[default -> sm130futures] Bring up to date.

This commit is contained in:
Jason Felds
2011-04-17 22:34:48 -04:00
13 changed files with 68 additions and 16 deletions
+13 -4
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@@ -30,11 +30,20 @@ sm-ssc $SM5VERSION | 2011????
jump to different labels made. [Wolfman2000]
================================================================================
sm-ssc $NEXTVERSION | 2011????
sm-ssc v1.2.5 | 201104??
--------------------------------------------------------------------------------
It depends on who you ask.
It could be v1.2.5, it could be v1.3.0, it could even be StepMania 5.
We will wait and see.
20110416
--------
* [PlayerOptions] Added UsingReverse() Lua binding (automatically tests
GetReverse() == 1) [AJ]
* [PlayerState] Added GetCurrentPlayerOptions() Lua binding [AJ]
20110413
--------
* [ScreenSelectMusic] Made score frame into an AutoActor, changed the filename
from "score frame p1" to "ScoreFrame P1" for consistency with other elements.
[AJ]
20110405
--------
+6 -1
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@@ -44,6 +44,11 @@ Complete Course Template
TIME:0.500:END:1.000:MODS:2x;
TIME:1.500:END:1.500:MODS:0.5x;
#GAINSECONDS:60.5;
-- The number of seconds gained before starting a song. This and #LIVES are
-- mutually exclusive: you can either have one, the other, or none: both
-- is not possible. This is meant to be used for Survival courses.
#SONG:*:Medium:2x;
-- #SONG can take quite a variety of parameters, of which may be useful to you
-- for testing or randomocity purpose.
@@ -80,4 +85,4 @@ Finally, here's an example course:
#SONG:In The Groove/Dawn:Overhead;
#SONG:In The Groove/Mouth:;
#SONG:In The Groove 2/Funk Factory:;
#SONG:In The Groove 3/Disconnected Zeo:;
#SONG:In The Groove 3/Disconnected Zeo:;
+27
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@@ -0,0 +1,27 @@
AC_DEFUN([SM_BZIP],
[
AC_REQUIRE([SM_STATIC])
AC_CHECK_LIB(bz2, BZ2_bzCompressInit, have_bzip=yes, have_bzip=no)
AC_CHECK_HEADER(bzlib.h, have_bzip_header=yes, have_bzip_header=no)
AC_ARG_WITH(static-bzip, AS_HELP_STRING([--with-static-bzip],[Statically link bzip]), with_static_bzip=$withval, with_static_bzip=no)
if test "$with_static_bzip" = "yes"; then
LIB_PRE=$START_STATIC
LIB_POST=$END_STATIC
fi
if test "$have_bzip_header" = "no"; then
have_bzip=no
fi
if test "$have_bzip" = "no"; then
echo "*** bzip is required to build StepMania; please make sure"
echo "*** that bzip is installed to continue the installation process."
exit 0;
fi
LIBS="$LIBS $LIB_PRE -lbz2 $LIB_POST"
LIB_PRE=
LIB_POST=
])
+1
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@@ -197,6 +197,7 @@ fi
AM_CONDITIONAL(WITHOUT_NETWORKING, test "$with_network" = "no")
SM_ZLIB
SM_BZIP
SM_AUDIO
SM_VIDEO
SM_TLS
+1 -1
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@@ -99,7 +99,7 @@ void AutoKeysounds::LoadAutoplaySoundsInto( RageSoundReader_Chain *pChain )
if( tn[pn].iKeysoundIndex >= 0 )
{
RString sKeysoundFilePath = sSongDir + pSong->m_vsKeysoundFile[tn[pn].iKeysoundIndex];
float fSeconds = pSong->m_Timing.GetElapsedTimeFromBeatNoOffset( NoteRowToBeat(iRow) );
float fSeconds = pSong->m_Timing.GetElapsedTimeFromBeatNoOffset( NoteRowToBeat(iRow) ) + SOUNDMAN->GetPlayLatency();
float fPan = 0;
if( !bSoundIsGlobal )
+1
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@@ -659,6 +659,7 @@ void MusicWheel::BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelIt
if( so != SORT_ROULETTE )
{
// todo: allow themers to change the order of the items. -aj
if( SHOW_ROULETTE )
arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_ROULETTE, NULL, "", NULL, ROULETTE_COLOR, 0) );
+2
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@@ -908,6 +908,7 @@ public:
// Scroll
DEFINE_METHOD( GetReverse, m_fScrolls[PlayerOptions::SCROLL_REVERSE] )
DEFINE_METHOD( UsingReverse, m_fScrolls[PlayerOptions::SCROLL_REVERSE] == 1 )
static int GetReversePercentForColumn( T *p, lua_State *L )
{
// todo: make sure IArg is within boundaries -aj
@@ -1021,6 +1022,7 @@ public:
// Scroll
ADD_METHOD( GetReverse );
ADD_METHOD( UsingReverse );
ADD_METHOD( GetReversePercentForColumn );
ADD_METHOD( GetSplit );
ADD_METHOD( GetAlternate );
+7
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@@ -229,6 +229,12 @@ public:
LuaHelpers::Push( L, s );
return 1;
}
static int GetCurrentPlayerOptions( T* p, lua_State *L )
{
PlayerOptions po = p->m_PlayerOptions.GetCurrent();
po.PushSelf(L);
return 1;
}
DEFINE_METHOD( GetHealthState, m_HealthState );
LunaPlayerState()
@@ -239,6 +245,7 @@ public:
ADD_METHOD( GetPlayerOptions );
ADD_METHOD( GetPlayerOptionsArray );
ADD_METHOD( GetPlayerOptionsString );
ADD_METHOD( GetCurrentPlayerOptions );
ADD_METHOD( GetHealthState );
}
};
-1
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@@ -179,7 +179,6 @@ void RoomInfoDisplay::SetRoomInfo( const RoomInfo& info)
m_playerList[i] = new BitmapText;
m_playerList[i]->LoadFromFont( THEME->GetPathF(GetName(),"text") );
m_playerList[i]->SetName("PlayerListElement");
m_playerList[i]->SetShadowLength( 0 );
m_playerList[i]->SetHorizAlign( align_left );
m_playerList[i]->SetX(PLAYERLISTX + (i * PLAYERLISTOFFSETX));
m_playerList[i]->SetY(PLAYERLISTY + (i * PLAYERLISTOFFSETY));
-2
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@@ -590,7 +590,6 @@ void ScreenGameplay::Init()
ASSERT( pi->m_ptextCourseSongNumber == NULL );
pi->m_ptextCourseSongNumber = new BitmapText;
pi->m_ptextCourseSongNumber->LoadFromFont( THEME->GetPathF(m_sName,"SongNum") );
pi->m_ptextCourseSongNumber->SetShadowLength( 0 );
pi->m_ptextCourseSongNumber->SetName( ssprintf("SongNumber%s",pi->GetName().c_str()) );
LOAD_ALL_COMMANDS_AND_SET_XY( pi->m_ptextCourseSongNumber );
pi->m_ptextCourseSongNumber->SetText( "" );
@@ -609,7 +608,6 @@ void ScreenGameplay::Init()
ASSERT( pi->m_ptextPlayerOptions == NULL );
pi->m_ptextPlayerOptions = new BitmapText;
pi->m_ptextPlayerOptions->LoadFromFont( THEME->GetPathF(m_sName,"player options") );
pi->m_ptextPlayerOptions->SetShadowLength( 0 );
pi->m_ptextPlayerOptions->SetName( ssprintf("PlayerOptions%s",pi->GetName().c_str()) );
LOAD_ALL_COMMANDS_AND_SET_XY( pi->m_ptextPlayerOptions );
this->AddChild( pi->m_ptextPlayerOptions );
+5 -2
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@@ -755,8 +755,11 @@ float ScreenSelectMaster::DoMenuStart( PlayerNumber pn )
}
if( SHOW_CURSOR )
{
m_sprCursor[pn]->PlayCommand( "Choose" );
fSecs = max( fSecs, m_sprCursor[pn]->GetTweenTimeLeft() );
if(m_sprCursor[pn] != NULL)
{
m_sprCursor[pn]->PlayCommand( "Choose" );
fSecs = max( fSecs, m_sprCursor[pn]->GetTweenTimeLeft() );
}
}
return fSecs;
+4 -4
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@@ -199,10 +199,10 @@ void ScreenSelectMusic::Init()
FOREACH_ENUM( PlayerNumber, p )
{
m_sprHighScoreFrame[p].SetName( ssprintf("ScoreFrameP%d",p+1) );
m_sprHighScoreFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("score frame p%d",p+1)) );
m_sprHighScoreFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("ScoreFrame P%d",p+1)) );
m_sprHighScoreFrame[p]->SetName( ssprintf("ScoreFrameP%d",p+1) );
LOAD_ALL_COMMANDS_AND_SET_XY( m_sprHighScoreFrame[p] );
this->AddChild( &m_sprHighScoreFrame[p] );
this->AddChild( m_sprHighScoreFrame[p] );
m_textHighScore[p].SetName( ssprintf("ScoreP%d",p+1) );
m_textHighScore[p].LoadFromFont( THEME->GetPathF(m_sName,"score") );
@@ -247,7 +247,7 @@ void ScreenSelectMusic::BeginScreen()
{
if( GAMESTATE->IsHumanPlayer(pn) )
continue;
m_sprHighScoreFrame[pn].SetVisible( false );
m_sprHighScoreFrame[pn]->SetVisible( false );
m_textHighScore[pn].SetVisible( false );
}
+1 -1
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@@ -123,7 +123,7 @@ protected:
FadingBanner m_Banner;
Sprite m_sprCDTitleFront, m_sprCDTitleBack;
Sprite m_sprHighScoreFrame[NUM_PLAYERS];
AutoActor m_sprHighScoreFrame[NUM_PLAYERS];
BitmapText m_textHighScore[NUM_PLAYERS];
MusicWheel m_MusicWheel;
OptionsList m_OptionsList[NUM_PLAYERS];