Exposed update_centering lua function. Added ScreenOverscanConfig. Added case to RageDisplay_D3D so that BLEND_SUBTRACT doesn't crash. Updated changelog.

This commit is contained in:
Kyzentun Keeslala
2015-06-05 08:48:58 -06:00
parent 87349e6723
commit e6dc4307b5
8 changed files with 172 additions and 11 deletions
+9
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@@ -4,6 +4,15 @@ The StepMania 5 Changelog covers all post-sm-ssc changes. For a list of changes
from StepMania 4 alpha 5 to sm-ssc v1.2.5, see Changelog_sm-ssc.txt.
________________________________________________________________________________
2015/06/05
----------
* [global] update_centering lua function exposed. [kyzentun]
* [ScreenOverscanConfig] New screen in _fallback for interactively adjusting
the preferences that already existed for dealing with overscan. [kyzentun]
* [Actor] BlendMode_Subtract no longer crashes on the d3d renderer. It does
not do subtraction blending correctly, this just prevents the crash.
[kyzentun]
2015/06/03
----------
* [Actor] bounce and bob effects no longer round pixel coords. [kyzentun]
+1
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@@ -193,6 +193,7 @@
<Function name='URLEncode'/>
<Function name='UndocumentedFeature'/>
<Function name='UnlockRewardTypeToLocalizedString'/>
<Function name='update_centering'/>
<Function name='Var'/>
<Function name='VersionDate'/>
<Function name='VersionTime'/>
+4
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@@ -622,6 +622,10 @@ save yourself some time, copy this for undocumented things:
<Function name='URLEncode' return='string' arguments='string sInput'>
Returns a string with characters escaped for URLs. (e.g. a space becomes '%20')
</Function>
<Function name='update_centering' return='' arguments=''>
This tells Stepmania to update the screen position for any changes to these preferences: CenterImageAddWidth, CenterImageAddHeight, CenterImageTranslateX, CenterImageTranslateY.<br />
This way, a theme can implement a custom interactive screen for adjusting those preferences.
</Function>
<Function name='Var' theme='_fallback' return='ThreadVariable' arguments=''>
[01 base.lua] Alias for <Link class="lua" function="GetThreadVariable">lua.GetThreadVariable</Link>.
</Function>
@@ -0,0 +1,124 @@
-- Screen written by Kyzentun, so if it's confusingly advanced/simple, that's
-- why.
-- The names of the elements in this table will be used to know the names of
-- the preferences they affect.
local valtex_buttons= {
CenterImageAddWidth= {"d", "a"},
CenterImageAddHeight= {"w", "s"},
CenterImageTranslateX= {"l", "j"},
CenterImageTranslateY= {"k", "i"},
}
-- valtex will be used to store the actors that show the current values for
-- easy access.
local valtex= {}
-- change_center_val is a convenience function so that things that need to
-- change a value only need one line of code, and so that if the method for
-- changing a value changes, it only needs to be changed here.
local function change_center_val(valname, amount)
local new_val= PREFSMAN:GetPreference(valname) + amount
PREFSMAN:SetPreference(valname, new_val)
valtex[valname]:settext(new_val)
update_centering()
end
-- valtext_frames will store the ActorFrames that each name and value actor
-- is inside. Then each ActorFrame can update widest_name and tell all the
-- frames to adjust their position for the new width. This is how the text
-- is reasonably centered.
local valtex_frames= {}
local widest_name= 0
-- valtexact is a convenience function because each preference needs the same
-- actors: one for the name and buttons, and one for the value. This way,
-- there are fewer lines of code, and they all behave the same.
-- The value is left aligned and the name right aligned so they don't overlap.
-- Normally, all text displayed should be translated by using THEME:GetString,
-- but in this case, these are the exact names of the preferences, so it's
-- important for people to be able to find them easily in Preferences.ini by
-- recognizing the name shown on the screen.
local function valtexact(name, x, y, c)
return Def.ActorFrame{
InitCommand= function(self)
valtex_frames[name]= self
local name_w= self:GetChild("Name"):GetWidth()
if name_w > widest_name then widest_name= name_w end
self:y(y)
for frame_name, frame in pairs(valtex_frames) do
frame:playcommand("recenter")
end
end,
recenterCommand= function(self)
self:x(x + (widest_name / 2))
end,
Def.BitmapText{
Font= "Common Normal", Name= "Value", InitCommand= function(self)
valtex[name]= self
self:x(4):settext(PREFSMAN:GetPreference(name)):horizalign(left)
end,
},
Def.BitmapText{
Font= "Common Normal", Name= "Name", InitCommand= function(self)
self:x(-4):settext(
name .. "(" .. valtex_buttons[name][1] .. " or " ..
valtex_buttons[name][2] .. "): "):horizalign(right):diffuse(c)
end,
},
}
end
-- This is the callback that processes input. It ignores releases so only
-- first press and repeat events are processed. It uses valtex_buttons to
-- figure out what value was modified. This way, all the prefs have the same
-- interface, and the definition of that interface is short and simple.
-- One button to increase the value by one, one button to decrease by one.
local function input(event)
if event.type == "InputEventType_Release" then return false end
local button= ToEnumShortString(event.DeviceInput.button)
for valname, button_set in pairs(valtex_buttons) do
if button == button_set[1] then
change_center_val(valname, 1)
elseif button == button_set[2] then
change_center_val(valname, -1)
end
end
end
-- Another convenience function, this time for a simple aligned quad.
local function quaid(x, y, w, h, c, ha, va)
return Def.Quad{
InitCommand= function(self)
self:xy(x, y):setsize(w, h):diffuse(c):horizalign(ha):vertalign(va)
end
}
end
-- Simple colors. Note that the quads and the text are color coded: the text
-- for the prefs that affect the width and the vertical quads on the sides are
-- the same color. The text for the prefs that affect the height is the same
-- color as the quads at the top and bottom.
local red= color("#ff0000")
local blue= color("#0000ff")
local args= {
OnCommand= function(self)
SCREENMAN:GetTopScreen():AddInputCallback(input)
end,
-- Note that the quads are aligned. This way, they are drawn entirely
-- inside the screen, and their edge starts at the edge of the screen.
-- This is important because the user needs them to verify that their
-- settings bring everything into view.
quaid(0, 0, _screen.w, 1, red, left, top),
quaid(0, _screen.h, _screen.w, 1, red, left, bottom),
quaid(0, 0, 1, _screen.h, blue, left, top),
quaid(_screen.w, 0, 1, _screen.h, blue, right, top),
-- The text is centered to minimize the chance of some of it being cut off.
valtexact("CenterImageAddHeight", _screen.cx, _screen.cy-36, red),
valtexact("CenterImageAddWidth", _screen.cx, _screen.cy-12, blue),
valtexact("CenterImageTranslateX", _screen.cx, _screen.cy+12, blue),
valtexact("CenterImageTranslateY", _screen.cx, _screen.cy+36, red),
}
return Def.ActorFrame(args)
+2
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@@ -457,6 +457,7 @@ OnlyDedicatedMenuButtons=Choose between allowing game buttons (dance pad, etc.)
OptionsRandomJukebox=
OsMountPlayer1=
OsMountPlayer2=
Overscan Correction=If part of the screen sticks off the side, use this.
Persp=Tilt
Player1Profile=
Player2Profile=
@@ -1156,6 +1157,7 @@ OptionsRandomJukebox=Modifiers
OnlyDedicatedMenuButtons=Menu Buttons
OsMountPlayer1=OS&nbsp;Mount Player1
OsMountPlayer2=OS&nbsp;Mount Player2
Overscan Correction=Overscan Correction
Paste at begin marker=Paste at begin marker
Paste at current beat=Paste at current beat
Paste timing data=Paste timing data
+10 -1
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@@ -1664,6 +1664,13 @@ NextScreen="ScreenOptionsDisplaySub"
RepeatRate=10
RepeatDelay=.25
[ScreenOverscanConfig]
Class="ScreenWithMenuElements"
Fallback="ScreenWithMenuElements"
NextScreen="ScreenOptionsDisplaySub"
RepeatRate=10
RepeatDelay=.25
[ScreenWithMenuElementsBlank]
Fallback="ScreenWithMenuElements"
UpdateOnMessage=""
@@ -2739,6 +2746,7 @@ LineReload="gamecommand;screen,ScreenReloadSongs;name,Reload Songs"
LineArcade="gamecommand;screen,ScreenOptionsArcade;name,Arcade Options"
LineAppearance="gamecommand;screen,ScreenAppearanceOptions;name,Appearance Options"
LineBGFit="gamecommand;screen,ScreenSetBGFit;name,Set BG Fit Mode"
LineOverscan="gamecommand;screen,ScreenOverscanConfig;name,Overscan Correction"
LineGraphicSound="gamecommand;screen,ScreenOptionsGraphicsSound;name,Graphics/Sound Options"
LineProfiles="gamecommand;screen,ScreenOptionsManageProfiles;name,Profiles"
LineNetwork="gamecommand;screen,ScreenNetworkOptions;name,Network Options"
@@ -2785,9 +2793,10 @@ LineSync="gamecommand;screen,ScreenGameplaySyncMachine;name,Calibrate Machine Sy
Fallback="ScreenOptionsService"
NextScreen="ScreenOptionsService"
PrevScreen="ScreenOptionsService"
LineNames="BGFit,Appearance,UI"
LineNames="BGFit,Appearance,UI,Overscan"
LineAppearance="gamecommand;screen,ScreenAppearanceOptions;name,Appearance Options"
LineBGFit="gamecommand;screen,ScreenSetBGFit;name,Set BG Fit Mode"
LineOverscan="gamecommand;screen,ScreenOverscanConfig;name,Overscan Correction"
LineUI="gamecommand;screen,ScreenOptionsUI;name,UI Options"
+6
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@@ -1117,6 +1117,12 @@ void RageDisplay_D3D::SetBlendMode( BlendMode mode )
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
break;
// This is not the right way to do BLEND_SUBTRACT. This code is only here
// to prevent crashing when someone tries to use it. -Kyz
case BLEND_SUBTRACT:
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ZERO );
break;
case BLEND_MODULATE:
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_SRCCOLOR );
+16 -10
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@@ -185,6 +185,13 @@ bool StepMania::GetHighResolutionTextures()
}
}
static void update_centering()
{
DISPLAY->ChangeCentering(
PREFSMAN->m_iCenterImageTranslateX, PREFSMAN->m_iCenterImageTranslateY,
PREFSMAN->m_fCenterImageAddWidth, PREFSMAN->m_fCenterImageAddHeight);
}
static void StartDisplay()
{
if( DISPLAY != NULL )
@@ -192,11 +199,7 @@ static void StartDisplay()
DISPLAY = CreateDisplay();
DISPLAY->ChangeCentering(
PREFSMAN->m_iCenterImageTranslateX,
PREFSMAN->m_iCenterImageTranslateY,
PREFSMAN->m_fCenterImageAddWidth,
PREFSMAN->m_fCenterImageAddHeight );
update_centering();
TEXTUREMAN = new RageTextureManager;
TEXTUREMAN->SetPrefs(
@@ -228,11 +231,7 @@ void StepMania::ApplyGraphicOptions()
if( sError != "" )
RageException::Throw( "%s", sError.c_str() );
DISPLAY->ChangeCentering(
PREFSMAN->m_iCenterImageTranslateX,
PREFSMAN->m_iCenterImageTranslateY,
PREFSMAN->m_fCenterImageAddWidth,
PREFSMAN->m_fCenterImageAddHeight );
update_centering();
bNeedReload |= TEXTUREMAN->SetPrefs(
RageTextureManagerPrefs(
@@ -1642,6 +1641,13 @@ void LuaFunc_Register_SaveScreenshot(lua_State *L)
{ lua_register(L, "SaveScreenshot", LuaFunc_SaveScreenshot); }
REGISTER_WITH_LUA_FUNCTION(LuaFunc_Register_SaveScreenshot);
static int LuaFunc_update_centering(lua_State* L)
{
update_centering();
return 0;
}
LUAFUNC_REGISTER_COMMON(update_centering);
/*
* (c) 2001-2004 Chris Danford, Glenn Maynard
* All rights reserved.