update
add clip plane control fix INI silliness
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@@ -19,6 +19,8 @@ NoteFieldMode g_NoteFieldMode[NUM_PLAYERS];
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NoteFieldMode::NoteFieldMode()
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{
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m_fFov = 0;
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m_fNear = 5;
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m_fFar = 1000;
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m_fFirstPixelToDrawScale = m_fLastPixelToDrawScale = 1.0f;
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}
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@@ -34,7 +36,7 @@ void NoteFieldMode::BeginDrawTrack(int tn)
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m_CenterTrack[tn].BeginDraw();
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if(m_fFov)
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DISPLAY->EnterPerspective(m_fFov);
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DISPLAY->EnterPerspective(m_fFov, true, m_fNear, m_fFar);
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m_Position.BeginDraw();
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if(tn == -1)
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@@ -61,8 +63,65 @@ void NoteFieldMode::EndDrawTrack(int tn)
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DISPLAY->PopMatrix();
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}
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static bool GetValueCmd(IniFile &ini,
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const CString &key, const CString &valuename, Actor &value )
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{
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CString str;
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if(!ini.GetValue(key, valuename, str))
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return false;
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value.Command(str);
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return true;
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}
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void NoteFieldMode::Load(IniFile &ini, CString id)
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{
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m_Id = id;
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/* Required: */
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ASSERT( ini.GetValue ( id, "Name", m_Name ) );
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ini.GetValue ( id, "Backdrop", m_Backdrop );
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ini.GetValueF( id, "FOV", m_fFov );
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ini.GetValueF( id, "NearClipDistance", m_fNear );
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ini.GetValueF( id, "FarClipDistance", m_fFar );
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ini.GetValueF( id, "PixelsDrawAheadScale", m_fFirstPixelToDrawScale );
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ini.GetValueF( id, "PixelsDrawBehindScale", m_fLastPixelToDrawScale );
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GetValueCmd( ini, id, "Center", m_Center );
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GetValueCmd( ini, id, "Position", m_Position );
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GetValueCmd( ini, id, "BackdropPosition", m_PositionBackdrop );
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for(int t = 0; t < MAX_NOTE_TRACKS; ++t)
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{
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GetValueCmd( ini, id, ssprintf("Center%i", t+1), m_CenterTrack[t] );
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GetValueCmd( ini, id, ssprintf("Position%i", t+1), m_PositionTrack[t] );
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}
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CString sGames;
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if(ini.GetValue( id, "Games", sGames ))
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{
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vector<CString> games;
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split(sGames, ",", games);
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for(unsigned n = 0; n < games.size(); ++n)
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{
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vector<CString> bits;
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split(games[n], "-", bits);
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ASSERT(bits.size() == 2);
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const Game game = GAMEMAN->StringToGameType( bits[0] );
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ASSERT(game != GAME_INVALID);
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const Style style = GAMEMAN->GameAndStringToStyle( game, bits[1] );
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ASSERT(style != STYLE_INVALID);
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Styles.insert(style);
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}
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}
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}
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NoteFieldPositioning::NoteFieldPositioning(CString fn)
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{
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m_Filename = fn;
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IniFile ini(fn);
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if(!ini.ReadFile())
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return;
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@@ -70,64 +129,7 @@ NoteFieldPositioning::NoteFieldPositioning(CString fn)
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for(IniFile::const_iterator i = ini.begin(); i != ini.end(); ++i)
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{
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NoteFieldMode m;
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const IniFile::key &k = i->second;
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IniFile::key::const_iterator val;
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val = k.find("Name");
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ASSERT(val != k.end()); /* required */
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m.name = val->second;
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val = k.find("Backdrop");
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if(val != k.end())
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m.Backdrop = val->second;
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val = k.find("Center");
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if(val != k.end())
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m.m_Center.Command(val->second);
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val = k.find("FOV");
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if(val != k.end())
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m.m_fFov = float(atof(val->second.c_str()));
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val = k.find("Position");
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if(val != k.end())
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m.m_Position.Command(val->second);
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val = k.find("BackdropPosition");
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if(val != k.end())
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m.m_PositionBackdrop.Command(val->second);
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for(int t = 0; t < MAX_NOTE_TRACKS; ++t)
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{
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val = k.find(ssprintf("Center%i", t+1));
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if(val != k.end())
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m.m_CenterTrack[t].Command(val->second);
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val = k.find(ssprintf("Position%i", t+1));
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if(val != k.end())
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m.m_PositionTrack[t].Command(val->second);
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CString sGames;
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val = k.find("Games");
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if(val != k.end())
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{
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vector<CString> games;
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split(val->second, ",", games);
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for(unsigned n = 0; n < games.size(); ++n)
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{
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vector<CString> bits;
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split(games[n], "-", bits);
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ASSERT(bits.size() == 2);
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const Game game = GAMEMAN->StringToGameType( bits[0] );
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ASSERT(game != GAME_INVALID);
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const Style style = GAMEMAN->GameAndStringToStyle( game, bits[1] );
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ASSERT(style != STYLE_INVALID);
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m.Styles.insert(style );
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}
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}
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}
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m.Load(ini, i->first);
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Modes.push_back(m);
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}
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@@ -147,26 +149,30 @@ bool NoteFieldMode::MatchesCurrentGame() const
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void NoteFieldPositioning::Load(PlayerNumber pn)
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{
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NoteFieldMode &mode = g_NoteFieldMode[pn];
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const int ModeNum = GetID(GAMESTATE->m_PlayerOptions[pn].m_sPositioning);
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if(ModeNum != -1)
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{
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/* We have a custom mode; copy it. */
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mode = Modes[ModeNum];
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return;
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}
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/* No transformation is enabled, so use the one defined in the style
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* table. */
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mode = NoteFieldMode(); /* reset */
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const StyleDef *s = GAMESTATE->GetCurrentStyleDef();
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/* Set the m_PositionTrack[] value for each track. */
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/* Load the settings in the style table by default. */
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for(int tn = 0; tn < MAX_NOTE_TRACKS; ++tn)
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{
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const float fPixelXOffsetFromCenter = s->m_ColumnInfo[pn][tn].fXOffset;
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mode.m_PositionTrack[tn].SetX(fPixelXOffsetFromCenter);
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}
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/* Is there a custom mode with the current name that fits the current game? */
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const int ModeNum = GetID(GAMESTATE->m_PlayerOptions[pn].m_sPositioning);
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if(ModeNum == -1)
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return; /* No, only use the style table settings. */
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/* We have a custom mode. Reload the mode on top of the default style
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* table settings. */
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IniFile ini(m_Filename);
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if(!ini.ReadFile())
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return;
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mode.Load(ini, Modes[ModeNum].m_Id);
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}
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@@ -176,7 +182,7 @@ int NoteFieldPositioning::GetID(const CString &name) const
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{
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for(unsigned i = 0; i < Modes.size(); ++i)
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{
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if(Modes[i].name.CompareNoCase(name))
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if(Modes[i].m_Name.CompareNoCase(name))
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continue;
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if(!Modes[i].MatchesCurrentGame())
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@@ -198,6 +204,6 @@ void NoteFieldPositioning::GetNamesForCurrentGame(vector<CString> &IDs)
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if(!Modes[i].MatchesCurrentGame())
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continue;
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IDs.push_back(Modes[i].name);
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IDs.push_back(Modes[i].m_Name);
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}
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}
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