Exposed update_centering lua function. Added ScreenOverscanConfig. Added case to RageDisplay_D3D so that BLEND_SUBTRACT doesn't crash. Updated changelog.
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@@ -4,6 +4,15 @@ The StepMania 5 Changelog covers all post-sm-ssc changes. For a list of changes
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from StepMania 4 alpha 5 to sm-ssc v1.2.5, see Changelog_sm-ssc.txt.
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________________________________________________________________________________
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2015/06/05
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----------
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* [global] update_centering lua function exposed. [kyzentun]
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* [ScreenOverscanConfig] New screen in _fallback for interactively adjusting
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the preferences that already existed for dealing with overscan. [kyzentun]
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* [Actor] BlendMode_Subtract no longer crashes on the d3d renderer. It does
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not do subtraction blending correctly, this just prevents the crash.
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[kyzentun]
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2015/06/03
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----------
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* [Actor] bounce and bob effects no longer round pixel coords. [kyzentun]
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@@ -193,6 +193,7 @@
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<Function name='URLEncode'/>
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<Function name='UndocumentedFeature'/>
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<Function name='UnlockRewardTypeToLocalizedString'/>
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<Function name='update_centering'/>
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<Function name='Var'/>
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<Function name='VersionDate'/>
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<Function name='VersionTime'/>
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@@ -622,6 +622,10 @@ save yourself some time, copy this for undocumented things:
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<Function name='URLEncode' return='string' arguments='string sInput'>
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Returns a string with characters escaped for URLs. (e.g. a space becomes '%20')
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</Function>
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<Function name='update_centering' return='' arguments=''>
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This tells Stepmania to update the screen position for any changes to these preferences: CenterImageAddWidth, CenterImageAddHeight, CenterImageTranslateX, CenterImageTranslateY.<br />
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This way, a theme can implement a custom interactive screen for adjusting those preferences.
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</Function>
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<Function name='Var' theme='_fallback' return='ThreadVariable' arguments=''>
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[01 base.lua] Alias for <Link class="lua" function="GetThreadVariable">lua.GetThreadVariable</Link>.
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</Function>
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@@ -0,0 +1,124 @@
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-- Screen written by Kyzentun, so if it's confusingly advanced/simple, that's
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-- why.
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-- The names of the elements in this table will be used to know the names of
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-- the preferences they affect.
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local valtex_buttons= {
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CenterImageAddWidth= {"d", "a"},
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CenterImageAddHeight= {"w", "s"},
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CenterImageTranslateX= {"l", "j"},
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CenterImageTranslateY= {"k", "i"},
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}
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-- valtex will be used to store the actors that show the current values for
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-- easy access.
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local valtex= {}
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-- change_center_val is a convenience function so that things that need to
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-- change a value only need one line of code, and so that if the method for
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-- changing a value changes, it only needs to be changed here.
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local function change_center_val(valname, amount)
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local new_val= PREFSMAN:GetPreference(valname) + amount
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PREFSMAN:SetPreference(valname, new_val)
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valtex[valname]:settext(new_val)
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update_centering()
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end
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-- valtext_frames will store the ActorFrames that each name and value actor
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-- is inside. Then each ActorFrame can update widest_name and tell all the
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-- frames to adjust their position for the new width. This is how the text
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-- is reasonably centered.
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local valtex_frames= {}
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local widest_name= 0
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-- valtexact is a convenience function because each preference needs the same
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-- actors: one for the name and buttons, and one for the value. This way,
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-- there are fewer lines of code, and they all behave the same.
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-- The value is left aligned and the name right aligned so they don't overlap.
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-- Normally, all text displayed should be translated by using THEME:GetString,
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-- but in this case, these are the exact names of the preferences, so it's
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-- important for people to be able to find them easily in Preferences.ini by
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-- recognizing the name shown on the screen.
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local function valtexact(name, x, y, c)
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return Def.ActorFrame{
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InitCommand= function(self)
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valtex_frames[name]= self
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local name_w= self:GetChild("Name"):GetWidth()
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if name_w > widest_name then widest_name= name_w end
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self:y(y)
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for frame_name, frame in pairs(valtex_frames) do
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frame:playcommand("recenter")
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end
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end,
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recenterCommand= function(self)
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self:x(x + (widest_name / 2))
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end,
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Def.BitmapText{
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Font= "Common Normal", Name= "Value", InitCommand= function(self)
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valtex[name]= self
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self:x(4):settext(PREFSMAN:GetPreference(name)):horizalign(left)
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end,
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},
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Def.BitmapText{
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Font= "Common Normal", Name= "Name", InitCommand= function(self)
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self:x(-4):settext(
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name .. "(" .. valtex_buttons[name][1] .. " or " ..
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valtex_buttons[name][2] .. "): "):horizalign(right):diffuse(c)
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end,
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},
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}
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end
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-- This is the callback that processes input. It ignores releases so only
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-- first press and repeat events are processed. It uses valtex_buttons to
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-- figure out what value was modified. This way, all the prefs have the same
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-- interface, and the definition of that interface is short and simple.
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-- One button to increase the value by one, one button to decrease by one.
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local function input(event)
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if event.type == "InputEventType_Release" then return false end
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local button= ToEnumShortString(event.DeviceInput.button)
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for valname, button_set in pairs(valtex_buttons) do
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if button == button_set[1] then
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change_center_val(valname, 1)
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elseif button == button_set[2] then
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change_center_val(valname, -1)
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end
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end
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end
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-- Another convenience function, this time for a simple aligned quad.
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local function quaid(x, y, w, h, c, ha, va)
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return Def.Quad{
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InitCommand= function(self)
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self:xy(x, y):setsize(w, h):diffuse(c):horizalign(ha):vertalign(va)
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end
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}
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end
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-- Simple colors. Note that the quads and the text are color coded: the text
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-- for the prefs that affect the width and the vertical quads on the sides are
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-- the same color. The text for the prefs that affect the height is the same
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-- color as the quads at the top and bottom.
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local red= color("#ff0000")
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local blue= color("#0000ff")
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local args= {
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OnCommand= function(self)
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SCREENMAN:GetTopScreen():AddInputCallback(input)
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end,
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-- Note that the quads are aligned. This way, they are drawn entirely
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-- inside the screen, and their edge starts at the edge of the screen.
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-- This is important because the user needs them to verify that their
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-- settings bring everything into view.
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quaid(0, 0, _screen.w, 1, red, left, top),
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quaid(0, _screen.h, _screen.w, 1, red, left, bottom),
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quaid(0, 0, 1, _screen.h, blue, left, top),
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quaid(_screen.w, 0, 1, _screen.h, blue, right, top),
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-- The text is centered to minimize the chance of some of it being cut off.
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valtexact("CenterImageAddHeight", _screen.cx, _screen.cy-36, red),
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valtexact("CenterImageAddWidth", _screen.cx, _screen.cy-12, blue),
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valtexact("CenterImageTranslateX", _screen.cx, _screen.cy+12, blue),
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valtexact("CenterImageTranslateY", _screen.cx, _screen.cy+36, red),
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}
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return Def.ActorFrame(args)
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@@ -457,6 +457,7 @@ OnlyDedicatedMenuButtons=Choose between allowing game buttons (dance pad, etc.)
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OptionsRandomJukebox=
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OsMountPlayer1=
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OsMountPlayer2=
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Overscan Correction=If part of the screen sticks off the side, use this.
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Persp=Tilt
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Player1Profile=
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Player2Profile=
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@@ -1156,6 +1157,7 @@ OptionsRandomJukebox=Modifiers
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OnlyDedicatedMenuButtons=Menu Buttons
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OsMountPlayer1=OS Mount Player1
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OsMountPlayer2=OS Mount Player2
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Overscan Correction=Overscan Correction
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Paste at begin marker=Paste at begin marker
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Paste at current beat=Paste at current beat
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Paste timing data=Paste timing data
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@@ -1664,6 +1664,13 @@ NextScreen="ScreenOptionsDisplaySub"
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RepeatRate=10
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RepeatDelay=.25
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[ScreenOverscanConfig]
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Class="ScreenWithMenuElements"
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Fallback="ScreenWithMenuElements"
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NextScreen="ScreenOptionsDisplaySub"
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RepeatRate=10
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RepeatDelay=.25
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[ScreenWithMenuElementsBlank]
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Fallback="ScreenWithMenuElements"
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UpdateOnMessage=""
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@@ -2739,6 +2746,7 @@ LineReload="gamecommand;screen,ScreenReloadSongs;name,Reload Songs"
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LineArcade="gamecommand;screen,ScreenOptionsArcade;name,Arcade Options"
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LineAppearance="gamecommand;screen,ScreenAppearanceOptions;name,Appearance Options"
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LineBGFit="gamecommand;screen,ScreenSetBGFit;name,Set BG Fit Mode"
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LineOverscan="gamecommand;screen,ScreenOverscanConfig;name,Overscan Correction"
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LineGraphicSound="gamecommand;screen,ScreenOptionsGraphicsSound;name,Graphics/Sound Options"
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LineProfiles="gamecommand;screen,ScreenOptionsManageProfiles;name,Profiles"
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LineNetwork="gamecommand;screen,ScreenNetworkOptions;name,Network Options"
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@@ -2785,9 +2793,10 @@ LineSync="gamecommand;screen,ScreenGameplaySyncMachine;name,Calibrate Machine Sy
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Fallback="ScreenOptionsService"
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NextScreen="ScreenOptionsService"
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PrevScreen="ScreenOptionsService"
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LineNames="BGFit,Appearance,UI"
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LineNames="BGFit,Appearance,UI,Overscan"
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LineAppearance="gamecommand;screen,ScreenAppearanceOptions;name,Appearance Options"
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LineBGFit="gamecommand;screen,ScreenSetBGFit;name,Set BG Fit Mode"
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LineOverscan="gamecommand;screen,ScreenOverscanConfig;name,Overscan Correction"
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LineUI="gamecommand;screen,ScreenOptionsUI;name,UI Options"
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@@ -1117,6 +1117,12 @@ void RageDisplay_D3D::SetBlendMode( BlendMode mode )
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g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
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g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
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break;
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// This is not the right way to do BLEND_SUBTRACT. This code is only here
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// to prevent crashing when someone tries to use it. -Kyz
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case BLEND_SUBTRACT:
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g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
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g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ZERO );
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break;
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case BLEND_MODULATE:
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g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO );
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g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_SRCCOLOR );
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+16
-10
@@ -185,6 +185,13 @@ bool StepMania::GetHighResolutionTextures()
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}
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}
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static void update_centering()
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{
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DISPLAY->ChangeCentering(
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PREFSMAN->m_iCenterImageTranslateX, PREFSMAN->m_iCenterImageTranslateY,
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PREFSMAN->m_fCenterImageAddWidth, PREFSMAN->m_fCenterImageAddHeight);
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}
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static void StartDisplay()
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{
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if( DISPLAY != NULL )
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@@ -192,11 +199,7 @@ static void StartDisplay()
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DISPLAY = CreateDisplay();
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DISPLAY->ChangeCentering(
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PREFSMAN->m_iCenterImageTranslateX,
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PREFSMAN->m_iCenterImageTranslateY,
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PREFSMAN->m_fCenterImageAddWidth,
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PREFSMAN->m_fCenterImageAddHeight );
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update_centering();
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TEXTUREMAN = new RageTextureManager;
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TEXTUREMAN->SetPrefs(
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@@ -228,11 +231,7 @@ void StepMania::ApplyGraphicOptions()
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if( sError != "" )
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RageException::Throw( "%s", sError.c_str() );
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DISPLAY->ChangeCentering(
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PREFSMAN->m_iCenterImageTranslateX,
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PREFSMAN->m_iCenterImageTranslateY,
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PREFSMAN->m_fCenterImageAddWidth,
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PREFSMAN->m_fCenterImageAddHeight );
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update_centering();
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bNeedReload |= TEXTUREMAN->SetPrefs(
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RageTextureManagerPrefs(
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@@ -1642,6 +1641,13 @@ void LuaFunc_Register_SaveScreenshot(lua_State *L)
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{ lua_register(L, "SaveScreenshot", LuaFunc_SaveScreenshot); }
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REGISTER_WITH_LUA_FUNCTION(LuaFunc_Register_SaveScreenshot);
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static int LuaFunc_update_centering(lua_State* L)
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{
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update_centering();
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return 0;
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}
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LUAFUNC_REGISTER_COMMON(update_centering);
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/*
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* (c) 2001-2004 Chris Danford, Glenn Maynard
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* All rights reserved.
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