On first run, run a gameplay benchmark and adjusts graphic options automatically for 60 fps.
This commit is contained in:
@@ -1912,8 +1912,8 @@ NextScreen=ScreenHowToPlay
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[ScreenHowToPlay]
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NextScreen=ScreenDemonstration
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ScrollBPM=100
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SecondsToShow=40
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SongBPM=100
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SecondsToShow=60
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[ScreenDemonstration]
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SecondsToShow=30
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@@ -1991,6 +1991,7 @@ AppearanceOptions=
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SoundOptions=
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AutogenOptions=
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BackgroundOptions=
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AutoAdjustGraphicDetail=
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[TextBanner]
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Width=180
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@@ -2131,3 +2132,8 @@ IconsSpacingY=32
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HelpText=Use &LEFT; &RIGHT; to select, then press START
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TimerSeconds=40
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NextScreen=ScreenSelectMusic
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[ScreenAutoGraphicDetail]
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NextScreen=ScreenTitleMenu
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SongBPM=100
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SecondsToShow=7
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@@ -139,7 +139,11 @@ void BGAnimationLayer::LoadFromVisualization( CString sMoviePath )
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void BGAnimationLayer::LoadFromAniLayerFile( CString sPath )
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{
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Song* pSong = GAMESTATE->m_pCurSong;
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CString sSongBGPath = pSong && pSong->HasBackground() ? pSong->GetBackgroundPath() : THEME->GetPathToG("Common fallback background");
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CString sSongBGPath;
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if( pSong && pSong->HasBackground() )
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sSongBGPath = pSong->GetBackgroundPath();
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else
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sSongBGPath = THEME->GetPathToG("Common fallback background");
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Init();
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CString lcPath = sPath;
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@@ -153,6 +153,7 @@ void GameState::UpdateSongPosition(float fPositionSeconds)
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m_fMusicSeconds = fPositionSeconds;
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m_pCurSong->GetBeatAndBPSFromElapsedTime( m_fMusicSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze );
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LOG->Trace( "m_fMusicSeconds = %f, m_fSongBeat = %f, m_fCurBPS = %f, m_bFreeze = %f", m_fMusicSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze );
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}
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int GameState::GetStageIndex()
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@@ -95,6 +95,7 @@ PrefsManager::PrefsManager()
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m_BannerCacheType = preload_none;
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m_fDancePointsAccumulated = 0;
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m_bUseUnlockSystem = false;
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m_bFirstRun = true;
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/* DDR Extreme-style extra stage support.
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* Default off so people used to the current behavior (or those with extra
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@@ -201,6 +202,7 @@ void PrefsManager::ReadGlobalPrefsFromDisk( bool bSwitchToLastPlayedGame )
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/* XXX: This belongs in the memcard code, not prefs. */
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ini.GetValueF( "Options", "DancePointsAccumulated", m_fDancePointsAccumulated );
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ini.GetValueB( "Options", "UseUnlockSystem", m_bUseUnlockSystem );
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ini.GetValueB( "Options", "FirstRun", m_bFirstRun );
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m_asAdditionalSongFolders.clear();
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CString sAdditionalSongFolders;
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@@ -286,6 +288,7 @@ void PrefsManager::SaveGlobalPrefsToDisk()
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ini.SetValueI( "Options", "BannerCacheType", m_BannerCacheType );
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ini.SetValueF( "Options", "DancePointsAccumulated", m_fDancePointsAccumulated );
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ini.SetValueB( "Options", "UseUnlockSystem", m_bUseUnlockSystem );
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ini.SetValueB( "Options", "FirstRun", m_bFirstRun );
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/* Only write these if they aren't the default. This ensures that we can change
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@@ -78,6 +78,7 @@ public:
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bool m_bShowDancingCharacters;
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float m_fDancePointsAccumulated;
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bool m_bUseUnlockSystem;
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bool m_bFirstRun;
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/* 0 = no; 1 = yes; -1 = auto (do whatever is appropriate for the arch). */
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int m_iBoostAppPriority;
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@@ -294,6 +294,7 @@ void Screen::ClearMessageQueue( const ScreenMessage SM )
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#include "ScreenRaveOptions.h"
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#include "ScreenSelectMode.h"
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#include "ScreenBackgroundOptions.h"
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#include "ScreenAutoGraphicDetail.h"
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Screen* Screen::Create( CString sClassName )
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{
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@@ -359,6 +360,7 @@ Screen* Screen::Create( CString sClassName )
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IF_RETURN( ScreenSelectCharacter );
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IF_RETURN( ScreenRaveOptions );
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IF_RETURN( ScreenBackgroundOptions );
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IF_RETURN( ScreenAutoGraphicDetail );
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RageException::Throw( "Invalid Screen class name '%s'", sClassName.c_str() );
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}
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@@ -17,29 +17,29 @@
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#include "RageLog.h"
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#include "SongManager.h"
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#include "NoteFieldPositioning.h"
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#include "GameManager.h"
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#define BPMSPEED THEME->GetMetricF("ScreenHowToPlay","ScrollBPM")
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#define SONG_BPM THEME->GetMetricF("ScreenHowToPlay","SongBPM")
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#define SECONDS_TO_SHOW THEME->GetMetricF("ScreenHowToPlay","SecondsToShow")
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ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
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{
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int iNumOfTracks = 0;
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switch(GAMESTATE->m_CurGame) // which style should we use to demonstrate?
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{
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case GAME_DANCE: GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE; iNumOfTracks = 4; break;
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case GAME_PUMP: GAMESTATE->m_CurStyle = STYLE_PUMP_SINGLE; iNumOfTracks = 5; break;
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case GAME_EZ2: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE; iNumOfTracks = 5; break;
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case GAME_PARA: GAMESTATE->m_CurStyle = STYLE_PARA_SINGLE; iNumOfTracks = 5; break;
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case GAME_DS3DDX: GAMESTATE->m_CurStyle = STYLE_DS3DDX_SINGLE; iNumOfTracks = 8; break;
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case GAME_BM: GAMESTATE->m_CurStyle = STYLE_BM_SINGLE; iNumOfTracks = 6; break;
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default: ASSERT(0); break; // we should cover all gametypes....
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}
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if(iNumOfTracks < 1)
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{
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ASSERT(0); // crazy to have less than 1 track....
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case GAME_DANCE: GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE; break;
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case GAME_PUMP: GAMESTATE->m_CurStyle = STYLE_PUMP_SINGLE; break;
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case GAME_EZ2: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE; break;
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case GAME_PARA: GAMESTATE->m_CurStyle = STYLE_PARA_SINGLE; break;
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case GAME_DS3DDX: GAMESTATE->m_CurStyle = STYLE_DS3DDX_SINGLE; break;
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case GAME_BM: GAMESTATE->m_CurStyle = STYLE_BM_SINGLE; break;
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default: ASSERT(0); // we should cover all gametypes....
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}
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NotesType nt = GAMESTATE->GetCurrentStyleDef()->m_NotesType;
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int iNumOfTracks = GAMEMAN->NotesTypeToNumTracks( nt );
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ASSERT(iNumOfTracks > 0); // crazy to have less than 1 track....
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m_LifeMeter.Load( PLAYER_1 );
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m_LifeMeter.SetXY( 480, 40 );
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this->AddChild( &m_LifeMeter );
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@@ -64,7 +64,8 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
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pND->SetTapNote( 2, ROWS_PER_BEAT*46, TAP_TAP );
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m_pSong = new Song;
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m_pSong->AddBPMSegment( BPMSegment(0.0,BPMSPEED) );
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float fSongBPM = SONG_BPM; // need this on a separate line, otherwise VC6 release build screws up and returns 0
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m_pSong->AddBPMSegment( BPMSegment(0.0,fSongBPM) );
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m_pSong->AddStopSegment( StopSegment(15,2) );
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m_pSong->AddStopSegment( StopSegment(16,2) );
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m_pSong->AddStopSegment( StopSegment(20,2) );
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@@ -99,3 +100,14 @@ void ScreenHowToPlay::Update( float fDelta )
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ScreenAttract::Update( fDelta );
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}
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void ScreenHowToPlay::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_BeginFadingOut:
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GAMESTATE->m_pCurSong = NULL;
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break;
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}
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ScreenAttract::HandleScreenMessage( SM );
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}
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@@ -21,6 +21,7 @@ public:
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~ScreenHowToPlay();
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virtual void Update( float fDelta );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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protected:
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LifeMeterBar m_LifeMeter;
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@@ -137,10 +137,10 @@ void ScreenSystemLayer::SystemMessage( CString sMessage )
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m_textSystemMessage.SetText( sMessage );
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m_textSystemMessage.SetDiffuse( RageColor(1,1,1,1) );
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m_textSystemMessage.SetX( -640 );
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m_textSystemMessage.BeginTweening( 0.3f );
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m_textSystemMessage.BeginTweening( 0.5f );
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m_textSystemMessage.SetX( 4 );
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m_textSystemMessage.BeginTweening( 5 );
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m_textSystemMessage.BeginTweening( 0.3f );
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m_textSystemMessage.BeginTweening( 0.5f );
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m_textSystemMessage.SetDiffuse( RageColor(1,1,1,0) );
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}
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@@ -28,6 +28,7 @@
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enum {
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OM_APPEARANCE,
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OM_AUTO_GRAPHIC,
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OM_AUTOGEN,
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OM_BACKGROUND,
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OM_CONFIG_KEY_JOY,
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@@ -41,6 +42,7 @@ enum {
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OptionRow g_OptionsMenuLines[NUM_OPTIONS_MENU_LINES] = {
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OptionRow( "", "Appearance Options" ),
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OptionRow( "", "Auto Adjust Graphic Detail" ),
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OptionRow( "", "Autogen Options" ),
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OptionRow( "", "Background Options" ),
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OptionRow( "", "Config Key/Joy Mappings" ),
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@@ -57,6 +59,7 @@ ScreenOptionsMenu::ScreenOptionsMenu() :
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LOG->Trace( "ScreenOptionsMenu::ScreenOptionsMenu()" );
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/* We might have been entered from anywhere; make sure all players are enabled. */
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GAMESTATE->m_pCurSong = NULL;
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for( int p=0; p<NUM_PLAYERS; p++ )
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GAMESTATE->m_bSideIsJoined[p] = true;
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GAMESTATE->m_MasterPlayerNumber = PlayerNumber(0);
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@@ -95,6 +98,7 @@ void ScreenOptionsMenu::GoToNextState()
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switch( this->m_iCurrentRow[0] )
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{
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case OM_APPEARANCE: SCREENMAN->SetNewScreen("ScreenAppearanceOptions"); break;
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case OM_AUTO_GRAPHIC: SCREENMAN->SetNewScreen("ScreenAutoGraphicDetail"); break;
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case OM_AUTOGEN: SCREENMAN->SetNewScreen("ScreenAutogenOptions"); break;
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case OM_BACKGROUND: SCREENMAN->SetNewScreen("ScreenBackgroundOptions"); break;
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case OM_CONFIG_KEY_JOY: SCREENMAN->SetNewScreen("ScreenMapControllers"); break;
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+29
-16
@@ -104,7 +104,16 @@ void ApplyGraphicOptions()
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PREFSMAN->m_iMaxTextureResolution );
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if( bNeedReload )
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TEXTUREMAN->ReloadAll();
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TEXTUREMAN->ReloadAll();
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SCREENMAN->SystemMessage( ssprintf("%s %dx%d %d color %d texture %dHz %s",
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PREFSMAN->m_bWindowed ? "Windowed" : "Fullscreen",
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PREFSMAN->m_iDisplayWidth,
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PREFSMAN->m_iDisplayHeight,
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PREFSMAN->m_iDisplayColorDepth,
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PREFSMAN->m_iTextureColorDepth,
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PREFSMAN->m_iRefreshRate,
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PREFSMAN->m_bVsync ? "Vsync" : "NoSync" ) );
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}
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void ExitGame()
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@@ -142,7 +151,11 @@ void ResetGame()
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}
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PREFSMAN->SaveGamePrefsToDisk();
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SCREENMAN->SetNewScreen( THEME->GetMetric("Common","InitialScreen") );
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if( PREFSMAN->m_bFirstRun )
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SCREENMAN->SetNewScreen( "ScreenAutoGraphicDetail" );
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else
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SCREENMAN->SetNewScreen( THEME->GetMetric("Common","InitialScreen") );
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PREFSMAN->m_bFirstRun = false;
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}
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static void GameLoop();
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@@ -492,22 +505,22 @@ static void HandleSDLEvents()
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break;
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case SDL_ACTIVEEVENT:
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{
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/* We don't care about mouse focus. */
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if(event.active.state == SDL_APPMOUSEFOCUS)
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break;
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{
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/* We don't care about mouse focus. */
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if(event.active.state == SDL_APPMOUSEFOCUS)
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break;
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Uint8 i = SDL_GetAppState();
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g_bHasFocus = i&SDL_APPINPUTFOCUS && i&SDL_APPACTIVE;
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LOG->Trace("App %s focus (%i%i)", g_bHasFocus? "has":"doesn't have",
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i&SDL_APPINPUTFOCUS, i&SDL_APPACTIVE);
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Uint8 i = SDL_GetAppState();
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g_bHasFocus = i&SDL_APPINPUTFOCUS && i&SDL_APPACTIVE;
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LOG->Trace("App %s focus (%i%i)", g_bHasFocus? "has":"doesn't have",
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i&SDL_APPINPUTFOCUS, i&SDL_APPACTIVE);
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if(g_bHasFocus)
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BoostAppPri();
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else
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RestoreAppPri();
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}
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if(g_bHasFocus)
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BoostAppPri();
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else
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RestoreAppPri();
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}
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}
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}
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}
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+32
-11
@@ -63,10 +63,10 @@ LINK32=link.exe
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# SUBTRACT LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
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# Begin Special Build Tool
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IntDir=.\Win32_Debug_OGL_VC6
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TargetDir=\projects\stepmania\stepmania
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TargetDir=\stepmania\stepmania
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TargetName=StepMania-debug-ogl
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SOURCE="$(InputPath)"
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
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# End Special Build Tool
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@@ -103,10 +103,10 @@ LINK32=link.exe
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# SUBTRACT LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
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# Begin Special Build Tool
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IntDir=.\Win32_Debug_D3D_VC6
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TargetDir=\projects\stepmania\stepmania
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TargetDir=\stepmania\stepmania
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TargetName=StepMania-debug-d3d
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SOURCE="$(InputPath)"
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
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# End Special Build Tool
|
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@@ -142,7 +142,7 @@ CPP=cl.exe
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# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c
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# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c
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# Begin Special Build Tool
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
|
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# End Special Build Tool
|
||||
|
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@@ -175,14 +175,14 @@ BSC32=bscmake.exe
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LINK32=link.exe
|
||||
# ADD BASE LINK32 $(intdir)\verstub.obj kernel32.lib gdi32.lib shell32.lib user32.lib advapi32.lib winmm.lib /nologo /subsystem:windows /pdb:"../release6/StepMania.pdb" /map /debug /machine:I386
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# SUBTRACT BASE LINK32 /verbose /pdb:none
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# ADD LINK32 $(intdir)\verstub.obj kernel32.lib gdi32.lib shell32.lib user32.lib advapi32.lib winmm.lib /nologo /subsystem:windows /pdb:"Win32_Release_D3D_VC6/StepMania.pdb" /map /debug /machine:I386 /out:"../StepMania-d3d.exe"
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# ADD LINK32 $(intdir)\verstub.obj kernel32.lib gdi32.lib shell32.lib user32.lib advapi32.lib winmm.lib /nologo /subsystem:windows /map /debug /machine:I386 /out:"../StepMania-d3d.exe"
|
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# SUBTRACT LINK32 /verbose /pdb:none
|
||||
# Begin Special Build Tool
|
||||
IntDir=.\Win32_Release_D3D_VC6
|
||||
TargetDir=\projects\stepmania\stepmania
|
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TargetDir=\stepmania\stepmania
|
||||
TargetName=StepMania-d3d
|
||||
SOURCE="$(InputPath)"
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
|
||||
# End Special Build Tool
|
||||
|
||||
@@ -215,14 +215,14 @@ BSC32=bscmake.exe
|
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LINK32=link.exe
|
||||
# ADD BASE LINK32 $(intdir)\verstub.obj kernel32.lib gdi32.lib shell32.lib user32.lib advapi32.lib winmm.lib /nologo /subsystem:windows /pdb:"../release6/StepMania.pdb" /map /debug /machine:I386
|
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# SUBTRACT BASE LINK32 /verbose /pdb:none
|
||||
# ADD LINK32 $(intdir)\verstub.obj kernel32.lib gdi32.lib shell32.lib user32.lib advapi32.lib winmm.lib /nologo /subsystem:windows /pdb:"Win32_Release_OGL_VC6/StepMania.pdb" /map /debug /machine:I386 /out:"../StepMania-ogl.exe"
|
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# ADD LINK32 $(intdir)\verstub.obj kernel32.lib gdi32.lib shell32.lib user32.lib advapi32.lib winmm.lib /nologo /subsystem:windows /map /debug /machine:I386 /out:"../StepMania-ogl.exe"
|
||||
# SUBTRACT LINK32 /verbose /pdb:none
|
||||
# Begin Special Build Tool
|
||||
IntDir=.\Win32_Release_OGL_VC6
|
||||
TargetDir=\projects\stepmania\stepmania
|
||||
TargetDir=\stepmania\stepmania
|
||||
TargetName=StepMania-ogl
|
||||
SOURCE="$(InputPath)"
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
|
||||
# End Special Build Tool
|
||||
|
||||
@@ -3943,6 +3943,27 @@ SOURCE=.\ScreenAutogenOptions.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ScreenAutoGraphicDetail.cpp
|
||||
|
||||
!IF "$(CFG)" == "StepMania - Win32 Debug OGL"
|
||||
|
||||
!ELSEIF "$(CFG)" == "StepMania - Win32 Debug D3D"
|
||||
|
||||
!ELSEIF "$(CFG)" == "StepMania - Xbox Debug"
|
||||
|
||||
!ELSEIF "$(CFG)" == "StepMania - Win32 Release D3D"
|
||||
|
||||
!ELSEIF "$(CFG)" == "StepMania - Win32 Release OGL"
|
||||
|
||||
!ENDIF
|
||||
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ScreenAutoGraphicDetail.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ScreenBackgroundOptions.cpp
|
||||
|
||||
!IF "$(CFG)" == "StepMania - Win32 Debug OGL"
|
||||
|
||||
@@ -67,7 +67,7 @@ bool LowLevelWindow_SDL::SetVideoMode( bool windowed, int width, int height, int
|
||||
SDL_InitSubSystem(SDL_INIT_VIDEO);
|
||||
|
||||
/* Put them back. */
|
||||
for( int i = 0; i < SDL_NUMEVENTS; ++i)
|
||||
for( i = 0; i < SDL_NUMEVENTS; ++i)
|
||||
mySDL_EventState((Uint8) i, EventEnabled[i]);
|
||||
mySDL_PushEvents(events);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user