[default -> loading window] Trying to keep up the best I can.

This commit is contained in:
Henrik Andersson
2011-07-07 21:57:00 +02:00
27 changed files with 909 additions and 70 deletions
+8
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@@ -0,0 +1,8 @@
#COURSE:Jupiter;
#SCRIPTER:Midiman;
#GAINSECONDS:120;
#SONG:*:Hard;
#GAINSECONDS:25;
#SONG:*:Hard;
+5
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@@ -9,6 +9,11 @@ change to JSON, but it is unsure if this will be done.
Implement .ssc at your own risk.
________________________________________________________________________________
[v0.74] - Wolfman2000
* Add #CHARTNAME tag for the title of the chart.
* Older files will have their #DESCRIPTION tag content copied to #CHARTNAME
on load.
[v0.73] - Wolfman2000
* Use #FIRSTSECOND, #LASTSECOND, and #LASTSECONDHINT instead of the BEAT
equivalents.
+6
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@@ -11,6 +11,12 @@ StepMania 5.0 ????????? | 20110???
2011/07/07
----------
* [ScreenEdit] Fix the NoMines transformation bug, issue 363. [Wolfman2000]
* [CourseLoaderCRS] Don't load BEST# and WORST# where # is greater than the
number of songs installed. Fixes issue 373. [AJ]
* [NotesAllSSC] Add the #CHARTNAME tag to the Steps. #DESCRIPTION is now for
more detailed descriptions, or perhaps some short hand lingo. All files
that used #DESCRIPTION will have their values copied to #CHARTNAME on
load. [Wolfman2000]
2011/07/06
----------
+1
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@@ -1382,6 +1382,7 @@
</Class>
<Class name='Steps'>
<Function name='GetAuthorCredit'/>
<Function name='GetChartName'/>
<Function name='GetChartStyle'/>
<Function name='GetDescription'/>
<Function name='GetDifficulty'/>
+3
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@@ -3701,6 +3701,9 @@
<Function name='GetAuthorCredit' return='string' arguments=''>
Returns the author that made that particular Steps pattern.
</Function>
<Function name='GetChartName' return='string' arguments=''>
Returns the Steps chart name.
</Function>
<Function name='GetChartStyle' return='string' arguments=''>
Returns the Chart Style for this Steps.
</Function>
+2 -2
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@@ -20,14 +20,14 @@ ret.Redir = function(sButton, sElement)
if sElement == "Hold Head Active" or
sElement == "Roll Head Active"
then
sElement = "Hold Head Active";
sElement = "Tap Note";
end
-- Test
if sElement == "Hold Head Inactive" or
sElement == "Roll Head Inactive"
then
sElement = "Hold Head Inactive";
sElement = "Tap Note";
end
if sElement == "Tap Fake"
@@ -0,0 +1,284 @@
function MakeScoreList(StagesAgo)
local c;
local Stats;
local PlayerStats = { }
local children = {
LoadActor( "difficulty cap 9x1" ) .. {
Name="DifficultyP1";
InitCommand = cmd(x,-66;pause;halign,1);
OnCommand=cmd(zoomx,0;sleep,0.3;bounceend,0.3;zoomx,1);
OffCommand=cmd(bouncebegin,0.1;zoomx,0);
};
LoadActor( "difficulty cap 9x1" ) .. {
Name="DifficultyP2";
InitCommand = cmd(x,66;pause;halign,1;zoomx,0);
OnCommand=cmd(zoomx,0;sleep,0.3;bounceend,0.3;zoomx,-1);
OffCommand=cmd(bouncebegin,0.1;zoomx,0);
};
LoadActor( "banner mask" ) .. {
Name="BannerMask";
InitCommand=cmd(clearzbuffer,true;zwrite,true;blend,"BlendMode_NoEffect");
OnCommand=cmd(zoom,0;bounceend,0.3;zoom,1);
OffCommand=cmd(bouncebegin,0.3;zoom,0);
};
Def.Sprite {
Name = "Banner";
InitCommand = cmd(setsize,300,100;zoom,0.5;ztest,true);
OnCommand=cmd(zoom,0;bounceend,0.3;zoom,0.5);
OffCommand=cmd(bouncebegin,0.3;zoom,0);
};
LoadActor( "banner frame" ) .. {
Name="BannerFrame";
OnCommand=cmd(zoom,0;bounceend,0.3;zoom,1);
OffCommand=cmd(bouncebegin,0.3;zoom,0);
};
LoadActor( "side score frame" ) .. {
Name="ScoreFrameP1";
InitCommand=cmd();
OnCommand=cmd(x,-266;addx,-250;diffusealpha,1;decelerate,0.3;addx,250);
OffCommand=cmd(linear,0.3;addx,-150;diffusealpha,0);
};
LoadActor( "side score frame" ) .. {
Name="ScoreFrameP2";
InitCommand=cmd(zoomx,-1);
OnCommand=cmd(x,266;addx,250;diffusealpha,1;decelerate,0.3;addx,-250);
OffCommand=cmd(linear,0.3;addx,150;diffusealpha,0);
};
LoadFont( "_regra bold 30px" ) .. {
Name="PlayerScoreP1";
InitCommand=cmd(x,-135;diffuse,color("#fdf991");shadowlength,0;zoom,0.6);
OnCommand=cmd(x,-135;addx,50;zoom,0;diffusealpha,0;sleep,0.1;accelerate,0.3;addx,-50;diffusealpha,1;zoom,0.6);
OffCommand=cmd(linear,0.3;diffusealpha,0);
};
LoadFont( "_regra bold 30px" ) .. {
Name="PlayerScoreP2";
InitCommand=cmd(x,135;diffuse,color("#abfe8e");shadowlength,0;zoom,0.6);
OnCommand=cmd(x,135;addx,-50;zoom,0;diffusealpha,0;sleep,0.1;accelerate,0.3;addx,50;diffusealpha,1;zoom,0.6);
OffCommand=cmd(linear,0.3;diffusealpha,0);
};
LoadFont( "_regra bold 30px" ) .. {
Name="MachineBestP1";
InitCommand=cmd(diffuse,color("#ffffff");shadowlength,0;zoom,0.5);
OnCommand=cmd(x,-250;addx,-250;diffusealpha,1;decelerate,0.3;addx,250);
OffCommand=cmd(linear,0.3;addx,-150;diffusealpha,0);
};
LoadFont( "_regra bold 30px" ) .. {
Name="MachineBestP2";
InitCommand=cmd(diffuse,color("#ffffff");shadowlength,0;zoom,0.5);
OnCommand=cmd(x,250;addx,250;diffusealpha,1;decelerate,0.3;addx,-250);
OffCommand=cmd(linear,0.3;addx,150;diffusealpha,0);
};
};
return Def.ActorFrame {
children = children;
InitCommand = function(self)
c = self:GetChildren();
c.PlayerScore = {};
c.PlayerScore[PLAYER_1] = c.PlayerScoreP1;
c.PlayerScore[PLAYER_2] = c.PlayerScoreP2;
c.MachineBest = {};
c.MachineBest[PLAYER_1] = c.MachineBestP1;
c.MachineBest[PLAYER_2] = c.MachineBestP2;
c.ScoreFrame = {};
c.ScoreFrame[PLAYER_1] = c.ScoreFrameP1;
c.ScoreFrame[PLAYER_2] = c.ScoreFrameP2;
c.Difficulty = {};
c.Difficulty[PLAYER_1] = c.DifficultyP1;
c.Difficulty[PLAYER_2] = c.DifficultyP2;
end;
BeginCommand = function(self)
Stats = STATSMAN:GetPlayedStageStats(StagesAgo);
if not Stats then
self:visible(false);
return;
end;
self:visible(true);
PlayerStats[PLAYER_1] = Stats:GetPlayerStageStats(PLAYER_1);
PlayerStats[PLAYER_2] = Stats:GetPlayerStageStats(PLAYER_2);
local Current;
local CurrentPart = {}
if GAMESTATE:IsCourseMode() then
Current = GAMESTATE:GetCurrentCourse();
CurrentPart[PLAYER_1] = GAMESTATE:GetCurrentTrail( PLAYER_1 );
CurrentPart[PLAYER_2] = GAMESTATE:GetCurrentTrail( PLAYER_2 );
else
Current = Stats:GetPlayedSongs()[1];
CurrentPart[PLAYER_1] = PlayerStats[PLAYER_1]:GetPlayedSteps()[1];
CurrentPart[PLAYER_2] = PlayerStats[PLAYER_2]:GetPlayedSteps()[1];
end
assert(Current);
local sBannerPath = Current:GetBannerPath() or THEME:GetPathG("Common","fallback banner");
c.Banner:LoadBanner( sBannerPath );
for pn in ivalues(PlayerNumber) do
local visible = GAMESTATE:IsHumanPlayer(pn) and CurrentPart[pn] ~= nil; -- was present for this song
c.MachineBest[pn]:visible( visible );
c.PlayerScore[pn]:visible( visible );
c.ScoreFrame[pn]:visible( visible );
c.Difficulty[pn]:visible( visible );
local MachineProfile = PROFILEMAN:GetMachineProfile();
if visible then
assert(CurrentPart[pn]);
c.Difficulty[pn]:SetDifficultyAndStepsTypeFrame( CurrentPart[pn] );
local hsl = MachineProfile:GetHighScoreList( Current, CurrentPart[pn] );
assert( hsl );
-- Find the first high score that isn't one that we're entering now.
local HighScores = hsl:GetHighScores();
local hs;
for h in ivalues(HighScores) do
if not hs and not h:IsFillInMarker() then
hs = h;
end
end
if hs then
local fMachineScore = hs:GetPercentDP() or 0;
local sName = hs:GetName() or "";
local sText = sName .. " " .. FormatPercentScore( fMachineScore );
c.MachineBest[pn]:settext( sText );
else
c.ScoreFrame[pn]:visible( false );
end
local fPlayerScore = PlayerStats[pn]:GetPercentDancePoints();
local sText = FormatPercentScore( fPlayerScore );
c.PlayerScore[pn]:settext( sText );
local colors = {
[PLAYER_1] = color("#fdf991"),
[PLAYER_2] = color("#abfe8e"),
};
if Stats:PlayerHasHighScore(pn) then
colors = {
[PLAYER_1] = color("#feef01"),
[PLAYER_2] = color("#0ffc03"),
};
end
c.PlayerScore[pn]:diffuse(colors[pn]);
end;
end;
end;
};
end
local children = {
LoadActor( "center frame" ) .. {
InitCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y+9);
OnCommand=cmd(fadetop,0.3; croptop,1; linear,0.5; croptop,-0.3);
OffCommand=cmd(linear,0.5; croptop,1);
};
LoadActor( "line" ) .. {
InitCommand=cmd(x,SCREEN_CENTER_X;SetWidth,336;y,SCREEN_CENTER_Y+65;fadeleft,0.3; faderight,0.3);
OnCommand=cmd(cropleft,.5;cropright,.5;
sleep,0.2;
linear,0.3;
cropleft,-.2;cropright,-.2);
OffCommand=cmd(linear,0.3;cropleft,.5;cropright,.5);
};
};
for i = 1,5 do
children[#children+1] =
MakeScoreList(i) .. {
Name="Row" .. tostring(i);
InitCommand=cmd(x,SCREEN_CENTER_X);
};
end
children[#children+1] =
LoadActor( THEME:GetPathB("","_shared underlay") ) .. { OnCommand=cmd(); };
children[#children+1] = LoadActor( "keyboard" ) .. {
InitCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y+80);
BeginCommand = cmd(visible,SCREENMAN:GetTopScreen():GetAnyEntering());
};
for pn in ivalues(PlayerNumber) do
local FrameX = pn == PLAYER_1 and (SCREEN_CENTER_X-265) or (SCREEN_CENTER_X+267);
local P1 = pn == PLAYER_1 and 1 or -1;
children[#children+1] = LoadActor( "name frame" ) .. {
InitCommand=cmd(y,SCREEN_CENTER_Y+119;
zoomx,pn == PLAYER_1 and 1.0 or -1.0);
BeginCommand=cmd(visible,SCREENMAN:GetTopScreen():GetEnteringName(pn));
OnCommand=cmd(finishtweening;x,FrameX;addx,-200*P1;zoom,0;bounceend,0.3;zoom,1;addx,200*P1);
OffCommand=cmd(stoptweening;bouncebegin,0.3;zoom,0;addx,-200*P1);
};
children[#children+1] = LoadFont( "_regra bold 30px" ) .. {
Name="PlayerText";
InitCommand=cmd(x,pn == PLAYER_1 and (SCREEN_CENTER_X-WideScale(310,330)) or (SCREEN_CENTER_X+WideScale(198,204));
halign,0;
y,SCREEN_CENTER_Y+115;shadowlength,0;zoom,1);
BeginCommand=cmd(visible,SCREENMAN:GetTopScreen():GetEnteringName(pn));
OnCommand=cmd(finishtweening;diffusealpha,0;sleep,0.1;linear,0.3;diffusealpha,1);
OffCommand=cmd(stoptweening;bouncebegin,0.3;zoom,0;addx,-200*P1);
EntryChangedMessageCommand=function(self,params)
if params.PlayerNumber ~= pn then
return;
end;
self:settext( params.Text );
end;
};
end;
return Def.ActorFrame {
children = children;
BeginCommand = function(self)
local StagesPlayed = STATSMAN:GetStagesPlayed();
local c = self:GetChildren();
local fYCenter = SCREEN_CENTER_Y-60;
local fYMinSpacing = 44;
local fYMaxSpacing = 70;
local fYSpacing = scale(StagesPlayed, 4, 5, fYMaxSpacing, fYMinSpacing);
fYSpacing = clamp(fYSpacing, fYMinSpacing, fYMaxSpacing);
fYSpacing = fYSpacing + math.mod(fYSpacing, 2); -- even
fYSpacing = -fYSpacing;
local fYStart = fYSpacing*(StagesPlayed-1)/2;
local fYEnd = -fYSpacing*(StagesPlayed-1)/2;
for i = 1,StagesPlayed do
local Name = "Row" .. tostring(i);
local row = c[Name];
assert(row);
local fY = fYCenter + fYEnd + (i-1)*fYSpacing;
row:y( fY );
end
local Timer = SCREENMAN:GetTopScreen():GetChild("Timer");
if not SCREENMAN:GetTopScreen():GetAnyEntering() then
Timer:setseconds(5);
Timer:silent(true);
else
Timer:setseconds(25);
Timer:silent(false);
end
end;
OnCommand = function(self)
local StagesPlayed = STATSMAN:GetStagesPlayed();
local c = self:GetChildren();
for i = 1,StagesPlayed do
local Name = "Row" .. tostring(i);
local row = c[Name];
assert(row);
row:hibernate(0.3+(i/StagesPlayed)*0.3);
end
end;
};
@@ -0,0 +1,279 @@
local function distance( x1, y1, x2, y2 )
return math.pow( math.pow(x1-x2, 2) + math.pow(y1-y2, 2), 0.5 );
end
local children = {
};
local Letters = {
"A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N",
"O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
"0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "?", "!",
"BACK", "ENTER"
};
local LetterIndexes = { };
for i, l in ipairs(Letters) do
LetterIndexes[l] = i;
end
local MapNameToLetter = {};
local MapLetterToName = {};
local letter = LoadFont( "_regra bold 30px" ) .. {
InitCommand=cmd(zoom,0.8;shadowlength,0);
PulseCommand = function(self)
self:finishtweening();
local z = self:GetZoomX();
(cmd(accelerate,0.15;zoom,1.2;decelerate,0.15;zoom,z))(self);
end;
};
for l in ivalues(Letters) do
local Name = "letter " .. l;
MapNameToLetter[Name] = l;
MapLetterToName[l] = Name;
children[#children+1] = letter .. {
Name = Name;
Text = l;
};
if l == "BACK" or l == "ENTER" then
children[#children].File = THEME:GetPathF("", "_venacti 26px normal");
end;
end;
children[#children+1] = LoadActor( THEME:GetPathS(Var "LoadingScreen", "type key") ) .. { Name = "Type"; SupportPan = true; }
children[#children+1] = LoadActor( THEME:GetPathS(Var "LoadingScreen", "back") ) .. { Name = "Back"; SupportPan = true; }
children[#children+1] = LoadActor( THEME:GetPathS(Var "LoadingScreen", "enter") ) .. { Name = "Enter"; SupportPan = true; }
children[#children+1] = LoadActor( THEME:GetPathS(Var "LoadingScreen", "move cursor") ) .. { Name = "Move"; SupportPan = true; }
local CursorFiles = {
[PLAYER_1] = "Cursor P1",
[PLAYER_2] = "Cursor P2"
};
for pn in ivalues(PlayerNumber) do
children[#children+1] = LoadActor( THEME:GetPathG("_frame", "1D"),
{ 4/10, 2/10, 4/10 },
LoadActor(CursorFiles[pn])
) .. {
Name = CursorFiles[pn];
BeginCommand = cmd(visible,SCREENMAN:GetTopScreen():GetEnteringName(pn));
OnCommand = cmd(
zoom,0;
rotationz,-360*2;
sleep,0.55;
decelerate,0.5;
zoom,1;
rotationz,0;
);
OffCommand = cmd(sleep,0.3;queuecommand,"TweenOff");
PlayerFinishedMessageCommand = function(self,param)
if param.PlayerNumber ~= pn then return end
self:playcommand("TweenOff" );
end;
TweenOffCommand = function(self,param)
(cmd(
accelerate,0.25;
zoomx,0;
))(self);
end;
};
end
local c;
local Keys = {};
local Selection = {};
local PlayerX = {};
local PlayerY = {};
return Def.ActorFrame {
children = children;
BeginCommand = function(self)
c = self:GetChildren();
c.Cursors = {};
c.Cursors[PLAYER_1] = c["Cursor P1"];
c.Cursors[PLAYER_2] = c["Cursor P2"];
for l in ivalues(Letters) do
local Name = MapLetterToName[l];
assert(Name);
Keys[l] = {
Text = c[Name];
Width = c[Name]:GetWidth();
Height = c[Name]:GetHeight();
};
assert(c[Name], Name);
end;
-- Position letters.
local RowWidths = {};
local fX = 0;
local fXPadding = 4;
local fY = 0;
local iRow = 1;
for l in ivalues(Letters) do
if l == "O" or l == "0" or l == "BACK"
then
fX = 0;
fY = fY + 30;
iRow = iRow + 1;
end;
Keys[l].Row = iRow;
Keys[l].Text:x(fX + Keys[l].Width/2);
Keys[l].Text:y(fY + Keys[l].Height/2);
fX = fX + Keys[l].Width;
RowWidths[iRow] = fX;
fX = fX + fXPadding;
end;
for l in ivalues(Letters) do
local iRow = Keys[l].Row;
Keys[l].Text:addx(-RowWidths[iRow]/2);
end;
Keys["BACK"].Text:x(-140);
Keys["ENTER"].Text:x(140);
for pn in ivalues(PlayerNumber) do
local sName = SCREENMAN:GetTopScreen():GetSelection(pn);
local DefaultKey = "A"
if #sName > 0 then
DefaultKey = "ENTER"
end
self:playcommand("SelectKey", { Key = DefaultKey, PlayerNumber = pn });
c.Cursors[pn]:finishtweening();
end
end;
CodeMessageCommand = function(self, param)
local pn = param.PlayerNumber;
if not SCREENMAN:GetTopScreen():GetAnyStillEntering() and param.Name == "Enter" then
if SCREENMAN:GetTopScreen():Finish(pn) then
c.Enter:play();
end
return;
end
if SCREENMAN:GetTopScreen():GetFinalized( pn ) then
return;
end
if param.Name == "Left" or param.Name == "Right" then
local iDir = param.Name == "Left" and -1 or 1;
local idx = LetterIndexes[Selection[pn]];
idx = idx + iDir;
idx = math.mod(idx+#Letters-1, #Letters)+1;
self:playcommand("SelectKey", { Key = Letters[idx], PlayerNumber = pn });
c.Move:playforplayer(pn);
return;
end
if param.Name == "JumpToEnter" then
self:playcommand("SelectKey", { Key = "ENTER", PlayerNumber = pn });
c.Move:playforplayer(pn);
return;
end
if param.Name == "Backspace" then
if SCREENMAN:GetTopScreen():Backspace(pn) then
c.Back:playforplayer(pn);
end
return;
end
if param.Name == "NextRow" or param.Name == "PrevRow" then
local iDir = param.Name == "PrevRow" and -1 or 1;
local idx = LetterIndexes[Selection[pn]];
local iRow = Keys[Selection[pn]].Row;
iRow = iRow + iDir;
iRow = math.mod(iRow+4-1, 4)+1;
local NearestLetter
local NearestLetterDistance
for l in ivalues(Letters) do
if iRow == Keys[l].Row then
local Text = Keys[l].Text;
local fDist = distance( PlayerX[pn], PlayerY[pn],
Text:GetX(), Text:GetY() );
if not NearestLetterDistance or fDist < NearestLetterDistance then
NearestLetterDistance = fDist;
NearestLetter = l;
end
end
end
assert( NearestLetter );
self:playcommand("SelectKey", { Key = NearestLetter, PlayerNumber = pn, NoStore = true });
c.Move:playforplayer(pn);
return;
end
if param.Name == "Enter" then
if Selection[pn] == "BACK" then
if SCREENMAN:GetTopScreen():Backspace(pn) then
Keys[Selection[pn]].Text:playcommand( "Pulse" );
c.Back:playforplayer(pn);
end
elseif Selection[pn] == "ENTER" then
if SCREENMAN:GetTopScreen():Finish(pn) then
Keys[Selection[pn]].Text:playcommand( "Pulse" );
c.Enter:playforplayer(pn);
end
else
local key = Selection[pn]; -- EnterKey may change this
if SCREENMAN:GetTopScreen():EnterKey(pn, key) then
Keys[key].Text:playcommand( "Pulse" );
c.Type:playforplayer(pn);
end
end
end
end;
SelectKeyMessageCommand = function(self, param)
local key = param.Key;
local pn = param.PlayerNumber;
if not Keys[key] then return end
Selection[pn] = key;
c.Cursors[pn]:stoptweening();
c.Cursors[pn]:playcommand( "SetSize", { Width=Keys[key].Width+6; tween=cmd(stoptweening;linear,0.10); } );
c.Cursors[pn]:x( Keys[key].Text:GetX() );
c.Cursors[pn]:y( Keys[key].Text:GetY() );
if not param.NoStore then
PlayerX[pn] = Keys[key].Text:GetX();
PlayerY[pn] = Keys[key].Text:GetY();
end
-- SCREENMAN:GetTopScreen():EnterKey(PLAYER_2,"x");
end;
MenuTimerExpiredMessageCommand = function(self, param)
for pn in ivalues(PlayerNumber) do
SCREENMAN:GetTopScreen():Finish(pn);
end
c.Enter:play();
end;
OnCommand = function(self, param)
for key in ivalues(Letters) do
local fDist = distance( Keys[key].Text:GetX(), Keys[key].Text:GetY(), 0, 100 );
local f = cmd(
diffusealpha,0;zoom,0;
sleep,0.25 + (fDist / 400);
decelerate,0.5;
diffusealpha,1;zoom,0.8);
f(Keys[key].Text);
end
end;
OffCommand = function(self, param)
for key in ivalues(Letters) do
local fDist = distance( Keys[key].Text:GetX(), Keys[key].Text:GetY(), 0, 100 );
local f = cmd(
sleep,0.0 + (fDist / 400);
decelerate,0.5;
diffusealpha,0;zoom,0);
f(Keys[key].Text);
end
end;
};
+5
View File
@@ -802,6 +802,7 @@ CelShadeModels=Cel-shaded Models
Center Image=Center Image
Chaos=Chaos
Characters=Characters
Chart Name=Chart Name
Chart Style=Chart Style
Choose=Choose
Clear Bookkeeping Data=Clear Bookkeeping Data
@@ -1256,6 +1257,7 @@ Enter a new artist.=Enter a new artist.
Enter a new genre.=Enter a new genre.
Enter a new credit.=Enter a new credit.
Enter a new description.=Enter a new description.
Enter a new chart name.=Enter the name/title of this chart.
Enter a new chart style.=Enter a new chart style (e.g. "Pad", "Keyboard").
Enter a new meter.=Enter the difficulty rating for this chart.
Enter the author who made this step pattern.=Enter the author who made this step pattern.
@@ -1291,6 +1293,7 @@ Snap to=Snap to
Selection beat=Selection beat
Difficulty=Difficulty
Description=Description
Chart Name=Chart Name
Chart Style=Chart Style
Step Author=Step Author
Main title=Main title
@@ -1680,7 +1683,9 @@ The folder "%s" appears to be a song folder. All song folders must reside in a
[SongUtil]
You must supply a name for your new edit.=You must supply a name for your new edit.
The name you chose conflicts with another chart. Please use a different name.=The name you chose conflicts with another chart. Please use a different name.
The name you chose conflicts with another edit. Please use a different name.=The name you chose conflicts with another edit. Please use a different name.
The chart name cannot contain any of the following characters: %s=The chart name cannot contain any of the following characters: %s
The edit name cannot contain any of the following characters: %s=The edit name can not contain any of the following characters: %s
The step author's name cannot contain any of the following characters: %s=The step author's name cannot contain any of the following characters: %s
+3
View File
@@ -193,4 +193,7 @@ Branch = {
Network = function()
return IsNetConnected() and "ScreenTitleMenu" or "ScreenTitleMenu"
end,
AfterSaveSummary = function()
return GAMESTATE:AnyPlayerHasRankingFeats() and "ScreenNameEntryTraditional" or "ScreenGameOver"
end,
}
+44 -7
View File
@@ -413,6 +413,8 @@ SortLevel5Color=color("0,1,0,1")
# Custom system that lets you rename certain classes of difficulties to
# something else. Mostly for custom games and game emulation, PIU for example.
Names=
[DifficultyList]
# A list that shows difficulties in a song.
CapitalizeDifficultyNames=false
@@ -964,8 +966,8 @@ StopOffsetX=50
DelayOffsetX=120
WarpOffsetX=90
TimeSignatureOffsetX=30
TickcountOffsetX=70
ComboOffsetX=50
TickcountOffsetX=50
ComboOffsetX=70
LabelOffsetX=130
SpeedOffsetX=30
ScrollOffsetX=100
@@ -3218,6 +3220,9 @@ PlayerType="PlayerShared"
Class="ScreenEvaluation"
Fallback="ScreenWithMenuElements"
#
NextScreen=Branch.AfterEvaluation()
PrevScreen=Branch.AfterEvaluation()
#
LightsMode="LightsMode_MenuStartOnly"
#
Summary=false
@@ -3303,30 +3308,34 @@ DetailLineFormat="%3d/%3d"
[ScreenEvaluationNormal]
Fallback="ScreenEvaluation"
#
NextScreen="ScreenProfileSave"
NextScreen=Branch.AfterEvaluation()
PrevScreen=Branch.AfterEvaluation()
[ScreenEvaluationSummary]
Fallback="ScreenEvaluation"
#
NextScreen="ScreenSelectMusic"
NextScreen=Branch.AfterSummary()
#
Summary=true
#
[ScreenNameEntry]
# !!! #
Class="ScreenNameEntry"
Fallback="ScreenWithMenuElementsBlank"
#
TimerX=SCREEN_CENTER_X+0
TimerY=SCREEN_CENTER_Y-210
#
CategoryY=SCREEN_CENTER_Y+190
CategoryZoom=0.7
#
CharsZoomSmall=1.0
CharsZoomLarge=1.5
CharsSpacingY=40
CharsChoices=" ABCDEFGHIJKLMNOPQRSTUVWXYZ"
ScrollingCharsCommand=diffuse,0.6,0.8,0.8,1
SelectedCharsCommand=diffuse,0.8,1,1,1
#
ReceptorArrowsY=SCREEN_CENTER_Y-140
NumCharsToDrawBehind=2
NumCharsToDrawTotal=10
@@ -3336,7 +3345,9 @@ TimerSeconds=24
TimerStealth=false
ShowStyleIcon=false
MaxRankingNameLength=4
#
NextScreen="ScreenProfileSave"
#
PlayerP1OnePlayerOneSideX=SCREEN_CENTER_X-160
PlayerP2OnePlayerOneSideX=SCREEN_CENTER_X+160
PlayerP1TwoPlayersTwoSidesX=SCREEN_CENTER_X-160
@@ -3344,6 +3355,31 @@ PlayerP2TwoPlayersTwoSidesX=SCREEN_CENTER_X+160
PlayerP1OnePlayerTwoSidesX=SCREEN_CENTER_X
PlayerP2OnePlayerTwoSidesX=SCREEN_CENTER_X
[ScreenNameEntryTraditional]
Class="ScreenNameEntryTraditional"
Fallback="ScreenWithMenuElements"
#
TimerSeconds=30
#
RepeatRate=15
RepeatDelay=1/4
#
NextScreen="ScreenProfileSaveSummary"
#
HelpText="Enter your name!"
#
CancelTransitionsOut=true
MaxRankingNameLength=4
CodeNames="Backspace,Left,Right,NextRow1=NextRow,NextRow2=NextRow,PrevRow,JumpToEnter,Enter"
CodeLeft="+MenuLeft"
CodeRight="+MenuRight"
CodePrevRow="+MenuUp"
CodeNextRow1="+MenuDown"
CodeNextRow2="Select,~Select"
CodeBackspace="@Select-MenuLeft"
CodeJumpToEnter="@Select-Start"
CodeEnter="Start"
[ScreenProfileSave]
Class="ScreenProfileSave"
Fallback="ScreenWithMenuElementsBlank"
@@ -3356,8 +3392,8 @@ TimerSeconds=-1
[ScreenProfileSaveSummary]
Fallback="ScreenProfileSave"
#
NextScreen="ScreenGameOver"
PrevScreen="ScreenGameOver"
NextScreen=Branch.AfterSaveSummary()
PrevScreen=Branch.AfterSaveSummary()
[ScreenGameOver]
Class="ScreenEnding"
@@ -3590,6 +3626,7 @@ DifficultyFormat="%s:\n %s\n"
RoutinePlayerFormat="%s: %d\n"
DescriptionFormat="%s:\n %s\n"
StepAuthorFormat="%s:\n %s\n"
ChartNameFormat="%s:\n %s\n"
ChartStyleFormat="%s:\n %s\n"
MainTitleFormat="%s:\n %s\n"
SubtitleFormat="%s:\n %s\n"
+22 -22
View File
@@ -1,36 +1,36 @@
AC_DEFUN([SM_X_WITH_OPENGL],
[
AC_PATH_X
XCFLAGS=
XLIBS=
AC_PATH_X
if test "$no_x" != "yes"; then
XCFLAGS=
XLIBS=
if test "$no_x" != "yes"; then
if test -n "$x_includes"; then
XCFLAGS="-I$x_includes"
XCFLAGS="-I$x_includes"
fi
if test -n "$x_libraries"; then
XLIBS="-L$x_libraries"
XLIBS="-L$x_libraries"
fi
XLIBS +="-lX11"
XLIBS+="-lX11"
if test -n "$x_includes"; then
# See if we can compile X applications without using $XCFLAGS.
AC_MSG_CHECKING(if $XCFLAGS is really necessary)
AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[#include <X11/Xos.h>]], [[]])],[XCFLAGS=
# See if we can compile X applications without using $XCFLAGS.
AC_MSG_CHECKING(if $XCFLAGS is really necessary)
AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[#include <X11/Xos.h>]], [[]])],[XCFLAGS=
AC_MSG_RESULT(no)],[AC_MSG_RESULT(yes)])
fi
# Check for libXtst.
AC_CHECK_LIB(Xtst, XTestQueryExtension,
XLIBS="$XLIBS -lXtst"
[AC_DEFINE(HAVE_LIBXTST, 1, [libXtst available])],
,
[$XLIBS])
XLIBS="$XLIBS -lXtst"
[AC_DEFINE(HAVE_LIBXTST, 1, [libXtst available])],
,
[$XLIBS])
AC_DEFINE(HAVE_X11, 1, [X11 libraries present])
fi
fi
# Check for Xrandr
# Can someone fix this for me? This is producing bizarre warnings from
@@ -55,15 +55,15 @@ AC_DEFUN([SM_X_WITH_OPENGL],
AM_CONDITIONAL(HAVE_X11, test "$no_x" != "yes")
AC_SUBST(XCFLAGS)
AC_SUBST(XLIBS)
AC_SUBST(XCFLAGS)
AC_SUBST(XLIBS)
# Check for libGL and libGLU.
AC_CHECK_LIB(GL, glPushMatrix, XLIBS="$XLIBS -lGL",
# Check for libGL and libGLU.
AC_CHECK_LIB(GL, glPushMatrix, XLIBS="$XLIBS -lGL",
AC_MSG_ERROR([No OpenGL library could be found.]), [$XLIBS])
AC_CHECK_LIB(GLU, gluGetString, XLIBS="$XLIBS -lGLU",
AC_CHECK_LIB(GLU, gluGetString, XLIBS="$XLIBS -lGLU",
AC_MSG_ERROR([No GLU library could be found.]), [$XLIBS])
AC_SUBST(XLIBS)
AC_SUBST(XLIBS)
])
+23 -2
View File
@@ -163,18 +163,39 @@ bool CourseLoaderCRS::LoadFromMsd( const RString &sPath, const MsdFile &msd, Cou
// infer entry::Type from the first param
// todo: make sure these aren't generating bogus entries due
// to a lack of songs. -aj
int iNumSongs = SONGMAN->GetNumSongs();
LOG->Trace("[CourseLoaderCRS] sParams[1] = %s",sParams[1].c_str());
// most played
if( sParams[1].Left(strlen("BEST")) == "BEST" )
{
new_entry.iChooseIndex = StringToInt( sParams[1].Right(sParams[1].size()-strlen("BEST")) ) - 1;
int iChooseIndex = StringToInt( sParams[1].Right(sParams[1].size()-strlen("BEST")) ) - 1;
if( iChooseIndex > iNumSongs )
{
// looking up a song that doesn't exist.
LOG->UserLog( "Course file", sPath, "is trying to load BEST%i with only %i songs installed. "
"This entry will be ignored.", iChooseIndex, iNumSongs);
out.m_bIncomplete = true;
continue; // skip this #SONG
}
new_entry.iChooseIndex = iChooseIndex;
CLAMP( new_entry.iChooseIndex, 0, 500 );
new_entry.songSort = SongSort_MostPlays;
}
// least played
else if( sParams[1].Left(strlen("WORST")) == "WORST" )
{
new_entry.iChooseIndex = StringToInt( sParams[1].Right(sParams[1].size()-strlen("WORST")) ) - 1;
int iChooseIndex = StringToInt( sParams[1].Right(sParams[1].size()-strlen("BEST")) ) - 1;
if( iChooseIndex > iNumSongs )
{
// looking up a song that doesn't exist.
LOG->UserLog( "Course file", sPath, "is trying to load WORST%i with only %i songs installed. "
"This entry will be ignored.", iChooseIndex, iNumSongs);
out.m_bIncomplete = true;
continue; // skip this #SONG
}
new_entry.iChooseIndex = iChooseIndex;
CLAMP( new_entry.iChooseIndex, 0, 500 );
new_entry.songSort = SongSort_FewestPlays;
}
+2 -10
View File
@@ -1405,12 +1405,8 @@ RString MusicWheel::JumpToNextGroup()
for(unsigned i = 0 ; i < iNumGroups ; i++)
{
RString sCurSongGroup = SONGMAN->GetSongGroupByIndex(i);
if( m_sExpandedSectionName == sCurSongGroup )
if( m_sExpandedSectionName == SONGMAN->GetSongGroupByIndex(i) )
{
if( SONGMAN->GetSongsOfCurrentGame(sCurSongGroup).size() == 0 ) continue;
if ( i < iNumGroups - 1 )
return SONGMAN->GetSongGroupByIndex(i+1);
else
@@ -1455,12 +1451,8 @@ RString MusicWheel::JumpToPrevGroup()
for(unsigned i = 0 ; i < iNumGroups ; i++)
{
RString sCurSongGroup = SONGMAN->GetSongGroupByIndex(i);
if( m_sExpandedSectionName == sCurSongGroup )
if( m_sExpandedSectionName == SONGMAN->GetSongGroupByIndex(i) )
{
if( SONGMAN->GetSongsOfCurrentGame(sCurSongGroup).size() == 0 ) continue;
if ( i > 0 )
return SONGMAN->GetSongGroupByIndex(i-1);
else
+1
View File
@@ -78,6 +78,7 @@ void SMLoader::LoadFromTokens(
out.m_StepsType = GAMEMAN->StringToStepsType( sStepsType );
out.SetDescription( sDescription );
out.SetCredit( sDescription ); // this is often used for both.
out.SetChartName(sDescription); // yeah, one more for good measure.
out.SetDifficulty( StringToDifficulty(sDifficulty) );
// Handle hacks that originated back when StepMania didn't have
+9 -1
View File
@@ -145,7 +145,6 @@ void SSCLoader::ProcessScrolls( TimingData &out, const RString sParam )
}
}
bool SSCLoader::LoadFromSimfile( const RString &sPath, Song &out, bool bFromCache )
{
LOG->Trace( "Song::LoadFromSSCFile(%s)", sPath.c_str() );
@@ -446,6 +445,10 @@ bool SSCLoader::LoadFromSimfile( const RString &sPath, Song &out, bool bFromCach
}
case GETTING_STEP_INFO:
{
if (sValueName == "CHARTNAME")
{
pNewNotes->SetChartName(sParams[1]);
}
if( sValueName=="STEPSTYPE" )
{
pNewNotes->m_StepsType = GAMEMAN->StringToStepsType( sParams[1] );
@@ -458,6 +461,11 @@ bool SSCLoader::LoadFromSimfile( const RString &sPath, Song &out, bool bFromCach
else if( sValueName=="DESCRIPTION" )
{
if (out.m_fVersion < VERSION_CHART_NAME_TAG)
{
pNewNotes->SetChartName(sParams[1]);
}
// TODO: Make this the else clause?
pNewNotes->SetDescription( sParams[1] );
}
+2
View File
@@ -28,6 +28,8 @@ const float VERSION_WARP_SEGMENT = 0.56f;
const float VERSION_SPLIT_TIMING = 0.7f;
/** @brief The version that moved the step's Offset higher up. */
const float VERSION_OFFSET_BEFORE_ATTACK = 0.72f;
/** @brief The version that introduced the Chart Name tag. */
const float VERSION_CHART_NAME_TAG = 0.74f;
/**
* @brief The SSCLoader handles all of the parsing needed for .ssc files.
+1 -1
View File
@@ -226,7 +226,7 @@ static RString GetSMNotesTag( const Song &song, const Steps &in )
GAMEMAN->GetStepsTypeInfo(in.m_StepsType).szName, SmEscape(in.GetDescription()).c_str()) );
lines.push_back( song.m_vsKeysoundFile.empty() ? "#NOTES:" : "#NOTES2:" );
lines.push_back( ssprintf( " %s:", GAMEMAN->GetStepsTypeInfo(in.m_StepsType).szName ) );
RString desc = (USE_CREDIT ? in.GetCredit() : in.GetDescription());
RString desc = (USE_CREDIT ? in.GetCredit() : in.GetChartName());
lines.push_back( ssprintf( " %s:", SmEscape(desc).c_str() ) );
lines.push_back( ssprintf( " %s:", DifficultyToString(in.GetDifficulty()).c_str() ) );
lines.push_back( ssprintf( " %d:", in.GetMeter() ) );
+1
View File
@@ -302,6 +302,7 @@ static RString GetSSCNoteData( const Song &song, const Steps &in, bool bSavingCa
lines.push_back( ssprintf("//---------------%s - %s----------------",
GAMEMAN->GetStepsTypeInfo(in.m_StepsType).szName, SmEscape(in.GetDescription()).c_str()) );
lines.push_back( "#NOTEDATA:;" ); // our new separator.
lines.push_back( ssprintf( "#CHARTNAME:%s:", SmEscape(in.GetChartName()).c_str()));
lines.push_back( ssprintf( "#STEPSTYPE:%s;", GAMEMAN->GetStepsTypeInfo(in.m_StepsType).szName ) );
lines.push_back( ssprintf( "#DESCRIPTION:%s;", SmEscape(in.GetDescription()).c_str() ) );
lines.push_back( ssprintf( "#CHARTSTYLE:%s;", SmEscape(in.GetChartStyle()).c_str() ) );
+35 -12
View File
@@ -600,6 +600,7 @@ static MenuDef g_StepsInformation(
"ScreenMiniMenuStepsInformation",
MenuRowDef( ScreenEdit::difficulty, "Difficulty", true, EditMode_Practice, true, true, 0, NULL ),
MenuRowDef( ScreenEdit::meter, "Meter", true, EditMode_Practice, true, false, 0, NULL ),
MenuRowDef( ScreenEdit::chartname, "Chart Name", true, EditMode_Practice, true, true, 0, NULL ),
MenuRowDef( ScreenEdit::description, "Description", true, EditMode_Practice, true, true, 0, NULL ),
MenuRowDef( ScreenEdit::chartstyle, "Chart Style", true, EditMode_Practice, true, true, 0, NULL ),
MenuRowDef( ScreenEdit::step_credit, "Step Author", true, EditMode_Practice, true, true, 0, NULL ),
@@ -1121,6 +1122,7 @@ static LocalizedString NOTES("ScreenEdit", "%s notes");
static LocalizedString SELECTION_BEAT("ScreenEdit", "Selection beat");
static LocalizedString DIFFICULTY("ScreenEdit", "Difficulty");
static LocalizedString ROUTINE_PLAYER("ScreenEdit", "Routine Player");
static LocalizedString CHART_NAME("ScreenEdit", "Chart Name");
static LocalizedString DESCRIPTION("ScreenEdit", "Description");
static LocalizedString CHART_STYLE("ScreenEdit", "Chart Style");
static LocalizedString STEP_AUTHOR("ScreenEdit", "Step Author");
@@ -1151,6 +1153,7 @@ static ThemeMetric<RString> SELECTION_BEAT_UNFINISHED_FORMAT("ScreenEdit", "Sele
static ThemeMetric<RString> SELECTION_BEAT_END_FORMAT("ScreenEdit", "SelectionBeatEndFormat");
static ThemeMetric<RString> DIFFICULTY_FORMAT("ScreenEdit", "DifficultyFormat");
static ThemeMetric<RString> ROUTINE_PLAYER_FORMAT("ScreenEdit", "RoutinePlayerFormat");
static ThemeMetric<RString> CHART_NAME_FORMAT("ScreenEdit", "ChartNameFormat");
static ThemeMetric<RString> DESCRIPTION_FORMAT("ScreenEdit", "DescriptionFormat");
static ThemeMetric<RString> CHART_STYLE_FORMAT("ScreenEdit", "ChartStyleFormat");
static ThemeMetric<RString> STEP_AUTHOR_FORMAT("ScreenEdit", "StepAuthorFormat");
@@ -1222,7 +1225,8 @@ void ScreenEdit::UpdateTextInfo()
sText += ssprintf( DIFFICULTY_FORMAT.GetValue(), DIFFICULTY.GetValue().c_str(), DifficultyToString( m_pSteps->GetDifficulty() ).c_str() );
if ( m_InputPlayerNumber != PLAYER_INVALID )
sText += ssprintf( ROUTINE_PLAYER_FORMAT.GetValue(), ROUTINE_PLAYER.GetValue().c_str(), m_InputPlayerNumber + 1 );
sText += ssprintf( DESCRIPTION_FORMAT.GetValue(), DESCRIPTION.GetValue().c_str(), m_pSteps->GetDescription().c_str() );
//sText += ssprintf( DESCRIPTION_FORMAT.GetValue(), DESCRIPTION.GetValue().c_str(), m_pSteps->GetDescription().c_str() );
sText += ssprintf( CHART_NAME_FORMAT.GetValue(), CHART_NAME.GetValue().c_str(), m_pSteps->GetChartName().c_str() );
sText += ssprintf( STEP_AUTHOR_FORMAT.GetValue(), STEP_AUTHOR.GetValue().c_str(), m_pSteps->GetCredit().c_str() );
//sText += ssprintf( CHART_STYLE_FORMAT.GetValue(), CHART_STYLE.GetValue().c_str(), m_pSteps->GetChartStyle().c_str() );
sText += ssprintf( MAIN_TITLE_FORMAT.GetValue(), MAIN_TITLE.GetValue().c_str(), m_pSong->m_sMainTitle.c_str() );
@@ -3385,6 +3389,12 @@ static void ChangeDescription( const RString &sNew )
pSteps->SetDescription(sNew);
}
static void ChangeChartName( const RString &sNew )
{
Steps *pSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
pSteps->SetChartName(sNew);
}
static void ChangeChartStyle( const RString &sNew )
{
Steps* pSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
@@ -3657,6 +3667,8 @@ void ScreenEdit::HandleMainMenuChoice( MainMenuChoice c, const vector<int> &iAns
g_StepsInformation.rows[meter].SetOneUnthemedChoice( ssprintf("%d", pSteps->GetMeter()) );
g_StepsInformation.rows[meter].bEnabled = (EDIT_MODE.GetValue() >= EditMode_Home);
g_StepsInformation.rows[predict_meter].SetOneUnthemedChoice( ssprintf("%.2f",pSteps->PredictMeter()) );
g_StepsInformation.rows[chartname].bEnabled = (EDIT_MODE.GetValue() >= EditMode_Full);
g_StepsInformation.rows[chartname].SetOneUnthemedChoice(pSteps->GetChartName());
g_StepsInformation.rows[description].bEnabled = (EDIT_MODE.GetValue() >= EditMode_Full);
g_StepsInformation.rows[description].SetOneUnthemedChoice( pSteps->GetDescription() );
g_StepsInformation.rows[chartstyle].bEnabled = (EDIT_MODE.GetValue() >= EditMode_Full);
@@ -4253,6 +4265,7 @@ void ScreenEdit::HandleAreaMenuChoice( AreaMenuChoice c, const vector<int> &iAns
}
static LocalizedString ENTER_NEW_DESCRIPTION( "ScreenEdit", "Enter a new description." );
static LocalizedString ENTER_NEW_CHART_NAME("ScreenEdit", "Enter a new chart name.");
static LocalizedString ENTER_NEW_CHART_STYLE( "ScreenEdit", "Enter a new chart style." );
static LocalizedString ENTER_NEW_STEP_AUTHOR( "ScreenEdit", "Enter the author who made this step pattern." );
static LocalizedString ENTER_NEW_METER( "ScreenEdit", "Enter a new meter." );
@@ -4264,17 +4277,27 @@ void ScreenEdit::HandleStepsInformationChoice( StepsInformationChoice c, const v
switch( c )
{
case description:
ScreenTextEntry::TextEntry(
SM_None,
ENTER_NEW_DESCRIPTION,
m_pSteps->GetDescription(),
MAX_STEPS_DESCRIPTION_LENGTH,
SongUtil::ValidateCurrentStepsDescription,
ChangeDescription,
NULL
);
break;
case chartname:
{
ScreenTextEntry::TextEntry(SM_None,
ENTER_NEW_CHART_NAME,
m_pSteps->GetChartName(),
MAX_STEPS_DESCRIPTION_LENGTH,
SongUtil::ValidateCurrentStepsChartName,
ChangeChartName,
NULL);
break;
}
case description:
{
ScreenTextEntry::TextEntry(SM_None,
ENTER_NEW_DESCRIPTION,
m_pSteps->GetDescription(),
MAX_STEPS_DESCRIPTION_LENGTH,
SongUtil::ValidateCurrentStepsDescription,
ChangeDescription,NULL);
break;
}
case chartstyle:
ScreenTextEntry::TextEntry(
SM_None,
+3 -2
View File
@@ -503,8 +503,9 @@ public:
enum StepsInformationChoice
{
difficulty,
meter,
difficulty, /**< What is the difficulty of this chart? */
meter, /**< What is the numerical rating of this chart? */
chartname, /**< What is the name of this chart? */
description, /**< What is the description of this chart? */
chartstyle, /**< How is this chart meant to be played? */
step_credit, /**< Who wrote this individual chart? */
+1 -1
View File
@@ -41,7 +41,7 @@
* @brief The internal version of the cache for StepMania.
*
* Increment this value to invalidate the current cache. */
const int FILE_CACHE_VERSION = 187;
const int FILE_CACHE_VERSION = 188;
/** @brief How long does a song sample last by default? */
const float DEFAULT_MUSIC_SAMPLE_LENGTH = 12.f;
+1 -9
View File
@@ -20,7 +20,7 @@ void FixupPath( RString &path, const RString &sSongPath );
RString GetSongAssetPath( RString sPath, const RString &sSongPath );
/** @brief The version of the .ssc file format. */
const static float STEPFILE_VERSION_NUMBER = 0.73f;
const static float STEPFILE_VERSION_NUMBER = 0.74f;
/** @brief How many edits for this song can each profile have? */
const int MAX_EDITS_PER_SONG_PER_PROFILE = 15;
@@ -39,14 +39,6 @@ enum BackgroundLayer
BACKGROUND_LAYER_Invalid
};
/** @brief The different ways of displaying the BPM. */
enum DisplayBPM
{
DISPLAY_BPM_ACTUAL, /**< Display the song's actual BPM. */
DISPLAY_BPM_SPECIFIED, /**< Display a specified value or values. */
DISPLAY_BPM_RANDOM /**< Display a random selection of BPMs. */
};
/** @brief A custom foreach loop for the different background layers. */
#define FOREACH_BackgroundLayer( bl ) FOREACH_ENUM( BackgroundLayer, bl )
+44
View File
@@ -749,6 +749,22 @@ bool SongUtil::IsEditDescriptionUnique( const Song* pSong, StepsType st, const R
return true;
}
bool SongUtil::IsChartNameUnique( const Song* pSong, StepsType st, const RString &name, const Steps *pExclude )
{
FOREACH_CONST( Steps*, pSong->GetAllSteps(), s )
{
Steps *pSteps = *s;
if( pSteps->m_StepsType != st )
continue;
if( pSteps == pExclude )
continue;
if( pSteps->GetChartName() == name )
return false;
}
return true;
}
RString SongUtil::MakeUniqueEditDescription( const Song *pSong, StepsType st, const RString &sPreferredDescription )
{
if( IsEditDescriptionUnique( pSong, st, sPreferredDescription, NULL ) )
@@ -772,8 +788,11 @@ RString SongUtil::MakeUniqueEditDescription( const Song *pSong, StepsType st, co
}
static LocalizedString YOU_MUST_SUPPLY_NAME ( "SongUtil", "You must supply a name for your new edit." );
static LocalizedString CHART_NAME_CONFLICTS ("SongUtil", "The name you chose conflicts with another chart. Please use a different name.");
static LocalizedString EDIT_NAME_CONFLICTS ( "SongUtil", "The name you chose conflicts with another edit. Please use a different name." );
static LocalizedString CHART_NAME_CANNOT_CONTAIN ("SongUtil", "The chart name cannot contain any of the following characters: %s" );
static LocalizedString EDIT_NAME_CANNOT_CONTAIN ( "SongUtil", "The edit name cannot contain any of the following characters: %s" );
bool SongUtil::ValidateCurrentEditStepsDescription( const RString &sAnswer, RString &sErrorOut )
{
Steps *pSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
@@ -833,6 +852,31 @@ bool SongUtil::ValidateCurrentStepsDescription( const RString &sAnswer, RString
return true;
}
bool SongUtil::ValidateCurrentStepsChartName(const RString &answer, RString &error)
{
if (answer.empty()) return true;
static const RString sInvalidChars = "\\/:*?\"<>|";
if( strpbrk(answer, sInvalidChars) != NULL )
{
error = ssprintf( CHART_NAME_CANNOT_CONTAIN.GetValue(), sInvalidChars.c_str() );
return false;
}
/* Don't allow duplicate title names within the same StepsType.
* We need some way of identifying the unique charts. */
Steps *pSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
if (pSteps->GetChartName() == answer) return true;
// TODO next commit: borrow code from EditStepsDescription.
bool result = SongUtil::IsChartNameUnique(GAMESTATE->m_pCurSong, pSteps->m_StepsType,
answer, pSteps);
if (!result)
error = CHART_NAME_CONFLICTS;
return result;
}
static LocalizedString AUTHOR_NAME_CANNOT_CONTAIN( "SongUtil", "The step author's name cannot contain any of the following characters: %s" );
bool SongUtil::ValidateCurrentStepsCredit( const RString &sAnswer, RString &sErrorOut )
+2
View File
@@ -159,10 +159,12 @@ namespace SongUtil
* @return true if it is unique, false otherwise.
*/
bool IsEditDescriptionUnique( const Song* pSong, StepsType st, const RString &sPreferredDescription, const Steps *pExclude );
bool IsChartNameUnique( const Song* pSong, StepsType st, const RString &name, const Steps *pExclude );
RString MakeUniqueEditDescription( const Song* pSong, StepsType st, const RString &sPreferredDescription );
bool ValidateCurrentEditStepsDescription( const RString &sAnswer, RString &sErrorOut );
bool ValidateCurrentStepsDescription( const RString &sAnswer, RString &sErrorOut );
bool ValidateCurrentStepsCredit( const RString &sAnswer, RString &sErrorOut );
bool ValidateCurrentStepsChartName(const RString &answer, RString &error);
void GetAllSongGenres( vector<RString> &vsOut );
/**
+61 -1
View File
@@ -34,12 +34,29 @@ Steps::Steps(): m_StepsType(StepsType_Invalid),
m_sDescription(""), m_sChartStyle(""),
m_Difficulty(Difficulty_Invalid), m_iMeter(0),
m_bAreCachedRadarValuesJustLoaded(false),
m_sCredit("") {}
m_sCredit(""), displayBPMType(DISPLAY_BPM_ACTUAL),
specifiedBPMMin(0), specifiedBPMMax(0) {}
Steps::~Steps()
{
}
void Steps::GetDisplayBpms( DisplayBpms &AddTo ) const
{
if( this->GetDisplayBPM() == DISPLAY_BPM_SPECIFIED )
{
AddTo.Add( this->GetMinBPM() );
AddTo.Add( this->GetMaxBPM() );
}
else
{
float fMinBPM, fMaxBPM;
this->m_Timing.GetActualBPM( fMinBPM, fMaxBPM );
AddTo.Add( fMinBPM );
AddTo.Add( fMaxBPM );
}
}
bool Steps::HasAttacks() const
{
return !this->m_Attacks.empty();
@@ -507,6 +524,44 @@ public:
lua_pushstring( L, out );
return 1;
}
static int GetChartName(T *p, lua_State *L)
{
lua_pushstring(L, p->GetChartName());
return 1;
}
static int GetDisplayBpms( T* p, lua_State *L )
{
DisplayBpms temp;
p->GetDisplayBpms(temp);
float fMin = temp.GetMin();
float fMax = temp.GetMax();
vector<float> fBPMs;
fBPMs.push_back( fMin );
fBPMs.push_back( fMax );
LuaHelpers::CreateTableFromArray(fBPMs, L);
return 1;
}
static int IsDisplayBpmSecret( T* p, lua_State *L )
{
DisplayBpms temp;
p->GetDisplayBpms(temp);
lua_pushboolean( L, temp.IsSecret() );
return 1;
}
static int IsDisplayBpmConstant( T* p, lua_State *L )
{
DisplayBpms temp;
p->GetDisplayBpms(temp);
lua_pushboolean( L, temp.BpmIsConstant() );
return 1;
}
static int IsDisplayBpmRandom( T* p, lua_State *L )
{
lua_pushboolean( L, p->GetDisplayBPM() == DISPLAY_BPM_RANDOM );
return 1;
}
LunaSteps()
{
@@ -521,12 +576,17 @@ public:
ADD_METHOD( HasAttacks );
ADD_METHOD( GetRadarValues );
ADD_METHOD( GetTimingData );
ADD_METHOD( GetChartName );
//ADD_METHOD( GetSMNoteData );
ADD_METHOD( GetStepsType );
ADD_METHOD( IsAnEdit );
ADD_METHOD( IsAutogen );
ADD_METHOD( IsAPlayerEdit );
ADD_METHOD( UsesSplitTiming );
ADD_METHOD( GetDisplayBpms );
ADD_METHOD( IsDisplayBpmSecret );
ADD_METHOD( IsDisplayBpmConstant );
ADD_METHOD( IsDisplayBpmRandom );
}
};
+61
View File
@@ -22,6 +22,14 @@ struct lua_State;
*/
const int MAX_STEPS_DESCRIPTION_LENGTH = 255;
/** @brief The different ways of displaying the BPM. */
enum DisplayBPM
{
DISPLAY_BPM_ACTUAL, /**< Display the song's actual BPM. */
DISPLAY_BPM_SPECIFIED, /**< Display a specified value or values. */
DISPLAY_BPM_RANDOM /**< Display a random selection of BPMs. */
};
/**
* @brief Holds note information for a Song.
*
@@ -98,6 +106,16 @@ public:
/** @brief The stringified list of attacks. */
vector<RString> m_sAttackString;
RString GetChartName() const
{
return parent ? Real()->GetChartName() : this->chartName;
}
void SetChartName(const RString name)
{
this->chartName = name;
}
void SetFilename( RString fn ) { m_sFilename = fn; }
RString GetFilename() const { return m_sFilename; }
void SetSavedToDisk( bool b ) { DeAutogen(); m_bSavedToDisk = b; }
@@ -151,6 +169,36 @@ public:
* @brief Determine if the Steps use Split Timing by comparing the Song it's in.
* @return true if the Step and Song use different timings, false otherwise. */
bool UsesSplitTiming() const;
void SetDisplayBPM(const DisplayBPM type)
{
this->displayBPMType = type;
}
DisplayBPM GetDisplayBPM() const
{
return this->displayBPMType;
}
void SetMinBPM(const float f)
{
this->specifiedBPMMin = f;
}
float GetMinBPM() const
{
return this->specifiedBPMMin;
}
void SetMaxBPM(const float f)
{
this->specifiedBPMMax = f;
}
float GetMaxBPM() const
{
return this->specifiedBPMMax;
}
void GetDisplayBpms( DisplayBpms &addTo) const;
private:
inline const Steps *Real() const { return parent ? parent : this; }
@@ -194,6 +242,19 @@ private:
bool m_bAreCachedRadarValuesJustLoaded;
/** @brief The name of the person who created the Steps. */
RString m_sCredit;
/** @brief The name of the chart. */
RString chartName;
/** @brief How is the BPM displayed for this chart? */
DisplayBPM displayBPMType;
/** @brief What is the minimum specified BPM? */
float specifiedBPMMin;
/**
* @brief What is the maximum specified BPM?
*
* If this is a range, then min should not be equal to max. */
float specifiedBPMMax;
};
#endif