;bounceend,0.5;zoomy,1;glowshift;effectperiod,2.5;effectcolor1,1,1,1,0.1;effectcolor2,1,1,1,0.3
LogoOnCommand=x,320;y,240;zoomy,0;sleep,0.5;bounceend,0.5;zoomy,1;glowshift;effectperiod,2.5;effectcolor1,1,1,1,0.1;effectcolor2,1,1,1,0.3
@@ -619,6 +635,7 @@ TimerSeconds=60
SampleMusicDelay=0.25
[ScreenEz2SelectMusic]
UseModeSwitcher=0
BalloonX=492
BalloonY=140
BalloonOnCommand=linear,0.2;zoomy,1;bob;effectmagnitude,0,10,0
+407
View File
@@ -0,0 +1,407 @@
#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ModeSwitcher
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Andrew Livy
-----------------------------------------------------------------------------
*/
#include "ModeSwitcher.h"
#include "RageUtil.h"
#include "GameState.h"
#include "PrefsManager.h"
#include "SongManager.h"
#include "ThemeManager.h"
#include "RageSoundManager.h"
#include "StyleDef.h"
#include "song.h"
#include "ActorUtil.h"
#define PREVMODE_X THEME->GetMetricF("ModeSwitcher","PrevModeX")
#define PREVMODE_Y THEME->GetMetricF("ModeSwitcher","PrevModeY")
#define PREVMODE_ZOOM THEME->GetMetricF("ModeSwitcher","PrevModeZoom")
#define NEXTMODE_X THEME->GetMetricF("ModeSwitcher","NextModeX")
#define NEXTMODE_Y THEME->GetMetricF("ModeSwitcher","NextModeY")
#define NEXTMODE_ZOOM THEME->GetMetricF("ModeSwitcher","NextModeZoom")
#define NEXTICON_X THEME->GetMetricF("ModeSwitcher","NextIconX")
#define NEXTICON_Y THEME->GetMetricF("ModeSwitcher","NextIconY")
#define PREVICON_X THEME->GetMetricF("ModeSwitcher","PrevIconX")
#define PREVICON_Y THEME->GetMetricF("ModeSwitcher","PrevIconY")
#define CURRMODE_X THEME->GetMetricF("ModeSwitcher","CurrentModeX")
#define CURRMODE_Y THEME->GetMetricF("ModeSwitcher","CurrentModeY")
#define CURRMODE_ZOOM THEME->GetMetricF("ModeSwitcher","CurrentModeZoom")
ModeSwitcher::ModeSwitcher()
{
m_Nextmode.LoadFromFont( THEME->GetPathToF("ModeSwitcher stylenames") );
m_Nextmode.SetXY(NEXTMODE_X,NEXTMODE_Y);
m_Nextmode.SetZoom(NEXTMODE_ZOOM);
m_Nextmode.SetText(GetNextStyleName());
m_Prevmode.LoadFromFont( THEME->GetPathToF("ModeSwitcher stylenames") );
m_Prevmode.SetXY(PREVMODE_X,PREVMODE_Y);
m_Prevmode.SetText(GetPrevStyleName());
m_Prevmode.SetZoom(PREVMODE_ZOOM);
m_Stylename.LoadFromFont( THEME->GetPathToF("ModeSwitcher stylenames") );
m_Stylename.SetXY(CURRMODE_X,CURRMODE_Y);
m_Stylename.SetText(GetStyleName());
m_Stylename.SetZoom(CURRMODE_ZOOM);
m_NextIcon.Load( THEME->GetPathToG("ModeSwitcher nexticon"));
m_NextIcon.SetXY( NEXTICON_X, NEXTICON_Y);
m_PrevIcon.Load( THEME->GetPathToG("ModeSwitcher previcon"));
m_PrevIcon.SetXY( PREVICON_X, PREVICON_Y);
this->AddChild( &m_NextIcon );
this->AddChild( &m_PrevIcon );
this->AddChild(&m_Stylename);
this->AddChild(&m_Nextmode);
this->AddChild(&m_Prevmode);
}
ModeSwitcher::~ModeSwitcher()
{
}
CString ModeSwitcher::GetStyleName()
{
CString sStyleName;
CString sDiff[2];
switch(GAMESTATE->m_CurStyle)
{
case STYLE_PUMP_SINGLE: sStyleName = "SINGLE\n"; break;
case STYLE_PUMP_DOUBLE: sStyleName = "FULL-DOUBLE\n"; break;
case STYLE_PUMP_HALFDOUBLE: sStyleName = "HALFDOUBLE\n"; break;
default: sStyleName = ""; break;
}
for(int i=0; i<2; i++)
{
if(GAMESTATE->IsPlayerEnabled(i))
{
switch(GAMESTATE->m_PreferredDifficulty[i])
{
case DIFFICULTY_BEGINNER: sDiff[i] = "Beginner\n"; break;
case DIFFICULTY_EASY:
{
if(GAMESTATE->m_CurGame == GAME_PUMP)
{
sDiff[i] = "Normal\n"; break;
}
else
{
sDiff[i] = "Light\n"; break;
}
}
case DIFFICULTY_MEDIUM:
{
if(GAMESTATE->m_CurGame == GAME_PUMP)
{
sDiff[i] = "Hard\n"; break;
}
else
{
sDiff[i] = "Standard\n"; break;
}
}
case DIFFICULTY_HARD:
{
if(GAMESTATE->m_CurGame == GAME_PUMP)
{
sDiff[i] = "Crazy\n"; break;
}
else
{
sDiff[i] = "Heavy\n"; break;
}
}
case DIFFICULTY_CHALLENGE: sDiff[i] = "Challenge\n"; break;
default: sDiff[i] = ""; break;
}
}
else
{
sDiff[i] = "";
}
}
CString returnval;
returnval = sStyleName + sDiff[0] + sDiff[1];
return returnval;
}
CString ModeSwitcher::GetNextStyleName()
{
CString sStyleName[2];
CString sDiff[2];
for(int i=0; i<2; i++)
{
if(GAMESTATE->IsPlayerEnabled(i))
{
if(GAMESTATE->m_PreferredDifficulty[i] != DIFFICULTY_CHALLENGE)
{
switch(GAMESTATE->m_CurStyle)
{
case STYLE_PUMP_SINGLE: sStyleName[i] = "SINGLE\n"; break;
case STYLE_PUMP_DOUBLE: sStyleName[i] = "FULL-DOUBLE\n"; break;
case STYLE_PUMP_HALFDOUBLE: sStyleName[i] = "HALFDOUBLE\n"; break;
default: sStyleName[i] = ""; break;
}
switch(GAMESTATE->m_PreferredDifficulty[i])
{
case DIFFICULTY_BEGINNER:
{
if(GAMESTATE->m_CurGame == GAME_PUMP)
{
sDiff[i] = "Normal\n"; break;
}
else
{
sDiff[i] = "Light\n"; break;
}
}
case DIFFICULTY_EASY:
{
if(GAMESTATE->m_CurGame == GAME_PUMP)
{
sDiff[i] = "Hard\n"; break;
}
else
{
sDiff[i] = "Standard\n"; break;
}
}
case DIFFICULTY_MEDIUM:
{
if(GAMESTATE->m_CurGame == GAME_PUMP)
{
sDiff[i] = "Crazy\n"; break;
}
else
{
sDiff[i] = "Heavy\n"; break;
}
}
case DIFFICULTY_HARD: sDiff[i] = "Challenge\n"; break;
case DIFFICULTY_CHALLENGE: sDiff[i] = "Beginner\n"; break;
default: sDiff[i] = ""; break;
}
}
else
{
switch(GAMESTATE->m_CurStyle)
{
case STYLE_PUMP_SINGLE: sStyleName[i] = "HALFDOUBLE\n"; break;
case STYLE_PUMP_DOUBLE: sStyleName[i] = "SINGLE\n"; break;
case STYLE_PUMP_HALFDOUBLE: sStyleName[i] = "FULL-DOUBLE\n"; break;
default: sStyleName[i] = ""; break;
}
sDiff[i] = "Beginner\n";
}
}
else
{
sStyleName[i] = "";
sDiff[i] = "";
}
}
CString returnval;
returnval = sStyleName[0] + sDiff[0] + sStyleName[1] + sDiff[1];
return returnval;
}
CString ModeSwitcher::GetPrevStyleName()
{
CString sStyleName[2];
CString sDiff[2];
for(int i=0; i<2; i++)
{
if(GAMESTATE->IsPlayerEnabled(i))
{
if(GAMESTATE->m_PreferredDifficulty[i] != DIFFICULTY_BEGINNER)
{
switch(GAMESTATE->m_CurStyle)
{
case STYLE_PUMP_SINGLE: sStyleName[i] = "SINGLE\n"; break;
case STYLE_PUMP_DOUBLE: sStyleName[i] = "FULL-DOUBLE\n"; break;
case STYLE_PUMP_HALFDOUBLE: sStyleName[i] = "HALFDOUBLE\n"; break;
default: sStyleName[i] = ""; break;
}
switch(GAMESTATE->m_PreferredDifficulty[i])
{
case DIFFICULTY_CHALLENGE:
{
if(GAMESTATE->m_CurGame == GAME_PUMP)
{
sDiff[i] = "Crazy\n"; break;
}
else
{
sDiff[i] = "Heavy\n"; break;
}
}
case DIFFICULTY_EASY: sDiff[i] = "Beginner\n"; break;
case DIFFICULTY_MEDIUM:
{
if(GAMESTATE->m_CurGame == GAME_PUMP)
{
sDiff[i] = "Normal\n"; break;
}
else
{
sDiff[i] = "Light\n"; break;
}
}
case DIFFICULTY_HARD:
{
if(GAMESTATE->m_CurGame == GAME_PUMP)
{
sDiff[i] = "Hard\n"; break;
}
else
{
sDiff[i] = "Standard\n"; break;
}
}
case DIFFICULTY_BEGINNER: sDiff[i] = "Challenge\n"; break;
default: sDiff[i] = ""; break;
}
}
else
{
switch(GAMESTATE->m_CurStyle)
{
case STYLE_PUMP_SINGLE: sStyleName[i] = "FULL-DOUBLE\n"; break;
case STYLE_PUMP_DOUBLE: sStyleName[i] = "HALFDOUBLE\n"; break;
case STYLE_PUMP_HALFDOUBLE: sStyleName[i] = "SINGLE\n"; break;
default: sStyleName[i] = ""; break;
}
sDiff[i] = "Challenge\n";
}
}
else
{
sStyleName[i] = "";
sDiff[i] = "";
}
}
CString returnval;
returnval = sStyleName[0] + sDiff[0] + sStyleName[1] + sDiff[1];
return returnval;
}
void ModeSwitcher::NextMode(int pn)
{
if(GAMESTATE->m_CurGame == GAME_PUMP)
{
if(GAMESTATE->IsPlayerEnabled(pn))
{
if(GAMESTATE->m_PreferredDifficulty[pn] != DIFFICULTY_CHALLENGE)
{
switch(GAMESTATE->m_PreferredDifficulty[pn])
{
case DIFFICULTY_BEGINNER: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_EASY; break;
case DIFFICULTY_EASY: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_MEDIUM; break;
case DIFFICULTY_MEDIUM: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_HARD; break;
case DIFFICULTY_HARD: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_CHALLENGE; break;
}
m_Stylename.SetText(GetStyleName());
m_Nextmode.SetText(GetNextStyleName());
m_Prevmode.SetText(GetPrevStyleName());
return;
}
else
{
if(GAMESTATE->IsPlayerEnabled(PLAYER_1))
GAMESTATE->m_PreferredDifficulty[PLAYER_1] = DIFFICULTY_BEGINNER;
if(GAMESTATE->IsPlayerEnabled(PLAYER_2))
GAMESTATE->m_PreferredDifficulty[PLAYER_2] = DIFFICULTY_BEGINNER;
}
}
int iStyle = GAMESTATE->m_CurStyle;
switch(iStyle)
{
case STYLE_PUMP_SINGLE:
{
GAMESTATE->m_CurStyle = STYLE_PUMP_HALFDOUBLE;
}
break;
case STYLE_PUMP_HALFDOUBLE:
{
GAMESTATE->m_CurStyle = STYLE_PUMP_DOUBLE;
}
break;
case STYLE_PUMP_DOUBLE:
{
GAMESTATE->m_CurStyle = STYLE_PUMP_SINGLE;
}
break;
}
}
m_Stylename.SetText(GetStyleName());
m_Nextmode.SetText(GetNextStyleName());
m_Prevmode.SetText(GetPrevStyleName());
}
void ModeSwitcher::PrevMode(int pn)
{
if(GAMESTATE->IsPlayerEnabled(pn))
{
if(GAMESTATE->m_PreferredDifficulty[pn] != DIFFICULTY_BEGINNER)
{
switch(GAMESTATE->m_PreferredDifficulty[pn])
{
case DIFFICULTY_CHALLENGE: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_HARD; break;
case DIFFICULTY_EASY: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_BEGINNER; break;
case DIFFICULTY_MEDIUM: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_EASY; break;
case DIFFICULTY_HARD: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_MEDIUM; break;
}
m_Stylename.SetText(GetStyleName());
m_Nextmode.SetText(GetNextStyleName());
m_Prevmode.SetText(GetPrevStyleName());
return;
}
else
{
if(GAMESTATE->IsPlayerEnabled(PLAYER_1))
GAMESTATE->m_PreferredDifficulty[PLAYER_1] = DIFFICULTY_CHALLENGE;
if(GAMESTATE->IsPlayerEnabled(PLAYER_2))
GAMESTATE->m_PreferredDifficulty[PLAYER_2] = DIFFICULTY_CHALLENGE;
}
}
int iStyle = GAMESTATE->m_CurStyle;
switch(iStyle)
{
case STYLE_PUMP_SINGLE:
{
GAMESTATE->m_CurStyle = STYLE_PUMP_DOUBLE;
}
break;
case STYLE_PUMP_HALFDOUBLE:
{
GAMESTATE->m_CurStyle = STYLE_PUMP_SINGLE;
}
break;
case STYLE_PUMP_DOUBLE:
{
GAMESTATE->m_CurStyle = STYLE_PUMP_HALFDOUBLE;
}
break;
}
m_Stylename.SetText(GetStyleName());
m_Nextmode.SetText(GetNextStyleName());
m_Prevmode.SetText(GetPrevStyleName());
}
+44
View File
@@ -0,0 +1,44 @@
#ifndef MODESWITCHER_H
#define MODESWITCHER_H
/*
-----------------------------------------------------------------------------
Class: ModeSwitcher
Desc: A ModeSwitcher for ScreenSelectMode
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Andrew Livy
-----------------------------------------------------------------------------
*/
#include "ActorFrame.h"
#include "Banner.h"
#include "Sprite.h"
#include "ScrollingList.h"
#include "SongManager.h"
#include "BitmapText.h"
#include "SongManager.h"
#include "PlayerOptions.h"
#include "SongOptions.h"
#include "BitmapText.h"
class ModeSwitcher : public ActorFrame
{
public:
ModeSwitcher();
~ModeSwitcher();
void NextMode(int pn);
void PrevMode(int pn);
private:
BitmapText m_Stylename;
BitmapText m_Nextmode;
BitmapText m_Prevmode;
Sprite m_NextIcon;
Sprite m_PrevIcon;
CString GetStyleName();
CString GetNextStyleName();
CString GetPrevStyleName();
};
#endif
+1
View File
@@ -429,6 +429,7 @@ void NoteData::LoadTransformed( NoteData* pOriginal, int iNewNumTracks, const in
{
const int iOriginalTrack = iOriginalTrackToTakeFrom[t];
ASSERT( iOriginalTrack < pOriginal->m_iNumTracks );
+35
View File
@@ -60,6 +60,8 @@
#define INFOFRAME_X THEME->GetMetricF("ScreenEz2SelectMusic","InfoFrameX")
#define INFOFRAME_Y THEME->GetMetricF("ScreenEz2SelectMusic","InfoFrameY")
#define USE_MODE_SWITCHER THEME->GetMetricI("ScreenEz2SelectMusic","UseModeSwitcher")
const float TWEEN_TIME = 0.5f;
const ScreenMessage SM_NoSongs = ScreenMessage(SM_User+3);
@@ -178,6 +180,12 @@ ScreenEz2SelectMusic::ScreenEz2SelectMusic() : Screen("ScreenEz2SelectMusic")
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
this->AddChild( &m_sprOptionsMessage );
if(USE_MODE_SWITCHER == 1)
{
m_ModeSwitcher.SetXY(CENTER_X,CENTER_Y);
this->AddChild( &m_ModeSwitcher );
}
m_sprBalloon.SetName( "Balloon" );
TEXTUREMAN->CacheTexture( THEME->GetPathToG("ScreenSelectMusic balloon long") );
TEXTUREMAN->CacheTexture( THEME->GetPathToG("ScreenSelectMusic balloon marathon") );
@@ -376,6 +384,15 @@ void ScreenEz2SelectMusic::TweenOffScreen()
m_Guide.FadeOff( 0, "fade", TWEEN_TIME*2 );
m_ChoiceListFrame.FadeOff( 0, "fade", TWEEN_TIME*2 );
m_ChoiceListHighlight.FadeOff( 0, "fade", TWEEN_TIME*2 );
m_CurrentGroup.FadeOff( 0, "fade", TWEEN_TIME*2 );
for(int i=0; i<NUM_PLAYERS; i++)
{
m_SpeedIcon[i].FadeOff( 0, "fade", TWEEN_TIME*2 );
m_MirrorIcon[i].FadeOff( 0, "fade", TWEEN_TIME*2 );
m_ShuffleIcon[i].FadeOff( 0, "fade", TWEEN_TIME*2 );
m_HiddenIcon[i].FadeOff( 0, "fade", TWEEN_TIME*2 );
m_VanishIcon[i].FadeOff( 0, "fade", TWEEN_TIME*2 );
}
}
@@ -450,6 +467,15 @@ void ScreenEz2SelectMusic::DrawPrimitives()
void ScreenEz2SelectMusic::EasierDifficulty( PlayerNumber pn )
{
if(USE_MODE_SWITCHER == 1)
{
m_ModeSwitcher.PrevMode(pn);
MusicChanged();
m_MusicBannerWheel.StopBouncing();
SOUNDMAN->StopMusic();
return;
}
if( !GAMESTATE->IsHumanPlayer(pn) )
return;
if( m_arrayNotes[pn].empty() )
@@ -477,6 +503,15 @@ void ScreenEz2SelectMusic::EasierDifficulty( PlayerNumber pn )
void ScreenEz2SelectMusic::HarderDifficulty( PlayerNumber pn )
{
if(USE_MODE_SWITCHER == 1)
{
m_ModeSwitcher.NextMode(pn);
MusicChanged();
m_MusicBannerWheel.StopBouncing();
SOUNDMAN->StopMusic();
return;
}
if( !GAMESTATE->IsHumanPlayer(pn
) )
return;
+2 -1
View File
@@ -21,6 +21,7 @@
#include "DifficultyMeter.h"
#include "DifficultyRating.h"
#include "RageTimer.h"
#include "ModeSwitcher.h"
class ScreenEz2SelectMusic : public Screen
{
@@ -50,7 +51,7 @@ protected:
void TweenOffScreen();
ModeSwitcher m_ModeSwitcher;
Sprite m_ChoiceListFrame;
Sprite m_ChoiceListHighlight;
Sprite m_Guide;