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
+8 -2
View File
@@ -1912,8 +1912,8 @@ NextScreen=ScreenHowToPlay
[ScreenHowToPlay] [ScreenHowToPlay]
NextScreen=ScreenDemonstration NextScreen=ScreenDemonstration
ScrollBPM=100 SongBPM=100
SecondsToShow=40 SecondsToShow=60
[ScreenDemonstration] [ScreenDemonstration]
SecondsToShow=30 SecondsToShow=30
@@ -1991,6 +1991,7 @@ AppearanceOptions=
SoundOptions= SoundOptions=
AutogenOptions= AutogenOptions=
BackgroundOptions= BackgroundOptions=
AutoAdjustGraphicDetail=
[TextBanner] [TextBanner]
Width=180 Width=180
@@ -2131,3 +2132,8 @@ IconsSpacingY=32
HelpText=Use &LEFT; &RIGHT; to select, then press START HelpText=Use &LEFT; &RIGHT; to select, then press START
TimerSeconds=40 TimerSeconds=40
NextScreen=ScreenSelectMusic NextScreen=ScreenSelectMusic
[ScreenAutoGraphicDetail]
NextScreen=ScreenTitleMenu
SongBPM=100
SecondsToShow=7
+5 -1
View File
@@ -139,7 +139,11 @@ void BGAnimationLayer::LoadFromVisualization( CString sMoviePath )
void BGAnimationLayer::LoadFromAniLayerFile( CString sPath ) void BGAnimationLayer::LoadFromAniLayerFile( CString sPath )
{ {
Song* pSong = GAMESTATE->m_pCurSong; Song* pSong = GAMESTATE->m_pCurSong;
CString sSongBGPath = pSong && pSong->HasBackground() ? pSong->GetBackgroundPath() : THEME->GetPathToG("Common fallback background"); CString sSongBGPath;
if( pSong && pSong->HasBackground() )
sSongBGPath = pSong->GetBackgroundPath();
else
sSongBGPath = THEME->GetPathToG("Common fallback background");
Init(); Init();
CString lcPath = sPath; CString lcPath = sPath;
+1
View File
@@ -153,6 +153,7 @@ void GameState::UpdateSongPosition(float fPositionSeconds)
m_fMusicSeconds = fPositionSeconds; m_fMusicSeconds = fPositionSeconds;
m_pCurSong->GetBeatAndBPSFromElapsedTime( m_fMusicSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze ); m_pCurSong->GetBeatAndBPSFromElapsedTime( m_fMusicSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze );
LOG->Trace( "m_fMusicSeconds = %f, m_fSongBeat = %f, m_fCurBPS = %f, m_bFreeze = %f", m_fMusicSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze );
} }
int GameState::GetStageIndex() int GameState::GetStageIndex()
+3
View File
@@ -95,6 +95,7 @@ PrefsManager::PrefsManager()
m_BannerCacheType = preload_none; m_BannerCacheType = preload_none;
m_fDancePointsAccumulated = 0; m_fDancePointsAccumulated = 0;
m_bUseUnlockSystem = false; m_bUseUnlockSystem = false;
m_bFirstRun = true;
/* DDR Extreme-style extra stage support. /* DDR Extreme-style extra stage support.
* Default off so people used to the current behavior (or those with extra * Default off so people used to the current behavior (or those with extra
@@ -201,6 +202,7 @@ void PrefsManager::ReadGlobalPrefsFromDisk( bool bSwitchToLastPlayedGame )
/* XXX: This belongs in the memcard code, not prefs. */ /* XXX: This belongs in the memcard code, not prefs. */
ini.GetValueF( "Options", "DancePointsAccumulated", m_fDancePointsAccumulated ); ini.GetValueF( "Options", "DancePointsAccumulated", m_fDancePointsAccumulated );
ini.GetValueB( "Options", "UseUnlockSystem", m_bUseUnlockSystem ); ini.GetValueB( "Options", "UseUnlockSystem", m_bUseUnlockSystem );
ini.GetValueB( "Options", "FirstRun", m_bFirstRun );
m_asAdditionalSongFolders.clear(); m_asAdditionalSongFolders.clear();
CString sAdditionalSongFolders; CString sAdditionalSongFolders;
@@ -286,6 +288,7 @@ void PrefsManager::SaveGlobalPrefsToDisk()
ini.SetValueI( "Options", "BannerCacheType", m_BannerCacheType ); ini.SetValueI( "Options", "BannerCacheType", m_BannerCacheType );
ini.SetValueF( "Options", "DancePointsAccumulated", m_fDancePointsAccumulated ); ini.SetValueF( "Options", "DancePointsAccumulated", m_fDancePointsAccumulated );
ini.SetValueB( "Options", "UseUnlockSystem", m_bUseUnlockSystem ); ini.SetValueB( "Options", "UseUnlockSystem", m_bUseUnlockSystem );
ini.SetValueB( "Options", "FirstRun", m_bFirstRun );
/* Only write these if they aren't the default. This ensures that we can change /* Only write these if they aren't the default. This ensures that we can change
+1
View File
@@ -78,6 +78,7 @@ public:
bool m_bShowDancingCharacters; bool m_bShowDancingCharacters;
float m_fDancePointsAccumulated; float m_fDancePointsAccumulated;
bool m_bUseUnlockSystem; bool m_bUseUnlockSystem;
bool m_bFirstRun;
/* 0 = no; 1 = yes; -1 = auto (do whatever is appropriate for the arch). */ /* 0 = no; 1 = yes; -1 = auto (do whatever is appropriate for the arch). */
int m_iBoostAppPriority; int m_iBoostAppPriority;
+2
View File
@@ -294,6 +294,7 @@ void Screen::ClearMessageQueue( const ScreenMessage SM )
#include "ScreenRaveOptions.h" #include "ScreenRaveOptions.h"
#include "ScreenSelectMode.h" #include "ScreenSelectMode.h"
#include "ScreenBackgroundOptions.h" #include "ScreenBackgroundOptions.h"
#include "ScreenAutoGraphicDetail.h"
Screen* Screen::Create( CString sClassName ) Screen* Screen::Create( CString sClassName )
{ {
@@ -359,6 +360,7 @@ Screen* Screen::Create( CString sClassName )
IF_RETURN( ScreenSelectCharacter ); IF_RETURN( ScreenSelectCharacter );
IF_RETURN( ScreenRaveOptions ); IF_RETURN( ScreenRaveOptions );
IF_RETURN( ScreenBackgroundOptions ); IF_RETURN( ScreenBackgroundOptions );
IF_RETURN( ScreenAutoGraphicDetail );
RageException::Throw( "Invalid Screen class name '%s'", sClassName.c_str() ); RageException::Throw( "Invalid Screen class name '%s'", sClassName.c_str() );
} }
+26 -14
View File
@@ -17,28 +17,28 @@
#include "RageLog.h" #include "RageLog.h"
#include "SongManager.h" #include "SongManager.h"
#include "NoteFieldPositioning.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") #define SECONDS_TO_SHOW THEME->GetMetricF("ScreenHowToPlay","SecondsToShow")
ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay") ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
{ {
int iNumOfTracks = 0;
switch(GAMESTATE->m_CurGame) // which style should we use to demonstrate? 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_DANCE: GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE; break;
case GAME_PUMP: GAMESTATE->m_CurStyle = STYLE_PUMP_SINGLE; iNumOfTracks = 5; break; case GAME_PUMP: GAMESTATE->m_CurStyle = STYLE_PUMP_SINGLE; break;
case GAME_EZ2: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE; iNumOfTracks = 5; break; case GAME_EZ2: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE; break;
case GAME_PARA: GAMESTATE->m_CurStyle = STYLE_PARA_SINGLE; iNumOfTracks = 5; break; case GAME_PARA: GAMESTATE->m_CurStyle = STYLE_PARA_SINGLE; break;
case GAME_DS3DDX: GAMESTATE->m_CurStyle = STYLE_DS3DDX_SINGLE; iNumOfTracks = 8; break; case GAME_DS3DDX: GAMESTATE->m_CurStyle = STYLE_DS3DDX_SINGLE; break;
case GAME_BM: GAMESTATE->m_CurStyle = STYLE_BM_SINGLE; iNumOfTracks = 6; break; case GAME_BM: GAMESTATE->m_CurStyle = STYLE_BM_SINGLE; break;
default: ASSERT(0); break; // we should cover all gametypes.... default: ASSERT(0); // we should cover all gametypes....
} }
if(iNumOfTracks < 1) NotesType nt = GAMESTATE->GetCurrentStyleDef()->m_NotesType;
{ int iNumOfTracks = GAMEMAN->NotesTypeToNumTracks( nt );
ASSERT(0); // crazy to have less than 1 track....
} ASSERT(iNumOfTracks > 0); // crazy to have less than 1 track....
m_LifeMeter.Load( PLAYER_1 ); m_LifeMeter.Load( PLAYER_1 );
m_LifeMeter.SetXY( 480, 40 ); m_LifeMeter.SetXY( 480, 40 );
@@ -64,7 +64,8 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
pND->SetTapNote( 2, ROWS_PER_BEAT*46, TAP_TAP ); pND->SetTapNote( 2, ROWS_PER_BEAT*46, TAP_TAP );
m_pSong = new Song; 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(15,2) );
m_pSong->AddStopSegment( StopSegment(16,2) ); m_pSong->AddStopSegment( StopSegment(16,2) );
m_pSong->AddStopSegment( StopSegment(20,2) ); m_pSong->AddStopSegment( StopSegment(20,2) );
@@ -99,3 +100,14 @@ void ScreenHowToPlay::Update( float fDelta )
ScreenAttract::Update( fDelta ); ScreenAttract::Update( fDelta );
} }
void ScreenHowToPlay::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_BeginFadingOut:
GAMESTATE->m_pCurSong = NULL;
break;
}
ScreenAttract::HandleScreenMessage( SM );
}
+1
View File
@@ -21,6 +21,7 @@ public:
~ScreenHowToPlay(); ~ScreenHowToPlay();
virtual void Update( float fDelta ); virtual void Update( float fDelta );
virtual void HandleScreenMessage( const ScreenMessage SM );
protected: protected:
LifeMeterBar m_LifeMeter; LifeMeterBar m_LifeMeter;
+2 -2
View File
@@ -137,10 +137,10 @@ void ScreenSystemLayer::SystemMessage( CString sMessage )
m_textSystemMessage.SetText( sMessage ); m_textSystemMessage.SetText( sMessage );
m_textSystemMessage.SetDiffuse( RageColor(1,1,1,1) ); m_textSystemMessage.SetDiffuse( RageColor(1,1,1,1) );
m_textSystemMessage.SetX( -640 ); m_textSystemMessage.SetX( -640 );
m_textSystemMessage.BeginTweening( 0.3f ); m_textSystemMessage.BeginTweening( 0.5f );
m_textSystemMessage.SetX( 4 ); m_textSystemMessage.SetX( 4 );
m_textSystemMessage.BeginTweening( 5 ); m_textSystemMessage.BeginTweening( 5 );
m_textSystemMessage.BeginTweening( 0.3f ); m_textSystemMessage.BeginTweening( 0.5f );
m_textSystemMessage.SetDiffuse( RageColor(1,1,1,0) ); m_textSystemMessage.SetDiffuse( RageColor(1,1,1,0) );
} }
+4
View File
@@ -28,6 +28,7 @@
enum { enum {
OM_APPEARANCE, OM_APPEARANCE,
OM_AUTO_GRAPHIC,
OM_AUTOGEN, OM_AUTOGEN,
OM_BACKGROUND, OM_BACKGROUND,
OM_CONFIG_KEY_JOY, OM_CONFIG_KEY_JOY,
@@ -41,6 +42,7 @@ enum {
OptionRow g_OptionsMenuLines[NUM_OPTIONS_MENU_LINES] = { OptionRow g_OptionsMenuLines[NUM_OPTIONS_MENU_LINES] = {
OptionRow( "", "Appearance Options" ), OptionRow( "", "Appearance Options" ),
OptionRow( "", "Auto Adjust Graphic Detail" ),
OptionRow( "", "Autogen Options" ), OptionRow( "", "Autogen Options" ),
OptionRow( "", "Background Options" ), OptionRow( "", "Background Options" ),
OptionRow( "", "Config Key/Joy Mappings" ), OptionRow( "", "Config Key/Joy Mappings" ),
@@ -57,6 +59,7 @@ ScreenOptionsMenu::ScreenOptionsMenu() :
LOG->Trace( "ScreenOptionsMenu::ScreenOptionsMenu()" ); LOG->Trace( "ScreenOptionsMenu::ScreenOptionsMenu()" );
/* We might have been entered from anywhere; make sure all players are enabled. */ /* We might have been entered from anywhere; make sure all players are enabled. */
GAMESTATE->m_pCurSong = NULL;
for( int p=0; p<NUM_PLAYERS; p++ ) for( int p=0; p<NUM_PLAYERS; p++ )
GAMESTATE->m_bSideIsJoined[p] = true; GAMESTATE->m_bSideIsJoined[p] = true;
GAMESTATE->m_MasterPlayerNumber = PlayerNumber(0); GAMESTATE->m_MasterPlayerNumber = PlayerNumber(0);
@@ -95,6 +98,7 @@ void ScreenOptionsMenu::GoToNextState()
switch( this->m_iCurrentRow[0] ) switch( this->m_iCurrentRow[0] )
{ {
case OM_APPEARANCE: SCREENMAN->SetNewScreen("ScreenAppearanceOptions"); break; case OM_APPEARANCE: SCREENMAN->SetNewScreen("ScreenAppearanceOptions"); break;
case OM_AUTO_GRAPHIC: SCREENMAN->SetNewScreen("ScreenAutoGraphicDetail"); break;
case OM_AUTOGEN: SCREENMAN->SetNewScreen("ScreenAutogenOptions"); break; case OM_AUTOGEN: SCREENMAN->SetNewScreen("ScreenAutogenOptions"); break;
case OM_BACKGROUND: SCREENMAN->SetNewScreen("ScreenBackgroundOptions"); break; case OM_BACKGROUND: SCREENMAN->SetNewScreen("ScreenBackgroundOptions"); break;
case OM_CONFIG_KEY_JOY: SCREENMAN->SetNewScreen("ScreenMapControllers"); break; case OM_CONFIG_KEY_JOY: SCREENMAN->SetNewScreen("ScreenMapControllers"); break;
+27 -14
View File
@@ -105,6 +105,15 @@ void ApplyGraphicOptions()
if( bNeedReload ) if( bNeedReload )
TEXTUREMAN->ReloadAll(); TEXTUREMAN->ReloadAll();
SCREENMAN->SystemMessage( ssprintf("%s %dx%d %d color %d texture %dHz %s",
PREFSMAN->m_bWindowed ? "Windowed" : "Fullscreen",
PREFSMAN->m_iDisplayWidth,
PREFSMAN->m_iDisplayHeight,
PREFSMAN->m_iDisplayColorDepth,
PREFSMAN->m_iTextureColorDepth,
PREFSMAN->m_iRefreshRate,
PREFSMAN->m_bVsync ? "Vsync" : "NoSync" ) );
} }
void ExitGame() void ExitGame()
@@ -142,7 +151,11 @@ void ResetGame()
} }
PREFSMAN->SaveGamePrefsToDisk(); PREFSMAN->SaveGamePrefsToDisk();
SCREENMAN->SetNewScreen( THEME->GetMetric("Common","InitialScreen") ); if( PREFSMAN->m_bFirstRun )
SCREENMAN->SetNewScreen( "ScreenAutoGraphicDetail" );
else
SCREENMAN->SetNewScreen( THEME->GetMetric("Common","InitialScreen") );
PREFSMAN->m_bFirstRun = false;
} }
static void GameLoop(); static void GameLoop();
@@ -492,22 +505,22 @@ static void HandleSDLEvents()
break; break;
case SDL_ACTIVEEVENT: case SDL_ACTIVEEVENT:
{ {
/* We don't care about mouse focus. */ /* We don't care about mouse focus. */
if(event.active.state == SDL_APPMOUSEFOCUS) if(event.active.state == SDL_APPMOUSEFOCUS)
break; break;
Uint8 i = SDL_GetAppState(); Uint8 i = SDL_GetAppState();
g_bHasFocus = i&SDL_APPINPUTFOCUS && i&SDL_APPACTIVE; g_bHasFocus = i&SDL_APPINPUTFOCUS && i&SDL_APPACTIVE;
LOG->Trace("App %s focus (%i%i)", g_bHasFocus? "has":"doesn't have", LOG->Trace("App %s focus (%i%i)", g_bHasFocus? "has":"doesn't have",
i&SDL_APPINPUTFOCUS, i&SDL_APPACTIVE); i&SDL_APPINPUTFOCUS, i&SDL_APPACTIVE);
if(g_bHasFocus) if(g_bHasFocus)
BoostAppPri(); BoostAppPri();
else else
RestoreAppPri(); RestoreAppPri();
} }
} }
} }
} }
+32 -11
View File
@@ -63,10 +63,10 @@ LINK32=link.exe
# SUBTRACT LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib # SUBTRACT LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
# Begin Special Build Tool # Begin Special Build Tool
IntDir=.\Win32_Debug_OGL_VC6 IntDir=.\Win32_Debug_OGL_VC6
TargetDir=\projects\stepmania\stepmania TargetDir=\stepmania\stepmania
TargetName=StepMania-debug-ogl TargetName=StepMania-debug-ogl
SOURCE="$(InputPath)" SOURCE="$(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 PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool # End Special Build Tool
@@ -103,10 +103,10 @@ LINK32=link.exe
# SUBTRACT LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib # SUBTRACT LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
# Begin Special Build Tool # Begin Special Build Tool
IntDir=.\Win32_Debug_D3D_VC6 IntDir=.\Win32_Debug_D3D_VC6
TargetDir=\projects\stepmania\stepmania TargetDir=\stepmania\stepmania
TargetName=StepMania-debug-d3d TargetName=StepMania-debug-d3d
SOURCE="$(InputPath)" 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 PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool # End Special Build Tool
@@ -142,7 +142,7 @@ CPP=cl.exe
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c # ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c # ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c
# Begin Special Build Tool # Begin Special Build Tool
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(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 PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool # End Special Build Tool
@@ -175,14 +175,14 @@ BSC32=bscmake.exe
LINK32=link.exe 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 # 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
# SUBTRACT BASE LINK32 /verbose /pdb:none # 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_D3D_VC6/StepMania.pdb" /map /debug /machine:I386 /out:"../StepMania-d3d.exe" # ADD LINK32 $(intdir)\verstub.obj kernel32.lib gdi32.lib shell32.lib user32.lib advapi32.lib winmm.lib /nologo /subsystem:windows /map /debug /machine:I386 /out:"../StepMania-d3d.exe"
# SUBTRACT LINK32 /verbose /pdb:none # SUBTRACT LINK32 /verbose /pdb:none
# Begin Special Build Tool # Begin Special Build Tool
IntDir=.\Win32_Release_D3D_VC6 IntDir=.\Win32_Release_D3D_VC6
TargetDir=\projects\stepmania\stepmania TargetDir=\stepmania\stepmania
TargetName=StepMania-d3d TargetName=StepMania-d3d
SOURCE="$(InputPath)" 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 PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool # End Special Build Tool
@@ -215,14 +215,14 @@ BSC32=bscmake.exe
LINK32=link.exe 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 # 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
# SUBTRACT BASE LINK32 /verbose /pdb:none # 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" # ADD LINK32 $(intdir)\verstub.obj kernel32.lib gdi32.lib shell32.lib user32.lib advapi32.lib winmm.lib /nologo /subsystem:windows /map /debug /machine:I386 /out:"../StepMania-ogl.exe"
# SUBTRACT LINK32 /verbose /pdb:none # SUBTRACT LINK32 /verbose /pdb:none
# Begin Special Build Tool # Begin Special Build Tool
IntDir=.\Win32_Release_OGL_VC6 IntDir=.\Win32_Release_OGL_VC6
TargetDir=\projects\stepmania\stepmania TargetDir=\stepmania\stepmania
TargetName=StepMania-ogl TargetName=StepMania-ogl
SOURCE="$(InputPath)" 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 PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool # End Special Build Tool
@@ -3943,6 +3943,27 @@ SOURCE=.\ScreenAutogenOptions.h
# End Source File # End Source File
# Begin Source File # Begin Source File
SOURCE=.\ScreenAutoGraphicDetail.cpp
!IF "$(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 SOURCE=.\ScreenBackgroundOptions.cpp
!IF "$(CFG)" == "StepMania - Win32 Debug OGL" !IF "$(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); SDL_InitSubSystem(SDL_INIT_VIDEO);
/* Put them back. */ /* 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_EventState((Uint8) i, EventEnabled[i]);
mySDL_PushEvents(events); mySDL_PushEvents(events);