remove unfinished karaoke mode

This commit is contained in:
AJ Kelly
2010-08-19 21:24:35 -05:00
parent f3656ff663
commit 53a8a435ef
79 changed files with 56 additions and 9439 deletions
+21 -30
View File
@@ -21,16 +21,13 @@
#include "NetworkSyncManager.h"
#include "RageTimer.h"
#include "RageInput.h"
/* XXX
#include "PitchDetectionTest.h"
*/
static RageTimer g_GameplayTimer;
static Preference<bool> g_bNeverBoostAppPriority( "NeverBoostAppPriority", false );
/* experimental: force a specific update rate. This prevents big
* animation jumps on frame skips. 0 to disable. */
/* experimental: force a specific update rate. This prevents big animation
* jumps on frame skips. 0 to disable. */
static Preference<float> g_fConstantUpdateDeltaSeconds( "ConstantUpdateDeltaSeconds", 0 );
void HandleInputEvents( float fDeltaTime );
@@ -49,8 +46,9 @@ static void CheckGameLoopTimerSkips( float fDeltaTime )
static int iLastFPS = 0;
int iThisFPS = DISPLAY->GetFPS();
/* If vsync is on, and we have a solid framerate (vsync == refresh and we've sustained this
* for at least one second), we expect the amount of time for the last frame to be 1/FPS. */
/* If vsync is on, and we have a solid framerate (vsync == refresh and we've
* sustained this for at least one second), we expect the amount of time for
* the last frame to be 1/FPS. */
if( iThisFPS != DISPLAY->GetActualVideoModeParams().rate || iThisFPS != iLastFPS )
{
iLastFPS = iThisFPS;
@@ -90,7 +88,7 @@ static bool ChangeAppPri()
}
#endif
/* If this is a debug build, don't. It makes the VC debugger sluggish. */
// If this is a debug build, don't. It makes the VC debugger sluggish.
#if defined(WIN32) && defined(DEBUG)
return false;
#else
@@ -103,7 +101,7 @@ static void CheckFocus()
if( !HOOKS->AppFocusChanged() )
return;
/* If we lose focus, we may lose input events, especially key releases. */
// If we lose focus, we may lose input events, especially key releases.
INPUTFILTER->Reset();
if( ChangeAppPri() )
@@ -115,7 +113,7 @@ static void CheckFocus()
}
}
/* On the next update, change themes, and load sNewScreen. */
// On the next update, change themes, and load sNewScreen.
static RString g_sNewTheme;
static RString g_sNewScreen;
static bool g_bForceThemeReload;
@@ -134,13 +132,13 @@ namespace
SAFE_DELETE( SCREENMAN );
TEXTUREMAN->DoDelayedDelete();
/* In case the previous theme overloaded class bindings, reinitialize them. */
// In case the previous theme overloaded class bindings, reinitialize them.
LUA->RegisterTypes();
THEME->SwitchThemeAndLanguage( g_sNewTheme, THEME->GetCurLanguage(), PREFSMAN->m_bPseudoLocalize, g_bForceThemeReload );
PREFSMAN->m_sTheme.Set( g_sNewTheme );
/* Apply the new window title, icon and aspect ratio. */
// Apply the new window title, icon and aspect ratio.
StepMania::ApplyGraphicOptions();
SCREENMAN = new ScreenManager();
@@ -167,9 +165,7 @@ void GameLoop::RunGameLoop()
if( !g_sNewTheme.empty() )
DoChangeTheme();
/*
* Update
*/
// Update
float fDeltaTime = g_GameplayTimer.GetDeltaTime();
if( g_fConstantUpdateDeltaSeconds > 0 )
@@ -179,18 +175,14 @@ void GameLoop::RunGameLoop()
fDeltaTime *= g_fUpdateRate;
/* XXX
PitchDetectionTest::Update();
*/
CheckFocus();
/* Update SOUNDMAN early (before any RageSound::GetPosition calls), to flush position data. */
// Update SOUNDMAN early (before any RageSound::GetPosition calls), to flush position data.
SOUNDMAN->Update();
/* Update song beat information -before- calling update on all the classes that
* depend on it. If you don't do this first, the classes are all acting on old
* information and will lag. (but no longer fatally, due to timestamping -glenn) */
* depend on it. If you don't do this first, the classes are all acting on old
* information and will lag. (but no longer fatally, due to timestamping -glenn) */
SOUND->Update( fDeltaTime );
TEXTUREMAN->Update( fDeltaTime );
GAMESTATE->Update( fDeltaTime );
@@ -198,7 +190,8 @@ void GameLoop::RunGameLoop()
MEMCARDMAN->Update();
NSMAN->Update( fDeltaTime );
/* Important: Process input AFTER updating game logic, or input will be acting on song beat from last frame */
/* Important: Process input AFTER updating game logic, or input will be
* acting on song beat from last frame */
HandleInputEvents( fDeltaTime );
if( INPUTMAN->DevicesChanged() )
@@ -212,13 +205,11 @@ void GameLoop::RunGameLoop()
LIGHTSMAN->Update( fDeltaTime );
/*
* Render
*/
// Render
SCREENMAN->Draw();
}
/* If we ended mid-game, finish up. */
// If we ended mid-game, finish up.
GAMESTATE->SaveLocalData();
if( ChangeAppPri() )
@@ -302,7 +293,7 @@ void ConcurrentRenderer::RenderThread()
if( m_State == RENDERING_START )
{
/* We're starting to render. Set up, and then kick the event to wake
/* We're starting to render. Set up, and then kick the event to wake
* up the calling thread. */
DISPLAY->BeginConcurrentRendering();
HOOKS->SetupConcurrentRenderingThread();
@@ -315,9 +306,9 @@ void ConcurrentRenderer::RenderThread()
m_Event.Unlock();
}
/* This is started during Update(). The next thing the game loop
/* This is started during Update(). The next thing the game loop
* will do is Draw, so shift operations around to put Draw at the
* top. This makes sure updates are seamless. */
* top. This makes sure updates are seamless. */
if( m_State == RENDERING_ACTIVE )
{
SCREENMAN->Draw();