one path for parsing and theming player options - fixes "SuperShuffle" not themed

warn in ActiveAttackList if an invalid mod is encountered
don't hard code font name
This commit is contained in:
Chris Danford
2005-04-06 05:32:09 +00:00
parent 759be18af5
commit ea34de2bef
5 changed files with 148 additions and 147 deletions
+17 -16
View File
@@ -18,9 +18,9 @@ struct PlayerOptions
CString GetString() const;
CString GetSavedPrefsString() const; // only the basic options that players would want for every song
void ResetSavedPrefs();
static CString ThemeMod( CString sOneMod );
CString GetThemedString() const;
void FromString( CString sOptions );
void GetMods( vector<CString> &AddTo ) const;
void GetThemedMods( vector<CString> &AddTo ) const;
void FromString( CString sOptions, bool bWarnOnInvalid = false );
void ChooseRandomMofifiers();
bool ContainsTransformOrTurn() const;
@@ -103,20 +103,21 @@ struct PlayerOptions
/* All floats have a corresponding speed setting, which determines how fast
* PlayerOptions::Approach approaches. */
float m_fTimeSpacing, m_SpeedfTimeSpacing; // instead of Beat spacing
float m_fScrollSpeed, m_SpeedfScrollSpeed; // used if !m_bTimeSpacing
float m_fScrollBPM, m_SpeedfScrollBPM; // used if m_bTimeSpacing
float m_fAccels[NUM_ACCELS], m_SpeedfAccels[NUM_ACCELS];
float m_fEffects[NUM_EFFECTS],m_SpeedfEffects[NUM_EFFECTS];
float m_fAppearances[NUM_APPEARANCES],m_SpeedfAppearances[NUM_APPEARANCES];
float m_fScrolls[NUM_SCROLLS],m_SpeedfScrolls[NUM_SCROLLS];
float m_fDark, m_SpeedfDark;
float m_fBlind, m_SpeedfBlind;
float m_fCover, m_SpeedfCover; // hide the background per-player--can't think of a good name
float m_fPerspectiveTilt, m_SpeedfPerspectiveTilt; // -1 = near, 0 = overhead, +1 = space
float m_fSkew, m_SpeedfSkew; // 0 = vanish point is in center of player, 1 = vanish point is in center of screen
bool m_bSetScrollSpeed; // true if the scroll speed was set by FromString
float m_fTimeSpacing, m_SpeedfTimeSpacing; // instead of Beat spacing
float m_fScrollSpeed, m_SpeedfScrollSpeed; // used if !m_bTimeSpacing
float m_fScrollBPM, m_SpeedfScrollBPM; // used if m_bTimeSpacing
float m_fAccels[NUM_ACCELS], m_SpeedfAccels[NUM_ACCELS];
float m_fEffects[NUM_EFFECTS],m_SpeedfEffects[NUM_EFFECTS];
float m_fAppearances[NUM_APPEARANCES],m_SpeedfAppearances[NUM_APPEARANCES];
float m_fScrolls[NUM_SCROLLS],m_SpeedfScrolls[NUM_SCROLLS];
float m_fDark, m_SpeedfDark;
float m_fBlind, m_SpeedfBlind;
float m_fCover, m_SpeedfCover; // hide the background per-player--can't think of a good name
float m_fPerspectiveTilt, m_SpeedfPerspectiveTilt; // -1 = near, 0 = overhead, +1 = space
float m_fSkew, m_SpeedfSkew; // 0 = vanish point is in center of player, 1 = vanish point is in center of screen
float m_fRandomSpeed, m_SpeedfRandomSpeed;
float m_fRandomSpeed, m_SpeedfRandomSpeed;
/* If this is > 0, then the player must have life above this value at the end of
* the song to pass. This is independent of SongOptions::m_FailType. */