Pump Song Select now using Masked Banners.

This commit is contained in:
Andrew Livy
2003-06-02 19:25:29 +00:00
parent f32d40e07c
commit efb49096a8
6 changed files with 129 additions and 68 deletions
+16 -10
View File
@@ -3,9 +3,15 @@ X denotes task complete or no longer required to do.
- denotes task to do, but also being worked upon by other dev. - denotes task to do, but also being worked upon by other dev.
H denotes task on hold. H denotes task on hold.
TODO As of: 13:41 03/06/02
* Finish Pump Theme
* Make Pump Premier 3 Theme
TODO As of: 17:11 03/04/22 TODO As of: 17:11 03/04/22
* Pass Exams X Pass Exams
* Finish the BGA editor H Finish the BGA editor
TODO As of: 16:57 03/02/08 TODO As of: 16:57 03/02/08
@@ -17,10 +23,10 @@ X Systems Programming 2 Assignment
* Ez2-Style Scoreboard * Ez2-Style Scoreboard
- Pump Battle Mode - Pump Battle Mode
H Pump Random Speed H Pump Random Speed
H Pump Random Vanish X Pump Random Vanish
TODO As of: 01:30:PM 13/11/02 TODO As of: 01:30:PM 13/11/02
* Work on 3DDX Support H Work on 3DDX Support
X Software Engineering Assignment X Software Engineering Assignment
X Operating Systems Assignment X Operating Systems Assignment
X Object Oriented Design Assignment X Object Oriented Design Assignment
@@ -34,10 +40,6 @@ H Update Menu Graphics for Ez2
* Finish The PUMP Graphics * Finish The PUMP Graphics
- Work on Beatmania Support - Work on Beatmania Support
TODO As of: 11:42:PM 05/09/02
X Fix the Bug on ScreenStage that reports the current stage number for final stage as being 00 in Ez2
TODO As of: 01:29:AM 04/09/02 TODO As of: 01:29:AM 04/09/02
X Fix Ez2dancer SelectPlayer Theme Metrics X Fix Ez2dancer SelectPlayer Theme Metrics
@@ -48,8 +50,8 @@ H Create Ez2dancer style End Scroll, possibly new class, possibly just metric ch
- Add Scoreboard System (longterm project) - Add Scoreboard System (longterm project)
H Create some kind of metrics so that Ez2dancer may have extra stage the way it should H Create some kind of metrics so that Ez2dancer may have extra stage the way it should
X Fix Ez2dancer type stage screens X Fix Ez2dancer type stage screens
H Create Ez2dancer type "extra stage" stage screen. - Create Ez2dancer type "extra stage" stage screen.
H Modify Gameplay Screen Metrics so that Ez2dancer style screen is more arcade-accurate X Modify Gameplay Screen Metrics so that Ez2dancer style screen is more arcade-accurate
H Modify DEMO Play Screen so that Ez2dancer shows each style (double, real, e.t.c.) in the way it should. H Modify DEMO Play Screen so that Ez2dancer shows each style (double, real, e.t.c.) in the way it should.
H Create Ez2dancer HowToPlay screens. H Create Ez2dancer HowToPlay screens.
X Modify Pump Style Select So it is more arcade accurate. X Modify Pump Style Select So it is more arcade accurate.
@@ -64,6 +66,10 @@ X Modify Pump Style Select So it is more arcade accurate.
Completed Modules Of Work Completed Modules Of Work
TODO As of: 11:42:PM 05/09/02
X Fix the Bug on ScreenStage that reports the current stage number for final stage as being 00 in Ez2
TODO As of: 07:47:PM 12/09/02 TODO As of: 07:47:PM 12/09/02
X Get internet connection back (evil BT!! Changed their TOS and didn't tell me!) X Get internet connection back (evil BT!! Changed their TOS and didn't tell me!)
+1 -1
View File
@@ -34,7 +34,7 @@ bool CroppedSprite::Load( RageTextureID ID )
void CroppedSprite::SetWH(float fWidth, float fHeight) void CroppedSprite::SetWH(float fWidth, float fHeight)
{ {
Sprite::SetWidth(fWidth); Sprite::SetWidth(fWidth);
Sprite::SetHeight(fWidth); Sprite::SetHeight(fHeight);
} }
void CroppedSprite::SetCroppedSize( float fWidth, float fHeight ) void CroppedSprite::SetCroppedSize( float fWidth, float fHeight )
+1 -1
View File
@@ -21,7 +21,7 @@
#include "song.h" #include "song.h"
#include "ActorUtil.h" #include "ActorUtil.h"
#define BANNERSPACING 200 #define BANNERSPACING THEME->GetMetricI("ScreenEz2SelectMusic","BannerSpacing")
#define MAXSONGSINBUFFER 5 #define MAXSONGSINBUFFER 5
#define BANNERTYPE 1 #define BANNERTYPE 1
+73 -33
View File
@@ -31,10 +31,13 @@ enum BANNER_PREFS_TYPES
#define BANNER_WIDTH THEME->GetMetricF("ScreenSelectMusic","BannerWidth") #define BANNER_WIDTH THEME->GetMetricF("ScreenSelectMusic","BannerWidth")
#define BANNER_HEIGHT THEME->GetMetricF("ScreenSelectMusic","BannerHeight") #define BANNER_HEIGHT THEME->GetMetricF("ScreenSelectMusic","BannerHeight")
#define EZ2_BANNER_WIDTH 92 #define EZ2_BANNER_WIDTH THEME->GetMetricF("ScreenSelectMusic","BannerWidth")
#define EZ2_BANNER_HEIGHT 92 #define EZ2_BANNER_HEIGHT THEME->GetMetricF("ScreenSelectMusic","BannerHeight")
#define EZ2_BANNER_ZOOM 2.0 #define EZ2_BANNER_ZOOM 2.0
#define ZOOM_OFFSET THEME->GetMetricF("ScreenEz2SelectMusic","BannerZoomOffset")
#define FADE_OFFSET THEME->GetMetricF("ScreenEz2SelectMusic","BannerFadeOffset")
#define SPRITE_TYPE_SPRITE 0 #define SPRITE_TYPE_SPRITE 0
#define SPRITE_TYPE_CROPPEDSPRITE 1 #define SPRITE_TYPE_CROPPEDSPRITE 1
#define DDRROT_ROTATION 315 #define DDRROT_ROTATION 315
@@ -53,6 +56,7 @@ Initializes Variables for the ScrollingList
ScrollingList::ScrollingList() ScrollingList::ScrollingList()
{ {
m_iBouncingState = 0; m_iBouncingState = 0;
m_iBounceSize = 0;
m_fNextTween = 0; m_fNextTween = 0;
m_iBannerPrefs = BANNERPREFS_EZ2; m_iBannerPrefs = BANNERPREFS_EZ2;
m_iSpriteType = SPRITE_TYPE_SPRITE; m_iSpriteType = SPRITE_TYPE_SPRITE;
@@ -62,8 +66,14 @@ ScrollingList::ScrollingList()
m_iNumVisible = DEFAULT_VISIBLE_ELEMENTS; m_iNumVisible = DEFAULT_VISIBLE_ELEMENTS;
m_iBounceDir=0; m_iBounceDir=0;
m_iBounceWait=0; m_iBounceWait=0;
m_sprBannerMask.SetName( "Banner" ); // use the same metrics and animation as Banner
m_sprBannerMask.Load( THEME->GetPathToG("ScreenSelectMusic banner mask") );
m_RippleCSprite.SetXY(0,0); m_RippleCSprite.SetXY(0,0);
m_RippleSprite.SetXY(0,0); m_RippleSprite.SetXY(0,0);
m_sprBannerMask.SetBlendMode( BLEND_NO_EFFECT ); // don't draw to color buffer
m_sprBannerMask.SetUseZBuffer( true ); // do draw to the zbuffer
m_sprBannerMask.SetWidth(EZ2_BANNER_WIDTH);
m_sprBannerMask.SetHeight(EZ2_BANNER_HEIGHT);
} }
void ScrollingList::UseSpriteType(int NewSpriteType) void ScrollingList::UseSpriteType(int NewSpriteType)
@@ -335,28 +345,22 @@ void ScrollingList::Update( float fDeltaTime )
if(m_fNextTween <= 0) // we're ready to update stuff if(m_fNextTween <= 0) // we're ready to update stuff
{ {
m_fNextTween = 0.1f; // reset the tween count m_fNextTween = 0.1f; // reset the tween count
if(m_apCSprites[m_iSelection]->GetZoom() >= 1.2f && m_iBounceDir == 1) // if we're over biggest boundary
if(m_iBounceSize <= 0 && m_iBounceDir == 0 ) // going smaller
{ {
m_iBounceDir = 2; // next phase will be a wait m_iBounceDir = 2;
m_apCSprites[m_iSelection]->SetZoom( m_apCSprites[m_iSelection]->GetZoom() - 0.25f); // make it smaller
m_RippleCSprite.SetZoom( m_RippleCSprite.GetZoom() - 0.30f); // make the ripple smaller
} }
else if(m_apCSprites[m_iSelection]->GetZoom() <= 1.0f && m_iBounceDir == 0) // if we're over smallest boundary else if(m_iBounceDir == 1 && m_iBounceSize >= 0.2f) // getting big
{ {
m_iBounceDir = 1; // next phase will be making graphic bigger m_iBounceDir = 0;
m_apCSprites[m_iSelection]->SetZoom( m_apCSprites[m_iSelection]->GetZoom() + 0.25f); // make it bigger
m_RippleCSprite.SetZoom( m_RippleCSprite.GetZoom() + 0.30f); // make ripple bigger
m_RippleCSprite.SetDiffuse( RageColor(1,1,1,0.5f)); // make ripple appear semi transparent
} }
else if(m_iBounceDir == 0 && m_apCSprites[m_iSelection]->GetZoom() != 1.0f) // travelling smaller else if(m_iBounceDir == 0)
{ {
m_apCSprites[m_iSelection]->SetZoom( m_apCSprites[m_iSelection]->GetZoom() - 0.25f); // make smaller m_iBounceSize-=0.2f;
m_RippleCSprite.SetZoom( m_RippleCSprite.GetZoom() - 0.30f); // make smaller
} }
else if(m_iBounceDir == 1 && m_apCSprites[m_iSelection]->GetZoom() != 1.2f) // travelling bigger else if(m_iBounceDir == 1)
{ {
m_apCSprites[m_iSelection]->SetZoom( m_apCSprites[m_iSelection]->GetZoom() + 0.25f); // make bigger m_iBounceSize+=0.2f;
m_RippleCSprite.SetZoom( m_RippleCSprite.GetZoom() + 0.30f ); // make bigger
} }
else if(m_iBounceDir == 2) // we're waiting before doing bounce processes again else if(m_iBounceDir == 2) // we're waiting before doing bounce processes again
{ {
@@ -366,10 +370,10 @@ void ScrollingList::Update( float fDeltaTime )
m_iBounceWait--; // otherwise decrease by 1 m_iBounceWait--; // otherwise decrease by 1
if(m_iBounceWait == 2) // if we're one moment after start of wait if(m_iBounceWait == 2) // if we're one moment after start of wait
m_RippleCSprite.SetDiffuse( RageColor(1,1,1,0.0f)); // hide the ripple m_RippleSprite.SetDiffuse( RageColor(1,1,1,0.0f)); // hide the ripple
if(m_iBounceWait == 0) // if we just turned to 0 if(m_iBounceWait == 0) // if we just turned to 0
m_iBounceDir = 0; // go to the 'make smaller' stage. as we SHOULD already be pretty small, we should start increasing in size a couple phases on. m_iBounceDir = 1;
} }
} }
else else
@@ -416,11 +420,11 @@ void ScrollingList::Replace(CString sGraphicPath, int ElementNumber)
{ {
if(pNewCSprite->GetUnzoomedWidth() == pNewCSprite->GetUnzoomedHeight()) // rotated graphics need cropping if(pNewCSprite->GetUnzoomedWidth() == pNewCSprite->GetUnzoomedHeight()) // rotated graphics need cropping
{ {
pNewCSprite->SetCroppedSize( EZ2_BANNER_WIDTH*2, EZ2_BANNER_HEIGHT*2 ); pNewCSprite->SetCroppedSize( EZ2_BANNER_WIDTH, EZ2_BANNER_HEIGHT );
} }
else // flat, unrotated graphics need widths changing else // flat, unrotated graphics need widths changing
{ {
pNewCSprite->SetWH(EZ2_BANNER_WIDTH*2, EZ2_BANNER_HEIGHT*2); pNewCSprite->SetWH(EZ2_BANNER_WIDTH, EZ2_BANNER_HEIGHT);
} }
} }
@@ -485,17 +489,61 @@ void ScrollingList::DrawPrimitives()
m_apCSprites[iIndexToDraw1]->SetX( (-i+m_fSelectionLag) * m_iSpacing ); m_apCSprites[iIndexToDraw1]->SetX( (-i+m_fSelectionLag) * m_iSpacing );
m_apCSprites[iIndexToDraw2]->SetX( (+i+m_fSelectionLag) * m_iSpacing ); m_apCSprites[iIndexToDraw2]->SetX( (+i+m_fSelectionLag) * m_iSpacing );
m_apCSprites[iIndexToDraw1]->SetZ( (m_iNumVisible)/2 - i);
m_apCSprites[iIndexToDraw2]->SetZ( (m_iNumVisible)/2 - i);
if( i==0 ) // so we don't draw 0 twice if( i==0 ) // so we don't draw 0 twice
{ {
m_apCSprites[iIndexToDraw1]->SetDiffuse( COLOR_SELECTED ); if(!m_iBouncingState)
m_apCSprites[iIndexToDraw1]->SetZoom( 1.0 - (ZOOM_OFFSET * i) );
m_apCSprites[iIndexToDraw1]->SetDiffuse( COLOR_SELECTED + RageColor(0,0,0,(1.0 - (FADE_OFFSET * i))) );
m_apCSprites[iIndexToDraw1]->SetUseZBuffer( true ); // do have to pass the z test
m_sprBannerMask.SetXY(m_apCSprites[iIndexToDraw1]->GetX(), m_apCSprites[iIndexToDraw1]->GetY());
m_sprBannerMask.SetZ( m_apCSprites[iIndexToDraw1]->GetZ()+0.05f );
m_sprBannerMask.SetZoom( m_apCSprites[iIndexToDraw1]->GetZoom());
m_sprBannerMask.Draw();
m_apCSprites[iIndexToDraw1]->Draw(); m_apCSprites[iIndexToDraw1]->Draw();
if(m_iBouncingState) // bouncing
{
if(m_iBounceDir == 1)
{
m_apCSprites[iIndexToDraw1]->SetZoom(m_apCSprites[iIndexToDraw1]->GetZoom() + 0.05 );
m_sprBannerMask.SetZoom( m_apCSprites[iIndexToDraw1]->GetZoom() );
m_sprBannerMask.Draw();
m_apCSprites[iIndexToDraw1]->Draw();
m_apCSprites[iIndexToDraw1]->SetZoom(m_apCSprites[iIndexToDraw1]->GetZoom() - 0.05 );
m_sprBannerMask.SetZoom( m_apCSprites[iIndexToDraw1]->GetZoom() );
}
m_apCSprites[iIndexToDraw1]->SetZoom(m_apCSprites[iIndexToDraw1]->GetZoom() + m_iBounceSize );
RageColor currentcolor = m_apCSprites[iIndexToDraw1]->GetDiffuse();
m_apCSprites[iIndexToDraw1]->SetZ( m_apCSprites[iIndexToDraw1]->GetZ() + 1);
m_sprBannerMask.SetZ( m_apCSprites[iIndexToDraw1]->GetZ()+0.05f );
m_sprBannerMask.SetZoom( m_sprBannerMask.GetZoom() + m_iBounceSize );
m_apCSprites[iIndexToDraw1]->SetDiffuse( RageColor( 1, 1, 1, 0.4f ) );
m_sprBannerMask.Draw();
m_apCSprites[iIndexToDraw1]->Draw(); // again for the bounce effect
m_apCSprites[iIndexToDraw1]->SetZoom(m_apCSprites[iIndexToDraw1]->GetZoom() - m_iBounceSize );
m_sprBannerMask.SetZoom( m_sprBannerMask.GetZoom() - m_iBounceSize );
m_apCSprites[iIndexToDraw1]->SetDiffuse( currentcolor );
m_apCSprites[iIndexToDraw1]->SetZ( m_apCSprites[iIndexToDraw1]->GetZ() - 1);
}
} }
else else
{ {
m_apCSprites[iIndexToDraw1]->SetDiffuse( COLOR_NOT_SELECTED ); m_apCSprites[iIndexToDraw1]->SetZoom( 1.0 - (ZOOM_OFFSET * i) );
m_apCSprites[iIndexToDraw2]->SetDiffuse( COLOR_NOT_SELECTED ); m_apCSprites[iIndexToDraw2]->SetZoom( 1.0 - (ZOOM_OFFSET * i) );
m_apCSprites[iIndexToDraw1]->SetDiffuse( COLOR_NOT_SELECTED + RageColor(0,0,0,(- (FADE_OFFSET * i))) );
m_apCSprites[iIndexToDraw2]->SetDiffuse( COLOR_NOT_SELECTED + RageColor(0,0,0,(- (FADE_OFFSET * i))) );
m_apCSprites[iIndexToDraw1]->SetUseZBuffer( true ); // do have to pass the z test
m_sprBannerMask.SetXY(m_apCSprites[iIndexToDraw1]->GetX(), m_apCSprites[iIndexToDraw1]->GetY());
m_sprBannerMask.SetZ( m_apCSprites[iIndexToDraw1]->GetZ()+0.05f );
m_sprBannerMask.SetZoom( m_apCSprites[iIndexToDraw1]->GetZoom());
m_sprBannerMask.Draw();
m_apCSprites[iIndexToDraw1]->Draw(); m_apCSprites[iIndexToDraw1]->Draw();
m_apCSprites[iIndexToDraw2]->SetUseZBuffer( true ); // do have to pass the z test
m_sprBannerMask.SetXY(m_apCSprites[iIndexToDraw2]->GetX(), m_apCSprites[iIndexToDraw1]->GetY());
m_sprBannerMask.SetZ( m_apCSprites[iIndexToDraw2]->GetZ()+0.05f );
m_sprBannerMask.SetZoom( m_apCSprites[iIndexToDraw2]->GetZoom());
m_sprBannerMask.Draw();
m_apCSprites[iIndexToDraw2]->Draw(); m_apCSprites[iIndexToDraw2]->Draw();
} }
} }
@@ -507,12 +555,4 @@ void ScrollingList::DrawPrimitives()
m_RippleSprite.Draw(); m_RippleSprite.Draw();
} }
} }
else
{
if(m_iBouncingState)
{
m_RippleCSprite.Draw();
m_RippleSprite.Draw();
}
}
} }
+3 -1
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@@ -45,6 +45,8 @@ protected:
int m_iBouncingState; int m_iBouncingState;
int m_iBounceDir; int m_iBounceDir;
int m_iBounceWait; int m_iBounceWait;
float m_iBounceSize;
int m_iBannerPrefs; int m_iBannerPrefs;
int m_iSpriteType; int m_iSpriteType;
@@ -53,7 +55,7 @@ protected:
int m_iSpacing; int m_iSpacing;
int m_iNumVisible; int m_iNumVisible;
float m_fNextTween; float m_fNextTween;
Sprite m_sprBannerMask;
CroppedSprite m_RippleCSprite; CroppedSprite m_RippleCSprite;
Sprite m_RippleSprite; Sprite m_RippleSprite;
+32 -19
View File
@@ -1,5 +1,5 @@
# Microsoft Developer Studio Project File - Name="StepMania" - Package Owner=<4> # Microsoft Developer Studio Project File - Name="StepMania" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 60000 # Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT ** # ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Application" 0x0101 # TARGTYPE "Win32 (x86) Application" 0x0101
@@ -61,7 +61,7 @@ LINK32=link.exe
# SUBTRACT LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib # SUBTRACT LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
# Begin Special Build Tool # Begin Special Build Tool
IntDir=.\../Debug6 IntDir=.\../Debug6
TargetDir=\stepmania\stepmania TargetDir=\Stepmania\stepmania
TargetName=StepMania-debug TargetName=StepMania-debug
SOURCE="$(InputPath)" SOURCE="$(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)\
@@ -82,28 +82,24 @@ PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania
# PROP Intermediate_Dir "StepMania___Xbox_Debug___VC6" # PROP Intermediate_Dir "StepMania___Xbox_Debug___VC6"
# PROP Ignore_Export_Lib 0 # PROP Ignore_Export_Lib 0
# PROP Target_Dir "" # PROP Target_Dir ""
CPP=cl.exe XBCP=xbecopy.exe
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c # ADD BASE XBCP /NOLOGO
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c # ADD XBCP /NOLOGO
BSC32=bscmake.exe XBE=imagebld.exe
# ADD BASE BSC32 /nologo # ADD BASE XBE /nologo /stack:0x10000 /debug
# ADD BSC32 /nologo # ADD XBE /nologo /stack:0x10000 /debug
LINK32=link.exe LINK32=link.exe
# ADD BASE LINK32 $(intdir)\verstub.obj kernel32.lib shell32.lib user32.lib gdi32.lib advapi32.lib winmm.lib /nologo /pdb:"../debug6/StepMania-debug.pdb" /map /debug /machine:IX86 /nodefaultlib:"libcmtd.lib" /out:"../StepMania-debug.exe" # ADD BASE LINK32 $(intdir)\verstub.obj kernel32.lib shell32.lib user32.lib gdi32.lib advapi32.lib winmm.lib /nologo /pdb:"../debug6/StepMania-debug.pdb" /map /debug /machine:IX86 /nodefaultlib:"libcmtd.lib" /out:"../StepMania-debug.exe"
# SUBTRACT BASE LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib # SUBTRACT BASE LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
# ADD LINK32 $(intdir)\verstub.obj kernel32.lib shell32.lib user32.lib gdi32.lib advapi32.lib winmm.lib /nologo /pdb:"../debug6/StepMania-debug.pdb" /map /debug /machine:IX86 /nodefaultlib:"libcmtd.lib" /out:"../StepMania-debug.exe" # ADD LINK32 $(intdir)\verstub.obj kernel32.lib shell32.lib user32.lib gdi32.lib advapi32.lib winmm.lib /nologo /pdb:"../debug6/StepMania-debug.pdb" /map /debug /machine:IX86 /nodefaultlib:"libcmtd.lib" /out:"../StepMania-debug.exe"
# SUBTRACT LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib # SUBTRACT LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
XBE=imagebld.exe BSC32=bscmake.exe
# ADD BASE XBE /nologo /stack:0x10000 /debug # ADD BASE BSC32 /nologo
# ADD XBE /nologo /stack:0x10000 /debug # ADD BSC32 /nologo
XBCP=xbecopy.exe CPP=cl.exe
# ADD BASE XBCP /NOLOGO # ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c
# ADD XBCP /NOLOGO # ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c
# Begin Special Build Tool # Begin Special Build Tool
IntDir=.\StepMania___Xbox_Debug___VC6
TargetDir=.\StepMania___Xbox_Debug___VC6
TargetName=StepMania
SOURCE="$(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 PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool # End Special Build Tool
@@ -141,7 +137,7 @@ LINK32=link.exe
# SUBTRACT LINK32 /verbose /pdb:none # SUBTRACT LINK32 /verbose /pdb:none
# Begin Special Build Tool # Begin Special Build Tool
IntDir=.\../Release6 IntDir=.\../Release6
TargetDir=\stepmania\stepmania TargetDir=\Stepmania\stepmania
TargetName=StepMania TargetName=StepMania
SOURCE="$(InputPath)" 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$(IntDir)\
@@ -2896,6 +2892,23 @@ SOURCE=.\MenuTimer.h
# End Source File # End Source File
# Begin Source File # Begin Source File
SOURCE=.\ModeSwitcher.cpp
!IF "$(CFG)" == "StepMania - Win32 Debug"
!ELSEIF "$(CFG)" == "StepMania - Xbox Debug"
!ELSEIF "$(CFG)" == "StepMania - Win32 Release"
!ENDIF
# End Source File
# Begin Source File
SOURCE=.\ModeSwitcher.h
# End Source File
# Begin Source File
SOURCE=.\MusicBannerWheel.cpp SOURCE=.\MusicBannerWheel.cpp
!IF "$(CFG)" == "StepMania - Win32 Debug" !IF "$(CFG)" == "StepMania - Win32 Debug"