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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@@ -58,12 +58,12 @@ Sprite::~Sprite()
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}
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bool Sprite::LoadFromTexture( CString sTexturePath )
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bool Sprite::LoadFromTexture( CString sTexturePath, DWORD dwHints, bool bForceReload )
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{
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RageLog( ssprintf("Sprite::LoadFromTexture(%s)", sTexturePath) );
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//Init();
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return LoadTexture( sTexturePath );
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return LoadTexture( sTexturePath, dwHints, bForceReload );
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}
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// Sprite file has the format:
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@@ -74,7 +74,7 @@ bool Sprite::LoadFromTexture( CString sTexturePath )
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// Delay0000=1.0
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// Frame0001=3
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// Delay0000=2.0
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bool Sprite::LoadFromSpriteFile( CString sSpritePath )
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bool Sprite::LoadFromSpriteFile( CString sSpritePath, DWORD dwHints, bool bForceReload )
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{
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RageLog( ssprintf("Sprite::LoadFromSpriteFile(%s)", sSpritePath) );
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@@ -141,7 +141,7 @@ bool Sprite::LoadFromSpriteFile( CString sSpritePath )
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return true;
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}
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bool Sprite::LoadTexture( CString sTexturePath )
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bool Sprite::LoadTexture( CString sTexturePath, DWORD dwHints, bool bForceReload )
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{
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if( m_sTexturePath != "" ) // If there was a previous bitmap...
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TM->UnloadTexture( m_sTexturePath ); // Unload it.
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@@ -149,7 +149,7 @@ bool Sprite::LoadTexture( CString sTexturePath )
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m_sTexturePath = sTexturePath;
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m_pTexture = TM->LoadTexture( m_sTexturePath );
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m_pTexture = TM->LoadTexture( m_sTexturePath, dwHints, bForceReload );
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assert( m_pTexture != NULL );
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// the size of the sprite is the size of the image before it was scaled
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