Merge branch 'master' of https://github.com/stepmania/stepmania into xcode5.1.1

This commit is contained in:
Thai Pangsakulyanont
2014-07-25 08:46:27 +09:00
14 changed files with 57 additions and 21 deletions
+1 -1
View File
@@ -70,7 +70,7 @@ specialized controllers.</p>
<p>However, we highly recommend at least these settings for decent performance:</p>
<p>On Windows, DirectX 8.0 is required in order to install StepMania. If DirectX
<p>On Windows, DirectX 9.0 is required in order to install StepMania. If DirectX
is not installed on your computer, the StepMania installer will abort the installation
with a warning.</p>
+1 -1
View File
@@ -5,4 +5,4 @@
# have them pulled in for every 16-pixel font.
# xxx: we don't have 16px japanese or korean fonts
[main]
import=_Thai 16px,_misc 16px,_game chars 16px
import=_Thai 16px,_misc 16px,_game chars 16px,_ui chars 16px
+1 -1
View File
@@ -10,4 +10,4 @@
# The characters in _game chars 16px are actually very large;
# they'll look fine here, too.
import=_japanese 24px,_korean 24px,_game chars 16px,_misc 16px
import=_japanese 24px,_korean 24px,_game chars 16px,_ui chars 16px,_misc 16px
Binary file not shown.

After

Width:  |  Height:  |  Size: 456 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 409 B

+14
View File
@@ -0,0 +1,14 @@
# The characters in this font are actually much larger than 16 pixels.
# The "16px" indicates what size uppercase letter this font is meant
# for, not necessarily the actual size of the characters.
[main]
0=24
# Don't load this font grayscale.
TextureHints=16bpp
Top=8
Baseline=24
map nextrow=0
+1 -9
View File
@@ -150,16 +150,8 @@ local log_display_mt= {
-- and hardcoded it into BitmapText.
local message= tostring(mess.message):gsub("::", ":")
if params.IgnoreIdentical then
-- Use only the first line for comparison because the rest is
-- probably stack trace, with args that might vary uselessly.
self.width_tester:settext(message)
local lines= convert_text_to_indented_lines(
self.width_tester, self.indent, self.line_width, self.text_zoom)
for i, prevmess in ipairs(self.message_log) do
self.width_tester:settext(prevmess)
local prevlines= convert_text_to_indented_lines(
self.width_tester, self.indent, self.line_width, self.text_zoom)
if lines[1][2] == prevmess[1][2] then return end
if message == prevmess then return end
end
end
if params.ReplaceLinesWhenHidden and self.hidden then
Binary file not shown.
+17 -2
View File
@@ -823,9 +823,24 @@ bool Course::GetTotalSeconds( StepsType st, float& fSecondsOut ) const
if( !AllSongsAreFixed() )
return false;
Trail* pTrail = GetTrail( st, Difficulty_Medium );
Trail* trail = GetTrail( st, Difficulty_Medium );
if(!trail)
{
for(int cd= 0; cd < NUM_CourseDifficulty; ++cd)
{
trail= GetTrail(st, (CourseDifficulty)cd);
if(trail)
{
break;
}
}
if(!trail)
{
return false;
}
}
fSecondsOut = pTrail->GetLengthSeconds();
fSecondsOut = trail->GetLengthSeconds();
return true;
}
+3 -3
View File
@@ -438,14 +438,14 @@ Actor *NoteSkinManager::LoadActor( const RString &sButton, const RString &sEleme
if( !PushActorTemplate(L, sButton, sElement, bSpriteOnly) )
{
// ActorUtil will warn about the error
return new Sprite;
return Sprite::NewBlankSprite();
}
auto_ptr<XNode> pNode( XmlFileUtil::XNodeFromTable(L) );
if( pNode.get() == NULL )
{
// XNode will warn about the error
return new Sprite;
return Sprite::NewBlankSprite();
}
LUA->Release( L );
@@ -460,7 +460,7 @@ Actor *NoteSkinManager::LoadActor( const RString &sButton, const RString &sEleme
{
LuaHelpers::ReportScriptErrorFmt("%s: %s %s must be a Sprite", m_sCurrentNoteSkin.c_str(), sButton.c_str(), sElement.c_str());
delete pRet;
return new Sprite;
return Sprite::NewBlankSprite();
}
}
+1 -1
View File
@@ -1958,7 +1958,7 @@ void ScreenGameplay::UpdateHasteRate()
{
if( !GAMESTATE->IsHumanPlayer(pi->m_pn) )
continue;
fMaxLife = max( fMaxLife, pi->m_pLifeMeter->GetLife() );
fMaxLife = max( fMaxLife, pi->m_pLifeMeter->GetLife() );
}
if( fMaxLife <= m_fHasteLifeSwitchPoint )
GAMESTATE->m_fHasteRate = SCALE( fMaxLife, 0.0f, m_fHasteLifeSwitchPoint, -1.0f, 0.0f );
+11 -3
View File
@@ -32,11 +32,19 @@ Sprite::Sprite()
m_fTexCoordVelocityX = 0;
m_fTexCoordVelocityY = 0;
// An uninitialized sprite should be valid to display. -Kyz
Load(TEXTUREMAN->GetDefaultTextureID());
}
// NoteSkinManager needs a sprite with a texture set to return in cases where
// the noteskin doesn't return a valid actor. I would really prefer to make
// Sprite::Sprite load the default texture, but that causes problems for
// banners on ScreenSelectMusic and videos on ScreenGameplay. So rather than
// dig through either of those, NoteSkinManager uses this special function.
Sprite* Sprite::NewBlankSprite()
{
Sprite* news= new Sprite;
news->Load(TEXTUREMAN->GetDefaultTextureID());
return news;
}
Sprite::~Sprite()
{
+3
View File
@@ -15,6 +15,9 @@ public:
Sprite( const Sprite &cpy );
virtual ~Sprite();
// See explanation in source.
static Sprite* NewBlankSprite();
virtual void InitState();
void LoadFromNode( const XNode* pNode );
+4
View File
@@ -643,6 +643,10 @@ Function PreInstall
old_nsis_not_installed:
; todo: this needs to be updated for DirectX 9.0c
; HKEY_LOCAL_MACHINE "Software\Microsoft\DirectX" "Version"
; 9.0c is "4.09.00.0904"
; Check for DirectX 8.0 (to be moved to the right section later)
; We only use this for sound. Actually, I could probably make the sound
; work with an earlier one; I'm not sure if that's needed or not. For one