more small changes
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@@ -121,6 +121,8 @@ private:
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wstring m_sAnswer;
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bool m_bShowAnswerCaret;
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// todo: allow Left/Right to change caret location -aj
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//int m_iCaretLocation;
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BitmapText m_textQuestion;
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BitmapText m_textAnswer;
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+13
-13
@@ -396,13 +396,13 @@ static void AdjustForChangedSystemCapabilities()
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// is this assumption outdated? -aj
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/* Let's consider 128-meg systems low-memory, and 256-meg systems high-memory.
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* Cut off at 192. This is somewhat conservative; many 128-meg systems can
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* Cut off at 192. This is pretty conservative; many 128-meg systems can
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* deal with higher memory profile settings, but some can't.
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*
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* Actually, Windows lops off a meg or two; cut off a little lower to treat
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* 192-meg systems as high-memory. */
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const bool HighMemory = (Memory >= 190);
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const bool LowMemory = (Memory < 100); /* 64 and 96-meg systems */
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const bool LowMemory = (Memory < 100); // 64 and 96-meg systems
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/* Two memory-consuming features that we can disable are texture caching and
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* preloaded banners. Texture caching can use a lot of memory; disable it for
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@@ -1387,7 +1387,6 @@ bool HandleGlobalInputs( const InputEventPlus &input )
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( input.DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_F12) &&
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(INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LMETA), &input.InputList) ||
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_RMETA), &input.InputList)) );
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#else
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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 foreground with focus upon pressing
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@@ -1407,7 +1406,7 @@ bool HandleGlobalInputs( const InputEventPlus &input )
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RageTimer timer;
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StepMania::SaveScreenshot( "Screenshots/", bSaveCompressed, false, -1 );
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LOG->Trace( "Screenshot took %f seconds.", timer.GetDeltaTime() );
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return true; // handled
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return true; // handled
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}
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if( input.DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_ENTER) &&
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@@ -1415,11 +1414,11 @@ bool HandleGlobalInputs( const InputEventPlus &input )
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LALT), &input.InputList)) )
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{
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// alt-enter
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/* In OS X, this is a menu item and will be handled as such. This will happen
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* first and then the lower priority GUI thread will happen second causing the
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* window to toggle twice. Another solution would be to put a timer in
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* ArchHooks::SetToggleWindowed() and just not set the bool it if it's been less
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* than, say, half a second. */
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/* In OS X, this is a menu item and will be handled as such. This will
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* happen first and then the lower priority GUI thread will happen second,
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* causing the window to toggle twice. Another solution would be to put
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* a timer in ArchHooks::SetToggleWindowed() and just not set the bool
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* it if it's been less than, say, half a second. */
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#if !defined(MACOSX)
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ArchHooks::SetToggleWindowed();
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#endif
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@@ -1433,10 +1432,11 @@ void HandleInputEvents(float fDeltaTime)
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{
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INPUTFILTER->Update( fDeltaTime );
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/* Hack: If the topmost screen hasn't been updated yet, don't process input, since
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* we must not send inputs to a screen that hasn't at least had one update yet. (The
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* first Update should be the very first thing a screen gets.) We'll process it next
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* time. Do call Update above, so the inputs are read and timestamped. */
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/* Hack: If the topmost screen hasn't been updated yet, don't process input,
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* since we must not send inputs to a screen that hasn't at least had one
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* update yet. (The first Update should be the very first thing a screen gets.)
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* We'll process it next time. Call Update above, so the inputs are
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* read and timestamped. */
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if( SCREENMAN->GetTopScreen()->IsFirstUpdate() )
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return;
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