allow positioning per-player

allow moving overlay graphics
This commit is contained in:
Glenn Maynard
2003-04-17 22:53:36 +00:00
parent ad1fd84656
commit 924cb3f1bc
4 changed files with 48 additions and 23 deletions
+1
View File
@@ -118,6 +118,7 @@ void NoteDisplay::Load( int iColNum, PlayerNumber pn )
{
m_PlayerNumber = pn;
/* Normally, this is empty and we use the style table entry via ColToButtonName. */
CString Button = g_NoteFieldMode[m_PlayerNumber].NoteButtonNames[iColNum];
if(Button == "")
Button = NoteSkinManager::ColToButtonName(iColNum);
+39 -22
View File
@@ -63,50 +63,67 @@ void NoteFieldMode::EndDrawTrack(int tn)
DISPLAY->PopMatrix();
}
static bool GetValueCmd(IniFile &ini,
template <class T>
static bool GetValue(IniFile &ini, int pn,
const CString &key, const CString &valuename, T &value )
{
if(pn != -1 && ini.GetValue(key, ssprintf("P%i%s", pn+1, valuename.c_str()), value))
return true;
return ini.GetValue(key, valuename, value);
}
static bool GetValue(IniFile &ini, int pn,
const CString &key, const CString &valuename, Actor &value )
{
CString str;
if(!ini.GetValue(key, valuename, str))
if(!GetValue(ini, pn, key, valuename, str))
return false;
value.Command(str);
return true;
}
void NoteFieldMode::Load(IniFile &ini, CString id)
void NoteFieldMode::Load(IniFile &ini, CString id, int pn)
{
m_Id = id;
/* Required: */
ASSERT( ini.GetValue ( id, "Name", m_Name ) );
ini.GetValue ( id, "Backdrop", m_Backdrop );
ini.GetValueF( id, "FOV", m_fFov );
ini.GetValueF( id, "NearClipDistance", m_fNear );
ini.GetValueF( id, "FarClipDistance", m_fFar );
ini.GetValueF( id, "PixelsDrawAheadScale", m_fFirstPixelToDrawScale );
ini.GetValueF( id, "PixelsDrawBehindScale", m_fLastPixelToDrawScale );
GetValue( ini, pn, id, "Backdrop", m_Backdrop );
GetValue( ini, pn, id, "FOV", m_fFov );
GetValue( ini, pn, id, "NearClipDistance", m_fNear );
GetValue( ini, pn, id, "FarClipDistance", m_fFar );
GetValue( ini, pn, id, "PixelsDrawAheadScale", m_fFirstPixelToDrawScale );
GetValue( ini, pn, id, "PixelsDrawBehindScale", m_fLastPixelToDrawScale );
GetValueCmd( ini, id, "Center", m_Center );
GetValueCmd( ini, id, "Position", m_Position );
GetValueCmd( ini, id, "BackdropPosition", m_PositionBackdrop );
GetValue( ini, pn, id, "Center", m_Center );
GetValue( ini, pn, id, "Position", m_Position );
GetValue( ini, pn, id, "BackdropPosition", m_PositionBackdrop );
GetValue( ini, pn, id, "Judgment", m_JudgmentCmd );
GetValue( ini, pn, id, "Combo", m_ComboCmd );
for(int t = 0; t < MAX_NOTE_TRACKS; ++t)
/* Load per-track data: */
int t;
for(t = 0; t < MAX_NOTE_TRACKS; ++t)
{
GetValueCmd( ini, id, ssprintf("Center%i", t+1), m_CenterTrack[t] );
GetValueCmd( ini, id, ssprintf("Position%i", t+1), m_PositionTrack[t] );
GetValue( ini, pn, id, ssprintf("Center%i", t+1), m_CenterTrack[t] );
GetValue( ini, pn, id, ssprintf("Position%i", t+1), m_PositionTrack[t] );
ini.GetValue( id, ssprintf("GrayButton", t+1), GrayButtonNames[t] );
ini.GetValue( id, ssprintf("GrayButton%i", t+1), GrayButtonNames[t] );
GetValue( ini, pn, id, ssprintf("GrayButton", t+1), GrayButtonNames[t] );
GetValue( ini, pn, id, ssprintf("GrayButton%i", t+1), GrayButtonNames[t] );
ini.GetValue( id, ssprintf("NoteButton", t+1), NoteButtonNames[t] );
ini.GetValue( id, ssprintf("NoteButton%i", t+1), NoteButtonNames[t] );
GetValue( ini, pn, id, ssprintf("NoteButton", t+1), NoteButtonNames[t] );
GetValue( ini, pn, id, ssprintf("NoteButton%i", t+1), NoteButtonNames[t] );
ini.GetValue( id, ssprintf("GhostButton", t+1), GhostButtonNames[t] );
ini.GetValue( id, ssprintf("GhostButton%i", t+1), GhostButtonNames[t] );
GetValue( ini, pn, id, ssprintf("GhostButton", t+1), GhostButtonNames[t] );
GetValue( ini, pn, id, ssprintf("GhostButton%i", t+1), GhostButtonNames[t] );
GetValue( ini, pn, id, ssprintf("HoldJudgment", t+1), m_HoldJudgmentCmd[t] );
GetValue( ini, pn, id, ssprintf("HoldJudgment%i", t+1), m_HoldJudgmentCmd[t] );
}
/* Grab this directly; don't try to set game specs per-player. */
CString sGames;
if(ini.GetValue( id, "Games", sGames ))
{
@@ -181,7 +198,7 @@ void NoteFieldPositioning::Load(PlayerNumber pn)
if(!ini.ReadFile())
return;
mode.Load(ini, Modes[ModeNum].m_Id);
mode.Load(ini, Modes[ModeNum].m_Id, pn);
}
+4 -1
View File
@@ -15,7 +15,7 @@ struct NoteFieldMode
{
NoteFieldMode();
bool MatchesCurrentGame() const;
void Load(IniFile &ini, CString id);
void Load(IniFile &ini, CString id, int pn = -1);
void BeginDrawTrack(int tn);
void EndDrawTrack(int tn);
@@ -44,6 +44,9 @@ struct NoteFieldMode
float m_fFirstPixelToDrawScale, m_fLastPixelToDrawScale;
CString m_Backdrop;
Actor m_PositionBackdrop;
CString m_JudgmentCmd, m_ComboCmd;
CString m_HoldJudgmentCmd[MAX_NOTE_TRACKS];
};
class NoteFieldPositioning
+4
View File
@@ -155,6 +155,10 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
m_Judgment.SetX( JUDGMENT_X(m_PlayerNumber,bPlayerUsingBothSides) );
m_Judgment.SetY( bReverse ? SCREEN_BOTTOM-JUDGMENT_Y : SCREEN_TOP+JUDGMENT_Y );
/* These commands add to the above positioning, and are usually empty. */
m_Judgment.Command( g_NoteFieldMode[pn].m_JudgmentCmd );
m_Combo.Command( g_NoteFieldMode[pn].m_ComboCmd );
int c;
for( c=0; c<pStyleDef->m_iColsPerPlayer; c++ )
{