This commit is contained in:
AJ Kelly
2010-01-28 20:48:37 -06:00
parent dd94b1e351
commit ee0f54a4ca
3 changed files with 19 additions and 56 deletions
+15 -25
View File
@@ -105,13 +105,12 @@ void StepMania::GetPreferredVideoModeParams( VideoModeParams &paramsOut )
* -Chris
*/
int iWidth = PREFSMAN->m_iDisplayWidth;
// SAT2888 but could also be useful disabled
/*
if( PREFSMAN->m_bWindowed )
{
iWidth = PREFSMAN->m_iDisplayHeight * PREFSMAN->m_fDisplayAspectRatio;
float fRatio = PREFSMAN->m_iDisplayWidth / PREFSMAN->m_iDisplayHeight;
//iWidth = PREFSMAN->m_iDisplayHeight * PREFSMAN->m_fDisplayAspectRatio;
iWidth = PREFSMAN->m_iDisplayHeight * fRatio;
}
*/
paramsOut = VideoModeParams(
PREFSMAN->m_bWindowed,
@@ -295,11 +294,6 @@ void StepMania::ResetPreferences()
* these may still be NULL. */
void ShutdownGame()
{
#if defined(SAT2888)
LOG->Info("sm-ssc is Copyright ©2009,2010 the spinal shark collective, all rights reserved. Commercial use of this binary is prohibited by law and will be prosecuted to the fullest extent of the law.");
if(rand()%64 == 24)
LOG->Info("NAKET Coder isn't a fan of four panel footprint either, and would love to shit over your theme like you say NAKET Team shit over the options screen.");
#endif
/* First, tell SOUNDMAN that we're shutting down. This signals sound drivers to
* stop sounds, which we want to do before any threads that may have started sounds
* are closed; this prevents annoying DirectSound glitches and delays. */
@@ -402,7 +396,7 @@ static void AdjustForChangedSystemCapabilities()
LOG->Trace( "Memory changed from %i to %i; settings changed", g_iLastSeenMemory.Get(), Memory );
g_iLastSeenMemory.Set( Memory );
// is this assumption outdated?
// is this assumption outdated? -aj
/* Let's consider 128-meg systems low-memory, and 256-meg systems high-memory.
* Cut off at 192. This is somewhat conservative; many 128-meg systems can
* deal with higher memory profile settings, but some can't.
@@ -816,7 +810,7 @@ static void SwitchToLastPlayedGame()
/* If the active game type isn't actually available, revert to the default. */
if( pGame == NULL )
pGame = GAMEMAN->GetDefaultGame();
if( !GAMEMAN->IsGameEnabled( pGame ) && pGame != GAMEMAN->GetDefaultGame() )
{
pGame = GAMEMAN->GetDefaultGame();
@@ -869,7 +863,7 @@ void StepMania::ChangeCurrentGame( const Game* g )
ANNOUNCER->SwitchAnnouncer( sAnnouncer );
THEME->SwitchThemeAndLanguage( sTheme, sLanguage, PREFSMAN->m_bPseudoLocalize );
/* Set the input scheme for the new game, and load keymaps. */
// Set the input scheme for the new game, and load keymaps.
if( INPUTMAPPER )
{
INPUTMAPPER->SetInputScheme( &g->m_InputScheme );
@@ -992,13 +986,13 @@ int main(int argc, char* argv[])
runmode = RunMode_DisplayVersion;
/* Set up arch hooks first. This may set up crash handling. */
// Set up arch hooks first. This may set up crash handling.
HOOKS = ArchHooks::Create();
HOOKS->Init();
LUA = new LuaManager;
/* Almost everything uses this to read and write files. Load this early. */
// Almost everything uses this to read and write files. Load this early.
FILEMAN = new RageFileManager( argv[0] );
FILEMAN->MountInitialFilesystems();
bool bPortable = DoesFileExist("Portable.ini");
@@ -1009,11 +1003,9 @@ int main(int argc, char* argv[])
/* Set this up next. Do this early, since it's needed for RageException::Throw. */
LOG = new RageLog;
/* Whew--we should be able to crash safely now! */
// Whew--we should be able to crash safely now!
//
// load preferences and mount any alternative trees.
//
PREFSMAN = new PrefsManager;
/* Allow HOOKS to check for multiple instances. We need to do this after PREFS is initialized,
@@ -1034,7 +1026,7 @@ int main(int argc, char* argv[])
WriteLogHeader();
/* Set up alternative filesystem trees. */
// Set up alternative filesystem trees.
if( PREFSMAN->m_sAdditionalFolders.Get() != "" )
{
vector<RString> dirs;
@@ -1064,17 +1056,15 @@ int main(int argc, char* argv[])
* Re-read preferences. */
PREFSMAN->ReadPrefsFromDisk();
ApplyLogPreferences();
/* This needs PREFSMAN. */
// This needs PREFSMAN.
Dialog::Init();
//
// Create game objects
//
GAMESTATE = new GameState;
/* This requires PREFSMAN, for PREFSMAN->m_bShowLoadingWindow. */
// This requires PREFSMAN, for PREFSMAN->m_bShowLoadingWindow.
LoadingWindow *pLoadingWindow = NULL;
switch( runmode )
{
@@ -1087,8 +1077,8 @@ int main(int argc, char* argv[])
; // no loading window for other RunModes
}
srand( time(NULL) ); // seed number generator
srand( time(NULL) ); // seed number generator
/* Do this early, so we have debugging output if anything else fails. LOG and
* Dialog must be set up first. It shouldn't take long, but it might take a
* little time; do this after the LoadingWindow is shown, since we don't want