Merge pull request #1820 from RhythmLunatic/mainline
Make TwoPartSelect remappable
This commit is contained in:
@@ -2164,6 +2164,7 @@ PreviousSongButton="MenuLeft"
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NextSongButton="MenuRight"
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#
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ChangeStepsWithGameButtons=false
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#Prev/NextDifficultyButton Also applies to TwoPartSelect.
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PreviousDifficultyButton="MenuUp"
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NextDifficultyButton="MenuDown"
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#
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@@ -2174,6 +2175,8 @@ NextGroupButton="MenuDown"
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TwoPartSelection=TwoPartSelection()
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TwoPartConfirmsOnly=false
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TwoPartTimerSeconds=30
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CancelTwoPartSelectButton1="MenuUp"
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CancelTwoPartSelectButton2="MenuDown"
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#
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SampleMusicDelay=0.25
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SampleMusicDelayInit=0
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+1
-1
@@ -107,7 +107,7 @@ void GrooveRadar::GrooveRadarValueMap::SetFromSteps( const RadarValues &rv )
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{
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const float fValueCurrent = m_fValuesOld[c] * (1-m_PercentTowardNew) + m_fValuesNew[c] * m_PercentTowardNew;
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m_fValuesOld[c] = fValueCurrent;
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m_fValuesNew[c] = (int)clamp(rv[c], 0.0, 1.0);
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m_fValuesNew[c] = clamp(rv[c], 0.0, 1.0);
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}
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if( !m_bValuesVisible ) // the values WERE invisible
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@@ -111,11 +111,17 @@ void ScreenSelectMusic::Init()
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m_GameButtonNextSong = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"NextSongButton") );
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// Ask for those only if changing steps with gamebuttons is allowed -DaisuMaster
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if( CHANGE_STEPS_WITH_GAME_BUTTONS )
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// Use for TwoPartSelection too.
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if( CHANGE_STEPS_WITH_GAME_BUTTONS || TWO_PART_SELECTION )
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{
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m_GameButtonPreviousDifficulty = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"PreviousDifficultyButton") );
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m_GameButtonNextDifficulty = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"NextDifficultyButton") );
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}
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if( TWO_PART_SELECTION )
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{
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m_GameButtonCancelTwoPart1 = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"CancelTwoPartSelectButton1") );
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m_GameButtonCancelTwoPart2 = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"CancelTwoPartSelectButton2") );
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}
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// same here but for groups -DaisuMaster
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if( CHANGE_GROUPS_WITH_GAME_BUTTONS )
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{
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@@ -852,16 +858,16 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
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{
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if( m_SelectionState == SelectionState_SelectingSteps && input.type == IET_FIRST_PRESS && !m_bStepsChosen[input.pn] )
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{
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if( input.MenuI == m_GameButtonNextSong || input.MenuI == m_GameButtonPreviousSong )
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if( input.MenuI == m_GameButtonPreviousDifficulty || input.MenuI == m_GameButtonNextDifficulty )
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{
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if( input.MenuI == m_GameButtonPreviousSong )
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if( input.MenuI == m_GameButtonPreviousDifficulty )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play(true);
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else
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ChangeSteps( input.pn, -1 );
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}
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else if( input.MenuI == m_GameButtonNextSong )
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else if( input.MenuI == m_GameButtonNextDifficulty )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play(true);
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@@ -869,7 +875,8 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
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ChangeSteps( input.pn, +1 );
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}
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}
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else if( input.MenuI == GAME_BUTTON_MENUUP || input.MenuI == GAME_BUTTON_MENUDOWN ) // && TWO_PART_DESELECTS_WITH_MENUUPDOWN
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//This should not be MENUP or MENUDOWN, different games use different buttons to cancel.
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else if( input.MenuI == m_GameButtonCancelTwoPart1 || input.MenuI == m_GameButtonCancelTwoPart2 ) // && TWO_PART_DESELECTS_WITH_MENUUPDOWN
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play(true);
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@@ -123,6 +123,8 @@ protected:
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GameButton m_GameButtonNextDifficulty;
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GameButton m_GameButtonPreviousGroup;
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GameButton m_GameButtonNextGroup;
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GameButton m_GameButtonCancelTwoPart1;
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GameButton m_GameButtonCancelTwoPart2;
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RString m_sSectionMusicPath;
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RString m_sSortMusicPath;
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