added BackgroundChange editing and DWI saving to editor
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@@ -86,6 +86,8 @@
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#define DIFFICULTY_P2_EXTRA_REVERSE_Y THEME->GetMetricF("Gameplay","DifficultyP2ExtraReverseY")
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#define DEBUG_X THEME->GetMetricF("Gameplay","DebugX")
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#define DEBUG_Y THEME->GetMetricF("Gameplay","DebugY")
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#define AUTOPLAY_X THEME->GetMetricF("Gameplay","AutoPlayX")
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#define AUTOPLAY_Y THEME->GetMetricF("Gameplay","AutoPlayY")
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#define SURVIVE_TIME_X THEME->GetMetricF("Gameplay","SurviveTimeX")
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#define SURVIVE_TIME_Y THEME->GetMetricF("Gameplay","SurviveTimeY")
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#define SECONDS_BETWEEN_COMMENTS THEME->GetMetricF("Gameplay","SecondsBetweenComments")
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@@ -245,8 +247,6 @@ ScreenGameplay::ScreenGameplay()
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}
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GAMESTATE->m_bUsedAutoPlayer |= PREFSMAN->m_bAutoPlay;
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m_bChangedOffsetOrBPM = false;
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@@ -478,7 +478,12 @@ ScreenGameplay::ScreenGameplay()
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m_textDebug.SetXY( DEBUG_X, DEBUG_Y );
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m_textDebug.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
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this->AddSubActor( &m_textDebug );
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m_textAutoPlay.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_textAutoPlay.SetXY( AUTOPLAY_X, AUTOPLAY_Y );
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m_textAutoPlay.SetText( "AutoPlay is ON" );
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m_textAutoPlay.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
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this->AddSubActor( &m_textAutoPlay );
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m_StarWipe.SetClosed();
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@@ -904,6 +909,10 @@ void ScreenGameplay::Update( float fDeltaTime )
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iRowLastCrossed = iRowNow;
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}
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if( PREFSMAN->m_bAutoPlay && !GAMESTATE->m_bDemonstration )
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m_textAutoPlay.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
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else
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m_textAutoPlay.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
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Screen::Update( fDeltaTime );
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}
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@@ -937,7 +946,6 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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return; // don't fall through below
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}
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// Handle special keys to adjust the offset
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if( DeviceI.device == DEVICE_KEYBOARD )
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{
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@@ -945,13 +953,6 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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{
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case DIK_F8:
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PREFSMAN->m_bAutoPlay = !PREFSMAN->m_bAutoPlay;
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GAMESTATE->m_bUsedAutoPlayer |= PREFSMAN->m_bAutoPlay;
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m_textDebug.SetText( ssprintf("Autoplayer %s.", (PREFSMAN->m_bAutoPlay ? "ON" : "OFF")) );
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m_textDebug.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
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m_textDebug.StopTweening();
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m_textDebug.BeginTweeningQueued( 3 ); // sleep
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m_textDebug.BeginTweeningQueued( 0.5f ); // fade out
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m_textDebug.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
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break;
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case DIK_F9:
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case DIK_F10:
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@@ -971,7 +972,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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seg.m_fBPM += fOffsetDelta;
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m_textDebug.SetText( ssprintf("Cur BPM = %f.", seg.m_fBPM) );
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m_textDebug.SetText( ssprintf("Cur BPM = %f", seg.m_fBPM) );
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m_textDebug.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
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m_textDebug.StopTweening();
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m_textDebug.BeginTweeningQueued( 3 ); // sleep
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@@ -996,7 +997,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds += fOffsetDelta;
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m_textDebug.SetText( ssprintf("Offset = %f.", GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds) );
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m_textDebug.SetText( ssprintf("Offset = %f", GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds) );
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m_textDebug.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
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m_textDebug.StopTweening();
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m_textDebug.BeginTweeningQueued( 3 ); // sleep
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@@ -1026,17 +1027,9 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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//
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// handle a step
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//
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if( m_DancingState == STATE_DANCING )
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{
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if( type == IET_FIRST_PRESS )
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{
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if( StyleI.IsValid() )
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{
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if( GAMESTATE->IsPlayerEnabled( StyleI.player ) )
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m_Player[StyleI.player].Step( StyleI.col );
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}
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}
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}
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if( m_DancingState == STATE_DANCING && type == IET_FIRST_PRESS && !PREFSMAN->m_bAutoPlay && StyleI.IsValid() )
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if( GAMESTATE->IsPlayerEnabled( StyleI.player ) )
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m_Player[StyleI.player].Step( StyleI.col );
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}
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void SaveChanges()
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