prefs out of PrefsMan
This commit is contained in:
@@ -25,6 +25,13 @@
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static bool g_bQuitting = false;
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static bool g_bQuitting = false;
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static RageTimer g_GameplayTimer;
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static RageTimer g_GameplayTimer;
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enum BoostAppPriority { BOOST_NO, BOOST_YES, BOOST_AUTO }; /* auto = do whatever is appropriate for the arch. */
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static Preference<BoostAppPriority,int> g_BoostAppPriority( "BoostAppPriority", BOOST_AUTO );
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/* experimental: force a specific update rate. This prevents big
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* animation jumps on frame skips. 0 to disable. */
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static Preference<float> g_fConstantUpdateDeltaSeconds( "ConstantUpdateDeltaSeconds", 0 );
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static bool UserQuit()
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static bool UserQuit()
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{
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{
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return g_bQuitting || ArchHooks::UserQuit();
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return g_bQuitting || ArchHooks::UserQuit();
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@@ -57,12 +64,12 @@ static void CheckGameLoopTimerSkips( float fDeltaTime )
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static bool ChangeAppPri()
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static bool ChangeAppPri()
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{
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{
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if( PREFSMAN->m_BoostAppPriority.Get() == PrefsManager::BOOST_NO )
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if( g_BoostAppPriority.Get() == BOOST_NO )
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return false;
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return false;
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// if using NTPAD don't boost or else input is laggy
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// if using NTPAD don't boost or else input is laggy
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#if defined(_WINDOWS)
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#if defined(_WINDOWS)
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if( PREFSMAN->m_BoostAppPriority == PrefsManager::BOOST_AUTO )
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if( g_BoostAppPriority == BOOST_AUTO )
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{
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{
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vector<InputDevice> vDevices;
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vector<InputDevice> vDevices;
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vector<CString> vDescriptions;
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vector<CString> vDescriptions;
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@@ -83,7 +90,7 @@ static bool ChangeAppPri()
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/* If -1 and this is a debug build, don't. It makes the debugger sluggish. */
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/* If -1 and this is a debug build, don't. It makes the debugger sluggish. */
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#ifdef DEBUG
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#ifdef DEBUG
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if( PREFSMAN->m_BoostAppPriority == PrefsManager::BOOST_AUTO )
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if( g_BoostAppPriority == BOOST_AUTO )
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return false;
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return false;
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#endif
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#endif
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@@ -125,8 +132,8 @@ void GameLoop()
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*/
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*/
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float fDeltaTime = g_GameplayTimer.GetDeltaTime();
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float fDeltaTime = g_GameplayTimer.GetDeltaTime();
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if( PREFSMAN->m_fConstantUpdateDeltaSeconds > 0 )
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if( g_fConstantUpdateDeltaSeconds > 0 )
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fDeltaTime = PREFSMAN->m_fConstantUpdateDeltaSeconds;
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fDeltaTime = g_fConstantUpdateDeltaSeconds;
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CheckGameLoopTimerSkips( fDeltaTime );
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CheckGameLoopTimerSkips( fDeltaTime );
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@@ -343,7 +343,6 @@ PrefsManager::PrefsManager() :
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m_bCelShadeModels ( "CelShadeModels", false ), // Work-In-Progress.. disable by default.
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m_bCelShadeModels ( "CelShadeModels", false ), // Work-In-Progress.. disable by default.
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m_bPreferredSortUsesGroups ( "PreferredSortUsesGroups", true ),
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m_bPreferredSortUsesGroups ( "PreferredSortUsesGroups", true ),
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m_fConstantUpdateDeltaSeconds ( "ConstantUpdateDeltaSeconds", 0 ),
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m_fPadStickSeconds ( "PadStickSeconds", 0 ),
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m_fPadStickSeconds ( "PadStickSeconds", 0 ),
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m_bForceMipMaps ( "ForceMipMaps", 0 ),
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m_bForceMipMaps ( "ForceMipMaps", 0 ),
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m_bTrilinearFiltering ( "TrilinearFiltering", 0 ),
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m_bTrilinearFiltering ( "TrilinearFiltering", 0 ),
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@@ -355,7 +354,6 @@ PrefsManager::PrefsManager() :
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m_bSubSortByNumSteps ( "SubSortByNumSteps", false ),
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m_bSubSortByNumSteps ( "SubSortByNumSteps", false ),
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m_GetRankingName ( "GetRankingName", RANKING_ON ),
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m_GetRankingName ( "GetRankingName", RANKING_ON ),
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m_ScoringType ( "ScoringType", SCORING_NEW ),
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m_ScoringType ( "ScoringType", SCORING_NEW ),
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m_BoostAppPriority ( "BoostAppPriority", BOOST_AUTO ),
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m_sAdditionalSongFolders ( "AdditionalSongFolders", "" ),
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m_sAdditionalSongFolders ( "AdditionalSongFolders", "" ),
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m_sAdditionalFolders ( "AdditionalFolders", "" ),
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m_sAdditionalFolders ( "AdditionalFolders", "" ),
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m_sLastSeenVideoDriver ( "LastSeenVideoDriver", "" ),
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m_sLastSeenVideoDriver ( "LastSeenVideoDriver", "" ),
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@@ -187,10 +187,6 @@ public:
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Preference<bool> m_bCelShadeModels;
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Preference<bool> m_bCelShadeModels;
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Preference<bool> m_bPreferredSortUsesGroups;
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Preference<bool> m_bPreferredSortUsesGroups;
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/* experimental: force a specific update rate. This prevents big
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* animation jumps on frame skips. */
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Preference<float> m_fConstantUpdateDeltaSeconds; // 0 to disable
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// Number of seconds it takes for a button on the controller to release
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// Number of seconds it takes for a button on the controller to release
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// after pressed.
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// after pressed.
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Preference<float> m_fPadStickSeconds;
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Preference<float> m_fPadStickSeconds;
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@@ -218,9 +214,6 @@ public:
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enum ScoringType { SCORING_NEW, SCORING_OLD };
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enum ScoringType { SCORING_NEW, SCORING_OLD };
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Preference<ScoringType,int> m_ScoringType;
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Preference<ScoringType,int> m_ScoringType;
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enum BoostAppPriority { BOOST_NO, BOOST_YES, BOOST_AUTO }; /* auto = do whatever is appropriate for the arch. */
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Preference<BoostAppPriority,int> m_BoostAppPriority;
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Preference<CString> m_sAdditionalSongFolders;
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Preference<CString> m_sAdditionalSongFolders;
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Preference<CString> m_sAdditionalFolders;
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Preference<CString> m_sAdditionalFolders;
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