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.
This commit is contained in:
Chris Danford committed 2002-02-03 20:45:08 +00:00
1 parent 13afccfe10
commit 49f4997d47
16 files changed
+201 -97

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+5 -5
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@@ -58,12 +58,12 @@ Sprite::~Sprite()
}
bool Sprite::LoadFromTexture( CString sTexturePath )
bool Sprite::LoadFromTexture( CString sTexturePath, DWORD dwHints, bool bForceReload )
{
RageLog( ssprintf("Sprite::LoadFromTexture(%s)", sTexturePath) );
//Init();
return LoadTexture( sTexturePath );
return LoadTexture( sTexturePath, dwHints, bForceReload );
}
// Sprite file has the format:
@@ -74,7 +74,7 @@ bool Sprite::LoadFromTexture( CString sTexturePath )
// Delay0000=1.0
// Frame0001=3
// Delay0000=2.0
bool Sprite::LoadFromSpriteFile( CString sSpritePath )
bool Sprite::LoadFromSpriteFile( CString sSpritePath, DWORD dwHints, bool bForceReload )
{
RageLog( ssprintf("Sprite::LoadFromSpriteFile(%s)", sSpritePath) );
@@ -141,7 +141,7 @@ bool Sprite::LoadFromSpriteFile( CString sSpritePath )
return true;
}
bool Sprite::LoadTexture( CString sTexturePath )
bool Sprite::LoadTexture( CString sTexturePath, DWORD dwHints, bool bForceReload )
{
if( m_sTexturePath != "" ) // If there was a previous bitmap...
TM->UnloadTexture( m_sTexturePath ); // Unload it.
@@ -149,7 +149,7 @@ bool Sprite::LoadTexture( CString sTexturePath )
m_sTexturePath = sTexturePath;
m_pTexture = TM->LoadTexture( m_sTexturePath );
m_pTexture = TM->LoadTexture( m_sTexturePath, dwHints, bForceReload );
assert( m_pTexture != NULL );
// the size of the sprite is the size of the image before it was scaled