diff --git a/Themes/_fallback/Languages/en.ini b/Themes/_fallback/Languages/en.ini index c9494d248c..eacdd78cfa 100644 --- a/Themes/_fallback/Languages/en.ini +++ b/Themes/_fallback/Languages/en.ini @@ -1640,6 +1640,7 @@ W5=Boo [ThemeManager] Reloaded metrics=Reloaded metrics Reloaded metrics and textures=Reloaded metrics and textures +Reloaded scripts=Reloaded scripts [WorkoutManager] You must supply a name for your workout.=You must supply a name for your workout. diff --git a/src/StepMania.cpp b/src/StepMania.cpp index 1cd7f8959e..1fe5e2835b 100644 --- a/src/StepMania.cpp +++ b/src/StepMania.cpp @@ -206,7 +206,6 @@ static void StartDisplay() DISPLAY = CreateDisplay(); - DISPLAY->ChangeCentering( PREFSMAN->m_iCenterImageTranslateX, PREFSMAN->m_iCenterImageTranslateY, @@ -273,7 +272,7 @@ void StepMania::ApplyGraphicOptions() if( SCREENMAN ) SCREENMAN->SystemMessage( GetActualGraphicOptionsString() ); - /* Give the input handlers a chance to re-open devices as necessary. */ + // Give the input handlers a chance to re-open devices as necessary. INPUTMAN->WindowReset(); } @@ -287,12 +286,12 @@ void StepMania::ResetPreferences() ApplyGraphicOptions(); } -/* Shutdown all global singletons. Note that this may be called partway through +/* Shutdown all global singletons. Note that this may be called partway through * initialization, due to an object failing to initialize, in which case some of * these may still be NULL. */ void ShutdownGame() { - /* First, tell SOUNDMAN that we're shutting down. This signals sound drivers to + /* 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. */ if( SOUNDMAN ) @@ -309,7 +308,7 @@ void ShutdownGame() SAFE_DELETE( INPUTMAPPER ); SAFE_DELETE( INPUTFILTER ); SAFE_DELETE( MODELMAN ); - SAFE_DELETE( PROFILEMAN ); // PROFILEMAN needs the songs still loaded + SAFE_DELETE( PROFILEMAN ); // PROFILEMAN needs the songs still loaded SAFE_DELETE( CHARMAN ); SAFE_DELETE( UNLOCKMAN ); SAFE_DELETE( CRYPTMAN ); @@ -318,7 +317,7 @@ void ShutdownGame() SAFE_DELETE( BANNERCACHE ); //SAFE_DELETE( BACKGROUNDCACHE ); SAFE_DELETE( SONGINDEX ); - SAFE_DELETE( SOUND ); /* uses GAMESTATE, PREFSMAN */ + SAFE_DELETE( SOUND ); // uses GAMESTATE, PREFSMAN SAFE_DELETE( PREFSMAN ); SAFE_DELETE( GAMESTATE ); SAFE_DELETE( GAMEMAN ); @@ -343,23 +342,23 @@ static void HandleException( const RString &sError ) if( g_bAutoRestart ) HOOKS->RestartProgram(); - /* Shut down first, so we exit graphics mode before trying to open a dialog. */ + // Shut down first, so we exit graphics mode before trying to open a dialog. ShutdownGame(); - /* Throw up a pretty error dialog. */ + // Throw up a pretty error dialog. Dialog::Error( sError ); Dialog::Shutdown(); // Shut it back down. } - + void StepMania::ResetGame() { GAMESTATE->Reset(); - + if( !THEME->DoesThemeExist( THEME->GetCurThemeName() ) ) { RString sGameName = GAMESTATE->GetCurrentGame()->m_szName; if( !THEME->DoesThemeExist(sGameName) ) - sGameName = PREFSMAN->m_sDefaultTheme; // was "default" + sGameName = PREFSMAN->m_sDefaultTheme; // was previously "default" -aj THEME->SwitchThemeAndLanguage( sGameName, THEME->GetCurLanguage(), PREFSMAN->m_bPseudoLocalize ); TEXTUREMAN->DoDelayedDelete(); } @@ -382,7 +381,7 @@ static Preference g_iLastSeenMemory( "LastSeenMemory", 0 ); static void AdjustForChangedSystemCapabilities() { #if defined(WIN32) - /* Has the amount of memory changed? */ + // Has the amount of memory changed? MEMORYSTATUS mem; GlobalMemoryStatus(&mem); @@ -396,7 +395,7 @@ static void AdjustForChangedSystemCapabilities() // 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 + * Cut off at 192. This is somewhat conservative; many 128-meg systems can * deal with higher memory profile settings, but some can't. * * Actually, Windows lops off a meg or two; cut off a little lower to treat @@ -405,15 +404,15 @@ static void AdjustForChangedSystemCapabilities() const bool LowMemory = (Memory < 100); /* 64 and 96-meg systems */ /* Two memory-consuming features that we can disable are texture caching and - * preloaded banners. Texture caching can use a lot of memory; disable it for + * preloaded banners. Texture caching can use a lot of memory; disable it for * low-memory systems. */ PREFSMAN->m_bDelayedTextureDelete.Set( HighMemory ); /* Preloaded banners takes about 9k per song. Although it's smaller than the - * actual song data, it still adds up with a lot of songs. Disable it for 64-meg - * systems. */ + * actual song data, it still adds up with a lot of songs. + * Disable it for 64-meg systems. */ PREFSMAN->m_BannerCache.Set( LowMemory ? BNCACHE_OFF:BNCACHE_LOW_RES_PRELOAD ); - // might wanna do this for backgrounds, too... + // might wanna do this for backgrounds, too... -aj //PREFSMAN->m_BackgroundCache.Set( LowMemory ? BGCACHE_OFF:BGCACHE_LOW_RES_PRELOAD ); PREFSMAN->SavePrefsToDisk(); @@ -486,7 +485,7 @@ struct VideoCardDefaults true // accelerated ), VideoCardDefaults( - "Voodoo|3dfx", /* all other Voodoos: some drivers don't identify which one */ + "Voodoo|3dfx", // all other Voodoos: some drivers don't identify which one "d3d,opengl", 640,480, 16,16,16, @@ -529,8 +528,8 @@ struct VideoCardDefaults "Savage", "d3d", // OpenGL is unusable on my Savage IV with even the latest drivers. - // It draws 30 frames of gibberish then crashes. This happens even with - // simple NeHe demos. -Chris + // It draws 30 frames of gibberish then crashes. This happens even with + // simple NeHe demos. -Chris 640,480, 16,16,16, 2048, @@ -541,9 +540,9 @@ struct VideoCardDefaults "d3d", // OpenGL is not hardware accelerated, despite the fact that the // drivers come with an ICD. Also, the WinXP driver performance - // is terrible and supports only 640. The ATI driver is usable. + // is terrible and supports only 640. The ATI driver is usable. // -Chris - 320,240, // lower resolution for 60fps. In-box WinXP driver doesn't support 400x300. + 320,240, // lower resolution for 60fps. In-box WinXP driver doesn't support 400x300. 16,16,16, 256, false @@ -602,8 +601,8 @@ struct VideoCardDefaults false ), VideoCardDefaults( - /* Unconfirmed texture problems on this; let's try D3D, since it's a VIA/S3 - * chipset. */ + /* Unconfirmed texture problems on this; let's try D3D, since it's + * a VIA/S3 chipset. */ "VIA/S3G KM400/KN400", "d3d,opengl", 640,480, @@ -617,7 +616,7 @@ struct VideoCardDefaults 640,480, 16,16,16, 2048, - true // Right now, they've got to have NVidia or ATi Cards anyway.. + true // Right now, they've got to have NVidia or ATi Cards anyway.. ), VideoCardDefaults( // Default graphics settings used for all cards that don't match above. @@ -664,7 +663,7 @@ bool CheckVideoDefaultSettings() goto found_defaults; } } - ASSERT( 0 ); // we must have matched at least one above + ASSERT( 0 ); // we must have matched at least one above found_defaults: @@ -725,16 +724,16 @@ RageDisplay *CreateDisplay() * * If we try to load OpenGL and we're missing acceleration, it may mean: * 1. We're missing drivers, and they just need upgrading. - * 2. The card doesn't have drivers, and it should be using D3D8. In other words, - * it needs an entry in this table. - * 3. The card doesn't have drivers for either. (Sorry, no S3 868s.) Can't play. - * + * 2. The card doesn't have drivers, and it should be using D3D8. + * In other words, it needs an entry in this table. + * 3. The card doesn't have drivers for either. (Sorry, no S3 868s.) + * Can't play. * In this case, fail to load; don't silently fall back on D3D. We don't want * people unknowingly using D3D8 with old drivers (and reporting obscure bugs * due to driver problems). We'll probably get bug reports for all three types. * #2 is the only case that's actually a bug. * - * Actually, right now we're falling back. I'm not sure which behavior is better. + * Actually, right now we're falling back. I'm not sure which behavior is better. */ //bool bAppliedDefaults = CheckVideoDefaultSettings(); @@ -792,7 +791,7 @@ RageDisplay *CreateDisplay() continue; } - break; // the display is ready to go + break; // the display is ready to go } if( pRet == NULL) @@ -805,7 +804,7 @@ static void SwitchToLastPlayedGame() { const Game *pGame = GAMEMAN->StringToGame( PREFSMAN->GetCurrentGame() ); - /* If the active game type isn't actually available, revert to the default. */ + // If the active game type isn't actually available, revert to the default. if( pGame == NULL ) pGame = GAMEMAN->GetDefaultGame(); @@ -917,7 +916,7 @@ static void WriteLogHeader() #endif // this code should only be enabled in distributed builds - LOG->Info("sm-ssc is Copyright ©2009 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."); + //LOG->Info("sm-ssc is Copyright ©2009 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."); // end limited code time_t cur_time; @@ -961,7 +960,7 @@ int main(int argc, char* argv[]) { RageThreadRegister thread( "Main thread" ); RageException::SetCleanupHandler( HandleException ); - + SetCommandlineArguments( argc, argv ); @@ -998,7 +997,7 @@ int main(int argc, char* argv[]) FILEMAN->MountUserFilesystems(); - /* Set this up next. Do this early, since it's needed for RageException::Throw. */ + // 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! @@ -1050,8 +1049,8 @@ int main(int argc, char* argv[]) MountTreeOfZips( SpecialFiles::PACKAGES_DIR ); MountTreeOfZips( SpecialFiles::USER_PACKAGES_DIR ); - /* One of the above filesystems might contain files that affect preferences, eg Data/Static.ini. - * Re-read preferences. */ + /* One of the above filesystems might contain files that affect preferences + * (e.g. Data/Static.ini). Re-read preferences. */ PREFSMAN->ReadPrefsFromDisk(); ApplyLogPreferences(); @@ -1075,10 +1074,10 @@ 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 + /* 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 * that to appear delayed. */ HOOKS->DumpDebugInfo(); @@ -1094,10 +1093,9 @@ int main(int argc, char* argv[]) ANNOUNCER = new AnnouncerManager; NOTESKIN = new NoteSkinManager; - /* Switch to the last used game type, and set up the theme and announcer. */ + // Switch to the last used game type, and set up the theme and announcer. SwitchToLastPlayedGame(); - // Handle special RunModes. Some of these depend on ThemeManager being loaded above in SwitchToLastPlayedGame. switch( runmode ) { @@ -1108,7 +1106,6 @@ int main(int argc, char* argv[]) case RunMode_ExportNsisStrings: case RunMode_ExportLuaInformation: case RunMode_DisplayVersion: - // possible change: phase out "default"? -aj THEME->SwitchThemeAndLanguage( "default", PREFSMAN->m_sLanguage, PREFSMAN->m_bPseudoLocalize ); switch( runmode ) { @@ -1130,10 +1127,9 @@ int main(int argc, char* argv[]) } - { - /* Now that THEME is loaded, load the icon for the current theme into the - * loading window. */ + /* Now that THEME is loaded, load the icon for the current theme into + * the loading window. */ RString sError; RageSurface *pIcon = RageSurfaceUtils::LoadFile( THEME->GetPathG( "Common", "window icon" ), sError ); if( pIcon ) @@ -1179,8 +1175,8 @@ int main(int argc, char* argv[]) SAFE_DELETE( pLoadingWindow ); // destroy this before init'ing Display - /* If the user has tried to quit during the loading, do it before creating the - * main window. This prevents going to full screen just to quit. */ + /* If the user has tried to quit during the loading, do it before creating + * the main window. This prevents going to full screen just to quit. */ if( ArchHooks::UserQuit() ) { ShutdownGame(); @@ -1332,12 +1328,13 @@ void StepMania::ClearCredits() /* Returns true if the key has been handled and should be discarded, false if * the key should be sent on to screens. */ static LocalizedString SERVICE_SWITCH_PRESSED ( "StepMania", "Service switch pressed" ); -// xxx: okay these probably shouldn't be here, but I wanted them to be +// xxx: Okay, these probably shouldn't be here, but I wanted them to be // localized and this was the place to do it since this is where the control // structure is placed... apologies to those who like properly structured -// metrics. I like compatibility. -aj +// language files. I like compatibility. -aj static LocalizedString RELOADED_METRICS( "ThemeManager", "Reloaded metrics" ); static LocalizedString RELOADED_METRICS_AND_TEXTURES( "ThemeManager", "Reloaded metrics and textures" ); +static LocalizedString RELOADED_SCRIPTS( "ThemeManager", "Reloaded scripts" ); bool HandleGlobalInputs( const InputEventPlus &input ) { // None of the globals keys act on types other than FIRST_PRESS @@ -1384,6 +1381,13 @@ bool HandleGlobalInputs( const InputEventPlus &input ) CodeDetector::RefreshCacheItems(); SCREENMAN->SystemMessage( RELOADED_METRICS ); } + else if(INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LCTRL), &input.InputList) || + INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RCTRL), &input.InputList)) + { + // Ctrl+F2: reload scripts only + THEME->UpdateLuaGlobals(); + SCREENMAN->SystemMessage( RELOADED_SCRIPTS ); + } else { // F2 alone: refresh metrics, textures, noteskins, codedetector cache