OpenGL checkin. Movie textures, texture stretch, texture dither, and 16 bit textures are broken.

This commit is contained in:
Chris Danford
2002-11-11 04:53:31 +00:00
parent 8f4e1a1675
commit 628dea9da7
116 changed files with 1087 additions and 2612 deletions
+16 -15
View File
@@ -22,6 +22,7 @@ Chris Danford
#include "RageException.h"
#include "RageTimer.h"
#include "GameState.h"
#include "ThemeManager.h"
/* Constants */
@@ -200,11 +201,11 @@ void ScreenSelectMode::HandleScreenMessage( const ScreenMessage SM )
case SM_GoToNextScreen:
// Put the mode choice into effect
int iSelection = m_ScrollingList.GetSelection();
const ModeChoice& choice = m_aPossibleModeChoices[ iSelection ];
GAMESTATE->m_CurStyle = choice.style;
GAMESTATE->m_PlayMode = choice.pm;
const ModeChoice* pChoice = m_apPossibleModeChoices[ iSelection ];
GAMESTATE->m_CurStyle = pChoice->style;
GAMESTATE->m_PlayMode = pChoice->pm;
for( int p=0; p<NUM_PLAYERS; p++ )
GAMESTATE->m_PreferredDifficulty[p] = choice.dc;
GAMESTATE->m_PreferredDifficulty[p] = pChoice->dc;
switch( GAMESTATE->m_PlayMode )
{
@@ -224,24 +225,24 @@ void ScreenSelectMode::RefreshModeChoices()
{
int iNumSidesJoined = GAMESTATE->GetNumSidesJoined();
GAMEMAN->GetModesChoicesForGame( GAMESTATE->m_CurGame, m_aPossibleModeChoices );
ASSERT( !m_aPossibleModeChoices.empty() );
GAMEMAN->GetModesChoicesForGame( GAMESTATE->m_CurGame, m_apPossibleModeChoices );
ASSERT( !m_apPossibleModeChoices.empty() );
int i;
// remove ModeChoices that won't work with the current number of players
for( i=m_aPossibleModeChoices.size()-1; i>=0; i-- )
if( m_aPossibleModeChoices[i].numSidesJoinedToPlay != iNumSidesJoined )
m_aPossibleModeChoices.erase( m_aPossibleModeChoices.begin()+i,
m_aPossibleModeChoices.begin()+i+1 );
for( i=m_apPossibleModeChoices.size()-1; i>=0; i-- )
if( m_apPossibleModeChoices[i]->numSidesJoinedToPlay != iNumSidesJoined )
m_apPossibleModeChoices.erase( m_apPossibleModeChoices.begin()+i,
m_apPossibleModeChoices.begin()+i+1 );
CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
CStringArray asGraphicPaths;
for( unsigned j=0; j<m_aPossibleModeChoices.size(); j++ )
for( unsigned j=0; j<m_apPossibleModeChoices.size(); j++ )
{
const ModeChoice& choice = m_aPossibleModeChoices[j];
asGraphicPaths.push_back( THEME->GetPathTo("Graphics", ssprintf("select mode choice %s %s", sGameName.GetString(), choice.name) ) );
const ModeChoice* pChoice = m_apPossibleModeChoices[j];
asGraphicPaths.push_back( THEME->GetPathTo("Graphics", ssprintf("select mode choice %s %s", sGameName.GetString(), pChoice->name) ) );
}
m_ScrollingList.Load( asGraphicPaths );
@@ -251,9 +252,9 @@ void ScreenSelectMode::RefreshModeChoices()
{
CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
for( unsigned i=0; i<m_aPossibleModeChoices.size(); i++ )
for( unsigned i=0; i<m_apPossibleModeChoices.size(); i++ )
{
CString sChoiceName = m_aPossibleModeChoices[i].name;
CString sChoiceName = m_apPossibleModeChoices[i]->name;
m_BGAnimations[i].LoadFromAniDir( THEME->GetPathTo("BGAnimations",ssprintf("select mode %s %s", sGameName.GetString(), sChoiceName.GetString())) );
}
}