On first run, run a gameplay benchmark and adjusts graphic options automatically for 60 fps.

This commit is contained in:
Chris Danford
2003-05-26 09:18:44 +00:00
parent 56b79a197d
commit c54214c1d2
13 changed files with 116 additions and 48 deletions
+27 -15
View File
@@ -17,29 +17,29 @@
#include "RageLog.h"
#include "SongManager.h"
#include "NoteFieldPositioning.h"
#include "GameManager.h"
#define BPMSPEED THEME->GetMetricF("ScreenHowToPlay","ScrollBPM")
#define SONG_BPM THEME->GetMetricF("ScreenHowToPlay","SongBPM")
#define SECONDS_TO_SHOW THEME->GetMetricF("ScreenHowToPlay","SecondsToShow")
ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
{
int iNumOfTracks = 0;
switch(GAMESTATE->m_CurGame) // which style should we use to demonstrate?
{
case GAME_DANCE: GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE; iNumOfTracks = 4; break;
case GAME_PUMP: GAMESTATE->m_CurStyle = STYLE_PUMP_SINGLE; iNumOfTracks = 5; break;
case GAME_EZ2: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE; iNumOfTracks = 5; break;
case GAME_PARA: GAMESTATE->m_CurStyle = STYLE_PARA_SINGLE; iNumOfTracks = 5; break;
case GAME_DS3DDX: GAMESTATE->m_CurStyle = STYLE_DS3DDX_SINGLE; iNumOfTracks = 8; break;
case GAME_BM: GAMESTATE->m_CurStyle = STYLE_BM_SINGLE; iNumOfTracks = 6; break;
default: ASSERT(0); break; // we should cover all gametypes....
}
if(iNumOfTracks < 1)
{
ASSERT(0); // crazy to have less than 1 track....
case GAME_DANCE: GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE; break;
case GAME_PUMP: GAMESTATE->m_CurStyle = STYLE_PUMP_SINGLE; break;
case GAME_EZ2: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE; break;
case GAME_PARA: GAMESTATE->m_CurStyle = STYLE_PARA_SINGLE; break;
case GAME_DS3DDX: GAMESTATE->m_CurStyle = STYLE_DS3DDX_SINGLE; break;
case GAME_BM: GAMESTATE->m_CurStyle = STYLE_BM_SINGLE; break;
default: ASSERT(0); // we should cover all gametypes....
}
NotesType nt = GAMESTATE->GetCurrentStyleDef()->m_NotesType;
int iNumOfTracks = GAMEMAN->NotesTypeToNumTracks( nt );
ASSERT(iNumOfTracks > 0); // crazy to have less than 1 track....
m_LifeMeter.Load( PLAYER_1 );
m_LifeMeter.SetXY( 480, 40 );
this->AddChild( &m_LifeMeter );
@@ -64,7 +64,8 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
pND->SetTapNote( 2, ROWS_PER_BEAT*46, TAP_TAP );
m_pSong = new Song;
m_pSong->AddBPMSegment( BPMSegment(0.0,BPMSPEED) );
float fSongBPM = SONG_BPM; // need this on a separate line, otherwise VC6 release build screws up and returns 0
m_pSong->AddBPMSegment( BPMSegment(0.0,fSongBPM) );
m_pSong->AddStopSegment( StopSegment(15,2) );
m_pSong->AddStopSegment( StopSegment(16,2) );
m_pSong->AddStopSegment( StopSegment(20,2) );
@@ -99,3 +100,14 @@ void ScreenHowToPlay::Update( float fDelta )
ScreenAttract::Update( fDelta );
}
void ScreenHowToPlay::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_BeginFadingOut:
GAMESTATE->m_pCurSong = NULL;
break;
}
ScreenAttract::HandleScreenMessage( SM );
}