Songs not in same group as extra stage can now be used as an extra stage

This commit is contained in:
Chris Danford
2002-10-09 06:57:37 +00:00
parent cf34ef6c2f
commit 6bc7b349fb
8 changed files with 65 additions and 38 deletions
+4
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@@ -678,6 +678,10 @@ Uppercase=1
SpacingX=38
SpacingY=0
[TransitionOniFade]
BannerWidth=564
BannerHeight=184
[ScreenInputOptions]
IgnoreJoyAxes="ON" will cause StepMania to ignore all input from::joystick directional pads. This is useful for people using::the DirectPad Pro driver.
MenuButtons=The default setting allows the dance pad's panels to navigate::the menus. Changing this to "dedicated only" will restrict::menu navigation to only the Menu* set of buttons. Be sure to map::the Menu* set of buttons before setting this to "dedicated"!
+20 -21
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@@ -33,7 +33,6 @@ const int DANCE_COL_SPACING = 64;
const int DANCE_6PANEL_VERSUS_COL_SPACING = 54;
const int PUMP_COL_SPACING = 50;
const int EZ2_COL_SPACING = 46;
const int EZ2_DOUBLE_ADJUST = 150;
const int PARA_COL_SPACING = 54;
struct {
@@ -821,28 +820,28 @@ StyleDef g_StyleDefs[NUM_STYLES] =
10, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPLEFT, -EZ2_COL_SPACING*4.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_2, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPLEFT, -EZ2_COL_SPACING*3.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_3, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTDOWN, -EZ2_COL_SPACING*2.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_4, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPRIGHT, -EZ2_COL_SPACING*1.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_5, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPRIGHT, -EZ2_COL_SPACING*0.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_6, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPLEFT, +EZ2_COL_SPACING*0.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_7, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPLEFT, +EZ2_COL_SPACING*1.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_8, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTDOWN, +EZ2_COL_SPACING*2.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_9, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPRIGHT, +EZ2_COL_SPACING*3.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_10, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPRIGHT, +EZ2_COL_SPACING*4.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_1, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPLEFT, -EZ2_COL_SPACING*4.5f },
{ TRACK_2, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPLEFT, -EZ2_COL_SPACING*3.5f },
{ TRACK_3, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTDOWN, -EZ2_COL_SPACING*2.5f },
{ TRACK_4, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPRIGHT, -EZ2_COL_SPACING*1.5f },
{ TRACK_5, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPRIGHT, -EZ2_COL_SPACING*0.5f },
{ TRACK_6, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPLEFT, +EZ2_COL_SPACING*0.5f },
{ TRACK_7, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPLEFT, +EZ2_COL_SPACING*1.5f },
{ TRACK_8, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTDOWN, +EZ2_COL_SPACING*2.5f },
{ TRACK_9, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPRIGHT, +EZ2_COL_SPACING*3.5f },
{ TRACK_10, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPRIGHT, +EZ2_COL_SPACING*4.5f },
},
{ // PLAYER_2
{ TRACK_1, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPLEFT, -EZ2_COL_SPACING*4.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_2, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPLEFT, -EZ2_COL_SPACING*3.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_3, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTDOWN, -EZ2_COL_SPACING*2.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_4, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPRIGHT, -EZ2_COL_SPACING*1.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_5, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPRIGHT, -EZ2_COL_SPACING*0.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_6, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPLEFT, +EZ2_COL_SPACING*0.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_7, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPLEFT, +EZ2_COL_SPACING*1.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_8, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTDOWN, +EZ2_COL_SPACING*2.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_9, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPRIGHT, +EZ2_COL_SPACING*3.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_10, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPRIGHT, +EZ2_COL_SPACING*4.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_1, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPLEFT, -EZ2_COL_SPACING*4.5f },
{ TRACK_2, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPLEFT, -EZ2_COL_SPACING*3.5f },
{ TRACK_3, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTDOWN, -EZ2_COL_SPACING*2.5f },
{ TRACK_4, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPRIGHT, -EZ2_COL_SPACING*1.5f },
{ TRACK_5, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPRIGHT, -EZ2_COL_SPACING*0.5f },
{ TRACK_6, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPLEFT, +EZ2_COL_SPACING*0.5f },
{ TRACK_7, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPLEFT, +EZ2_COL_SPACING*1.5f },
{ TRACK_8, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTDOWN, +EZ2_COL_SPACING*2.5f },
{ TRACK_9, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPRIGHT, +EZ2_COL_SPACING*3.5f },
{ TRACK_10, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPRIGHT, +EZ2_COL_SPACING*4.5f },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
+18 -4
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@@ -534,6 +534,24 @@ void MusicWheel::BuildWheelItemDatas( CArray<WheelItemData, WheelItemData&> &arr
}
}
}
if( !bRoulette )
{
arrayWheelItemDatas.Add( WheelItemData(TYPE_ROULETTE, NULL, "", NULL, D3DXCOLOR(1,0,0,1)) );
}
// HACK: Add extra stage item since it's not necessarily in the same group
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
{
Song* pSong;
Notes* pNotes;
PlayerOptions po;
SongOptions so;
SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->m_pCurSong->m_sGroupName, GAMESTATE->GetCurrentStyleDef(), pSong, pNotes, po, so );
arrayWheelItemDatas.Add( WheelItemData(TYPE_SONG, pSong, "", NULL, GAMESTATE->GetStageColor()) );
}
break;
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
@@ -601,10 +619,6 @@ void MusicWheel::BuildWheelItemDatas( CArray<WheelItemData, WheelItemData&> &arr
{
arrayWheelItemDatas.Add( WheelItemData(TYPE_SECTION, NULL, "- EMPTY -", NULL, D3DXCOLOR(1,0,0,1)) );
}
else if( GAMESTATE->m_PlayMode == PLAY_MODE_ARCADE && !bRoulette )
{
arrayWheelItemDatas.Add( WheelItemData(TYPE_ROULETTE, NULL, "", NULL, D3DXCOLOR(1,0,0,1)) );
}
}
void MusicWheel::SwitchSortOrder()
+1 -1
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@@ -247,7 +247,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
const float fBottomDistFromTailTop = fYBottom - fYTailTop;
const float fTexCoordTop = SCALE( fTopDistFromTailTop, 0, fFrameHeight, 0.5f, 1.0f );
const float fTexCoordBottom = SCALE( fBottomDistFromTailTop, 0, fFrameHeight, 0.5f, 1.0f );
ASSERT( fBottomDistFromTailTop-0.0001 <= fFrameHeight );
ASSERT( fBottomDistFromTailTop-0.001 <= fFrameHeight );
const float fTexCoordLeft = bActive ? 0.25f : 0.00f;
const float fTexCoordRight = bActive ? 0.50f : 0.25f;
const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, fYTop, fPercentFadeToFail );
+2 -5
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@@ -33,13 +33,10 @@ enum
TRACK_8,
TRACK_9,
TRACK_10,
TRACK_11,
TRACK_12,
TRACK_13,
MAX_NOTE_TRACKS // leave this at the end
};
const int MAX_BEATS = 1500; // BMR's Pulse has about 1300
const int MAX_BEATS = 3000; // J-Paradise has about 2120
const int BEATS_PER_MEASURE = 4;
const int MAX_MEASURES = MAX_BEATS / BEATS_PER_MEASURE;
@@ -47,7 +44,7 @@ const int ROWS_PER_BEAT = 12; // It is important that this number is evenly divi
const int ROWS_PER_MEASURE = ROWS_PER_BEAT * BEATS_PER_MEASURE;
const int MAX_TAP_NOTE_ROWS = MAX_BEATS*ROWS_PER_BEAT;
const int MAX_HOLD_NOTES = 400; // BMR's Connected has about 300
const int MAX_HOLD_NOTES = 800; // BMR's Connected has about 300
enum NoteType
{
+5 -5
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@@ -543,14 +543,14 @@ void ScreenGameplay::LoadNextSong( bool bFirstLoad )
m_DifficultyIcon[p].SetFromNotes( PlayerNumber(p), GAMESTATE->m_pCurNotes[p] );
NoteData originalNoteData;
GAMESTATE->m_pCurNotes[p]->GetNoteData( &originalNoteData );
NoteData* pOriginalNoteData = new NoteData;
GAMESTATE->m_pCurNotes[p]->GetNoteData( pOriginalNoteData );
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
NoteData newNoteData;
pStyleDef->GetTransformedNoteDataForStyle( (PlayerNumber)p, &originalNoteData, &newNoteData );
NoteData* pNewNoteData = new NoteData;
pStyleDef->GetTransformedNoteDataForStyle( (PlayerNumber)p, pOriginalNoteData, pNewNoteData );
m_Player[p].Load( (PlayerNumber)p, &newNoteData, m_pLifeMeter[p], m_pScoreDisplay[p] );
m_Player[p].Load( (PlayerNumber)p, pNewNoteData, m_pLifeMeter[p], m_pScoreDisplay[p] );
}
m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
+13 -2
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@@ -18,6 +18,10 @@
#include "GameState.h"
#define BANNER_WIDTH THEME->GetMetricF("TransitionOniFade","BannerWidth")
#define BANNER_HEIGHT THEME->GetMetricF("TransitionOniFade","BannerHeight")
TransitionOniFade::TransitionOniFade()
{
SetDiffuse( D3DXCOLOR(1,1,1,1) ); // white
@@ -30,6 +34,9 @@ TransitionOniFade::TransitionOniFade()
m_textSongInfo.TurnShadowOff();
m_textSongInfo.SetZoom( 0.5f );
m_textSongInfo.SetXY( CENTER_X, CENTER_Y );
m_Banner.SetCroppedSize( BANNER_WIDTH, BANNER_HEIGHT );
m_Banner.SetXY( CENTER_X, CENTER_Y );
}
TransitionOniFade::~TransitionOniFade()
@@ -53,10 +60,13 @@ void TransitionOniFade::DrawPrimitives()
if( m_TransitionState == closed || m_TransitionState == opening_right )
{
m_quadStrip.SetDiffuse( D3DXCOLOR(0,0,0,SCALE(GetPercentageClosed(),0,1,0,2)) );
m_quadStrip.Draw();
// m_quadStrip.Draw();
m_textSongInfo.SetDiffuse( D3DXCOLOR(1,1,1,SCALE(GetPercentageClosed(),0,1,0,2)) );
m_textSongInfo.Draw();
// m_textSongInfo.Draw();
m_Banner.SetDiffuse( D3DXCOLOR(1,1,1,SCALE(GetPercentageClosed(),0,1,0,2)) );
m_Banner.Draw();
}
}
@@ -94,4 +104,5 @@ void TransitionOniFade::UpdateSongText()
Song* pSong = GAMESTATE->m_pCurSong;
ASSERT( pSong );
m_textSongInfo.SetText( pSong->GetFullTitle() + "\n" + pSong->m_sArtist + "\n");
m_Banner.LoadFromSong( pSong );
}
+2
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@@ -17,6 +17,7 @@
#include "Sprite.h"
#include "Quad.h"
#include "TransitionFade.h"
#include "Banner.h"
class TransitionOniFade : public Transition
@@ -39,6 +40,7 @@ protected:
Quad m_quadBackground;
Quad m_quadStrip; // background for song text
BitmapText m_textSongInfo;
Banner m_Banner;
};