add TestInitialScreen, remove ScreenTestMode. It's more convenient to enable/disable testing with one Prefrence than having to change 1 Preference + 1 metric
This commit is contained in:
@@ -11,7 +11,6 @@
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static RString PLAYER_COLOR_NAME( size_t p ) { return ssprintf("ColorP%dCommand",int(p+1)); }
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ThemeMetric<RString> CommonMetrics::INITIAL_SCREEN ("Common","InitialScreen");
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ThemeMetric<RString> CommonMetrics::FIRST_ATTRACT_SCREEN ("Common","FirstAttractScreen");
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ThemeMetric<RString> CommonMetrics::DEFAULT_MODIFIERS ("Common","DefaultModifiers" );
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ThemeMetric1D<apActorCommands> CommonMetrics::PLAYER_COLOR ("Common",PLAYER_COLOR_NAME,NUM_PLAYERS);
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@@ -50,7 +50,6 @@ private:
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//
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namespace CommonMetrics
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{
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extern ThemeMetric<RString> INITIAL_SCREEN;
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extern ThemeMetric<RString> FIRST_ATTRACT_SCREEN;
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extern ThemeMetric<RString> DEFAULT_MODIFIERS;
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extern ThemeMetric1D<apActorCommands> PLAYER_COLOR; // TODO: Remove this and do all coloring in Lua
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@@ -248,7 +248,7 @@ PrefsManager::PrefsManager() :
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m_bAllowUnacceleratedRenderer ( "AllowUnacceleratedRenderer", false ),
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m_bThreadedInput ( "ThreadedInput", true ),
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m_bThreadedMovieDecode ( "ThreadedMovieDecode", true ),
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m_bScreenTestMode ( "ScreenTestMode", false ),
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m_sTestInitialScreen ( "TestInitialScreen", "" ),
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m_bDebugLights ( "DebugLights", false ),
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m_bMonkeyInput ( "MonkeyInput", false ),
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m_sMachineName ( "MachineName", "" ),
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@@ -224,7 +224,7 @@ public:
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Preference<bool> m_bAllowUnacceleratedRenderer;
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Preference<bool> m_bThreadedInput;
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Preference<bool> m_bThreadedMovieDecode;
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Preference<bool> m_bScreenTestMode;
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Preference<RString> m_sTestInitialScreen;
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Preference<bool> m_bDebugLights;
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Preference<bool> m_bMonkeyInput;
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Preference<RString> m_sMachineName;
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@@ -706,18 +706,6 @@ class DebugLineAllowMultitexture : public IDebugLine
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}
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};
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class DebugLineScreenTestMode : public IDebugLine
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{
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virtual RString GetDisplayTitle() { return SCREEN_TEST_MODE.GetValue(); }
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virtual bool IsEnabled() { return PREFSMAN->m_bScreenTestMode.Get(); }
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virtual RString GetPageName() const { return "Theme"; }
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virtual void DoAndMakeSystemMessage( RString &sMessageOut )
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{
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PREFSMAN->m_bScreenTestMode.Set( !PREFSMAN->m_bScreenTestMode );
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IDebugLine::DoAndMakeSystemMessage( sMessageOut );
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}
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};
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class DebugLineShowMasks : public IDebugLine
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{
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virtual RString GetDisplayTitle() { return SCREEN_SHOW_MASKS.GetValue(); }
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@@ -1146,7 +1134,6 @@ DECLARE_ONE( DebugLineMonkeyInput );
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DECLARE_ONE( DebugLineStats );
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DECLARE_ONE( DebugLineVsync );
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DECLARE_ONE( DebugLineAllowMultitexture );
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DECLARE_ONE( DebugLineScreenTestMode );
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DECLARE_ONE( DebugLineShowMasks );
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DECLARE_ONE( DebugLineProfileSlot );
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DECLARE_ONE( DebugLineClearProfileStats );
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@@ -24,7 +24,7 @@
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REGISTER_SCREEN_CLASS( ScreenEnding );
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ScreenEnding::ScreenEnding()
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{
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if( PREFSMAN->m_bScreenTestMode )
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if( PREFSMAN->m_sTestInitialScreen.Get() != "" )
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{
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PROFILEMAN->LoadFirstAvailableProfile(PLAYER_1);
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PROFILEMAN->LoadFirstAvailableProfile(PLAYER_2);
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@@ -86,7 +86,7 @@ void ScreenEvaluation::Init()
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// debugging
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//
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if( PREFSMAN->m_bScreenTestMode && CommonMetrics::INITIAL_SCREEN == m_sName ) // Only fill StageStats with fake info if we're the InitialScreen (i.e. StageStats not already filled)
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if( PREFSMAN->m_sTestInitialScreen.Get() == m_sName ) // Only fill StageStats with fake info if we're the InitialScreen (i.e. StageStats not already filled)
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{
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PROFILEMAN->LoadFirstAvailableProfile(PLAYER_1);
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PROFILEMAN->LoadFirstAvailableProfile(PLAYER_2);
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@@ -20,7 +20,7 @@
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#include "InputEventPlus.h"
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#include "InputMapper.h"
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// used in ScreenTestMode section
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// used in TestScreen section
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#include "SongManager.h"
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#include "Song.h"
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#include "StatsManager.h"
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@@ -119,7 +119,7 @@ float ScreenNameEntry::ScrollingText::GetClosestCharYOffset( float fFakeBeat ) c
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REGISTER_SCREEN_CLASS( ScreenNameEntry );
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ScreenNameEntry::ScreenNameEntry()
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{
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if( PREFSMAN->m_bScreenTestMode )
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if( PREFSMAN->m_sTestInitialScreen.Get() != "" )
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{
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GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
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GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
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@@ -18,7 +18,7 @@ REGISTER_SCREEN_CLASS( ScreenNameEntryTraditional );
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void ScreenNameEntryTraditional::Init()
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{
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if( PREFSMAN->m_bScreenTestMode && CommonMetrics::INITIAL_SCREEN == m_sName )
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if( PREFSMAN->m_sTestInitialScreen.Get() == m_sName )
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{
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GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
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GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
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@@ -141,7 +141,7 @@ void ScreenOptionsMaster::HandleScreenMessage( const ScreenMessage SM )
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if( m_iChangeMask & OPT_RESET_GAME )
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{
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StepMania::ResetGame();
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m_sNextScreen = CommonMetrics::INITIAL_SCREEN;
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m_sNextScreen = StepMania::GetInitialScreen();
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}
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if( m_iChangeMask & OPT_APPLY_SOUND )
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@@ -58,7 +58,7 @@ static RageTimer g_StartedLoadingAt(RageZeroTimer);
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REGISTER_SCREEN_CLASS( ScreenSelectMusic );
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void ScreenSelectMusic::Init()
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{
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if( PREFSMAN->m_bScreenTestMode && CommonMetrics::INITIAL_SCREEN == m_sName )
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if( PREFSMAN->m_sTestInitialScreen.Get() == m_sName )
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{
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->SetCurrentStyle( GameManager::GameAndStringToStyle(GameManager::GetDefaultGame(),"versus") );
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@@ -137,7 +137,7 @@ void StageStats::CommitScores( bool bSummary )
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return; /* don't save scores in battle */
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}
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if( PREFSMAN->m_bScreenTestMode )
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if( PREFSMAN->m_sTestInitialScreen.Get() != "" )
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{
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FOREACH_PlayerNumber( pn )
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{
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@@ -313,6 +313,14 @@ void StepMania::ResetGame()
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PREFSMAN->SavePrefsToDisk();
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}
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ThemeMetric<RString> INITIAL_SCREEN ("Common","InitialScreen");
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RString StepMania::GetInitialScreen()
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{
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if( PREFSMAN->m_sTestInitialScreen.Get() != "" )
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return PREFSMAN->m_sTestInitialScreen;
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return INITIAL_SCREEN;
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}
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#if defined(WIN32)
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static Preference<int> g_iLastSeenMemory( "LastSeenMemory", 0 );
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#endif
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@@ -1079,7 +1087,7 @@ int main(int argc, char* argv[])
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/* Now that GAMESTATE is reset, tell SCREENMAN to update the theme (load
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* overlay screens and global sounds), and load the initial screen. */
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SCREENMAN->ThemeChanged();
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SCREENMAN->SetNewScreen( CommonMetrics::INITIAL_SCREEN );
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SCREENMAN->SetNewScreen( StepMania::GetInitialScreen() );
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// Do this after ThemeChanged so that we can show a system message
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RString sMessage;
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@@ -12,6 +12,7 @@ namespace StepMania
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void ApplyGraphicOptions();
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void ResetPreferences();
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void ResetGame();
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RString GetInitialScreen();
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void ChangeCurrentGame( const Game* g );
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// If successful, return filename of screenshot in sDir, else return ""
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