Chris Danford
f18ba1614d
adding CustomDifficulty stuff (themable difficulty /StepsType combinations). Doesn't compile - fixing
2008-11-28 22:02:28 +00:00
Mike Hawkins
3fc4f1ea94
Player-side Autoplay modifier (allows one player to play normally, while the other is in autoplay mode)
2008-07-08 00:56:24 +00:00
Chris Danford
d377c2b1a4
MENU_BUTTON_ -> GAME_BUTTON_
2008-05-21 05:36:09 +00:00
Glenn Maynard
18209c3d23
global.h first
2008-05-07 01:02:43 +00:00
Chris Danford
e5d0889f4c
move Header StageDisplay Footer into SWME Decorations
2008-03-31 11:44:57 +00:00
Chris Danford
2f683bee2f
data-driven pump-style coloring/naming (merge disparate difficulty string/color systems and simplify Lua)
2008-03-24 12:00:51 +00:00
Chris Danford
defedc2c62
GAMEMAN->GetStepsTypeInfo -> GameManager::GetStepsTypeInfo to allow Lua to call before GameManager singleton is initialized
2008-03-24 08:53:05 +00:00
Chris Danford
077a1a3b85
Add StepsTypeInfo and return the structure rather than having GameManager methods for each piece of data
2008-03-24 04:39:24 +00:00
Chris Danford
5e87c2e81a
karaoke prototype (disabled)
2008-03-12 23:17:39 +00:00
Steve Checkoway
b984649787
Fix editor crash with more than one Edit Steps. There's no need for a map here. The saved Song will have the Steps in the same order as they were when the they were saved in CopyToLastSave().
2008-01-19 20:02:38 +00:00
Chris Danford
b7d9b04507
GetNumUsedTracks -> GetMaxNonEmptyTrack
2007-09-04 04:21:15 +00:00
Glenn Maynard
8022c3ba04
Course::pSong to SongID
2007-08-12 22:43:45 +00:00
Chris Danford
d2f6f8e03f
experimental time signature support. Background changes and beat bars are currently the only things that are aware of time signature. Note coloring isn't aware of time signature yet.
2007-04-30 05:12:48 +00:00
Chris Danford
366bc7cd13
add ScreenEdit::EditModifiers
...
add AutoKeysounds support to ScreenEdit
TODO: The gameplay portion of the editor should push a ScreenGameplay onto the Screen stack. There's a lot of unnecessary duplication in ScreenEdit.
2007-04-24 05:42:44 +00:00
Glenn Maynard
1067755333
allow alternate loop music for music wheel
2007-04-06 18:34:43 +00:00
Steve Checkoway
31b6d174a0
These note skins don't exist any more. Replace with default for now.
2007-04-02 08:42:23 +00:00
Glenn Maynard
c0a6373693
fix rate in editor
2007-03-17 03:24:00 +00:00
Glenn Maynard
bd30e42c23
don't join p2; causes both players to show in options
2007-03-17 03:17:39 +00:00
Glenn Maynard
9426495b82
noisy
2007-03-17 03:14:11 +00:00
Glenn Maynard
d74382fe07
fix rendering
2007-03-17 00:24:25 +00:00
Chris Danford
0160e23705
style cleanup: use FOREACH_ENUM( X, x ) everywhere instead of FOREACH_X( x ) for consistency
...
The FOREACH_X defines are not very useful, and they were created back before FOREACH_ENUM was convenient.
2007-02-23 22:29:42 +00:00
Chris Danford
f77647b5ad
enum name cleanup: DIFFICULTY_* -> Difficulty_*
2007-02-22 07:18:05 +00:00
Chris Danford
491ab6eaf5
StyleType enum name cleanup
2007-02-22 06:56:17 +00:00
Chris Danford
599db61b62
Always call LoadAllCommands explicitly.
...
The hack to LoadAllCommands when playing a command was leading to weird interactions: If a theme element contained an OnCommand, it would cause the rest of the commands defined in metrics to not be loaded.
2007-02-19 09:30:07 +00:00
Chris Danford
f7fc9ceaa5
remove Set/GetHidden, leave *Visible
...
remove hidden from ActorCommands eventually
2007-02-13 06:32:26 +00:00
Glenn Maynard
745237c812
fix:
...
"// FIXME: This logic fails if the user starts a new steps, changes to
// a different stepchart, and then exits without saving"
2007-02-03 02:14:25 +00:00
Glenn Maynard
a41f0c0dec
SetSavedToDisk in Save(), not in SM_SaveSuccessful. When we save the
...
whole file, all steps are saved to disk; we were only marking the
active steps. This sequence would cause steps to be wrongly deleted:
1: create easy and medium steps for one steps type; save
2: on another steps type, edit easy steps which were autogenned from the above
change the steps
3: f6 to change to medium steps steps which were autogenned from the above
4: menu -> save
This will save all data, but only medium will be marked saved to disk.
5: f5 to change back to easy steps
6: menu -> exit
This will delete the easy steps, because they were not marked saved to disk.
2007-02-03 00:55:52 +00:00
Glenn Maynard
9e6aab166c
fix base calls
2007-02-02 08:01:29 +00:00
Glenn Maynard
2ba3523f0e
only ScreenEdit::CheckNumberOfNotesAndUndo in EditMode_Home
2007-02-02 06:49:49 +00:00
Chris Danford
12b49d0b26
remove EditButtons for autoplay and tick. They can be toggled with ScreenDebugOverlay.
2007-01-25 11:14:10 +00:00
Chris Danford
179f1b6480
add metronome
...
rename tick -> clap because "tick" implies a regular interval
2007-01-25 11:03:41 +00:00
Chris Danford
253461000c
move common PlayTicks code into GameplayAssist
2007-01-25 00:50:57 +00:00
Glenn Maynard
008ea63793
SOUND->GetPlayLatency -> SOUNDMAN->GetPlayLatency
2007-01-18 09:12:50 +00:00
Chris Danford
4e5219cedd
SubType_INVALID -> SubType_Invalid
2007-01-15 23:47:55 +00:00
Chris Danford
46a774b5f4
SubType_invalid -> SubType_INVALID
2007-01-15 23:09:23 +00:00
Glenn Maynard
58065fa455
MenuButton -> GameButton
2007-01-13 03:47:36 +00:00
Glenn Maynard
7385c1f4c1
merge SetPosition_Accurate and SetPosition_Fast. Use a property
...
instead.
2006-12-10 08:59:13 +00:00
Steve Checkoway
3637f83f69
Unused.
2006-12-01 18:22:22 +00:00
John Bauer
aedcc9f208
Factor out a call to GameState::ResetOptions. Also, move the state that
...
keeps track of whether NoteSkin was changed or not into GameState.
2006-11-30 19:29:15 +00:00
Glenn Maynard
c241a4aaf8
m_fRate -> m_fSpeed
2006-11-30 07:32:38 +00:00
Glenn Maynard
bf1c726c80
set m_fRate directly
2006-11-30 06:42:51 +00:00
John Bauer
0d7f657453
Restore the EditorNoteSkinP[1,2] options, although I'm still not convinced
...
they're actually used anywhere.
2006-11-28 20:04:11 +00:00
John Bauer
f5adc9686d
Reorder some includes.
2006-11-28 19:08:27 +00:00
John Bauer
be09ae8e81
Make it so that the default NoteSkin when playing in EditMode is "note",
...
not "default". Earlier it was set so that it would be that way if the user
didn't pick any options, but after the user changed options, ScreenEdit
would use the "default" NoteSkin. This involved adding a bit of static
state to ScreenEdit so that between calls to GAMESTATE::Reset,
new incarnations of ScreenEdits would keep the user's settings.
2006-11-28 18:55:20 +00:00
Glenn Maynard
f0dab15f30
move AutoPlay
2006-11-21 05:02:55 +00:00
Glenn Maynard
0db4a096e5
ScreenWithMenuElements::BeginScreen calls SortByDrawOrder
2006-11-21 04:32:59 +00:00
Glenn Maynard
a5f5fa0b78
HandleMessage( Message )
2006-11-13 23:11:25 +00:00
John Bauer
e15285ab55
Fix SongManager::Invalidate. Call it from places it is needed:
...
ScreenEdit::RevertFromDisk, ScreenEdit's Save routine, and
ScreenEditMenu's Delete Steps routine. This fixes the bug where
deleting a step chart sometimes causes interesting behavior
but usually just causes a CTD next time you run Oni mode. It also makes
sure data precalculated from the songs is correctly recalculated when
ScreenEdit changes a song.
2006-11-13 17:07:42 +00:00
John Bauer
cca2d60509
Fix RevertFromDisk using a method that preserves as many of the original
...
Steps* pointers as possible. It is pointless to get rid of RevertFromDisk
entirely because all of the unpleasant side effects it can have are possible
using other tools in the editor.
2006-11-12 16:49:00 +00:00
John Bauer
4b21ed256c
Alternate fix for some of the bugs that exist when choose a different
...
stepchart in edit mode.
2006-11-12 06:30:14 +00:00