Implement the last remaining SampleMusicPreviewMode: StartToPreview. This one requires [ScreenSelectMusic] TwoPartConfirmsOnly=true in the metrics to work correctly.

This commit is contained in:
AJ Kelly
2010-06-23 14:09:43 -05:00
parent 2be759893a
commit cc470cad86
4 changed files with 17 additions and 9 deletions
+6
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@@ -9,6 +9,12 @@ Not all changes are documented, for various reasons.
supported but exist anyways.) supported but exist anyways.)
_____________________________________________________________________________ _____________________________________________________________________________
20100623
--------
* Implement the last remaining SampleMusicPreviewMode: StartToPreview.
This one requires [ScreenSelectMusic] TwoPartConfirmsOnly=true in the
metrics to work correctly.
20100619 20100619
-------- --------
* [HighScore] add GetGrade() Lua binding. * [HighScore] add GetGrade() Lua binding.
+1 -1
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@@ -416,7 +416,7 @@ LuaXType( EditMode );
static const char *SampleMusicPreviewModeNames[] = { static const char *SampleMusicPreviewModeNames[] = {
"Normal", "Normal",
//"StartToPreview", "StartToPreview",
"ScreenMusic", "ScreenMusic",
"LastSong" "LastSong"
}; };
+2 -2
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@@ -106,7 +106,7 @@ const RString& PlayModeToLocalizedString( PlayMode pm );
PlayMode StringToPlayMode( const RString& s ); PlayMode StringToPlayMode( const RString& s );
LuaDeclareType( PlayMode ); LuaDeclareType( PlayMode );
// ziup2 has SortOrder_PinnedMeter (¿qef?)
enum SortOrder enum SortOrder
{ {
// song sorts // song sorts
@@ -461,7 +461,7 @@ original options from ScreenEz2SelectMusic:
enum SampleMusicPreviewMode enum SampleMusicPreviewMode
{ {
SampleMusicPreviewMode_Normal, SampleMusicPreviewMode_Normal,
//SampleMusicPreviewMode_StartToPreview, SampleMusicPreviewMode_StartToPreview,
SampleMusicPreviewMode_ScreenMusic, SampleMusicPreviewMode_ScreenMusic,
SampleMusicPreviewMode_LastSong, // continue playing the last song SampleMusicPreviewMode_LastSong, // continue playing the last song
NUM_SampleMusicPreviewMode, NUM_SampleMusicPreviewMode,
+8 -6
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@@ -990,14 +990,12 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
// a song was selected // a song was selected
if( m_MusicWheel.GetSelectedSong() != NULL ) if( m_MusicWheel.GetSelectedSong() != NULL )
{ {
/*
if(TWO_PART_CONFIRMS_ONLY && SAMPLE_MUSIC_PREVIEW_MODE == SampleMusicPreviewMode_StartToPreview) if(TWO_PART_CONFIRMS_ONLY && SAMPLE_MUSIC_PREVIEW_MODE == SampleMusicPreviewMode_StartToPreview)
{ {
// start playing the preview music. // start playing the preview music.
g_bSampleMusicWaiting = true; g_bSampleMusicWaiting = true;
CheckBackgroundRequests( true ); CheckBackgroundRequests( true );
} }
*/
const bool bIsNew = PROFILEMAN->IsSongNew( m_MusicWheel.GetSelectedSong() ); const bool bIsNew = PROFILEMAN->IsSongNew( m_MusicWheel.GetSelectedSong() );
bool bIsHard = false; bool bIsHard = false;
@@ -1568,9 +1566,9 @@ void ScreenSelectMusic::AfterMusicChange()
m_fSampleStartSeconds = 0; m_fSampleStartSeconds = 0;
m_fSampleLengthSeconds = -1; m_fSampleLengthSeconds = -1;
break; break;
//case SampleMusicPreviewMode_StartToPreview: case SampleMusicPreviewMode_StartToPreview:
// we want to load the sample music, but we don't want to // we want to load the sample music, but we don't want to
// actually play it; fall through for now. -aj // actually play it. fall through. -aj
case SampleMusicPreviewMode_Normal: case SampleMusicPreviewMode_Normal:
case SampleMusicPreviewMode_LastSong: // fall through case SampleMusicPreviewMode_LastSong: // fall through
// play the sample music // play the sample music
@@ -1654,8 +1652,12 @@ void ScreenSelectMusic::AfterMusicChange()
if( !m_MusicWheel.IsRouletting() && SOUND->GetMusicPath() != m_sSampleMusicToPlay ) if( !m_MusicWheel.IsRouletting() && SOUND->GetMusicPath() != m_sSampleMusicToPlay )
{ {
SOUND->StopMusic(); SOUND->StopMusic();
if( !m_sSampleMusicToPlay.empty() ) // some SampleMusicPreviewModes don't want the sample music immediately.
g_bSampleMusicWaiting = true; if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_StartToPreview )
{
if( !m_sSampleMusicToPlay.empty() )
g_bSampleMusicWaiting = true;
}
} }
g_StartedLoadingAt.Touch(); g_StartedLoadingAt.Touch();