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