some commenting and cleanup

This commit is contained in:
AJ Kelly
2010-05-30 22:49:44 -05:00
parent 9a29217752
commit 59b481eaba
4 changed files with 10 additions and 25 deletions
+2 -1
View File
@@ -74,6 +74,7 @@ void BPMDisplay::Update( float fDeltaTime )
{
m_fBPMFrom = -1;
// todo: allow themer to customize "xxx" string -aj
if( (bool)SHOW_QMARKS )
SetText( (RandomFloat(0,1)>0.90f) ? RString("xxx") : ssprintf("%03.0f",RandomFloat(0,999)) );
else
@@ -120,7 +121,7 @@ void BPMDisplay::SetBPMRange( const DisplayBpms &bpms )
if( MinBPM == MaxBPM )
{
if( MinBPM == -1 )
SetText( "..." ); // random
SetText( "..." ); // random (todo: let themer customize string -aj)
else
SetText( ssprintf("%i", MinBPM) );
}
+2 -2
View File
@@ -90,7 +90,7 @@ void StepsDisplayList::LoadFromNode( const XNode* pNode )
int StepsDisplayList::GetCurrentRowIndex( PlayerNumber pn ) const
{
Difficulty ClosestDifficulty = GAMESTATE->GetClosestShownDifficulty(pn);
for( unsigned i=0; i<m_Rows.size(); i++ )
{
const Row &row = m_Rows[i];
@@ -106,7 +106,7 @@ int StepsDisplayList::GetCurrentRowIndex( PlayerNumber pn ) const
return i;
}
}
return 0;
}
+2 -2
View File
@@ -196,10 +196,10 @@ void ScreenJukebox::Init()
if( Benchmark )
{
/* Note that you also need to make sure you benchmark with the
* same notes. I use a copy of MaxU with only heavy notes included. */
* same notes. I use a copy of MaxU with only heavy notes included. */
FOREACH_EnabledPlayer( p )
{
/* Lots and lots of arrows. This might even bias to arrows a little
/* Lots and lots of arrows. This might even bias to arrows a little
* too much. */
PO_GROUP_CALL( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, Init );
PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fScrollSpeed, .25f );
+4 -20
View File
@@ -827,16 +827,6 @@ void StepMania::ChangeCurrentGame( const Game* g )
ASSERT( ANNOUNCER );
ASSERT( THEME );
// process game command line argument. oh dear. -aj
RString argGame;
if( GetCommandlineArgument( "game",&argGame) )
{
// we need to perform some conversion surgery
const Game* newG = GAMEMAN->StringToGame(argGame);
if(newG && newG != g)
g = newG;
}
GAMESTATE->SetCurGame( g );
RString sAnnouncer = PREFSMAN->m_sAnnouncer;
@@ -1353,7 +1343,6 @@ bool HandleGlobalInputs( const InputEventPlus &input )
switch( input.MenuI )
{
case GAME_BUTTON_OPERATOR:
/* Global operator key, to get quick access to the options menu. Don't
* do this if we're on a "system menu", which includes the editor
* (to prevent quitting without storing changes). */
@@ -1407,12 +1396,6 @@ bool HandleGlobalInputs( const InputEventPlus &input )
SCREENMAN->SystemMessage( RELOADED_METRICS_AND_TEXTURES );
}
/* If we're in screen test mode, reload the screen.
if( PREFSMAN->m_bScreenTestMode )
ResetGame( true );
else
*/
return true;
}
@@ -1450,9 +1433,9 @@ bool HandleGlobalInputs( const InputEventPlus &input )
#else
/* The default Windows message handler will capture the desktop window upon
* pressing PrntScrn, or will capture the foregroud with focus upon pressing
* Alt+PrntScrn. Windows will do this whether or not we save a screenshot
* ourself by dumping the frame buffer. */
* pressing PrntScrn, or will capture the foreground with focus upon pressing
* Alt+PrntScrn. Windows will do this whether or not we save a screenshot
* ourself by dumping the frame buffer. */
// "if pressing PrintScreen and not pressing Alt"
input.DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_PRTSC) &&
!INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LALT), &input.InputList) &&
@@ -1461,6 +1444,7 @@ bool HandleGlobalInputs( const InputEventPlus &input )
if( bDoScreenshot )
{
// If holding LShift save uncompressed, else save compressed
// todo: allow for RShift -aj
bool bSaveCompressed = !INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT) );
RageTimer timer;
StepMania::SaveScreenshot( "Screenshots/", bSaveCompressed, false );