Added rec_print_children and rec_print_table to _fallback. Updated changelog.
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@@ -4,6 +4,37 @@ The StepMania 5 Changelog covers all post-sm-ssc changes. For a list of changes
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from StepMania 4 alpha 5 to sm-ssc v1.2.5, see Changelog_sm-ssc.txt.
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________________________________________________________________________________
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2015/04/06
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----------
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* [global] rec_print_children and rec_print_table lua functions added to
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_fallback. [kyzentun]
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* [Language] Dutch translation updated. [Thumbsy]
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* [RadarValues] Stream, Voltage, Air, Freeze, and Chaos are no longer capped
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at 1. Stream and Voltage no longer count hold heads twice.
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RadarCategory_Notes added, which counts all notes.
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Scoring bug fixes related to radar calculation. [kyzentun]
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* [ScreenSelectGame] Exit option returns to ScreenOptionsService unless the
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game type actually changed. [Wallacoloo]
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2015/04/04
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----------
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* [EditMode] Added submenus to the timing edit menu to allow shifting,
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copying, and pasting any or all timing segments in the selected region or
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after the current cursor position. [kyzentun]
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Shifting menus in edit mode now have choices for 1, 2, or 4 measures or 2
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beats. [kyzentun]
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* [global] Fixed crash on OS X for certain dance pads when in Japanese
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locale. [Wallacoloo]
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2015/04/03
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----------
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* [ScreenGameplay] The NoteField board is now underneath everything except
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the backgound. This means underneath any custom actors on the underlay or
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overlay or decoration layers, and also underneath the combo/judgment even
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when the ComboUnderField metric is true. [kyzentun]
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Fixed bug in screen filter in default theme that made it not appear under
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the field when a solo file was played without Center1Player. [kyzentun]
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2015/04/02
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----------
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* [global] commify function exposed to lua. [kyzentun]
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@@ -239,6 +239,8 @@
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<Function name='rawequal'/>
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<Function name='rawget'/>
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<Function name='rawset'/>
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<Function name='rec_print_children'/>
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<Function name='rec_print_table'/>
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<Function name='require'/>
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<Function name='round'/>
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<Function name='scale'/>
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@@ -468,6 +468,14 @@ save yourself some time, copy this for undocumented things:
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<Function name='ReadPrefFromFile' theme='_fallback' return='string' arguments='string prefName'>
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[03 UserPreferences2.lua] (internal) Reads the specified user preference from its config file.
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</Function>
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<Function name='rec_print_children' theme='_fallback' return='' arguments='ActorFrame a, string indent'>
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Recursively prints all the children of the actor frame to the log file. This can be useful for finding out what actors are on a screen or just seeing what the structure of the actor tree looks like.<br />
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<code>indent</code> is an optional argument that will be prepended to every line.
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</Function>
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<Function name='rec_print_table' theme='_fallback' return='' arguments='table t, string indent'>
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Recursively prints all values in the table to the log file in the form "(key_type) key: (value_type) value" so that you know the type of the key and the value. Useful if you're not sure exactly what is in a table passed as a parameter.<br />
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<code>indent</code> is an optional argument that will be prepended to every line.
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</Function>
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<Function name='ReportStyle' return='void' arguments=''>
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Sends the current style to the server.
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</Function>
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@@ -356,6 +356,65 @@ function IsUsingWideScreen()
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end;
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end;
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-- Usage: Pass in an ActorFrame and a string to put in front of every line.
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-- indent will be appended to at each level of the recursion, to indent each
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-- generation further.
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function rec_print_children(parent, indent)
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if not indent then indent= "" end
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if #parent > 0 and type(parent) == "table" then
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for i, c in ipairs(parent) do
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rec_print_children(c, indent .. i .. "->")
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end
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elseif parent.GetChildren then
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local pname= (parent.GetName and parent:GetName()) or ""
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local children= parent:GetChildren()
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Trace(indent .. pname .. " children:")
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for k, v in pairs(children) do
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if #v > 0 then
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Trace(indent .. pname .. "->" .. k .. " shared name:")
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rec_print_children(v, indent .. pname .. "->")
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Trace(indent .. pname .. "->" .. k .. " shared name over.")
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else
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rec_print_children(v, indent .. pname .. "->")
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end
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end
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Trace(indent .. pname .. " children over.")
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else
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local pname= (parent.GetName and parent:GetName()) or ""
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Trace(indent .. pname .. "(" .. tostring(parent) .. ")")
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end
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end
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-- Usage: Pass in a table and a string to indent each line with.
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-- indent will be appended to at each level of the recursion, to indent each
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-- generation further.
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-- DO NOT pass in a table that contains a reference loop.
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-- A reference loop is a case where a table contains a member that is a
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-- reference to itself, or contains a table that contains a reference to
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-- itself.
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-- Short reference loop example: a= {} a[1]= a
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-- Longer reference loop example: a= {b= {c= {}}} a.b.c[1]= a
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function rec_print_table(t, indent, depth_remaining)
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if not indent then indent= "" end
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if type(t) ~= "table" then
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Trace(indent .. "rec_print_table passed a " .. type(t))
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return
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end
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depth_remaining= depth_remaining or -1
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if depth_remaining == 0 then return end
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for k, v in pairs(t) do
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if type(v) == "table" then
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Trace(indent .. k .. ": table")
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rec_print_table(v, indent .. " ", depth_remaining - 1)
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else
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Trace(indent .. "(" .. type(k) .. ")" .. k .. ": " ..
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"(" .. type(v) .. ")" .. tostring(v))
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end
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end
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Trace(indent .. "end")
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end
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-- Minor text formatting functions from Kyzentun.
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-- TODO: Figure out why BitmapText:maxwidth doesn't do what I want.
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-- Intentionally undocumented because they should be moved to BitmapText ASAP
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