move more of autoplay into debugOverlay

This commit is contained in:
Chris Danford
2005-05-18 07:15:56 +00:00
parent e504fb4e98
commit dd98a6bc7e
11 changed files with 68 additions and 48 deletions
+22 -34
View File
@@ -102,6 +102,8 @@ ScreenGameplay::ScreenGameplay( CString sName ) : ScreenWithMenuElements(sName)
FAIL_AFTER_30_MISSES.Load( sName, "FailAfter30Misses" );
USE_FORCED_MODIFIERS_IN_BEGINNER.Load( sName, "UseForcedModifiersInBeginner" );
FORCED_MODIFIERS_IN_BEGINNER.Load( sName, "ForcedModifiersInBeginner" );
this->SubscribeToMessage( PREFSMAN->m_AutoPlay.GetName()+"Changed" );
}
void ScreenGameplay::Init()
@@ -963,13 +965,9 @@ void ScreenGameplay::LoadNextSong()
iNewSkill = clamp( iNewSkill, 0, NUM_SKILL_LEVELS-1 );
GAMESTATE->m_pPlayerState[p]->m_iCpuSkill = iNewSkill;
}
else if( PREFSMAN->m_bAutoPlay )
{
GAMESTATE->m_pPlayerState[p]->m_PlayerController = PC_AUTOPLAY;
}
else
{
GAMESTATE->m_pPlayerState[p]->m_PlayerController = PC_HUMAN;
GAMESTATE->m_pPlayerState[p]->m_PlayerController = PREFSMAN->m_AutoPlay;
}
}
@@ -1943,9 +1941,6 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
{
switch( DeviceI.button )
{
case KEY_F5:
this->HandleScreenMessage( SM_NotesEnded );
break;
case KEY_F6:
{
bool bHoldingShift =
@@ -1975,22 +1970,6 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
m_textDebug.BeginTweening( 0.5f ); // fade out
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
break;
case KEY_F8:
{
PREFSMAN->m_bAutoPlay.Set( !PREFSMAN->m_bAutoPlay );
UpdateAutoPlayText();
bool bIsHoldingShift =
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT)) ||
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT));
FOREACH_HumanPlayer(p)
{
if( bIsHoldingShift )
GAMESTATE->m_pPlayerState[p]->m_PlayerController = PREFSMAN->m_bAutoPlay ? PC_CPU : PC_HUMAN;
else
GAMESTATE->m_pPlayerState[p]->m_PlayerController = PREFSMAN->m_bAutoPlay ? PC_AUTOPLAY : PC_HUMAN;
}
}
break;
case KEY_F9:
case KEY_F10:
{
@@ -2063,7 +2042,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
{
AbortGiveUp( true );
if( !PREFSMAN->m_bAutoPlay )
if( PREFSMAN->m_AutoPlay == PC_HUMAN )
m_Player[StyleI.player].Step( StyleI.col, DeviceI.ts );
}
// else if( type==IET_FIRST_PRESS &&
@@ -2088,21 +2067,24 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
void ScreenGameplay::UpdateAutoPlayText()
{
CString sText;
vector<CString> vsText;
if( PREFSMAN->m_bAutoPlay )
sText += "AutoPlay ";
switch( PREFSMAN->m_AutoPlay )
{
case PC_HUMAN: break;
case PC_AUTOPLAY: vsText.push_back("AutoPlay"); break;
case PC_CPU: vsText.push_back("AutoPlay CPU"); break;
default: ASSERT(0);
}
switch( GAMESTATE->m_SongOptions.m_AutosyncType )
{
case SongOptions::AUTOSYNC_OFF: break;
case SongOptions::AUTOSYNC_SONG: sText += "AutosyncSong "; break;
case SongOptions::AUTOSYNC_MACHINE: sText += "AutosyncMachine "; break;
case SongOptions::AUTOSYNC_OFF: break;
case SongOptions::AUTOSYNC_SONG: vsText.push_back("AutosyncSong"); break;
case SongOptions::AUTOSYNC_MACHINE: vsText.push_back("AutosyncMachine"); break;
default: ASSERT(0);
}
if( sText.length() > 0 )
sText.resize( sText.length()-5 );
CString sText = join( " ", vsText );
m_textAutoPlay.SetText( sText );
}
@@ -2644,6 +2626,12 @@ void ScreenGameplay::ShowOniGameOver( PlayerNumber pn )
m_sprOniGameOver[pn].PlayCommand( "Die" );
}
void ScreenGameplay::HandleMessage( const CString& sMessage )
{
if( sMessage == PREFSMAN->m_AutoPlay.GetName()+"Changed" )
UpdateAutoPlayText();
}
/*
* (c) 2001-2004 Chris Danford, Glenn Maynard
* All rights reserved.