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:
Chris Danford
2008-08-16 10:42:50 +00:00
parent 10955b39cd
commit a4c8c66d10
14 changed files with 20 additions and 26 deletions
-1
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@@ -11,7 +11,6 @@
static RString PLAYER_COLOR_NAME( size_t p ) { return ssprintf("ColorP%dCommand",int(p+1)); }
ThemeMetric<RString> CommonMetrics::INITIAL_SCREEN ("Common","InitialScreen");
ThemeMetric<RString> CommonMetrics::FIRST_ATTRACT_SCREEN ("Common","FirstAttractScreen");
ThemeMetric<RString> CommonMetrics::DEFAULT_MODIFIERS ("Common","DefaultModifiers" );
ThemeMetric1D<apActorCommands> CommonMetrics::PLAYER_COLOR ("Common",PLAYER_COLOR_NAME,NUM_PLAYERS);
-1
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@@ -50,7 +50,6 @@ private:
//
namespace CommonMetrics
{
extern ThemeMetric<RString> INITIAL_SCREEN;
extern ThemeMetric<RString> FIRST_ATTRACT_SCREEN;
extern ThemeMetric<RString> DEFAULT_MODIFIERS;
extern ThemeMetric1D<apActorCommands> PLAYER_COLOR; // TODO: Remove this and do all coloring in Lua
+1 -1
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@@ -248,7 +248,7 @@ PrefsManager::PrefsManager() :
m_bAllowUnacceleratedRenderer ( "AllowUnacceleratedRenderer", false ),
m_bThreadedInput ( "ThreadedInput", true ),
m_bThreadedMovieDecode ( "ThreadedMovieDecode", true ),
m_bScreenTestMode ( "ScreenTestMode", false ),
m_sTestInitialScreen ( "TestInitialScreen", "" ),
m_bDebugLights ( "DebugLights", false ),
m_bMonkeyInput ( "MonkeyInput", false ),
m_sMachineName ( "MachineName", "" ),
+1 -1
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@@ -224,7 +224,7 @@ public:
Preference<bool> m_bAllowUnacceleratedRenderer;
Preference<bool> m_bThreadedInput;
Preference<bool> m_bThreadedMovieDecode;
Preference<bool> m_bScreenTestMode;
Preference<RString> m_sTestInitialScreen;
Preference<bool> m_bDebugLights;
Preference<bool> m_bMonkeyInput;
Preference<RString> m_sMachineName;
-13
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@@ -706,18 +706,6 @@ class DebugLineAllowMultitexture : public IDebugLine
}
};
class DebugLineScreenTestMode : public IDebugLine
{
virtual RString GetDisplayTitle() { return SCREEN_TEST_MODE.GetValue(); }
virtual bool IsEnabled() { return PREFSMAN->m_bScreenTestMode.Get(); }
virtual RString GetPageName() const { return "Theme"; }
virtual void DoAndMakeSystemMessage( RString &sMessageOut )
{
PREFSMAN->m_bScreenTestMode.Set( !PREFSMAN->m_bScreenTestMode );
IDebugLine::DoAndMakeSystemMessage( sMessageOut );
}
};
class DebugLineShowMasks : public IDebugLine
{
virtual RString GetDisplayTitle() { return SCREEN_SHOW_MASKS.GetValue(); }
@@ -1146,7 +1134,6 @@ DECLARE_ONE( DebugLineMonkeyInput );
DECLARE_ONE( DebugLineStats );
DECLARE_ONE( DebugLineVsync );
DECLARE_ONE( DebugLineAllowMultitexture );
DECLARE_ONE( DebugLineScreenTestMode );
DECLARE_ONE( DebugLineShowMasks );
DECLARE_ONE( DebugLineProfileSlot );
DECLARE_ONE( DebugLineClearProfileStats );
+1 -1
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@@ -24,7 +24,7 @@
REGISTER_SCREEN_CLASS( ScreenEnding );
ScreenEnding::ScreenEnding()
{
if( PREFSMAN->m_bScreenTestMode )
if( PREFSMAN->m_sTestInitialScreen.Get() != "" )
{
PROFILEMAN->LoadFirstAvailableProfile(PLAYER_1);
PROFILEMAN->LoadFirstAvailableProfile(PLAYER_2);
+1 -1
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@@ -86,7 +86,7 @@ void ScreenEvaluation::Init()
// debugging
//
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)
if( PREFSMAN->m_sTestInitialScreen.Get() == m_sName ) // Only fill StageStats with fake info if we're the InitialScreen (i.e. StageStats not already filled)
{
PROFILEMAN->LoadFirstAvailableProfile(PLAYER_1);
PROFILEMAN->LoadFirstAvailableProfile(PLAYER_2);
+2 -2
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@@ -20,7 +20,7 @@
#include "InputEventPlus.h"
#include "InputMapper.h"
// used in ScreenTestMode section
// used in TestScreen section
#include "SongManager.h"
#include "Song.h"
#include "StatsManager.h"
@@ -119,7 +119,7 @@ float ScreenNameEntry::ScrollingText::GetClosestCharYOffset( float fFakeBeat ) c
REGISTER_SCREEN_CLASS( ScreenNameEntry );
ScreenNameEntry::ScreenNameEntry()
{
if( PREFSMAN->m_bScreenTestMode )
if( PREFSMAN->m_sTestInitialScreen.Get() != "" )
{
GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
+1 -1
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@@ -18,7 +18,7 @@ REGISTER_SCREEN_CLASS( ScreenNameEntryTraditional );
void ScreenNameEntryTraditional::Init()
{
if( PREFSMAN->m_bScreenTestMode && CommonMetrics::INITIAL_SCREEN == m_sName )
if( PREFSMAN->m_sTestInitialScreen.Get() == m_sName )
{
GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
+1 -1
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@@ -141,7 +141,7 @@ void ScreenOptionsMaster::HandleScreenMessage( const ScreenMessage SM )
if( m_iChangeMask & OPT_RESET_GAME )
{
StepMania::ResetGame();
m_sNextScreen = CommonMetrics::INITIAL_SCREEN;
m_sNextScreen = StepMania::GetInitialScreen();
}
if( m_iChangeMask & OPT_APPLY_SOUND )
+1 -1
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@@ -58,7 +58,7 @@ static RageTimer g_StartedLoadingAt(RageZeroTimer);
REGISTER_SCREEN_CLASS( ScreenSelectMusic );
void ScreenSelectMusic::Init()
{
if( PREFSMAN->m_bScreenTestMode && CommonMetrics::INITIAL_SCREEN == m_sName )
if( PREFSMAN->m_sTestInitialScreen.Get() == m_sName )
{
GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
GAMESTATE->SetCurrentStyle( GameManager::GameAndStringToStyle(GameManager::GetDefaultGame(),"versus") );
+1 -1
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@@ -137,7 +137,7 @@ void StageStats::CommitScores( bool bSummary )
return; /* don't save scores in battle */
}
if( PREFSMAN->m_bScreenTestMode )
if( PREFSMAN->m_sTestInitialScreen.Get() != "" )
{
FOREACH_PlayerNumber( pn )
{
+9 -1
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@@ -313,6 +313,14 @@ void StepMania::ResetGame()
PREFSMAN->SavePrefsToDisk();
}
ThemeMetric<RString> INITIAL_SCREEN ("Common","InitialScreen");
RString StepMania::GetInitialScreen()
{
if( PREFSMAN->m_sTestInitialScreen.Get() != "" )
return PREFSMAN->m_sTestInitialScreen;
return INITIAL_SCREEN;
}
#if defined(WIN32)
static Preference<int> g_iLastSeenMemory( "LastSeenMemory", 0 );
#endif
@@ -1079,7 +1087,7 @@ int main(int argc, char* argv[])
/* Now that GAMESTATE is reset, tell SCREENMAN to update the theme (load
* overlay screens and global sounds), and load the initial screen. */
SCREENMAN->ThemeChanged();
SCREENMAN->SetNewScreen( CommonMetrics::INITIAL_SCREEN );
SCREENMAN->SetNewScreen( StepMania::GetInitialScreen() );
// Do this after ThemeChanged so that we can show a system message
RString sMessage;
+1
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@@ -12,6 +12,7 @@ namespace StepMania
void ApplyGraphicOptions();
void ResetPreferences();
void ResetGame();
RString GetInitialScreen();
void ChangeCurrentGame( const Game* g );
// If successful, return filename of screenshot in sDir, else return ""