Some Changes Ready For Ez2dancer Support

This commit is contained in:
Andrew Livy
2002-06-20 22:09:05 +00:00
parent 0bc6e1ec7e
commit 7b797a724b
6 changed files with 166 additions and 13 deletions
+1
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@@ -18,6 +18,7 @@ AnnouncerManager* ANNOUNCER = NULL; // global object accessable from anywhere in
const CString DEFAULT_ANNOUNCER_NAME = "default";
const CString EZ2_ANNOUNCER_NAME = "ez2";
const CString ANNOUNER_BASE_DIR = "Announcers\\";
+22 -2
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@@ -153,6 +153,9 @@ enum NotesType
NOTES_TYPE_DANCE_SOLO,
NOTES_TYPE_PUMP_SINGLE,
NOTES_TYPE_PUMP_DOUBLE,
NOTES_TYPE_EZ2_SINGLE,
NOTES_TYPE_EZ2_DOUBLE,
NOTES_TYPE_EZ2_REAL,
NUM_NOTES_TYPES, // leave this at the end
NOTES_TYPE_INVALID,
};
@@ -167,6 +170,9 @@ inline int NotesTypeToNumColumns( NotesType nt )
case NOTES_TYPE_DANCE_SOLO: return 6;
case NOTES_TYPE_PUMP_SINGLE: return 5;
case NOTES_TYPE_PUMP_DOUBLE: return 10;
case NOTES_TYPE_EZ2_SINGLE: return 5; // Single: TL,LHH,D,RHH,TR
case NOTES_TYPE_EZ2_DOUBLE: return 10; // Double: Single x2
case NOTES_TYPE_EZ2_REAL: return 7; // Real: TL,LHH,LHL,D,RHL,RHH,TR
default: ASSERT(0); return -1; // invalid NotesType
}
}
@@ -179,6 +185,9 @@ inline NotesType StringToNotesType( CString sNotesType )
else if( sNotesType == "dance-solo" ) return NOTES_TYPE_DANCE_SOLO;
else if( sNotesType == "pump-single" ) return NOTES_TYPE_PUMP_SINGLE;
else if( sNotesType == "pump-double" ) return NOTES_TYPE_PUMP_DOUBLE;
else if( sNotesType == "ez2-single" ) return NOTES_TYPE_EZ2_SINGLE;
else if( sNotesType == "ez2-double" ) return NOTES_TYPE_EZ2_DOUBLE;
else if( sNotesType == "ez2-real" ) return NOTES_TYPE_EZ2_REAL;
else ASSERT(0); return NOTES_TYPE_DANCE_SINGLE; // invalid NotesType
}
@@ -192,6 +201,9 @@ inline CString NotesTypeToString( NotesType nt )
case NOTES_TYPE_DANCE_SOLO: return "dance-solo";
case NOTES_TYPE_PUMP_SINGLE: return "pump-single";
case NOTES_TYPE_PUMP_DOUBLE: return "pump-double";
case NOTES_TYPE_EZ2_SINGLE: return "ez2-single";
case NOTES_TYPE_EZ2_DOUBLE: return "ez2-double";
case NOTES_TYPE_EZ2_REAL: return "ez2-real";
default: ASSERT(0); return ""; // invalid NotesType
}
}
@@ -240,8 +252,9 @@ enum SongSortOrder {
///////////////////////////////
enum Game
{
GAME_DANCE,
GAME_PUMP,
GAME_DANCE, // Dance Dance Revolution
GAME_PUMP, // Pump It Up
GAME_EZ2, // Ez2dancer
NUM_GAMES, // leave this at the end
GAME_NONE,
};
@@ -256,6 +269,9 @@ enum Style
STYLE_PUMP_SINGLE,
STYLE_PUMP_VERSUS,
STYLE_PUMP_DOUBLE,
STYLE_EZ2_SINGLE,
STYLE_EZ2_DOUBLE,
STYLE_EZ2_REAL,
NUM_STYLES, // leave this at the end
STYLE_NONE,
};
@@ -274,6 +290,10 @@ inline Game StyleToGame( Style s )
case STYLE_PUMP_VERSUS:
case STYLE_PUMP_DOUBLE:
return GAME_PUMP;
case STYLE_EZ2_SINGLE:
case STYLE_EZ2_DOUBLE:
case STYLE_EZ2_REAL:
return GAME_EZ2;
default:
ASSERT(0); // invalid Style
return GAME_DANCE;
+129 -3
View File
@@ -34,11 +34,20 @@ InstrumentButton PUMP_BUTTON_DOWNRIGHT = (InstrumentButton)4;
InstrumentButton PUMP_BUTTON_SELECT = (InstrumentButton)5;
int NUM_PUMP_BUTTONS = 6;
InstrumentButton EZ2_BUTTON_UPLEFT = (InstrumentButton)0;
InstrumentButton EZ2_BUTTON_UPLEFTHAND = (InstrumentButton)1;
InstrumentButton EZ2_BUTTON_LRLEFTHAND = (InstrumentButton)2;
InstrumentButton EZ2_BUTTON_DOWN = (InstrumentButton)3;
InstrumentButton EZ2_BUTTON_LRRIGHTHAND = (InstrumentButton)4;
InstrumentButton EZ2_BUTTON_UPRIGHTHAND = (InstrumentButton)5;
InstrumentButton EZ2_BUTTON_UPRIGHT = (InstrumentButton)6;
InstrumentButton EZ2_BUTTON_SELECT = (InstrumentButton)7;
int NUM_EZ2_BUTTONS = 8;
const int DANCE_COL_SPACING = 64;
const int DANCE_6PANEL_VERSUS_COL_SPACING = 54;
const int PUMP_COL_SPACING = 60;
const int EZ2_COL_SPACING = 60; // CHANGE THIS LATER (Actually don't know colspaces yet)
GameDef g_GameDefs[NUM_GAMES] =
{
@@ -66,11 +75,11 @@ GameDef g_GameDefs[NUM_GAMES] =
DANCE_BUTTON_SELECT, // MENU_BUTTON_BACK
},
},
{ // GAME_DANCE
{ // GAME_PUMP
"pump", // m_szName
"Pump It Up", // m_szDescription
2, // m_iNumInstruments
NUM_DANCE_BUTTONS, // m_iButtonsPerInstrument
NUM_DANCE_BUTTONS, // m_iButtonsPerInstrument //? DANCE buttons (from Andy)
{ // m_szButtonNames
"UpLeft",
"UpRight",
@@ -88,6 +97,28 @@ GameDef g_GameDefs[NUM_GAMES] =
PUMP_BUTTON_SELECT, // MENU_BUTTON_BACK
},
},
{ // GAME_EZ2
"ez2", // m_szName
"Ez2dancer", // m_szDescription
2, // m_iNumInstruments
NUM_DANCE_BUTTONS, // m_iButtonsPerInstrument // If it works, i'll go with it, but i'm a bit unsure here...
{ // m_szButtonNames
"UpLeftHand",
"UpRightHand",
"LrLeftHand",
"LrRightHand",
"Down",
"Back"
},
{ // m_iMenuButtons[NUM_MENU_BUTTONS]; // map from MenuButton to m_szButtonNames
EZ2_BUTTON_UPLEFTHAND, // MENU_BUTTON_LEFT
EZ2_BUTTON_UPRIGHTHAND, // MENU_BUTTON_RIGHT
EZ2_BUTTON_LRLEFTHAND, // MENU_BUTTON_UP
EZ2_BUTTON_LRRIGHTHAND, // MENU_BUTTON_DOWN
EZ2_BUTTON_DOWN, // MENU_BUTTON_START
EZ2_BUTTON_SELECT, // MENU_BUTTON_BACK
},
},
};
@@ -342,6 +373,101 @@ StyleDef g_StyleDefs[NUM_STYLES] =
0,2,4,1,3,5,7,9,6,8
},
},
{ // EZ2_STYLE_SINGLE
"ez2-single", // m_szName
NOTES_TYPE_EZ2_SINGLE, // m_NotesType
StyleDef::ONE_PLAYER_USES_ONE_SIDE, // m_StyleType
{ 160, 480 }, // m_iCenterX
5, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*2 }, // CHANGE THESE WHEN WE CAN SEE THE
{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*1 }, // NOTES IN-GAME !!!!!!!!!!
{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 },
{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*1 },
{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*2 },
},
{ // PLAYER_2
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*2 }, // CHANGE THESE WHEN WE CAN SEE THE
{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*1 }, // NOTES IN-GAME !!!!!!!!!!
{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 },
{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*1 },
{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*2 },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
2,0,4,1,3 // This should be from back to front: Down, UpLeft, UpRight, Upper Left Hand, Upper Right Hand
},
},
{ // EZ2_STYLE_DOUBLE
"ez2-double", // m_szName
NOTES_TYPE_EZ2_DOUBLE, // m_NotesType
StyleDef::ONE_PLAYER_USES_TWO_SIDES, // m_StyleType
{ 160, 480 }, // m_iCenterX
10, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*4.5f }, // CHANGE THESE WHEN WE CAN SEE THE
{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*3.5f }, // NOTES IN-GAME !!!!!!!!!!
{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_DOWN, -EZ2_COL_SPACING*2.5f },
{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, -EZ2_COL_SPACING*1.5f },
{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, -EZ2_COL_SPACING*0.5f },
{ TRACK_6, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, +EZ2_COL_SPACING*0.5f },
{ TRACK_7, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, +EZ2_COL_SPACING*1.5f },
{ TRACK_8, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*2.5f },
{ TRACK_9, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*3.5f },
{ TRACK_10, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*4.5f },
},
{ // PLAYER_2
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*4.5f }, // CHANGE THESE WHEN WE CAN SEE THE
{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*3.5f }, // NOTES IN-GAME !!!!!!!!!!
{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_DOWN, -EZ2_COL_SPACING*2.5f },
{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, -EZ2_COL_SPACING*1.5f },
{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, -EZ2_COL_SPACING*0.5f },
{ TRACK_6, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, +EZ2_COL_SPACING*0.5f },
{ TRACK_7, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, +EZ2_COL_SPACING*1.5f },
{ TRACK_8, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*2.5f },
{ TRACK_9, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*3.5f },
{ TRACK_10, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*4.5f },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
2,0,4,1,3 // This should be from back to front: Down, UpLeft, UpRight, Upper Left Hand, Upper Right Hand
},
},
{ // EZ2_STYLE_REAL
"ez2-real", // m_szName
NOTES_TYPE_EZ2_REAL, // m_NotesType
StyleDef::ONE_PLAYER_USES_ONE_SIDE, // m_StyleType
{ 160, 480 }, // m_iCenterX
7, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*3 }, // CHANGE THESE WHEN WE CAN SEE THE
{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*2 }, // NOTES IN-GAME !!!!!!!!!!
{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_LRLEFTHAND, -EZ2_COL_SPACING*1 },
{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 },
{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_LRRIGHTHAND, +EZ2_COL_SPACING*1 },
{ TRACK_6, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*2 },
{ TRACK_7, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*3 },
},
{ // PLAYER_2
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*3 }, // CHANGE THESE WHEN WE CAN SEE THE
{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*2 }, // NOTES IN-GAME !!!!!!!!!!
{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_LRLEFTHAND, -EZ2_COL_SPACING*1 },
{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 },
{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_LRRIGHTHAND, +EZ2_COL_SPACING*1 },
{ TRACK_6, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*2 },
{ TRACK_7, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*3 },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
3,0,6,2,4,1,5 // This should be from back to front: Down, UpLeft, UpRight, Lower Left Hand, Lower Right Hand, Upper Left Hand, Upper Right Hand
},
},
};
+13 -3
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@@ -24,7 +24,7 @@
#include "RageLog.h"
#include "GameManager.h"
#include "string.h"
#include "AnnouncerManager.h"
enum {
@@ -75,8 +75,18 @@ void ScreenSelectGame::ExportOptions()
Game game = (Game)m_iSelectedOption[0][SG_GAME];
switch( game )
{
case GAME_DANCE: GAMEMAN->m_CurStyle = STYLE_DANCE_SINGLE; break;
case GAME_PUMP: GAMEMAN->m_CurStyle = STYLE_PUMP_SINGLE; break;
case GAME_DANCE:
GAMEMAN->m_CurStyle = STYLE_DANCE_SINGLE;
ANNOUNCER->SwitchAnnouncer( "default" );
break;
case GAME_PUMP:
GAMEMAN->m_CurStyle = STYLE_PUMP_SINGLE;
ANNOUNCER->SwitchAnnouncer( "default" );
break;
case GAME_EZ2:
GAMEMAN->m_CurStyle = STYLE_EZ2_SINGLE;
ANNOUNCER->SwitchAnnouncer( "ez2" );
break;
default: ASSERT(0); // invalid Game
}
+1 -1
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@@ -15,7 +15,7 @@
#include "RandomSample.h"
#include "TransitionFade.h"
#include "Quad.h"
#include "AnnouncerManager.h"
class ScreenSelectGame : public ScreenOptions
{
-4
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@@ -1032,10 +1032,6 @@ SOURCE=.\ScreenTitleMenu.h
# PROP Default_Filter ""
# Begin Source File
SOURCE=.\AnnouncerManager.cpp
# End Source File
# Begin Source File
SOURCE=.\AnnouncerManager.h
# End Source File
# Begin Source File