many bug fixes.

This commit is contained in:
Chris Danford
2002-02-09 18:53:47 +00:00
parent 89ae7ed30c
commit c880afb8db
6 changed files with 45 additions and 14 deletions
+27 -7
View File
@@ -251,18 +251,23 @@ MusicWheel::MusicWheel()
m_fPositionOffsetFromSelection = 0;
// find the previously selected song (if any), and select it
// build all of the wheel item datas
for( int so=0; so<NUM_SORT_ORDERS; so++ )
BuildWheelItemDatas( m_WheelItemDatas[so], SongSortOrder(so) );
// find the previously selected song (if any)
for( i=0; i<GetCurWheelItemDatas().GetSize(); i++ )
{
if( GetCurWheelItemDatas()[i].m_pSong != NULL
&& GetCurWheelItemDatas()[i].m_pSong == GAMEINFO->m_pCurSong )
m_iSelection = i;
{
m_iSelection = i; // select it
m_sExpandedSectionName = GetCurWheelItemDatas()[m_iSelection].m_sSectionName; // make its group the currently expanded group
}
}
for( int so=0; so<NUM_SORT_ORDERS; so++ )
BuildWheelItemDatas( m_WheelItemDatas[so], SongSortOrder(so) );
// rebuild the WheelItems that appear on screen
RebuildWheelItemDisplays();
}
@@ -279,8 +284,20 @@ void MusicWheel::BuildWheelItemDatas( CArray<WheelItemData, WheelItemData&> &arr
// Make an array of Song*, then sort them
///////////////////////////////////
CArray<Song*, Song*&> arraySongs;
arraySongs.Copy( GAMEINFO->m_pSongs );
// copy only song that have at least one Steps for the current GameMode
for( int i=0; i<GAMEINFO->m_pSongs.GetSize(); i++ )
{
Song* pSong = GAMEINFO->m_pSongs[i];
CArray<Steps*, Steps*> arraySteps;
pSong->GetStepsThatMatchGameMode( GAMEINFO->m_GameMode, arraySteps );
if( arraySteps.GetSize() > 0 )
arraySongs.Add( pSong );
}
// sort the songs
switch( so )
{
@@ -765,4 +782,7 @@ void MusicWheel::TweenOffScreen()
m_sprSelectionBackground.SetTweenZoomY( 0 );
m_sprSelectionOverlay.BeginTweening( FADE_TIME );
m_sprSelectionOverlay.SetTweenZoomY( 0 );
m_MusicSortDisplay.BeginTweening( FADE_TIME, TWEEN_BIAS_END );
m_MusicSortDisplay.SetTweenXY( SORT_ICON_OFF_SCREEN_X, SORT_ICON_OFF_SCREEN_Y );
}
+4 -4
View File
@@ -254,7 +254,7 @@ void Player::SetX( float fX )
}
void Player::SetSteps( const Steps& newSteps, bool bLoadOnlyLeftSide, bool bLoadOnlyRightSide )
void Player::SetSteps( Steps* pNewSteps, bool bLoadOnlyLeftSide, bool bLoadOnlyRightSide )
{
Step tempSteps[MAX_STEP_ELEMENTS];
CArray<HoldStep, HoldStep> tempHoldSteps;
@@ -262,7 +262,7 @@ void Player::SetSteps( const Steps& newSteps, bool bLoadOnlyLeftSide, bool bLoad
// copy the steps into our tempSteps where we will transform them
for( int i=0; i<MAX_STEP_ELEMENTS; i++ )
{
tempSteps[i] = newSteps.m_Steps[i];
tempSteps[i] = pNewSteps->m_Steps[i];
if( bLoadOnlyLeftSide )
{
@@ -285,9 +285,9 @@ void Player::SetSteps( const Steps& newSteps, bool bLoadOnlyLeftSide, bool bLoad
if( m_PlayerOptions.m_bAllowFreezeArrows )
{
// copy the HoldSteps and transform them later
for( int i=0; i<newSteps.m_HoldSteps.GetSize(); i++ )
for( int i=0; i<pNewSteps->m_HoldSteps.GetSize(); i++ )
{
HoldStep &hs = newSteps.m_HoldSteps[i];
HoldStep &hs = pNewSteps->m_HoldSteps[i];
if( bLoadOnlyLeftSide )
{
+1 -1
View File
@@ -42,7 +42,7 @@ public:
virtual void Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference );
virtual void RenderPrimitives();
void SetSteps( const Steps& newSteps, bool bLoadOnlyLeftSide = false, bool bLoadOnlyRightSide = false );
void SetSteps( Steps* pNewSteps, bool bLoadOnlyLeftSide = false, bool bLoadOnlyRightSide = false );
void SetX( float fX );
void CrossedIndex( int iIndex );
+1
View File
@@ -448,6 +448,7 @@ bool Song::LoadSongInfoFromDWIFile( CString sPath )
split( sValueString, ":", arrayValueTokens );
CString sValueName = arrayValueTokens.GetAt( 0 );
sValueName.TrimLeft();
// handle the data
if( sValueName == "#FILE" )
+8
View File
@@ -508,6 +508,14 @@ SOURCE=.\TransitionFadeWipeWithLogo.h
# End Source File
# Begin Source File
SOURCE=.\TransitionInvisible.cpp
# End Source File
# Begin Source File
SOURCE=.\TransitionInvisible.h
# End Source File
# Begin Source File
SOURCE=.\TransitionRectWipe.cpp
# End Source File
# Begin Source File
+4 -2
View File
@@ -71,11 +71,13 @@ protected:
case opening_right:
case opening_left:
return 1.0f - m_fPercentThroughTransition;
break;
case closing_right:
case closing_left:
return m_fPercentThroughTransition;
break;
case opened:
return 0;
case closed:
return 1;
default:
ASSERT( true );
return 0;