unused options screens

This commit is contained in:
Glenn Maynard
2003-10-04 01:39:26 +00:00
parent 6e81c5c286
commit 9a6aa5f8cb
19 changed files with 8 additions and 1369 deletions
+8 -9
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@@ -25,27 +25,26 @@ $(srcdir)/libresample/libresample.a:
cd $(srcdir)/libresample && autoconf && ./configure && make
Screens = \
Screen.cpp Screen.h ScreenAppearanceOptions.cpp ScreenAppearanceOptions.h ScreenAttract.cpp ScreenAttract.h \
ScreenAutogenOptions.cpp ScreenAutogenOptions.h ScreenBackgroundOptions.cpp ScreenBackgroundOptions.h \
Screen.cpp Screen.h ScreenAttract.cpp ScreenAttract.h \
ScreenCaution.cpp ScreenCaution.h ScreenCredits.cpp ScreenCredits.h ScreenDemonstration.cpp ScreenDemonstration.h \
ScreenDimensions.h ScreenEdit.cpp ScreenEdit.h ScreenEditCoursesMenu.cpp ScreenEditCoursesMenu.h \
ScreenEditMenu.cpp ScreenEditMenu.h ScreenEndlessBreak.cpp ScreenEndlessBreak.h ScreenEvaluation.cpp ScreenEvaluation.h \
ScreenExit.cpp ScreenExit.h ScreenEz2SelectMusic.cpp ScreenEz2SelectMusic.h ScreenEz2SelectPlayer.cpp ScreenEz2SelectPlayer.h \
ScreenGameOver.cpp ScreenGameOver.h ScreenGameplay.cpp ScreenGameplay.h ScreenGameplayOptions.cpp ScreenGameplayOptions.h \
ScreenGraphicOptions.cpp ScreenGraphicOptions.h ScreenHowToPlay.cpp ScreenHowToPlay.h \
ScreenInputOptions.cpp ScreenInputOptions.h ScreenInstructions.cpp ScreenInstructions.h ScreenJukebox.cpp ScreenJukebox.h \
ScreenJukeboxMenu.cpp ScreenJukeboxMenu.h ScreenLogo.cpp ScreenLogo.h ScreenMachineOptions.cpp ScreenMachineOptions.h \
ScreenGameOver.cpp ScreenGameOver.h ScreenGameplay.cpp ScreenGameplay.h \
ScreenHowToPlay.cpp ScreenHowToPlay.h \
ScreenInstructions.cpp ScreenInstructions.h ScreenJukebox.cpp ScreenJukebox.h \
ScreenJukeboxMenu.cpp ScreenJukeboxMenu.h ScreenLogo.cpp ScreenLogo.h \
ScreenMapControllers.cpp ScreenMapControllers.h ScreenMemoryCard.h ScreenMessage.h ScreenMiniMenu.cpp ScreenMiniMenu.h \
ScreenMusicScroll.cpp ScreenMusicScroll.h ScreenNameEntry.cpp ScreenNameEntry.h ScreenOptions.cpp ScreenOptions.h \
ScreenOptionsMaster.cpp ScreenOptionsMaster.h ScreenOptionsMasterPrefs.cpp ScreenOptionsMasterPrefs.h \
ScreenOptionsMenu.cpp ScreenOptionsMenu.h ScreenPlayerOptions.cpp ScreenPlayerOptions.h ScreenPrompt.cpp ScreenPrompt.h \
ScreenPlayerOptions.cpp ScreenPlayerOptions.h ScreenPrompt.cpp ScreenPrompt.h \
ScreenProfileOptions.cpp ScreenProfileOptions.h ScreenRanking.cpp ScreenRanking.h ScreenRaveOptions.cpp ScreenRaveOptions.h \
ScreenReloadSongs.cpp ScreenReloadSongs.h ScreenSandbox.cpp ScreenSandbox.h ScreenSelect.cpp ScreenSelect.h \
ScreenSelectCharacter.cpp ScreenSelectCharacter.h ScreenSelectCourse.cpp ScreenSelectCourse.h \
ScreenSelectDifficulty.cpp ScreenSelectDifficulty.h ScreenSelectDifficultyEX.cpp ScreenSelectDifficultyEX.h \
ScreenSelectGame.cpp ScreenSelectGame.h ScreenSelectGroup.cpp ScreenSelectGroup.h ScreenSelectMaster.cpp ScreenSelectMaster.h \
ScreenSelectGroup.cpp ScreenSelectGroup.h ScreenSelectMaster.cpp ScreenSelectMaster.h \
ScreenSelectMode.cpp ScreenSelectMode.h ScreenSelectMusic.cpp ScreenSelectMusic.h ScreenSelectStyle.cpp ScreenSelectStyle.h \
ScreenSongOptions.cpp ScreenSongOptions.h ScreenSoundOptions.cpp ScreenSoundOptions.h ScreenStage.cpp ScreenStage.h \
ScreenSongOptions.cpp ScreenSongOptions.h ScreenStage.cpp ScreenStage.h \
ScreenStyleSplash.cpp ScreenStyleSplash.h ScreenTest.cpp ScreenTest.h ScreenTestFonts.cpp ScreenTestFonts.h \
ScreenTestSound.cpp ScreenTestSound.h ScreenTextEntry.cpp ScreenTextEntry.h ScreenTitleMenu.cpp ScreenTitleMenu.h \
ScreenUnlock.cpp ScreenUnlock.h
-241
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@@ -1,241 +0,0 @@
#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenAppearanceOptions
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenAppearanceOptions.h"
#include "RageTextureManager.h"
#include "RageUtil.h"
#include "RageSounds.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "GameConstantsAndTypes.h"
#include "StepMania.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "AnnouncerManager.h"
#include "NoteSkinManager.h"
#include "GameState.h"
#include "ThemeManager.h"
#include "SongManager.h"
enum {
AO_LANGUAGE = 0,
AO_ANNOUNCER,
AO_THEME,
AO_SKIN,
AO_INSTRUCTIONS,
AO_CAUTION,
AO_DANCE_POINTS_FOR_ONI,
AO_SELECT_GROUP,
AO_WHEEL_SECTIONS,
AO_TEN_FOOT_RED,
AO_COURSE_SORT,
AO_COURSE_MOVE_RANDOM,
AO_SHOW_TRANSLATIONS,
AO_SHOW_LYRICS,
NUM_APPEARANCE_OPTIONS_LINES
};
OptionRow g_AppearanceOptionsLines[NUM_APPEARANCE_OPTIONS_LINES] = {
OptionRow( "Language", true ),
OptionRow( "Announcer", true ),
OptionRow( "Theme", true ),
OptionRow( "Default\nNoteSkin", true ),
OptionRow( "Instructions", true, "SKIP","SHOW"),
OptionRow( "Caution", true, "SKIP","SHOW"),
OptionRow( "Oni Score\nDisplay",true, "PERCENT","DANCE POINTS"),
OptionRow( "Song\nGroup", true, "ALL MUSIC","CHOOSE"),
OptionRow( "Wheel\nSections", true, "NEVER","ALWAYS", "ABC ONLY"),
OptionRow( "10+ foot\nIn Red", true, "NO", "YES"),
OptionRow( "Course\nSort", true, "# SONGS", "AVG FEET", "TOTAL FEET", "RANKING"),
OptionRow( "Random\nAt End", true, "NO","YES"),
OptionRow( "Translations", true, "NATIVE","TRANSLITERATE"),
OptionRow( "Lyrics", true, "HIDE","SHOW"),
};
ScreenAppearanceOptions::ScreenAppearanceOptions( CString sName ) :
ScreenOptions(sName)
{
LOG->Trace( "ScreenAppearanceOptions::ScreenAppearanceOptions()" );
Init(
INPUTMODE_TOGETHER,
g_AppearanceOptionsLines,
NUM_APPEARANCE_OPTIONS_LINES,
true );
m_Menu.m_MenuTimer.Disable();
SOUND->PlayMusic( THEME->GetPathToS("ScreenAppearanceOptions music") );
}
void ScreenAppearanceOptions::ImportOptions()
{
unsigned i;
//
// fill in language names
//
CStringArray arrayLanguages;
THEME->GetLanguages( arrayLanguages );
m_OptionRow[AO_LANGUAGE].choices.clear();
for( i=0; i<arrayLanguages.size(); i++ )
{
m_OptionRow[AO_LANGUAGE].choices.push_back( arrayLanguages[i] );
}
// highlight currently selected announcer
m_iSelectedOption[0][AO_LANGUAGE] = 0;
for( i=1; i<m_OptionRow[AO_LANGUAGE].choices.size(); i++ )
if( 0==stricmp(m_OptionRow[AO_LANGUAGE].choices[i], THEME->GetCurLanguage()) )
m_iSelectedOption[0][AO_LANGUAGE] = i;
//
// fill in announcer names
//
CStringArray arrayAnnouncerNames;
ANNOUNCER->GetAnnouncerNames( arrayAnnouncerNames );
m_OptionRow[AO_ANNOUNCER].choices.clear();
m_OptionRow[AO_ANNOUNCER].choices.push_back( "OFF" );
for( i=0; i<arrayAnnouncerNames.size(); i++ )
{
m_OptionRow[AO_ANNOUNCER].choices.push_back( arrayAnnouncerNames[i] );
}
// highlight currently selected announcer
m_iSelectedOption[0][AO_ANNOUNCER] = 0;
for( i=1; i<m_OptionRow[AO_ANNOUNCER].choices.size(); i++ )
if( 0==stricmp(m_OptionRow[AO_ANNOUNCER].choices[i], ANNOUNCER->GetCurAnnouncerName()) )
m_iSelectedOption[0][AO_ANNOUNCER] = i;
//
// fill in theme names
//
CStringArray arrayThemeNames;
THEME->GetThemeNames( arrayThemeNames );
m_OptionRow[AO_THEME].choices.clear();
for( i=0; i<arrayThemeNames.size(); i++ )
{
m_OptionRow[AO_THEME].choices.push_back( arrayThemeNames[i] );
}
// highlight currently selected theme
m_iSelectedOption[0][AO_THEME] = 0;
for( i=0; i<m_OptionRow[AO_THEME].choices.size(); i++ )
if( 0==stricmp(m_OptionRow[AO_THEME].choices[i], THEME->GetCurThemeName()) )
m_iSelectedOption[0][AO_THEME] = i;
//
// fill in skin names
//
CStringArray arraySkinNames;
NOTESKIN->GetNoteSkinNames( arraySkinNames );
m_OptionRow[AO_SKIN].choices.clear();
for( i=0; i<arraySkinNames.size(); i++ )
{
arraySkinNames[i].MakeUpper();
m_OptionRow[AO_SKIN].choices.push_back( arraySkinNames[i] );
}
// highlight currently selected skin
PlayerOptions po;
po.FromString( PREFSMAN->m_sDefaultModifiers );
m_iSelectedOption[0][AO_SKIN] = 0;
for( i=0; i<m_OptionRow[AO_SKIN].choices.size(); i++ )
if( 0==stricmp(m_OptionRow[AO_SKIN].choices[i], po.m_sNoteSkin) )
m_iSelectedOption[0][AO_SKIN] = i;
m_iSelectedOption[0][AO_INSTRUCTIONS] = PREFSMAN->m_bInstructions? 1:0;
m_iSelectedOption[0][AO_CAUTION] = PREFSMAN->m_bShowDontDie? 1:0;
m_iSelectedOption[0][AO_DANCE_POINTS_FOR_ONI] = PREFSMAN->m_bDancePointsForOni? 1:0;
m_iSelectedOption[0][AO_SELECT_GROUP] = PREFSMAN->m_bShowSelectGroup? 1:0;
m_iSelectedOption[0][AO_WHEEL_SECTIONS] = (int)PREFSMAN->m_MusicWheelUsesSections;
m_iSelectedOption[0][AO_TEN_FOOT_RED] = PREFSMAN->m_bTenFooterInRed? 1:0;
m_iSelectedOption[0][AO_COURSE_SORT] = (int)PREFSMAN->m_iCourseSortOrder;
m_iSelectedOption[0][AO_COURSE_MOVE_RANDOM] = PREFSMAN->m_bMoveRandomToEnd? 1:0;
m_iSelectedOption[0][AO_SHOW_TRANSLATIONS] = PREFSMAN->m_bShowNative? 0:1;
m_iSelectedOption[0][AO_SHOW_LYRICS] = PREFSMAN->m_bShowLyrics;
}
void ScreenAppearanceOptions::ExportOptions()
{
SaveGamePrefsToDisk();
PREFSMAN->SaveGlobalPrefsToDisk();
int iSelectedAnnouncer = m_iSelectedOption[0][AO_ANNOUNCER];
CString sNewAnnouncer = m_OptionRow[AO_ANNOUNCER].choices[iSelectedAnnouncer];
if( iSelectedAnnouncer == 0 )
sNewAnnouncer = "";
ANNOUNCER->SwitchAnnouncer( sNewAnnouncer );
int iSelectedTheme = m_iSelectedOption[0][AO_THEME];
CString sNewTheme = m_OptionRow[AO_THEME].choices[iSelectedTheme];
if( THEME->GetCurThemeName() != sNewTheme )
{
THEME->SwitchThemeAndLanguage( sNewTheme, THEME->GetCurLanguage() );
ApplyGraphicOptions(); // reset graphics to apply new window title and icon
SONGMAN->UpdateRankingCourses(); // update ranking courses
}
TEXTUREMAN->DoDelayedDelete(); // delete all textures that don't have references
int iSelectedSkin = m_iSelectedOption[0][AO_SKIN];
CString sNewSkin = m_OptionRow[AO_SKIN].choices[iSelectedSkin];
CString sModifiers = PREFSMAN->m_sDefaultModifiers;
PlayerOptions po;
po.FromString( sModifiers );
SongOptions so;
so.FromString( sModifiers );
po.m_sNoteSkin = sNewSkin;
CStringArray as;
if( po.GetString() != "" )
as.push_back( po.GetString() );
if( so.GetString() != "" )
as.push_back( so.GetString() );
PREFSMAN->m_sDefaultModifiers = join(", ",as);
PREFSMAN->m_bInstructions = !!m_iSelectedOption[0][AO_INSTRUCTIONS];
PREFSMAN->m_bShowDontDie = !!m_iSelectedOption[0][AO_CAUTION];
PREFSMAN->m_bShowSelectGroup = !!m_iSelectedOption[0][AO_SELECT_GROUP];
(int&)PREFSMAN->m_MusicWheelUsesSections = m_iSelectedOption[0][AO_WHEEL_SECTIONS];
PREFSMAN->m_bShowNative = !m_iSelectedOption[0][AO_SHOW_TRANSLATIONS];
PREFSMAN->m_bShowLyrics = !!m_iSelectedOption[0][AO_SHOW_LYRICS];
PREFSMAN->m_bDancePointsForOni = !!m_iSelectedOption[0][AO_DANCE_POINTS_FOR_ONI];
PREFSMAN->m_bTenFooterInRed = !!m_iSelectedOption[0][AO_TEN_FOOT_RED];
(int&)PREFSMAN->m_iCourseSortOrder = m_iSelectedOption[0][AO_COURSE_SORT];
PREFSMAN->m_bMoveRandomToEnd = !!m_iSelectedOption[0][AO_COURSE_MOVE_RANDOM];
SaveGamePrefsToDisk();
PREFSMAN->SaveGlobalPrefsToDisk();
}
void ScreenAppearanceOptions::GoToPrevState()
{
SCREENMAN->SetNewScreen( "ScreenOptionsMenu" );
}
void ScreenAppearanceOptions::GoToNextState()
{
SaveGamePrefsToDisk();
GoToPrevState();
}
-27
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@@ -1,27 +0,0 @@
/*
-----------------------------------------------------------------------------
Class: ScreenAppearanceOptions
Desc: Select a theme and announcer.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Screen.h"
#include "ScreenOptions.h"
class ScreenAppearanceOptions : public ScreenOptions
{
public:
ScreenAppearanceOptions( CString sName );
private:
void ImportOptions();
void ExportOptions();
void GoToNextState();
void GoToPrevState();
};
-72
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@@ -1,72 +0,0 @@
#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenAutogenOptions
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenAutogenOptions.h"
#include "RageUtil.h"
#include "RageSounds.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "GameConstantsAndTypes.h"
#include "StepMania.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "ThemeManager.h"
enum {
AO_AUTOGEN_MISSING_TYPES,
AO_AUTOGEN_GROUP_COURSES,
NUM_AUTOGEN_OPTIONS_LINES
};
OptionRow g_AutogenOptionsLines[NUM_AUTOGEN_OPTIONS_LINES] = {
OptionRow( "Autogen\nMissing Types", true, "OFF","ON" ),
OptionRow( "Autogen\nGroup Courses", true, "OFF","ON" ),
};
ScreenAutogenOptions::ScreenAutogenOptions( CString sName ) :
ScreenOptions( sName )
{
LOG->Trace( "ScreenAutogenOptions::ScreenAutogenOptions()" );
Init(
INPUTMODE_TOGETHER,
g_AutogenOptionsLines,
NUM_AUTOGEN_OPTIONS_LINES,
true );
m_Menu.m_MenuTimer.Disable();
SOUND->PlayMusic( THEME->GetPathToS("ScreenAutogenOptions music") );
}
void ScreenAutogenOptions::ImportOptions()
{
m_iSelectedOption[0][AO_AUTOGEN_MISSING_TYPES] = PREFSMAN->m_bAutogenMissingTypes ? 1:0;
m_iSelectedOption[0][AO_AUTOGEN_GROUP_COURSES] = PREFSMAN->m_bAutogenGroupCourses ? 1 : 0;
}
void ScreenAutogenOptions::ExportOptions()
{
PREFSMAN->m_bAutogenMissingTypes = m_iSelectedOption[0][AO_AUTOGEN_MISSING_TYPES] == 1;
PREFSMAN->m_bAutogenGroupCourses = m_iSelectedOption[0][AO_AUTOGEN_GROUP_COURSES] == 1;
}
void ScreenAutogenOptions::GoToPrevState()
{
SCREENMAN->SetNewScreen( "ScreenOptionsMenu" );
}
void ScreenAutogenOptions::GoToNextState()
{
PREFSMAN->SaveGlobalPrefsToDisk();
GoToPrevState();
}
-29
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@@ -1,29 +0,0 @@
#ifndef ScreenAutogenOptions_H
#define ScreenAutogenOptions_H
/*
-----------------------------------------------------------------------------
File: ScreenAutogenOptions
Desc: Select a song.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenOptions.h"
class ScreenAutogenOptions : public ScreenOptions
{
public:
ScreenAutogenOptions( CString sName );
private:
void ImportOptions();
void ExportOptions();
void GoToNextState();
void GoToPrevState();
};
#endif
-89
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@@ -1,89 +0,0 @@
#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenBackgroundOptions
Desc: See header.
Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
Chris Danford
Chris Gomez
-----------------------------------------------------------------------------
*/
#include "ScreenBackgroundOptions.h"
#include "RageUtil.h"
#include "RageSounds.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "GameConstantsAndTypes.h"
#include "StepMania.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "ThemeManager.h"
enum {
BO_MODE,
BO_BRIGHTNESS,
BO_DANGER,
BO_DANCING_CHARACTERS,
BO_SHOW_BEGINNER_HELPER,
BO_RANDOM_BACKGROUNDS,
NUM_BACKGROUND_OPTIONS_LINES
};
OptionRow g_BackgroundOptionsLines[NUM_BACKGROUND_OPTIONS_LINES] = {
OptionRow( "Mode", true, "OFF","ANIMATIONS","VISUALIZATIONS","RANDOM MOVIES" ),
OptionRow( "Brightness", true, "0%","10%","20%","30%","40%","50%","60%","70%","80%","90%","100%" ),
OptionRow( "Danger", true, "HIDE","SHOW" ),
OptionRow( "Dancing\nCharacters", true, "DEFAULT TO OFF","DEFAULT TO RANDOM","SELECT" ),
OptionRow( "Show Beginner\nHelper", true, "OFF","ON" ),
OptionRow( "Random\nBackgrounds", true, "5","10","15","20" ),
};
ScreenBackgroundOptions::ScreenBackgroundOptions( CString sName ) :
ScreenOptions( sName )
{
LOG->Trace( "ScreenBackgroundOptions::ScreenBackgroundOptions()" );
Init(
INPUTMODE_TOGETHER,
g_BackgroundOptionsLines,
NUM_BACKGROUND_OPTIONS_LINES,
true );
m_Menu.m_MenuTimer.Disable();
SOUND->PlayMusic( THEME->GetPathToS("ScreenMachineOptions music") );
}
void ScreenBackgroundOptions::ImportOptions()
{
m_iSelectedOption[0][BO_MODE] = PREFSMAN->m_BackgroundMode;
m_iSelectedOption[0][BO_BRIGHTNESS] = (int)( PREFSMAN->m_fBGBrightness*10+0.5f );
m_iSelectedOption[0][BO_DANGER] = PREFSMAN->m_bShowDanger ? 1:0;
m_iSelectedOption[0][BO_DANCING_CHARACTERS] = PREFSMAN->m_ShowDancingCharacters;
m_iSelectedOption[0][BO_SHOW_BEGINNER_HELPER] = PREFSMAN->m_bShowBeginnerHelper? 1:0;
m_iSelectedOption[0][BO_RANDOM_BACKGROUNDS] = clamp((PREFSMAN->m_iNumBackgrounds/5)-1, 0, 3);
}
void ScreenBackgroundOptions::ExportOptions()
{
(int&)PREFSMAN->m_BackgroundMode = m_iSelectedOption[0][BO_MODE];
PREFSMAN->m_fBGBrightness = m_iSelectedOption[0][BO_BRIGHTNESS] / 10.0f;
PREFSMAN->m_bShowDanger = m_iSelectedOption[0][BO_DANGER] == 1;
PREFSMAN->m_ShowDancingCharacters = (PrefsManager::CharacterOption)m_iSelectedOption[0][BO_DANCING_CHARACTERS];
PREFSMAN->m_bShowBeginnerHelper = m_iSelectedOption[0][BO_SHOW_BEGINNER_HELPER] == 1;
PREFSMAN->m_iNumBackgrounds = (m_iSelectedOption[0][BO_RANDOM_BACKGROUNDS]+1) * 5;
}
void ScreenBackgroundOptions::GoToPrevState()
{
SCREENMAN->SetNewScreen( "ScreenOptionsMenu" );
}
void ScreenBackgroundOptions::GoToNextState()
{
PREFSMAN->SaveGlobalPrefsToDisk();
GoToPrevState();
}
-26
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@@ -1,26 +0,0 @@
/*
-----------------------------------------------------------------------------
File: ScreenBackgroundOptions
Desc: Select a song.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenOptions.h"
class ScreenBackgroundOptions : public ScreenOptions
{
public:
ScreenBackgroundOptions( CString sName );
private:
void ImportOptions();
void ExportOptions();
void GoToNextState();
void GoToPrevState();
};
-89
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@@ -1,89 +0,0 @@
#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenGameplayOptions
Desc: See header.
Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
Chris Danford
Chris Gomez
-----------------------------------------------------------------------------
*/
#include "ScreenGameplayOptions.h"
#include "RageUtil.h"
#include "RageSounds.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "GameConstantsAndTypes.h"
#include "StepMania.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "ThemeManager.h"
enum {
GO_SOLO_SINGLE,
GO_HIDDEN_SONGS,
GO_EASTER_EGGS,
GO_MARVELOUS,
GO_PICK_EXTRA_STAGE,
GO_UNLOCK_SYSTEM,
NUM_GAMEPLAY_OPTIONS_LINES
};
OptionRow g_GameplayOptionsLines[NUM_GAMEPLAY_OPTIONS_LINES] = {
OptionRow( "Solo\nSingles", true, "OFF","ON" ),
OptionRow( "Hidden\nSongs", true, "OFF","ON" ),
OptionRow( "Easter\nEggs", true, "OFF","ON" ),
OptionRow( "Marvelous\nTiming", true, "NEVER","COURSES ONLY","ALWAYS" ),
OptionRow( "Pick Extra\nStage", true, "OFF","ON" ),
OptionRow( "Unlock\nSystem", true, "OFF","ON" )
};
ScreenGameplayOptions::ScreenGameplayOptions( CString sName ) :
ScreenOptions( sName )
{
LOG->Trace( "ScreenGameplayOptions::ScreenGameplayOptions()" );
Init(
INPUTMODE_TOGETHER,
g_GameplayOptionsLines,
NUM_GAMEPLAY_OPTIONS_LINES,
true );
m_Menu.m_MenuTimer.Disable();
SOUND->PlayMusic( THEME->GetPathToS("ScreenMachineOptions music") );
}
void ScreenGameplayOptions::ImportOptions()
{
m_iSelectedOption[0][GO_SOLO_SINGLE] = PREFSMAN->m_bSoloSingle ? 1:0;
m_iSelectedOption[0][GO_HIDDEN_SONGS] = PREFSMAN->m_bHiddenSongs ? 1:0;
m_iSelectedOption[0][GO_EASTER_EGGS] = PREFSMAN->m_bEasterEggs ? 1:0;
m_iSelectedOption[0][GO_MARVELOUS] = PREFSMAN->m_iMarvelousTiming;
m_iSelectedOption[0][GO_PICK_EXTRA_STAGE] = PREFSMAN->m_bPickExtraStage? 1:0;
m_iSelectedOption[0][GO_UNLOCK_SYSTEM] = PREFSMAN->m_bUseUnlockSystem? 1:0;
}
void ScreenGameplayOptions::ExportOptions()
{
PREFSMAN->m_bSoloSingle = m_iSelectedOption[0][GO_SOLO_SINGLE] == 1;
PREFSMAN->m_bHiddenSongs = m_iSelectedOption[0][GO_HIDDEN_SONGS] == 1;
PREFSMAN->m_bEasterEggs = m_iSelectedOption[0][GO_EASTER_EGGS] == 1;
PREFSMAN->m_iMarvelousTiming = m_iSelectedOption[0][GO_MARVELOUS];
PREFSMAN->m_bPickExtraStage = m_iSelectedOption[0][GO_PICK_EXTRA_STAGE] == 1;
PREFSMAN->m_bUseUnlockSystem = m_iSelectedOption[0][GO_UNLOCK_SYSTEM] == 1;
}
void ScreenGameplayOptions::GoToPrevState()
{
SCREENMAN->SetNewScreen( "ScreenOptionsMenu" );
}
void ScreenGameplayOptions::GoToNextState()
{
PREFSMAN->SaveGlobalPrefsToDisk();
GoToPrevState();
}
-26
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@@ -1,26 +0,0 @@
/*
-----------------------------------------------------------------------------
File: ScreenGameplayOptions
Desc: Select a song.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenOptions.h"
class ScreenGameplayOptions : public ScreenOptions
{
public:
ScreenGameplayOptions( CString sName );
private:
void ImportOptions();
void ExportOptions();
void GoToNextState();
void GoToPrevState();
};
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@@ -1,100 +0,0 @@
#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenInputOptions
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenInputOptions.h"
#include "RageUtil.h"
#include "RageSounds.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "GameConstantsAndTypes.h"
#include "StepMania.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "ThemeManager.h"
enum {
IO_AUTO_MAP_JOYSTICKS = 0,
IO_DEDICATED_MENU_BUTTONS,
IO_AUTOPLAY,
IO_DELAYED_ESCAPE,
IO_OPTIONS_NAVIGATION,
IO_WHEEL_SPEED,
NUM_INPUT_OPTIONS_LINES
};
/* Hmm. Ignore JoyAxes and Back Delayed probably belong in "key/joy config",
* preferably alongside button configuration. */
OptionRow g_InputOptionsLines[NUM_INPUT_OPTIONS_LINES] = {
OptionRow( "Auto Map\nOn Joy Change", true, "OFF","ON (recommended)" ),
OptionRow( "Menu\nButtons", true, "USE GAMEPLAY BUTTONS","ONLY DEDICATED BUTTONS" ),
OptionRow( "AutoPlay", true, "OFF","ON" ),
OptionRow( "Back\nDelayed", true, "INSTANT","HOLD" ),
OptionRow( "Options\nNavigation", true, "SM STYLE","ARCADE STYLE" ),
OptionRow( "Wheel\nSpeed", true, "SLOW","NORMAL","FAST","REALLY FAST" ),
};
ScreenInputOptions::ScreenInputOptions( CString sName ) :
ScreenOptions( sName )
{
LOG->Trace( "ScreenInputOptions::ScreenInputOptions()" );
Init(
INPUTMODE_TOGETHER,
g_InputOptionsLines,
NUM_INPUT_OPTIONS_LINES,
true );
m_Menu.m_MenuTimer.Disable();
SOUND->PlayMusic( THEME->GetPathToS("ScreenInputOptions music") );
}
void ScreenInputOptions::ImportOptions()
{
m_iSelectedOption[0][IO_AUTO_MAP_JOYSTICKS] = PREFSMAN->m_bAutoMapOnJoyChange ? 1:0;
m_iSelectedOption[0][IO_DEDICATED_MENU_BUTTONS] = PREFSMAN->m_bOnlyDedicatedMenuButtons ? 1:0;
m_iSelectedOption[0][IO_AUTOPLAY] = PREFSMAN->m_bAutoPlay;
m_iSelectedOption[0][IO_DELAYED_ESCAPE] = PREFSMAN->m_bDelayedEscape ? 1:0;
m_iSelectedOption[0][IO_OPTIONS_NAVIGATION] = PREFSMAN->m_bArcadeOptionsNavigation ? 1:0;
m_iSelectedOption[0][IO_WHEEL_SPEED] =
(PREFSMAN->m_iMusicWheelSwitchSpeed <= 5)? 0:
(PREFSMAN->m_iMusicWheelSwitchSpeed <= 10)? 1:
(PREFSMAN->m_iMusicWheelSwitchSpeed <= 15)? 2:3;
}
void ScreenInputOptions::ExportOptions()
{
PREFSMAN->m_bAutoMapOnJoyChange = m_iSelectedOption[0][IO_AUTO_MAP_JOYSTICKS] == 1;
PREFSMAN->m_bOnlyDedicatedMenuButtons= m_iSelectedOption[0][IO_DEDICATED_MENU_BUTTONS] == 1;
PREFSMAN->m_bDelayedEscape = m_iSelectedOption[0][IO_DELAYED_ESCAPE] == 1;
PREFSMAN->m_bAutoPlay = m_iSelectedOption[0][IO_AUTOPLAY] == 1;
PREFSMAN->m_bArcadeOptionsNavigation= m_iSelectedOption[0][IO_OPTIONS_NAVIGATION] == 1;
switch(m_iSelectedOption[0][IO_WHEEL_SPEED])
{
case 0: PREFSMAN->m_iMusicWheelSwitchSpeed = 5; break;
case 1: PREFSMAN->m_iMusicWheelSwitchSpeed = 10; break;
case 2: PREFSMAN->m_iMusicWheelSwitchSpeed = 15; break;
case 3: PREFSMAN->m_iMusicWheelSwitchSpeed = 25; break;
default: ASSERT(0);
}
}
void ScreenInputOptions::GoToPrevState()
{
SCREENMAN->SetNewScreen( "ScreenOptionsMenu" );
}
void ScreenInputOptions::GoToNextState()
{
PREFSMAN->SaveGlobalPrefsToDisk();
GoToPrevState();
}
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/*
-----------------------------------------------------------------------------
Class: ScreenInputOptions
Desc: Select a song.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenOptions.h"
class ScreenInputOptions : public ScreenOptions
{
public:
ScreenInputOptions( CString sName );
private:
void ImportOptions();
void ExportOptions();
void GoToNextState();
void GoToPrevState();
};
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#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenMachineOptions
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenMachineOptions.h"
#include "RageUtil.h"
#include "RageSounds.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "GameConstantsAndTypes.h"
#include "StepMania.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "ThemeManager.h"
#include "PlayerOptions.h"
#include "SongOptions.h"
enum {
MO_MENU_TIMER,
MO_COIN_MODE,
MO_NUM_ARCADE_STAGES,
MO_SCORING_TYPE,
MO_JUDGE_DIFFICULTY,
MO_LIFE_DIFFICULTY,
MO_PROGRESSIVE_LIFEBAR,
MO_PROG_STAGE_LIFEBAR,
MO_PROG_NONSTOP_LIFEBAR,
MO_FAIL,
MO_COINS_PER_CREDIT,
MO_JOINT_PREMIUM,
MO_SHOW_SONG_OPTIONS,
NUM_MACHINE_OPTIONS_LINES
};
OptionRow g_MachineOptionsLines[NUM_MACHINE_OPTIONS_LINES] = {
OptionRow( "Menu\nTimer", true, "OFF","ON" ),
OptionRow( "Coin\nMode", true, "HOME","PAY","FREE PLAY" ),
OptionRow( "Songs Per\nPlay", true, "1","2","3","4","5","6","7","EVENT MODE" ),
OptionRow( "Scoring\nType", true, "MAX2","5TH" ),
OptionRow( "Judge\nDifficulty", true, "1","2","3","4","5","6","7","8","JUSTICE" ),
OptionRow( "Life\nDifficulty", true, "1","2","3","4","5","6","7" ),
OptionRow( "Progressive\nLifebar", true, "OFF","1","2","3","4","5","6","7","8"),
OptionRow( "Progressive\nStage Lifebar", true, "OFF","1","2","3","4","5","6","7","8","INSANITY"),
OptionRow( "Progressive\nNonstop Lifebar", true, "OFF","1","2","3","4","5","6","7","8","INSANITY"),
OptionRow( "Default\nFail Type", true, "ARCADE","END OF SONG","OFF" ),
OptionRow( "Coins Per\nCredit", true, "1","2","3","4","5","6","7","8" ),
OptionRow( "Joint\nPremium", true, "OFF","ON" ),
OptionRow( "Song\nOptions", true, "HIDE","SHOW","ASK" ),
};
ScreenMachineOptions::ScreenMachineOptions( CString sClassName ) :
ScreenOptions( sClassName )
{
LOG->Trace( "ScreenMachineOptions::ScreenMachineOptions()" );
Init(
INPUTMODE_TOGETHER,
g_MachineOptionsLines,
NUM_MACHINE_OPTIONS_LINES,
true );
m_Menu.m_MenuTimer.Disable();
SOUND->PlayMusic( THEME->GetPathToS("ScreenMachineOptions music") );
}
void ScreenMachineOptions::ImportOptions()
{
m_iSelectedOption[0][MO_COIN_MODE] = PREFSMAN->m_iCoinMode;
m_iSelectedOption[0][MO_MENU_TIMER] = PREFSMAN->m_bMenuTimer ? 1:0;
m_iSelectedOption[0][MO_NUM_ARCADE_STAGES] = PREFSMAN->m_bEventMode ? 7 : PREFSMAN->m_iNumArcadeStages - 1;
m_iSelectedOption[0][MO_SCORING_TYPE] = PREFSMAN->m_iScoringType;
/* .02 difficulty is beyond our timing right now; even autoplay
* misses! At least fix autoplay before enabling this, or we'll
* probably get lots of bug reports about it.
*
* It's not *supposed* to be doable--it's supposed to be mostly
* impossible, and perhaps it *is* justice that even the CPU fails
* it. :)
*/
if( PREFSMAN->m_fJudgeWindowScale == 1.50f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 0;
else if( PREFSMAN->m_fJudgeWindowScale == 1.33f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 1;
else if( PREFSMAN->m_fJudgeWindowScale == 1.16f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 2;
else if( PREFSMAN->m_fJudgeWindowScale == 1.00f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 3;
else if( PREFSMAN->m_fJudgeWindowScale == 0.84f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 4;
else if( PREFSMAN->m_fJudgeWindowScale == 0.66f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 5;
else if( PREFSMAN->m_fJudgeWindowScale == 0.50f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 6;
else if( PREFSMAN->m_fJudgeWindowScale == 0.33f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 7;
else if( PREFSMAN->m_fJudgeWindowScale == 0.20f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 8;
else m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 3;
if( PREFSMAN->m_fLifeDifficultyScale == 1.60f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 0;
else if( PREFSMAN->m_fLifeDifficultyScale == 1.40f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 1;
else if( PREFSMAN->m_fLifeDifficultyScale == 1.20f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 2;
else if( PREFSMAN->m_fLifeDifficultyScale == 1.00f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 3;
else if( PREFSMAN->m_fLifeDifficultyScale == 0.80f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 4;
else if( PREFSMAN->m_fLifeDifficultyScale == 0.60f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 5;
else if( PREFSMAN->m_fLifeDifficultyScale == 0.40f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 6;
else m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 3;
SongOptions so;
so.FromString( PREFSMAN->m_sDefaultModifiers );
m_iSelectedOption[0][MO_PROGRESSIVE_LIFEBAR] = PREFSMAN->m_iProgressiveLifebar;
m_iSelectedOption[0][MO_PROG_NONSTOP_LIFEBAR] = PREFSMAN->m_iProgressiveNonstopLifebar;
m_iSelectedOption[0][MO_PROG_STAGE_LIFEBAR] = PREFSMAN->m_iProgressiveStageLifebar;
m_iSelectedOption[0][MO_FAIL] = so.m_FailType;
m_iSelectedOption[0][MO_COINS_PER_CREDIT] = PREFSMAN->m_iCoinsPerCredit - 1;
m_iSelectedOption[0][MO_JOINT_PREMIUM] = PREFSMAN->m_bJointPremium ? 1:0;
switch(PREFSMAN->m_ShowSongOptions)
{
case PrefsManager::YES: m_iSelectedOption[0][MO_SHOW_SONG_OPTIONS] = 1; break;
case PrefsManager::NO: m_iSelectedOption[0][MO_SHOW_SONG_OPTIONS] = 0; break;
case PrefsManager::ASK: m_iSelectedOption[0][MO_SHOW_SONG_OPTIONS] = 2; break;
default: ASSERT(0);
}
}
void ScreenMachineOptions::ExportOptions()
{
PREFSMAN->m_iCoinMode = m_iSelectedOption[0][MO_COIN_MODE];
PREFSMAN->m_bMenuTimer = m_iSelectedOption[0][MO_MENU_TIMER] == 1;
PREFSMAN->m_iNumArcadeStages = m_iSelectedOption[0][MO_NUM_ARCADE_STAGES] + 1;
PREFSMAN->m_bEventMode = m_iSelectedOption[0][MO_NUM_ARCADE_STAGES] == 7;
PREFSMAN->m_iProgressiveNonstopLifebar = m_iSelectedOption[0][MO_PROG_NONSTOP_LIFEBAR];
PREFSMAN->m_iProgressiveStageLifebar = m_iSelectedOption[0][MO_PROG_STAGE_LIFEBAR];
(int&)PREFSMAN->m_iScoringType = m_iSelectedOption[0][MO_SCORING_TYPE];
switch( m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] )
{
case 0: PREFSMAN->m_fJudgeWindowScale = 1.50f; break;
case 1: PREFSMAN->m_fJudgeWindowScale = 1.33f; break;
case 2: PREFSMAN->m_fJudgeWindowScale = 1.16f; break;
case 3: PREFSMAN->m_fJudgeWindowScale = 1.00f; break;
case 4: PREFSMAN->m_fJudgeWindowScale = 0.84f; break;
case 5: PREFSMAN->m_fJudgeWindowScale = 0.66f; break;
case 6: PREFSMAN->m_fJudgeWindowScale = 0.50f; break;
case 7: PREFSMAN->m_fJudgeWindowScale = 0.33f; break;
case 8: PREFSMAN->m_fJudgeWindowScale = 0.20f; break;
default: ASSERT(0);
}
switch( m_iSelectedOption[0][MO_LIFE_DIFFICULTY] )
{
case 0: PREFSMAN->m_fLifeDifficultyScale = 1.60f; break;
case 1: PREFSMAN->m_fLifeDifficultyScale = 1.40f; break;
case 2: PREFSMAN->m_fLifeDifficultyScale = 1.20f; break;
case 3: PREFSMAN->m_fLifeDifficultyScale = 1.00f; break;
case 4: PREFSMAN->m_fLifeDifficultyScale = 0.80f; break;
case 5: PREFSMAN->m_fLifeDifficultyScale = 0.60f; break;
case 6: PREFSMAN->m_fLifeDifficultyScale = 0.40f; break;
default: ASSERT(0);
}
PREFSMAN->m_iProgressiveLifebar = m_iSelectedOption[0][MO_PROGRESSIVE_LIFEBAR];
CString sModifiers = PREFSMAN->m_sDefaultModifiers;
PlayerOptions po;
po.FromString( sModifiers );
SongOptions so;
so.FromString( sModifiers );
switch( m_iSelectedOption[0][MO_FAIL] )
{
case 0: so.m_FailType = SongOptions::FAIL_ARCADE; break;
case 1: so.m_FailType = SongOptions::FAIL_END_OF_SONG; break;
case 2: so.m_FailType = SongOptions::FAIL_OFF; break;
default:
ASSERT(0);
}
CStringArray as;
if( po.GetString() != "" )
as.push_back( po.GetString() );
if( so.GetString() != "" )
as.push_back( so.GetString() );
PREFSMAN->m_sDefaultModifiers = join(", ",as);
PREFSMAN->m_iCoinsPerCredit = m_iSelectedOption[0][MO_COINS_PER_CREDIT] + 1;
PREFSMAN->m_bJointPremium = m_iSelectedOption[0][MO_JOINT_PREMIUM] == 1;
switch(m_iSelectedOption[0][MO_SHOW_SONG_OPTIONS])
{
case 0: PREFSMAN->m_ShowSongOptions = PrefsManager::NO; break;
case 1: PREFSMAN->m_ShowSongOptions = PrefsManager::YES; break;
case 2: PREFSMAN->m_ShowSongOptions = PrefsManager::ASK; break;
default: ASSERT(0);
}
}
void ScreenMachineOptions::GoToPrevState()
{
SCREENMAN->SetNewScreen( "ScreenOptionsMenu" );
}
void ScreenMachineOptions::GoToNextState()
{
PREFSMAN->SaveGlobalPrefsToDisk();
GoToPrevState();
}
-29
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#ifndef SCREENMACHINEOPTIONS_H
#define SCREENMACHINEOPTIONS_H
/*
-----------------------------------------------------------------------------
File: ScreenMachineOptions
Desc: Select a song.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenOptions.h"
class ScreenMachineOptions : public ScreenOptions
{
public:
ScreenMachineOptions( CString sName );
private:
void ImportOptions();
void ExportOptions();
void GoToNextState();
void GoToPrevState();
};
#endif
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#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenOptionsMenu
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenOptionsMenu.h"
#include "RageUtil.h"
#include "RageSounds.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "GameConstantsAndTypes.h"
#include "StepMania.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "AnnouncerManager.h"
#include "GameManager.h"
#include "GameState.h"
#include "ThemeManager.h"
#include "SongManager.h"
#include "UnlockSystem.h"
enum {
OM_APPEARANCE,
OM_AUTOGEN,
OM_BACKGROUND,
OM_CONFIG_KEY_JOY,
OM_INPUT,
OM_GAMEPLAY,
OM_GRAPHIC,
OM_MACHINE,
OM_SOUND,
OM_PROFILE,
OM_RELOAD,
NUM_OPTIONS_MENU_LINES
};
OptionRow g_OptionsMenuLines[NUM_OPTIONS_MENU_LINES] = {
OptionRow( "", true, "Appearance Options" ),
OptionRow( "", true, "Autogen Options" ),
OptionRow( "", true, "Background Options" ),
OptionRow( "", true, "Config Key/Joy Mappings" ),
OptionRow( "", true, "Input Options" ),
OptionRow( "", true, "Gameplay Options" ),
OptionRow( "", true, "Graphic Options" ),
OptionRow( "", true, "Machine Options" ),
OptionRow( "", true, "Sound Options" ),
OptionRow( "", true, "Profile Options" ),
OptionRow( "", true, "Reload Songs/Courses" ),
};
ScreenOptionsMenu::ScreenOptionsMenu( CString sClassName ) :
ScreenOptions( sClassName )
{
LOG->Trace( "ScreenOptionsMenu::ScreenOptionsMenu()" );
/* We might have been entered from anywhere; make sure all players are enabled. */
GAMESTATE->m_pCurSong = NULL;
for( int p=0; p<NUM_PLAYERS; p++ )
GAMESTATE->m_bSideIsJoined[p] = true;
GAMESTATE->m_MasterPlayerNumber = PlayerNumber(0);
Init(
INPUTMODE_TOGETHER,
g_OptionsMenuLines,
NUM_OPTIONS_MENU_LINES,
true );
m_Menu.m_MenuTimer.Disable();
SOUND->PlayMusic( THEME->GetPathToS("ScreenOptionsMenu music") );
}
/* We depend on the SM options navigation for this screen, not arcade. */
void ScreenOptionsMenu::MenuStart( PlayerNumber pn )
{
StartGoToNextState();
}
void ScreenOptionsMenu::ImportOptions()
{
}
void ScreenOptionsMenu::ExportOptions()
{
}
void ScreenOptionsMenu::GoToPrevState()
{
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
}
void ScreenOptionsMenu::GoToNextState()
{
switch( this->GetCurrentRow() )
{
case OM_APPEARANCE: SCREENMAN->SetNewScreen("ScreenAppearanceOptions"); break;
case OM_AUTOGEN: SCREENMAN->SetNewScreen("ScreenAutogenOptions"); break;
case OM_BACKGROUND: SCREENMAN->SetNewScreen("ScreenBackgroundOptions"); break;
case OM_CONFIG_KEY_JOY: SCREENMAN->SetNewScreen("ScreenMapControllers"); break;
case OM_GAMEPLAY: SCREENMAN->SetNewScreen("ScreenGameplayOptions"); break;
case OM_GRAPHIC: SCREENMAN->SetNewScreen("ScreenGraphicOptions"); break;
case OM_INPUT: SCREENMAN->SetNewScreen("ScreenInputOptions"); break;
case OM_MACHINE: SCREENMAN->SetNewScreen("ScreenMachineOptions"); break;
case OM_PROFILE: SCREENMAN->SetNewScreen("ScreenProfileOptions"); break;
case OM_SOUND: SCREENMAN->SetNewScreen("ScreenSoundOptions"); break;
case OM_RELOAD: SCREENMAN->SetNewScreen("ScreenReloadSongs"); break;
default: // Exit
SCREENMAN->SetNewScreen("ScreenTitleMenu");
}
}
-33
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/*
-----------------------------------------------------------------------------
Class: ScreenOptionsMenu
Desc: Select a theme and announcer.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Screen.h"
#include "ScreenOptions.h"
class ScreenOptionsMenu : public ScreenOptions
{
public:
ScreenOptionsMenu( CString sName );
protected:
void MenuStart( PlayerNumber pn );
private:
void ImportOptions();
void ExportOptions();
void GoToNextState();
void GoToPrevState();
void MenuLeft( PlayerNumber pn ) { MenuUp(pn); }
void MenuRight( PlayerNumber pn ) { MenuDown(pn); }
};
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#include "global.h"
/*
-----------------------------------------------------------------------------
File: ScreenSelectGame.cpp
Desc: Select a song.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
-----------------------------------------------------------------------------
*/
#include "ScreenSelectGame.h"
#include "RageSounds.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "GameManager.h"
#include "GameState.h"
#include "InputMapper.h"
#include "ThemeManager.h"
#include "StepMania.h"
enum {
SG_GAME = 0,
NUM_SELECT_GAME_LINES
};
OptionRow g_SelectGameLines[NUM_SELECT_GAME_LINES] =
{
OptionRow( "Game", true ),
};
ScreenSelectGame::ScreenSelectGame( CString sClassName ) :
ScreenOptions( sClassName )
{
LOG->Trace( "ScreenSelectGame::ScreenSelectGame()" );
/* populate g_SelectGameLines */
vector<Game> aGames;
GAMEMAN->GetEnabledGames( aGames );
g_SelectGameLines[SG_GAME].choices.clear();
for( unsigned i=0; i<aGames.size(); i++ )
{
Game game = aGames[i];
CString sGameName = GAMEMAN->GetGameDefForGame(game)->m_szName;
sGameName.MakeUpper();
g_SelectGameLines[SG_GAME].choices.push_back( sGameName );
}
Init(
INPUTMODE_TOGETHER,
g_SelectGameLines,
NUM_SELECT_GAME_LINES,
true );
m_Menu.m_MenuTimer.Disable();
SOUND->PlayMusic( THEME->GetPathToS("ScreenSelectGame music") );
}
void ScreenSelectGame::ImportOptions()
{
/* Search the list of games for the currently active game. If it's
* not there, we might have set a game and then the user removed its
* note skins; reset it to the first available. */
vector<Game> aGames;
GAMEMAN->GetEnabledGames( aGames );
ASSERT(!aGames.empty());
m_iSelectedOption[0][SG_GAME] = 0;
for(unsigned sel = 0; sel < aGames.size(); ++sel)
if(aGames[sel] == GAMESTATE->m_CurGame) m_iSelectedOption[0][SG_GAME] = sel;
}
void ScreenSelectGame::ExportOptions()
{
LOG->Trace("ScreenSelectGame::ExportOptions()");
INPUTMAPPER->SaveMappingsToDisk(); // save mappings before switching the game
SaveGamePrefsToDisk();
// Switch the current style to the frist style of the selected game
int iSelection = m_iSelectedOption[0][SG_GAME];
vector<Game> aGames;
GAMEMAN->GetEnabledGames( aGames );
Game game = aGames[iSelection];
GAMESTATE->m_CurGame = game;
ReadGamePrefsFromDisk();
INPUTMAPPER->ReadMappingsFromDisk();
}
void ScreenSelectGame::GoToPrevState()
{
ResetGame();
}
void ScreenSelectGame::GoToNextState()
{
ResetGame();
}
-25
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/*
-----------------------------------------------------------------------------
File: ScreenSelectGame
Desc: Switch the current game
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenOptions.h"
class ScreenSelectGame : public ScreenOptions
{
public:
ScreenSelectGame( CString sName );
private:
void ImportOptions();
void ExportOptions();
void GoToNextState();
void GoToPrevState();
};
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#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenSoundOptions
Desc: See header.
Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
Chris Danford
Kevin Slaughter
-----------------------------------------------------------------------------
*/
#include "ScreenSoundOptions.h"
#include "RageUtil.h"
#include "RageSoundManager.h"
#include "RageSounds.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "GameConstantsAndTypes.h"
#include "StepMania.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "ThemeManager.h"
enum {
// SO_MASTER_VOLUME,
SO_PRELOAD_SOUND,
SO_RESAMPLE_QUALITY,
NUM_SOUND_OPTIONS_LINES
};
OptionRow g_SoundOptionsLines[NUM_SOUND_OPTIONS_LINES] = {
/* Err. This shouldn't be here. m_fSoundVolume is not the master volume,
* it's the internal attenuation before mixing; we don't have control over
* the master volume. m_fSoundVolume was never intended to be changed by
* users, except to troubleshoot clipping; that's why I didn't put it in
* the options to begin with. */
// OptionRow( "Master\nVolume", "MUTE","20%","40%","60%","80%","100%" ),
OptionRow( "Preload\nSounds", true, "NO","YES" ),
OptionRow( "Resampling\nQuality", true, "FAST","NORMAL","HIGH QUALITY" ),
};
ScreenSoundOptions::ScreenSoundOptions( CString sClassName ) :
ScreenOptions( sClassName )
{
LOG->Trace( "ScreenSoundOptions::ScreenSoundOptions()" );
Init( INPUTMODE_TOGETHER, g_SoundOptionsLines, NUM_SOUND_OPTIONS_LINES, true );
m_Menu.m_MenuTimer.Disable();
SOUND->PlayMusic( THEME->GetPathToS("ScreenSoundOptions music") );
}
void ScreenSoundOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
this->ExportOptions();
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenSoundOptions::ImportOptions()
{
// float fVolPercent = PREFSMAN->m_fSoundVolume;
// m_iSelectedOption[0][SO_MASTER_VOLUME] = (int)(PREFSMAN->m_fSoundVolume*5);
m_iSelectedOption[0][SO_PRELOAD_SOUND] = PREFSMAN->m_bSoundPreloadAll;
m_iSelectedOption[0][SO_RESAMPLE_QUALITY] = PREFSMAN->m_iSoundResampleQuality;
}
void ScreenSoundOptions::ExportOptions()
{
// float fVolPercent = m_iSelectedOption[0][SO_MASTER_VOLUME] / 5.f;
// SOUNDMAN->SetPrefs(fVolPercent);
// PREFSMAN->m_fSoundVolume = fVolPercent;
PREFSMAN->m_bSoundPreloadAll = !!m_iSelectedOption[0][SO_PRELOAD_SOUND];
PREFSMAN->m_iSoundResampleQuality = m_iSelectedOption[0][SO_RESAMPLE_QUALITY];
}
void ScreenSoundOptions::GoToPrevState()
{
SCREENMAN->SetNewScreen( "ScreenOptionsMenu" );
}
void ScreenSoundOptions::GoToNextState()
{
PREFSMAN->SaveGlobalPrefsToDisk();
GoToPrevState();
}
-32
View File
@@ -1,32 +0,0 @@
/*
-----------------------------------------------------------------------------
File: ScreenSoundOptions
Desc: Adjust sound config
Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
Chris Danford
Kevin Slaughter
-----------------------------------------------------------------------------
*/
#ifndef SCREEN_SOUND_OPTIONS_H
#define SCREEN_SOUND_OPTIONS_H
#include "ScreenOptions.h"
class ScreenSoundOptions : public ScreenOptions
{
public:
ScreenSoundOptions( CString sName );
private:
void ImportOptions();
void ExportOptions();
void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
void GoToNextState();
void GoToPrevState();
};
#endif