Operator & InsertCoin keys are now configurable like any other menu key, and are still global (effective on any screen). many other misc bug fies and changes. see TODO.miryokuteki

This commit is contained in:
Kevin Slaughter
2003-02-12 11:43:08 +00:00
parent 0c0caec1bc
commit de2602ccba
14 changed files with 257 additions and 150 deletions
+6
View File
@@ -35,6 +35,7 @@ enum // DanceButtons
DANCE_BUTTON_MENUUP,
DANCE_BUTTON_MENUDOWN,
DANCE_BUTTON_COIN,
DANCE_BUTTON_OPERATOR,
NUM_DANCE_BUTTONS, // leave this at the end
};
@@ -52,6 +53,7 @@ enum // PumpButtons
PUMP_BUTTON_MENUUP,
PUMP_BUTTON_MENUDOWN,
PUMP_BUTTON_COIN,
PUMP_BUTTON_OPERATOR,
NUM_PUMP_BUTTONS, // leave this at the end
};
@@ -71,6 +73,7 @@ enum // EZ2Buttons
EZ2_BUTTON_MENUUP,
EZ2_BUTTON_MENUDOWN,
EZ2_BUTTON_COIN,
EZ2_BUTTON_OPERATOR,
NUM_EZ2_BUTTONS, // leave this at the end
};
@@ -88,6 +91,7 @@ enum // ParaButtons
PARA_BUTTON_MENUUP,
PARA_BUTTON_MENUDOWN,
PARA_BUTTON_COIN,
PARA_BUTTON_OPERATOR,
NUM_PARA_BUTTONS, // leave this at the end
};
@@ -108,6 +112,7 @@ enum // 3DDX Buttons
DS3DDX_BUTTON_MENUUP,
DS3DDX_BUTTON_MENUDOWN,
DS3DDX_BUTTON_COIN,
DS3DDX_BUTTON_OPERATOR,
NUM_DS3DDX_BUTTONS, // leave this at the end.
};
@@ -131,6 +136,7 @@ enum // BM Buttons
BM_BUTTON_MENUUP,
BM_BUTTON_MENUDOWN,
BM_BUTTON_COIN,
BM_BUTTON_OPERATOR,
NUM_BM_BUTTONS, // leave this at the end.
};
+133 -97
View File
@@ -57,7 +57,7 @@ struct {
};
//
// Important: Every game must define the buttons: "Start", "Back", "MenuLeft", and "MenuRight"
// Important: Every game must define the buttons: "Start", "Back", "MenuLeft", "Operator" and "MenuRight"
//
GameDef g_GameDefs[NUM_GAMES] =
{
@@ -80,6 +80,7 @@ GameDef g_GameDefs[NUM_GAMES] =
"MenuUp",
"MenuDown",
"Insert Coin",
"Operator",
},
{ // m_szSecondaryFunction
"(MenuLeft)",
@@ -95,6 +96,7 @@ GameDef g_GameDefs[NUM_GAMES] =
"(dedicated)",
"(dedicated)",
"",
"",
},
{ // m_DedicatedMenuButton
DANCE_BUTTON_MENULEFT, // MENU_BUTTON_LEFT
@@ -103,7 +105,8 @@ GameDef g_GameDefs[NUM_GAMES] =
DANCE_BUTTON_MENUDOWN, // MENU_BUTTON_DOWN
DANCE_BUTTON_START, // MENU_BUTTON_START
DANCE_BUTTON_BACK, // MENU_BUTTON_BACK
DANCE_BUTTON_COIN,// MENU_BUTTON_COIN
DANCE_BUTTON_COIN, // MENU_BUTTON_COIN
DANCE_BUTTON_OPERATOR // MENU_BUTTON_OPERATOR
},
{ // m_SecondaryMenuButton
DANCE_BUTTON_LEFT, // MENU_BUTTON_LEFT
@@ -112,38 +115,41 @@ GameDef g_GameDefs[NUM_GAMES] =
DANCE_BUTTON_DOWN, // MENU_BUTTON_DOWN
DANCE_BUTTON_START, // MENU_BUTTON_START
DANCE_BUTTON_BACK, // MENU_BUTTON_BACK
DANCE_BUTTON_COIN,// MENU_BUTTON_COIN
DANCE_BUTTON_COIN, // MENU_BUTTON_COIN
DANCE_BUTTON_OPERATOR, // MENU_BUTTON_OPERATOR
},
{ // m_iDefaultKeyboardKey
{ // PLAYER_1
SDLK_LEFT, // DANCE_BUTTON_LEFT,
SDLK_RIGHT, // DANCE_BUTTON_RIGHT,
SDLK_UP, // DANCE_BUTTON_UP,
SDLK_UP, // DANCE_BUTTON_UP,
SDLK_DOWN, // DANCE_BUTTON_DOWN,
-1, //no default key // DANCE_BUTTON_UPLEFT,
-1, //no default key // DANCE_BUTTON_UPRIGHT,
SDLK_RETURN, // DANCE_BUTTON_START,
SDLK_ESCAPE, // DANCE_BUTTON_BACK
SDLK_RETURN, // DANCE_BUTTON_START,
SDLK_ESCAPE, // DANCE_BUTTON_BACK
-1, //no default key // DANCE_BUTTON_MENULEFT
-1, //no default key // DANCE_BUTTON_MENURIGHT
SDLK_UP, // DANCE_BUTTON_MENUUP
SDLK_UP, // DANCE_BUTTON_MENUUP
SDLK_DOWN, // DANCE_BUTTON_MENUDOWN
SDLK_F1, // DANCE_BUTTON_COIN
SDLK_LCTRL, // DANCE_BUTTON_OPERATOR
},
{ // PLAYER_2
SDLK_KP4, // DANCE_BUTTON_LEFT,
SDLK_KP6, // DANCE_BUTTON_RIGHT,
SDLK_KP8, // DANCE_BUTTON_UP,
SDLK_KP2, // DANCE_BUTTON_DOWN,
SDLK_KP7, // DANCE_BUTTON_UPLEFT,
SDLK_KP9, // DANCE_BUTTON_UPRIGHT,
SDLK_KP_ENTER, // DANCE_BUTTON_START,
SDLK_KP0, // DANCE_BUTTON_BACK
SDLK_KP4, // DANCE_BUTTON_LEFT,
SDLK_KP6, // DANCE_BUTTON_RIGHT,
SDLK_KP8, // DANCE_BUTTON_UP,
SDLK_KP2, // DANCE_BUTTON_DOWN,
SDLK_KP7, // DANCE_BUTTON_UPLEFT,
SDLK_KP9, // DANCE_BUTTON_UPRIGHT,
SDLK_KP_ENTER, // DANCE_BUTTON_START,
SDLK_KP0, // DANCE_BUTTON_BACK
-1, //no default key // DANCE_BUTTON_MENULEFT
-1, //no default key // DANCE_BUTTON_MENURIGHT
-1, //no default key // DANCE_BUTTON_MENUUP
-1, //no default key // DANCE_BUTTON_MENUDOWN
SDLK_F2, // DANCE_BUTTON_COIN
SDLK_RCTRL // DANCE_BUTTON_OPERATOR
},
}
},
@@ -165,6 +171,7 @@ GameDef g_GameDefs[NUM_GAMES] =
"MenuUp",
"MenuDown",
"Insert Coin",
"Operator",
},
{ // m_szSecondaryFunction
"(MenuUp)",
@@ -179,6 +186,7 @@ GameDef g_GameDefs[NUM_GAMES] =
"(dedicated)",
"(dedicated)",
"",
"",
},
{ // m_DedicatedMenuButton
PUMP_BUTTON_MENULEFT, // MENU_BUTTON_LEFT
@@ -187,16 +195,18 @@ GameDef g_GameDefs[NUM_GAMES] =
PUMP_BUTTON_MENUDOWN, // MENU_BUTTON_DOWN
PUMP_BUTTON_START, // MENU_BUTTON_START
PUMP_BUTTON_BACK, // MENU_BUTTON_BACK
PUMP_BUTTON_COIN,// MENU_BUTTON_COIN
PUMP_BUTTON_COIN, // MENU_BUTTON_COIN
PUMP_BUTTON_OPERATOR, // MENU_BUTTON_OPERATOR
},
{ // m_SecondaryMenuButton
PUMP_BUTTON_DOWNLEFT, // MENU_BUTTON_LEFT
PUMP_BUTTON_DOWNLEFT, // MENU_BUTTON_LEFT
PUMP_BUTTON_DOWNRIGHT, // MENU_BUTTON_RIGHT
PUMP_BUTTON_UPLEFT, // MENU_BUTTON_UP
PUMP_BUTTON_UPLEFT, // MENU_BUTTON_UP
PUMP_BUTTON_UPRIGHT, // MENU_BUTTON_DOWN
PUMP_BUTTON_CENTER, // MENU_BUTTON_START
PUMP_BUTTON_BACK, // MENU_BUTTON_BACK
PUMP_BUTTON_COIN,// MENU_BUTTON_COIN
PUMP_BUTTON_COIN, // MENU_BUTTON_COIN
PUMP_BUTTON_OPERATOR, // MENU_BUTTON_OPERATOR
},
{ // m_iDefaultKeyboardKey
{ // PLAYER_1
@@ -205,27 +215,29 @@ GameDef g_GameDefs[NUM_GAMES] =
SDLK_s, // PUMP_BUTTON_CENTER,
SDLK_z, // PUMP_BUTTON_DOWNLEFT,
SDLK_c, // PUMP_BUTTON_DOWNRIGHT,
SDLK_RETURN, // PUMP_BUTTON_START,
SDLK_ESCAPE, // PUMP_BUTTON_BACK,
SDLK_RETURN, // PUMP_BUTTON_START,
SDLK_ESCAPE, // PUMP_BUTTON_BACK,
SDLK_LEFT, // PUMP_BUTTON_MENULEFT
SDLK_RIGHT, // PUMP_BUTTON_MENURIGHT
SDLK_UP, // PUMP_BUTTON_MENUUP
SDLK_UP, // PUMP_BUTTON_MENUUP
SDLK_DOWN, // PUMP_BUTTON_MENUDOWN
SDLK_F1, // PUMP_BUTTON_COIN
SDLK_LCTRL // PUMP_BUTTON_OPERATOR
},
{ // PLAYER_2
SDLK_KP7, // PUMP_BUTTON_UPLEFT,
SDLK_KP9, // PUMP_BUTTON_UPRIGHT,
SDLK_KP5, // PUMP_BUTTON_CENTER,
SDLK_KP1, // PUMP_BUTTON_DOWNLEFT,
SDLK_KP3, // PUMP_BUTTON_DOWNRIGHT,
SDLK_KP_ENTER, // PUMP_BUTTON_START,
SDLK_KP0, // PUMP_BUTTON_BACK,
SDLK_KP7, // PUMP_BUTTON_UPLEFT,
SDLK_KP9, // PUMP_BUTTON_UPRIGHT,
SDLK_KP5, // PUMP_BUTTON_CENTER,
SDLK_KP1, // PUMP_BUTTON_DOWNLEFT,
SDLK_KP3, // PUMP_BUTTON_DOWNRIGHT,
SDLK_KP_ENTER, // PUMP_BUTTON_START,
SDLK_KP0, // PUMP_BUTTON_BACK,
-1, //no default key // PUMP_BUTTON_MENULEFT
-1, //no default key // PUMP_BUTTON_MENURIGHT
-1, //no default key // PUMP_BUTTON_MENUUP
-1, //no default key // PUMP_BUTTON_MENUDOWN
SDLK_F2, // PUMP_BUTTON_COIN
SDLK_RCTRL, // PUMP_BUTTON_OPERATOR
},
}
},
@@ -249,6 +261,7 @@ GameDef g_GameDefs[NUM_GAMES] =
"MenuUp",
"MenuDown",
"Insert Coin",
"Operator",
},
{ // m_szSecondaryFunction
"(MenuUp)",
@@ -265,6 +278,7 @@ GameDef g_GameDefs[NUM_GAMES] =
"(dedicated)",
"(dedicated)",
"",
"",
},
{ // m_DedicatedMenuButton
EZ2_BUTTON_MENULEFT, // MENU_BUTTON_LEFT
@@ -273,7 +287,8 @@ GameDef g_GameDefs[NUM_GAMES] =
EZ2_BUTTON_MENUDOWN, // MENU_BUTTON_DOWN
EZ2_BUTTON_START, // MENU_BUTTON_START
EZ2_BUTTON_BACK, // MENU_BUTTON_BACK
EZ2_BUTTON_COIN, // MENU_BUTTON_COIN
EZ2_BUTTON_COIN, // MENU_BUTTON_COIN
EZ2_BUTTON_OPERATOR, // MENU_BUTTON_OPERATOR
},
{ // m_SecondaryMenuButton
EZ2_BUTTON_HANDUPLEFT, // MENU_BUTTON_LEFT
@@ -282,7 +297,8 @@ GameDef g_GameDefs[NUM_GAMES] =
EZ2_BUTTON_FOOTUPRIGHT, // MENU_BUTTON_DOWN
EZ2_BUTTON_FOOTDOWN, // MENU_BUTTON_START
EZ2_BUTTON_BACK, // MENU_BUTTON_BACK
EZ2_BUTTON_COIN, // MENU_BUTTON_COIN
EZ2_BUTTON_COIN, // MENU_BUTTON_COIN
EZ2_BUTTON_OPERATOR, // MENU_BUTTON_OPERATOR
},
{ // m_iDefaultKeyboardKey
{ // PLAYER_1
@@ -293,13 +309,14 @@ GameDef g_GameDefs[NUM_GAMES] =
SDLK_v, // EZ2_BUTTON_HANDUPRIGHT,
SDLK_s, // EZ2_BUTTON_HANDLRLEFT,
SDLK_f, // EZ2_BUTTON_HANDLRRIGHT,
SDLK_RETURN, // EZ2_BUTTON_START,
SDLK_ESCAPE, // EZ2_BUTTON_BACK,
SDLK_RETURN, // EZ2_BUTTON_START,
SDLK_ESCAPE, // EZ2_BUTTON_BACK,
SDLK_LEFT, // EZ2_BUTTON_MENULEFT
SDLK_RIGHT, // EZ2_BUTTON_MENURIGHT
SDLK_UP, // EZ2_BUTTON_MENUUP
SDLK_UP, // EZ2_BUTTON_MENUUP
SDLK_DOWN, // EZ2_BUTTON_MENUDOWN
SDLK_F1, // EZ2_BUTTON_COIN
SDLK_LCTRL, // EZ2_BUTTON_OPERATOR
},
{ // PLAYER_2
-1, // EZ2_BUTTON_FOOTUPLEFT,
@@ -316,6 +333,7 @@ GameDef g_GameDefs[NUM_GAMES] =
-1, //no default key // EZ2_BUTTON_MENUUP
-1, //no default key // EZ2_BUTTON_MENUDOWN
SDLK_F2, // EZ2_BUTTON_COIN
SDLK_RCTRL, // EZ2_BUTTON_OPERATOR
},
},
},
@@ -337,6 +355,7 @@ GameDef g_GameDefs[NUM_GAMES] =
"MenuUp",
"MenuDown",
"Insert Coin",
"Operator",
},
{ // m_szSecondaryFunction
"(MenuLeft)",
@@ -351,53 +370,58 @@ GameDef g_GameDefs[NUM_GAMES] =
"(dedicated)",
"(dedicated)",
"",
"",
},
{ // m_DedicatedMenuButton
PARA_BUTTON_MENULEFT, // MENU_BUTTON_LEFT
PARA_BUTTON_MENURIGHT, // MENU_BUTTON_RIGHT
PARA_BUTTON_MENUUP, // MENU_BUTTON_UP
PARA_BUTTON_MENUUP, // MENU_BUTTON_UP
PARA_BUTTON_MENUDOWN, // MENU_BUTTON_DOWN
PARA_BUTTON_START, // MENU_BUTTON_START
PARA_BUTTON_BACK, // MENU_BUTTON_BACK
PARA_BUTTON_COIN,// MENU_BUTTON_COIN
PARA_BUTTON_COIN, // MENU_BUTTON_COIN
PARA_BUTTON_OPERATOR, // MENU_BUTTON_OPERATOR
},
{ // m_SecondaryMenuButton
PARA_BUTTON_LEFT, // MENU_BUTTON_LEFT
PARA_BUTTON_RIGHT, // MENU_BUTTON_RIGHT
PARA_BUTTON_UPRIGHT, // MENU_BUTTON_UP
PARA_BUTTON_UPRIGHT, // MENU_BUTTON_UP
PARA_BUTTON_UPLEFT, // MENU_BUTTON_DOWN
PARA_BUTTON_START, // MENU_BUTTON_START
PARA_BUTTON_BACK, // MENU_BUTTON_BACK
PARA_BUTTON_COIN,// MENU_BUTTON_COIN
PARA_BUTTON_COIN, // MENU_BUTTON_COIN
PARA_BUTTON_OPERATOR, // MENU_BUTTON_OPERATOR
},
{ // m_iDefaultKeyboardKey
{ // PLAYER_1
SDLK_z, // PARA_BUTTON_LEFT,
SDLK_x, // PARA_BUTTON_UPLEFT,
SDLK_c, // PARA_BUTTON_UP,
SDLK_v, // PARA_BUTTON_UPRIGHT,
SDLK_b, // PARA_BUTTON_RIGHT,
SDLK_RETURN, // PARA_BUTTON_START,
SDLK_ESCAPE, // PARA_BUTTON_BACK
SDLK_LEFT, //no default key // PARA_BUTTON_MENULEFT
SDLK_z, // PARA_BUTTON_LEFT,
SDLK_x, // PARA_BUTTON_UPLEFT,
SDLK_c, // PARA_BUTTON_UP,
SDLK_v, // PARA_BUTTON_UPRIGHT,
SDLK_b, // PARA_BUTTON_RIGHT,
SDLK_RETURN, // PARA_BUTTON_START,
SDLK_ESCAPE, // PARA_BUTTON_BACK
SDLK_LEFT, //no default key // PARA_BUTTON_MENULEFT
SDLK_RIGHT, //no default key // PARA_BUTTON_MENURIGHT
SDLK_UP, // PARA_BUTTON_MENUUP
SDLK_DOWN, // PARA_BUTTON_MENUDOWN
SDLK_F1, // PARA_BUTTON_COIN
SDLK_UP, // PARA_BUTTON_MENUUP
SDLK_DOWN, // PARA_BUTTON_MENUDOWN
SDLK_F1, // PARA_BUTTON_COIN
SDLK_LCTRL, // PARA_BUTTON_OPERATOR
},
{ // PLAYER_2
-1, // PARA_BUTTON_LEFT,
-1, // PARA_BUTTON_UPLEFT,
-1, // PARA_BUTTON_UP,
-1, // PARA_BUTTON_UPRIGHT,
-1, // PARA_BUTTON_RIGHT,
-1, // PARA_BUTTON_START,
-1, // PARA_BUTTON_BACK
-1, // PARA_BUTTON_LEFT,
-1, // PARA_BUTTON_UPLEFT,
-1, // PARA_BUTTON_UP,
-1, // PARA_BUTTON_UPRIGHT,
-1, // PARA_BUTTON_RIGHT,
-1, // PARA_BUTTON_START,
-1, // PARA_BUTTON_BACK
-1, //no default key // PARA_BUTTON_MENULEFT
-1, //no default key // PARA_BUTTON_MENURIGHT
-1, // PARA_BUTTON_MENUUP
-1,
-1, // PARA_BUTTON_COIN
-1, // PARA_BUTTON_MENUUP
-1,
-1, // PARA_BUTTON_COIN
SDLK_RCTRL, // PARA_BUTTON_OPERATOR
},
}
},
@@ -422,6 +446,7 @@ GameDef g_GameDefs[NUM_GAMES] =
"MenuUp",
"MenuDown",
"Insert Coin",
"Operator",
},
{ // m_szSecondaryFunction
"(MenuLeft)",
@@ -439,59 +464,64 @@ GameDef g_GameDefs[NUM_GAMES] =
"(dedicated)",
"(dedicated)",
"",
"",
},
{ // m_DedicatedMenuButton
DS3DDX_BUTTON_MENULEFT, // MENU_BUTTON_LEFT
DS3DDX_BUTTON_MENULEFT, // MENU_BUTTON_LEFT
DS3DDX_BUTTON_MENURIGHT, // MENU_BUTTON_RIGHT
DS3DDX_BUTTON_MENUUP, // MENU_BUTTON_UP
DS3DDX_BUTTON_MENUDOWN, // MENU_BUTTON_DOWN
DS3DDX_BUTTON_MENUUP, // MENU_BUTTON_UP
DS3DDX_BUTTON_MENUDOWN, // MENU_BUTTON_DOWN
DS3DDX_BUTTON_START, // MENU_BUTTON_START
DS3DDX_BUTTON_BACK, // MENU_BUTTON_BACK
DS3DDX_BUTTON_COIN,// MENU_BUTTON_COIN
DS3DDX_BUTTON_BACK, // MENU_BUTTON_BACK
DS3DDX_BUTTON_COIN, // MENU_BUTTON_COIN
DS3DDX_BUTTON_OPERATOR, // MENU_BUTTON_OPERATOR
},
{ // m_SecondaryMenuButton
DS3DDX_BUTTON_HANDLEFT, // MENU_BUTTON_LEFT
DS3DDX_BUTTON_HANDRIGHT, // MENU_BUTTON_RIGHT
DS3DDX_BUTTON_HANDUP, // MENU_BUTTON_UP
DS3DDX_BUTTON_HANDRIGHT, // MENU_BUTTON_RIGHT
DS3DDX_BUTTON_HANDUP, // MENU_BUTTON_UP
DS3DDX_BUTTON_HANDDOWN, // MENU_BUTTON_DOWN
DS3DDX_BUTTON_START, // MENU_BUTTON_START
DS3DDX_BUTTON_BACK, // MENU_BUTTON_BACK
DS3DDX_BUTTON_COIN,// MENU_BUTTON_COIN
DS3DDX_BUTTON_BACK, // MENU_BUTTON_BACK
DS3DDX_BUTTON_COIN, // MENU_BUTTON_COIN
DS3DDX_BUTTON_OPERATOR, // MENU_BUTTON_OPERATOR
},
{ // m_iDefaultKeyboardKey
{ // PLAYER_1
SDLK_a, // DS3DDX_BUTTON_HANDLEFT,
SDLK_z, // DS3DDX_BUTTON_FOOTDOWNLEFT,
SDLK_q, // DS3DDX_BUTTON_FOOTUPLEFT,
SDLK_w, // DS3DDX_BUTTON_HANDUP,
SDLK_x, // DS3DDX_BUTTON_HANDDOWN,
SDLK_e, // DS3DDX_BUTTON_FOOTUPRIGHT,
SDLK_c, // DS3DDX_BUTTON_FOOTDOWNRIGHT,
SDLK_d, // DS3DDX_BUTTON_HANDRIGHT,
SDLK_RETURN, // DS3DDX_BUTTON_START,
SDLK_ESCAPE, // DS3DDX_BUTTON_BACK
SDLK_LEFT, //no default key // DS3DDX_BUTTON_MENULEFT
SDLK_a, // DS3DDX_BUTTON_HANDLEFT,
SDLK_z, // DS3DDX_BUTTON_FOOTDOWNLEFT,
SDLK_q, // DS3DDX_BUTTON_FOOTUPLEFT,
SDLK_w, // DS3DDX_BUTTON_HANDUP,
SDLK_x, // DS3DDX_BUTTON_HANDDOWN,
SDLK_e, // DS3DDX_BUTTON_FOOTUPRIGHT,
SDLK_c, // DS3DDX_BUTTON_FOOTDOWNRIGHT,
SDLK_d, // DS3DDX_BUTTON_HANDRIGHT,
SDLK_RETURN, // DS3DDX_BUTTON_START,
SDLK_ESCAPE, // DS3DDX_BUTTON_BACK
SDLK_LEFT, //no default key // DS3DDX_BUTTON_MENULEFT
SDLK_RIGHT, //no default key // DS3DDX_BUTTON_MENURIGHT
SDLK_UP, // DS3DDX_BUTTON_MENUUP
SDLK_DOWN, // DS3DDX_BUTTON_MENUDOWN
SDLK_F1, // DS3DDX_BUTTON_COIN
SDLK_UP, // DS3DDX_BUTTON_MENUUP
SDLK_DOWN, // DS3DDX_BUTTON_MENUDOWN
SDLK_F1, // DS3DDX_BUTTON_COIN
SDLK_LCTRL, // DS3DDX_BUTTON_OPERATOR
},
{ // PLAYER_2
-1, // DS3DDX_BUTTON_HANDLEFT,
-1, // DS3DDX_BUTTON_FOOTDOWNLEFT,
-1, // DS3DDX_BUTTON_FOOTUPLEFT,
-1, // DS3DDX_BUTTON_HANDUP,
-1, // DS3DDX_BUTTON_HANDDOWN,
-1, // DS3DDX_BUTTON_FOOTUPRIGHT,
-1, // DS3DDX_BUTTON_FOOTDOWNRIGHT,
-1, // DS3DDX_BUTTON_HANDRIGHT,
-1, // DS3DDX_BUTTON_START,
-1, // DS3DDX_BUTTON_BACK
-1, // DS3DDX_BUTTON_HANDLEFT,
-1, // DS3DDX_BUTTON_FOOTDOWNLEFT,
-1, // DS3DDX_BUTTON_FOOTUPLEFT,
-1, // DS3DDX_BUTTON_HANDUP,
-1, // DS3DDX_BUTTON_HANDDOWN,
-1, // DS3DDX_BUTTON_FOOTUPRIGHT,
-1, // DS3DDX_BUTTON_FOOTDOWNRIGHT,
-1, // DS3DDX_BUTTON_HANDRIGHT,
-1, // DS3DDX_BUTTON_START,
-1, // DS3DDX_BUTTON_BACK
-1, //no default key // DS3DDX_BUTTON_MENULEFT
-1, //no default key // DS3DDX_BUTTON_MENURIGHT
-1, // DS3DDX_BUTTON_MENUUP
-1, // DS3DDX_BUTTON_MENUDOWN
-1, // DS3DDX_BUTTON_COIN
-1, // DS3DDX_BUTTON_MENUUP
-1, // DS3DDX_BUTTON_MENUDOWN
-1, // DS3DDX_BUTTON_COIN
SDLK_RCTRL, // DS3DDX_BUTTON_OPERATOR
},
}
},
@@ -517,6 +547,7 @@ GameDef g_GameDefs[NUM_GAMES] =
"MenuUp",
"MenuDown",
"Insert Coin",
"Operator",
},
{ // m_szSecondaryFunction
"(MenuLeft)",
@@ -536,6 +567,7 @@ GameDef g_GameDefs[NUM_GAMES] =
"(dedicated)",
"(dedicated)",
"",
"",
},
{ // m_DedicatedMenuButton
BM_BUTTON_MENULEFT, // MENU_BUTTON_LEFT
@@ -544,7 +576,8 @@ GameDef g_GameDefs[NUM_GAMES] =
BM_BUTTON_MENUDOWN, // MENU_BUTTON_DOWN
BM_BUTTON_START, // MENU_BUTTON_START
BM_BUTTON_SELECT, // MENU_BUTTON_BACK
BM_BUTTON_COIN,// MENU_BUTTON_COIN
BM_BUTTON_COIN, // MENU_BUTTON_COIN
BM_BUTTON_OPERATOR, // MENU_BUTTON_OPERATOR
},
{ // m_SecondaryMenuButton
BM_BUTTON_KEY1, // MENU_BUTTON_LEFT
@@ -553,7 +586,8 @@ GameDef g_GameDefs[NUM_GAMES] =
BM_BUTTON_SCRATCHDOWN, // MENU_BUTTON_DOWN
BM_BUTTON_START, // MENU_BUTTON_START
BM_BUTTON_SELECT, // MENU_BUTTON_BACK
BM_BUTTON_COIN,// MENU_BUTTON_COIN
BM_BUTTON_COIN, // MENU_BUTTON_COIN
BM_BUTTON_OPERATOR, // MENU_BUTTON_OPERATOR
},
{ // m_iDefaultKeyboardKey
{ // PLAYER_1
@@ -573,6 +607,7 @@ GameDef g_GameDefs[NUM_GAMES] =
SDLK_UP, // BM_BUTTON_MENUUP
SDLK_DOWN, // BM_BUTTON_MENUDOWN
SDLK_F1, // BM_BUTTON_COIN
SDLK_LCTRL, // BM_BUTTON_OPERATOR
},
{ // PLAYER_2
-1, // BM_BUTTON_KEY1,
@@ -591,6 +626,7 @@ GameDef g_GameDefs[NUM_GAMES] =
-1, // BM_BUTTON_MENUUP
-1, // BM_BUTTON_MENUDOWN
-1, // BM_BUTTON_COIN
SDLK_RCTRL, // BM_BUTTON_OPERATOR
},
}
},
+1
View File
@@ -23,6 +23,7 @@ enum MenuButton
MENU_BUTTON_START,
MENU_BUTTON_BACK,
MENU_BUTTON_COIN,
MENU_BUTTON_OPERATOR,
NUM_MENU_BUTTONS, // leave this at the end
MENU_BUTTON_INVALID
};
+30 -3
View File
@@ -25,7 +25,7 @@
#include "ThemeManager.h"
#include "SDL_Utils.h"
#include "RageSoundManager.h"
#include "RageMovieTexture.h"
#define SECONDS_TO_SHOW THEME->GetMetricF(m_sMetricName,"SecondsToShow")
#define NEXT_SCREEN THEME->GetMetric(m_sMetricName,"NextScreen")
@@ -33,6 +33,18 @@
ScreenAttract::ScreenAttract( CString sMetricName, CString sElementName )
{
/* This has replaced the above, because ScreenIntroMovie should not be
exited until the movie is done. This saves the hassle of having to
always update the metrics.ini file to reflect the movie's time.
XXX UPDATE: Until we have a way to determine a movie's length.. the fadeout
time will have to be manually set in the metrics file -- Miryokuteki
if( m_sMetricName == "ScreenIntroMovie" )
{
SECONDS_TO_SHOW = THEME->GetMetricF(m_sMetricName,"SecondsToShow");
}*/
LOG->Trace( "ScreenAttract::ScreenAttract(%s, %s)", sMetricName.c_str(), sElementName.c_str() );
GAMESTATE->Reset();
@@ -76,7 +88,10 @@ void ScreenAttract::Input( const DeviceInput& DeviceI, const InputEventType type
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F3 )
{
(int&)PREFSMAN->m_CoinMode = (PREFSMAN->m_CoinMode+1) % PrefsManager::NUM_COIN_MODES;
ResetGame();
/*ResetGame();
This causes problems on ScreenIntroMovie, which results in the
movie being restarted and/or becoming out-of-synch -- Miryokuteki */
CString sMessage = "Coin Mode: ";
switch( PREFSMAN->m_CoinMode )
{
@@ -84,6 +99,7 @@ void ScreenAttract::Input( const DeviceInput& DeviceI, const InputEventType type
case PrefsManager::COIN_PAY: sMessage += "PAY"; break;
case PrefsManager::COIN_FREE: sMessage += "FREE"; break;
}
SCREENMAN->RefreshCreditsMessages();
SCREENMAN->SystemMessage( sMessage );
return;
}
@@ -97,7 +113,8 @@ void ScreenAttract::Input( const DeviceInput& DeviceI, const InputEventType type
this->SendScreenMessage( SM_BeginFadingOut, 0 );
break;
case MENU_BUTTON_COIN:
Screen::MenuCoin( MenuI.player ); // increment coins, play sound
/* Credit already taken care of.. go forth -- Miryokuteki */
//Screen::MenuCoin( MenuI.player ); // increment coins, play sound
SOUNDMAN->StopMusic();
::Sleep( 800 ); // do a little pause, like the arcade does
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
@@ -131,6 +148,16 @@ void ScreenAttract::Input( const DeviceInput& DeviceI, const InputEventType type
void ScreenAttract::Update( float fDelta )
{
Screen::Update(fDelta);
/* See the above comment block -- Miryokuteki
if( m_sMetricName == "ScreenIntroMovie" )
{
if( RageMovieTexture::IsFinishedPlaying() == true )
{
this->SendScreenMessage( SM_BeginFadingOut,0 );
}
} */
}
void ScreenAttract::HandleScreenMessage( const ScreenMessage SM )
+5 -1
View File
@@ -184,7 +184,10 @@ void ScreenDemonstration::Input( const DeviceInput& DeviceI, const InputEventTyp
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F3 )
{
(int&)PREFSMAN->m_CoinMode = (PREFSMAN->m_CoinMode+1) % PrefsManager::NUM_COIN_MODES;
ResetGame();
/*ResetGame();
This causes problems on ScreenIntroMovie, which results in the
movie being restarted and/or becoming out-of-synch -- Miryokuteki */
CString sMessage = "Coin Mode: ";
switch( PREFSMAN->m_CoinMode )
{
@@ -192,6 +195,7 @@ void ScreenDemonstration::Input( const DeviceInput& DeviceI, const InputEventTyp
case PrefsManager::COIN_PAY: sMessage += "PAY"; break;
case PrefsManager::COIN_FREE: sMessage += "FREE"; break;
}
SCREENMAN->RefreshCreditsMessages();
SCREENMAN->SystemMessage( sMessage );
return;
}
+5 -1
View File
@@ -166,7 +166,10 @@ void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F3 )
{
(int&)PREFSMAN->m_CoinMode = (PREFSMAN->m_CoinMode+1) % PrefsManager::NUM_COIN_MODES;
ResetGame();
/*ResetGame();
You only changed the coin mode.. as with the arcade versions,
the machine should not reset. -- Miryokuteki */
CString sMessage = "Coin Mode: ";
switch( PREFSMAN->m_CoinMode )
{
@@ -174,6 +177,7 @@ void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type
case PrefsManager::COIN_PAY: sMessage += "PAY"; break;
case PrefsManager::COIN_FREE: sMessage += "FREE"; break;
}
SCREENMAN->RefreshCreditsMessages();
SCREENMAN->SystemMessage( sMessage );
return;
}
+1
View File
@@ -21,6 +21,7 @@ public:
protected:
Sprite m_sprLogo;
BitmapText m_textVersion;
BitmapText m_textSongs;
};
+2 -3
View File
@@ -328,7 +328,8 @@ void ScreenManager::SetNewScreen( CString sClassName )
SetNewScreen( pNewScreen );
// If this is a system menu, don't let the global operator key touch it! -- Miryokuteki
/* If this is a system menu, don't let the operator key touch it!
However, if you add an options screen, please include it here -- Miryokuteki */
if( sClassName == "ScreenOptionsMenu" || sClassName == "ScreenMachineOptions" ||
sClassName == "ScreenOptions" || sClassName == "ScreenInputOptions" ||
sClassName == "ScreenGraphicOptions" || sClassName == "ScreenGameplayOptions" ||
@@ -399,8 +400,6 @@ void ScreenManager::RefreshCreditsMessages()
m_textCreditInfo[p].SetDiffuse( CREDITS_COLOR );
m_textCreditInfo[p].SetShadowLength( CREDITS_SHADOW_LENGTH );
LOG->Trace("Actual coins: %d",GAMESTATE->m_iCoins);
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_HOME:
+1
View File
@@ -53,6 +53,7 @@ ScreenMapControllers::ScreenMapControllers()
m_textName[b].LoadFromFont( THEME->GetPathTo("Fonts","Header2") );
m_textName[b].SetXY( CENTER_X, LINE_START_Y + b*LINE_GAP_Y-6 );
m_textName[b].SetText( sName );
m_textName[b].SetZoom( 0.7f );
m_textName[b].SetShadowLength( 2 );
+12 -3
View File
@@ -52,6 +52,7 @@ const ScreenMessage SM_ScrollJointPremium = ScreenMessage(SM_User+14);
ScreenTitleMenu::ScreenTitleMenu()
{
LOG->Trace( "ScreenTitleMenu::ScreenTitleMenu()" );
if( PREFSMAN->m_bJointPremium )
{
m_sprJointPremiumMsg.Load( THEME->GetPathTo("Graphics","joint premium scroll message") );
@@ -117,9 +118,9 @@ ScreenTitleMenu::ScreenTitleMenu()
SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","title menu music") );
this->SendScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS);
this->SendScreenMessage( SM_ScrollJointPremium, 1);
this->MoveToTail( &(ScreenAttract::m_Fade) ); // put it in the back so it covers up the stuff we just added
this->SendScreenMessage( SM_ScrollJointPremium, 1);
}
ScreenTitleMenu::~ScreenTitleMenu()
@@ -137,9 +138,17 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F3 )
{
/* Coin mode changed.. since this effects how this screen appears, the screen
is reloaded */
/* Coin mode changed.. since this effects how this screen appears, JUST the
screen is just reloaded, not a reset as was before -- Miryokuteki */
(int&)PREFSMAN->m_CoinMode = (PREFSMAN->m_CoinMode+1) % PrefsManager::NUM_COIN_MODES;
CString sMessage = "Coin Mode: ";
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_HOME: sMessage += "HOME"; break;
case PrefsManager::COIN_PAY: sMessage += "PAY"; break;
case PrefsManager::COIN_FREE: sMessage += "FREE"; break;
}
SCREENMAN->SystemMessage( sMessage );
SCREENMAN->RefreshCreditsMessages();
SCREENMAN->SetNewScreen("ScreenTitleMenu");
return;
+2 -2
View File
@@ -70,13 +70,13 @@ private:
BitmapText m_textHelp;
BitmapText m_textChoice[NUM_CHOICES];
Sprite m_sprJointPremiumMsg;
RandomSample m_soundAttract;
RandomSample m_soundChange;
RandomSample m_soundSelect;
RandomSample m_soundInvalid;
Sprite m_sprJointPremiumMsg;
RageTimer TimeToDemonstration;
RageTimer TimeToJPScroll;
};
+51 -35
View File
@@ -404,43 +404,60 @@ static void HandleInputEvents(float fDeltaTime)
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_NUMLOCK && type != IET_FIRST_PRESS )
continue; // skip
/* Global operator key.. like arcade, allows quick immediate access
to the adminstrative options panel. A global boolean has been
added to not allow this to function on system option screens,
or in the step editor. This will save the hassle of an "accidental
keystroke, and your edit is gone". -- Miryokuteki
*/
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_SCROLLOCK )
{
if( type != IET_FIRST_PRESS ) continue;
if( GAMESTATE->m_bIsOnSystemMenu ) continue;
SCREENMAN->SystemMessage("OPERATOR");
SCREENMAN->SetNewScreen("ScreenOptionsMenu");
continue;
}
// Global credit key.. accepts a credit anywhere, like the arcade -- Mirykouteki
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F1 && type == IET_FIRST_PRESS )
/* Begin Global Key Support.. Any of these keys are configurable thru the normal
key/joy configuration screens */
if( type == IET_FIRST_PRESS ) // This only takes effect if the key is pressed once.
{
switch( PREFSMAN->m_CoinMode )
MenuInput MenuII; /* These are temporary holders to turn the device */
GameInput GameII; /* input into a menu button for certain keys */
INPUTMAPPER->DeviceToGame(DeviceI,GameII);
INPUTMAPPER->GameToMenu(GameII,MenuII);
switch( MenuII.button )
{
case PrefsManager::COIN_FREE:
case PrefsManager::COIN_HOME:
case PrefsManager::COIN_PAY:
GAMESTATE->m_iCoins++;
SCREENMAN->RefreshCreditsMessages();
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","insert coin") );
break;
default:
ASSERT(0);
case MENU_BUTTON_OPERATOR:
/* Global operator key.. like arcade, allows quick immediate access
to the adminstrative options panel. A global boolean has been
added to not allow this to function on system option screens,
or in the step editor. This will save the hassle of an "accidental
keystroke, and your edit is gone". -- Miryokuteki
*/
if( !GAMESTATE->m_bIsOnSystemMenu )
{
SCREENMAN->SystemMessage("OPERATOR");
SCREENMAN->SetNewScreen("ScreenOptionsMenu");
//continue;
return;
}
/* Global credit.. accepts anywhere, like the arcade -- Mirykouteki */
case MENU_BUTTON_COIN:
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_FREE: //fall thru
case PrefsManager::COIN_HOME: //fall thru
case PrefsManager::COIN_PAY:
GAMESTATE->m_iCoins++;
SCREENMAN->RefreshCreditsMessages();
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","insert coin") );
//continue;
break;
default:
ASSERT(0);
}
}
/* Fall through, so screens will receive MenuCoin. */
}
}/* end GKSD */
if(DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_F4))
{
if(type != IET_FIRST_PRESS) continue;
@@ -505,7 +522,7 @@ static void HandleInputEvents(float fDeltaTime)
INPUTMAPPER->GameToMenu( GameI, MenuI );
INPUTMAPPER->GameToStyle( GameI, StyleI );
}
SCREENMAN->Input( DeviceI, type, GameI, MenuI, StyleI );
}
}
@@ -583,5 +600,4 @@ static void GameLoop()
else
::Sleep( 2 ); // give more time to other processes and threads, but not so much that we skip sound
}
}
}
+8 -4
View File
@@ -57,10 +57,10 @@ LINK32=link.exe
# SUBTRACT LINK32 /verbose /pdb:none
# Begin Special Build Tool
IntDir=.\../Release6
TargetDir=\Program Files\GNU\WinCvs 1.2\stepmania
TargetDir=\stepmania
TargetName=StepMania
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -92,10 +92,10 @@ LINK32=link.exe
# SUBTRACT LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
# Begin Special Build Tool
IntDir=.\../Debug6
TargetDir=\Program Files\GNU\WinCvs 1.2\stepmania
TargetDir=\stepmania
TargetName=StepMania-debug
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -1537,6 +1537,10 @@ SOURCE=.\ScreenInstructions.h
# End Source File
# Begin Source File
SOURCE=.\ScreenIntroMovie.h
# End Source File
# Begin Source File
SOURCE=.\ScreenJukebox.cpp
# End Source File
# Begin Source File
-1
View File
@@ -11,7 +11,6 @@
-----------------------------------------------------------------------------
*/
void ApplyGraphicOptions();
void ExitGame();
void ResetGame();