the various changes that I forgot to commit (cleanup and so forth) into hg,
culminating in syncing with sm-ssc v1.0 public beta 2
This commit is contained in:
@@ -25,6 +25,7 @@
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#include "PlayerState.h"
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#include "CommonMetrics.h"
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#include "BannerCache.h"
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//#include "BackgroundCache.h"
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#include "Song.h"
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#include "InputEventPlus.h"
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#include "RageInput.h"
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@@ -119,6 +120,7 @@ void ScreenSelectMusic::Init()
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m_TexturePreload.Load( m_sFallbackCDTitlePath );
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// load banners
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if( PREFSMAN->m_BannerCache != BNCACHE_OFF )
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{
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m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Banner","all music")) );
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@@ -127,9 +129,23 @@ void ScreenSelectMusic::Init()
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m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Banner","random")) );
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m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Banner","mode")) );
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}
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// load backgrounds
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/*
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if( PREFSMAN->m_BackgroundCache != BGCACHE_OFF )
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{
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m_TexturePreload.Load( Sprite::SongBGTexture(THEME->GetPathG("SongBackgroundItem","AllMusic")) );
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m_TexturePreload.Load( Sprite::SongBGTexture(THEME->GetPathG("Common","fallback banner")) );
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m_TexturePreload.Load( Sprite::SongBGTexture(THEME->GetPathG("SongBackgroundItem","roulette")) );
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m_TexturePreload.Load( Sprite::SongBGTexture(THEME->GetPathG("SongBackgroundItem","random")) );
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m_TexturePreload.Load( Sprite::SongBGTexture(THEME->GetPathG("SongBackgroundItem","Mode")) );
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m_TexturePreload.Load( Sprite::SongBGTexture(THEME->GetPathG("SongBackgroundItem","group fallback")) );
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m_TexturePreload.Load( Sprite::SongBGTexture(THEME->GetPathG("SongBackgroundItem","course fallback")) );
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}
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*/
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/* Load low-res banners, if needed. */
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// Load low-res banners and backgrounds if needed.
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BANNERCACHE->Demand();
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//BACKGROUNDCACHE->Demand();
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m_MusicWheel.SetName( "MusicWheel" );
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m_MusicWheel.Load( MUSIC_WHEEL_TYPE );
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@@ -248,7 +264,7 @@ ScreenSelectMusic::~ScreenSelectMusic()
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{
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LOG->Trace( "ScreenSelectMusic::~ScreenSelectMusic()" );
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BANNERCACHE->Undemand();
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//BACKGROUNDCACHE->Undemand();
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}
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// If bForce is true, the next request will be started even if it might cause a skip.
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@@ -441,7 +457,9 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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return; // ignore
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// Handle unselect steps
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if( m_SelectionState == SelectionState_SelectingSteps && m_bStepsChosen[input.pn] && input.MenuI == GAME_BUTTON_SELECT && input.type == IET_FIRST_PRESS )
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// xxx: select button could conflict with OptionsList here -aj
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if( m_SelectionState == SelectionState_SelectingSteps && m_bStepsChosen[input.pn]
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&& input.MenuI == GAME_BUTTON_SELECT && input.type == IET_FIRST_PRESS )
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{
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Message msg("StepsUnchosen");
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msg.SetParam( "Player", input.pn );
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@@ -803,7 +821,7 @@ void ScreenSelectMusic::HandleMessage( const Message &msg )
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// steps selected, they are no longer playable now that P2 has joined.
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// TODO: Invalidate the CurSteps only if they are no longer playable.
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// That way, after music change will clamp to the nearest in the StepsDisplayList.
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// That way, after music change will clamp to the nearest in the StepsDisplayList.
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GAMESTATE->m_pCurSteps[GAMESTATE->m_MasterPlayerNumber].SetWithoutBroadcast( NULL );
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FOREACH_ENUM( PlayerNumber, p )
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GAMESTATE->m_pCurSteps[p].SetWithoutBroadcast( NULL );
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@@ -1002,6 +1020,14 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
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// I believe this is for those who like pump pro. -aj
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MESSAGEMAN->Broadcast("SongChosen");
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/*
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if(TWO_PART_CONFIRMS_ONLY && SAMPLE_MUSIC_PREVIEW_MODE == SampleMusicPreviewMode_StartToPreview)
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{
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// start playing the preview music.
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g_bSampleMusicWaiting = true;
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}
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*/
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break;
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case SelectionState_SelectingSteps:
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@@ -1425,34 +1451,51 @@ void ScreenSelectMusic::AfterMusicChange()
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m_iSelection[p] = -1;
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g_sCDTitlePath = ""; // none
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//if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
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//{
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m_fSampleStartSeconds = 0;
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m_fSampleLengthSeconds = -1;
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//}
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switch( m_MusicWheel.GetSelectedType() )
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{
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case TYPE_SECTION:
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g_sBannerPath = SONGMAN->GetSongGroupBannerPath( m_MusicWheel.GetSelectedSection() );
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//if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
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m_sSampleMusicToPlay = m_sSectionMusicPath;
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break;
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case TYPE_SORT:
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bWantBanner = false; // we load it ourself
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m_Banner.LoadMode();
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//if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
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m_sSampleMusicToPlay = m_sSortMusicPath;
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break;
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case TYPE_ROULETTE:
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bWantBanner = false; // we load it ourself
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m_Banner.LoadRoulette();
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//if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
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m_sSampleMusicToPlay = m_sRouletteMusicPath;
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break;
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case TYPE_RANDOM:
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bWantBanner = false; // we load it ourself
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m_Banner.LoadRandom();
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//if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
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m_sSampleMusicToPlay = m_sRandomMusicPath;
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break;
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default:
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ASSERT(0);
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}
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// override this if the sample music mode wants to.
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/*
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if(SAMPLE_MUSIC_PREVIEW_MODE == SampleMusicPreviewMode_LastSong)
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{
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m_sSampleMusicToPlay = pSong->GetMusicPath();
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m_pSampleMusicTimingData = &pSong->m_Timing;
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m_fSampleStartSeconds = pSong->m_fMusicSampleStartSeconds;
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m_fSampleLengthSeconds = pSong->m_fMusicSampleLengthSeconds;
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}
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*/
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break;
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case TYPE_SONG:
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case TYPE_PORTAL:
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