OPTIMIZATION: Major optimization of BitmapText. Now about 2x faster.
NEW FEATURE: F4-F8: Toggle Fullscreen, Change Resolution, Change Display Color, Change Texture Color, Toggle Statistics NEW FEATURE: Remebers last selected Steps NEW FEATURE: Stage number saved to .ini file. BUG FIX: Default key buttons don't work if .ini file not present on startup CHANGE: Hold Arrows are now drawn last to first, like in DDR MAX. NEW FEATURE: Hold Arrows allow you to not hold the button for a second without NG'ing them. CHANGE: Regular Arrows on the same line as a Hold Arrow now appear green. NEW FEATURE: Hold Arrows now turn gray player doesn't hold the button. NEW FEATURE: More texture loading hints (DITHER, NO_MIP_MAPS) for increased quality and faster loading time.
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@@ -31,14 +31,14 @@
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//-----------------------------------------------------------------------------
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// RageBitmapTexture constructor
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//-----------------------------------------------------------------------------
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RageBitmapTexture::RageBitmapTexture( LPRageScreen pScreen, CString sFilePath ) :
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RageBitmapTexture::RageBitmapTexture( LPRageScreen pScreen, CString sFilePath, DWORD dwHints ) :
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RageTexture( pScreen, sFilePath )
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{
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// RageLog( "RageBitmapTexture::RageBitmapTexture()" );
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m_pd3dTexture = NULL;
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Create();
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Create( dwHints );
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CreateFrameRects();
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}
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@@ -58,7 +58,7 @@ LPDIRECT3DTEXTURE8 RageBitmapTexture::GetD3DTexture()
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}
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void RageBitmapTexture::Create()
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void RageBitmapTexture::Create( DWORD dwHints )
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{
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HRESULT hr;
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@@ -84,7 +84,11 @@ void RageBitmapTexture::Create()
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// look in the file name for a dither hint
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bool bDither = false;//-1 == m_sFilePath.Find("no dither");
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bool bDither = (dwHints & HINT_DITHER)
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|| -1 != m_sFilePath.Find("dither");
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bool bCreateMipMaps = !(dwHints & HINT_NOMIPMAPS);
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// if the user has requested high color textures, use the higher color
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@@ -120,7 +124,7 @@ void RageBitmapTexture::Create()
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m_pd3dDevice, // device
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m_sFilePath, // soure file
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D3DX_DEFAULT, D3DX_DEFAULT, // width, height
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4, // mip map levels
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bCreateMipMaps ? 4 : 0, // mip map levels
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0, // usage (is a render target?)
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fmtTexture, // our preferred texture format
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D3DPOOL_MANAGED, // which memory pool
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