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