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@@ -5,10 +5,15 @@ from StepMania 4 alpha 5 to sm-ssc v1.2.5, see Changelog_sm-ssc.txt.
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________________________________________________________________________________
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================================================================================
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StepMania 5.0 ????????? | 20110???
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StepMania 5.0 Preview 2 | 20110???
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--------------------------------------------------------------------------------
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2011/05/31
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2011/06/02
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----------
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* [BPMDisplay] Added SetFromSteps Lua binding. [AJ]
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2011/06/01
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----------
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* [TimingData] Added the HasScrollChanges lua binding. [Wolfman2000]
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2011/05/31
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@@ -16,6 +21,7 @@ StepMania 5.0 ????????? | 20110???
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* [Player] Added the BattleRaveMirror metric. This determines if Battle and
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Rave mode will have the two players with mirrored charts or not. By default,
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this is set to true, preserving the ITG style behavior. [Wolfman2000]
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* [TimingData] Added the HasScrollChanges lua binding. [Wolfman2000]
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================================================================================
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StepMania 5.0 Preview 1 | 20110529
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@@ -902,12 +902,18 @@
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<Function name='bezier' theme='_fallback' return='void' arguments=''>
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[02 Actor.lua]
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</Function>
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<Function name='Center' theme='_fallback' return='void' arguments=''>
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[02 Actor.lua] Centers an Actor on the screen. (equivalent to <code>x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y</code>)
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</Function>
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<Function name='CenterX' theme='_fallback' return='void' arguments=''>
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[03 ProductivityHelpers.lua] Centers an Actor on the X axis. (equivalent to <code>x,SCREEN_CENTER_X</code>)
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</Function>
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<Function name='CenterY' theme='_fallback' return='void' arguments=''>
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[03 ProductivityHelpers.lua] Centers an Actor on the y axis. (equivalent to <code>y,SCREEN_CENTER_Y</code>)
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</Function>
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<Function name='FullScreen' theme='_fallback' return='void' arguments=''>
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[02 Actor.lua] Stretches an Actor to cover the screen. (equivalent to <code>stretchto,0,0,SCREEN_WIDTH,SCREEN_HEIGHT</code>)
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</Function>
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<Function name='heartbeat' theme='_fallback' return='void' arguments='float fEffectPeriod'>
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[03 ProductivityHelpers.lua] A customized version of pulse that is more appealing for on-beat effects.
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</Function>
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@@ -1267,6 +1273,9 @@
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<Function name='SetFromSong' sm-ssc='true' return='void' arguments='Song s'>
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Sets the BPMDisplay from the specified Song.
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</Function>
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<Function name='SetFromSteps' sm-ssc='true' return='void' arguments='Steps s'>
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Sets the BPMDisplay from the specified Steps.
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</Function>
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</Class>
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<Class name='Character'>
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<Function name='GetCardPath' return='string' arguments=''>
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Binary file not shown.
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Before Width: | Height: | Size: 380 KiB After Width: | Height: | Size: 105 KiB |
@@ -27,7 +27,7 @@ Top=8
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Baseline=23
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LineSpacing=24
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line 0=☆★♡♥Ω
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line 0=☆★♥♡Ω
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map doublezeta=5
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map planet=6
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@@ -9,6 +9,7 @@
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#include "CommonMetrics.h"
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#include "LocalizedString.h"
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#include "Song.h"
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#include "Steps.h"
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#include <limits.h>
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@@ -198,6 +199,17 @@ void BPMDisplay::SetBpmFromSong( const Song* pSong )
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}
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}
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void BPMDisplay::SetBpmFromSteps( const Steps* pSteps )
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{
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ASSERT( pSteps );
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DisplayBpms bpms;
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float fMinBPM, fMaxBPM;
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pSteps->m_Timing.GetActualBPM( fMinBPM, fMaxBPM );
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bpms.Add( fMinBPM );
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bpms.Add( fMaxBPM );
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m_fCycleTime = 1.0f;
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}
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void BPMDisplay::SetBpmFromCourse( const Course* pCourse )
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{
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ASSERT( pCourse );
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@@ -307,6 +319,16 @@ public:
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}
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return 0;
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}
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static int SetFromSteps( T* p, lua_State *L )
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{
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if( lua_isnil(L,1) ) { p->NoBPM(); }
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else
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{
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const Steps* pSteps = Luna<Steps>::check( L, 1, true );
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p->SetBpmFromSteps(pSteps);
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}
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return 0;
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}
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static int SetFromCourse( T* p, lua_State *L )
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{
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if( lua_isnil(L,1) ) { p->NoBPM(); }
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@@ -323,6 +345,7 @@ public:
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{
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ADD_METHOD( SetFromGameState );
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ADD_METHOD( SetFromSong );
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ADD_METHOD( SetFromSteps );
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ADD_METHOD( SetFromCourse );
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ADD_METHOD( GetText );
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}
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@@ -6,6 +6,7 @@
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#include "ThemeMetric.h"
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#include "LocalizedString.h"
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class Song;
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class Steps;
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class Course;
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struct DisplayBpms;
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@@ -30,6 +31,11 @@ public:
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* @param pSong the song in question.
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*/
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void SetBpmFromSong( const Song* pSong );
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/**
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* @brief Use the BPM[s] from a steps.
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* @param pSteps the steps in question.
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*/
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void SetBpmFromSteps( const Steps* pSteps );
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/**
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* @brief Use the BPM[s] from a course.
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* @param pCourse the course in question.
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@@ -2354,12 +2354,16 @@ void ScreenEdit::TransitionEditState( EditState em )
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case STATE_PLAYING:
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AdjustSync::HandleSongEnd();
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if (!GAMESTATE->m_bIsUsingStepTiming)
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GAMESTATE->m_pCurSteps[PLAYER_1]->m_Timing = backupStepTiming;
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if( AdjustSync::IsSyncDataChanged() )
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ScreenSaveSync::PromptSaveSync();
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break;
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case STATE_RECORDING:
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SetDirty( true );
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if (!GAMESTATE->m_bIsUsingStepTiming)
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GAMESTATE->m_pCurSteps[PLAYER_1]->m_Timing = backupStepTiming;
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SaveUndo();
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// delete old TapNotes in the range
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@@ -2410,6 +2414,12 @@ void ScreenEdit::TransitionEditState( EditState em )
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GAMESTATE->UpdateSongPosition( fSeconds, GetAppropriateTiming(), RageZeroTimer, true );
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GAMESTATE->m_bGameplayLeadIn.Set( false );
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if (!GAMESTATE->m_bIsUsingStepTiming)
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{
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backupStepTiming = GetAppropriateTiming();
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GAMESTATE->m_pCurSteps[PLAYER_1]->m_Timing = GAMESTATE->m_pCurSong->m_SongTiming;
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}
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/* Reset the note skin, in case preferences have changed. */
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// XXX
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@@ -251,6 +251,13 @@ protected:
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BitmapText m_textInputTips;
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/**
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* @brief Keep a backup of the present Step TimingData when
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* entering a playing or recording state.
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*
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* This is mainly to allow playing a chart with Song Timing. */
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TimingData backupStepTiming;
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/** @brief The current TapNote that would be inserted. */
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TapNote m_selectedTap;
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