Commit Graph

27206 Commits

Author SHA1 Message Date
Chris Danford cefafb8bc4 allow specifying section names in PreferredSongs 2008-07-02 00:10:47 +00:00
Glenn Maynard aca8629e5a fix crash if m_MasterPlayerNumber is Invalid 2008-07-01 23:53:53 +00:00
Glenn Maynard e813fa88bc fix IsSongSort 2008-07-01 23:52:24 +00:00
Glenn Maynard 784ec2de98 fix left/right still changes difficulty after finalizing 2008-07-01 21:00:10 +00:00
Chris Danford 9c533535ed add LIGHTSMODE_MENU_START_ONLY LIGHTSMODE_MENU_START_AND_DIRECTIONS 2008-07-01 07:47:17 +00:00
Chris Danford fe249c8416 double sorts 2008-07-01 07:46:58 +00:00
Chris Danford 158056464a add LIGHTSMODE_MENU_START_ONLY LIGHTSMODE_MENU_START_AND_DIRECTIONS 2008-07-01 07:42:58 +00:00
Colby Klein 7227081c39 Highlight the receptors when pressed. 2008-07-01 02:56:41 +00:00
Colby Klein 4028164799 Add NoteSkin for KB7 2008-07-01 00:12:59 +00:00
Chris Danford 19c4dc99d9 fix 'no stroke draws if any Font doesn't have a stroke texture' 2008-06-30 09:36:48 +00:00
Chris Danford 57b20c65fd fix compile 2008-06-30 09:36:16 +00:00
Chris Danford 115cc6be2f always choose lights StepsType from the primary Style of the current Game so that lights are the same for single and double Styles 2008-06-27 19:53:43 +00:00
Chris Danford f72a0cd94e fix edits icon not showing for all StepsTypes in AutoStyle 2008-06-25 05:06:05 +00:00
Chris Danford 00578338f0 read optional language inis so that non-theme packages can provide strings (for example, the translated name of the package) 2008-06-24 10:49:06 +00:00
Chris Danford 28784d9aa8 dix double* sorts picking up half double. Only use regular double. 2008-06-24 01:22:40 +00:00
Chris Danford a279b360ba show grades based on StepsType of CurSteps (fixes grades incorrect with AutoStyle 2008-06-24 00:38:32 +00:00
Chris Danford f3d5c8d865 add Double* difficulty sorts 2008-06-23 10:57:14 +00:00
Chris Danford c7e2b57b5f allow IdleTimeoutSeconds in CoinMode_Pay (remove special case) 2008-06-21 06:44:39 +00:00
Colby Klein 969abd5293 Fix gameplay using edit mode things when UsePlayerSelectMenu=true 2008-06-21 04:40:08 +00:00
Colby Klein 5f7877b6b3 Take the Player Options menu from ScreenNetSelectMusic, have it use Select instead of Up. 2008-06-21 04:04:59 +00:00
Chris Danford d440430a5b if a hold has no checkpoints, then mark as Held only if the head was stepped on. Fix Rolls always marked as Held because they never have missed checkpoints 2008-06-20 10:40:47 +00:00
Colby Klein 907c23bebb Fix KB7 gameplay buttons 2008-06-20 10:12:58 +00:00
Chris Danford 7a64c068df gcc 4.3 fixes from jon.dufresne@gmail.com http://gcc.gnu.org/gcc-4.3/porting_to.html 2008-06-18 18:55:10 +00:00
Chris Danford 0a5e9ab26a fix col order in halfdouble 2008-06-17 02:37:53 +00:00
Chris Danford 20b11d27df add IsAnExtraStageAndSelectionLocked. add metircs MinDifficultyForExtra, LockExtraStageSelection 2008-06-12 04:30:51 +00:00
Glenn Maynard fe65136b7c fix crash 2008-06-11 22:30:09 +00:00
Glenn Maynard 3bc7d64c79 JoinInput always joins both players in AutoJoin 2008-06-11 22:22:09 +00:00
Glenn Maynard bc0cf8acd1 AutoJoin logic change: Rather than always joining on any coin input,
join on the first JoinInput; later (if more coins are input), join
on coin input if there's already a player joined.  This means coin
inputs never join the first player, which implies that coin inputs
can only autojoin a player if it's in a place where players are supposed
to be joined.

This avoids problems with joining too early, eg. in Attract before
Reset.
2008-06-11 22:19:43 +00:00
Glenn Maynard 2e1705ac46 This is a bit spaghetti right now, and this is compounding it further, so let's
look at all the cases:

Generic ScreenSelect, eg. ScreenSelectStyle:
 A non-joined player START press can join.  On successful join, discard the
 input; the start press that joins the player should not also make a selection
 on the menu.   Non-joined players can make no other inputs.  (ALLOW_DISABLED_PLAYER_INPUT
 is false.)
  - on start press
    - attempt to join the player; if successful:
     - play start sound (normally done by the derived class, eg. ScreenSelectMaster::MenuStart,
       but we're not going there)
     - return, so this start press that just joined the player doesn't also make a selection
    - any other button, return and ignore the press ("block input of disabled players")
  - on any other button press, just ignore it

ScreenJoin:
 Pressing start on a non-joined player joins the player, and unlike the generic case,
 it also passes the start press on as input, selecting the default option and starting the
 game.  (ALLOW_DISABLED_PLAYER_INPUT is true.)

 We don't have any visible menu selections, so other player inputs don't matter.
  - This screen assumes that a player can join, and that the first successful join
    will move on.  Pressing start and having it not join has never been tested or
    used, and in fact crashes: it'll be passed on as a selection, and
    SM_BeginFadingOut dies, because m_MasterPlayerNumber is invalid.
 
ScreenTitleMenu:
 Like SJoin, pressing start will select the current option and start the game.  Unlike
 SJoin, this screen has options; arrow key inputs on a non-joined player must be
 passed on, so the cursor can be moved.  (ALLOW_DISABLED_PLAYER_INPUT is true.)

This "always joins" assumption is bad, and was probably never intended.  Fix by
never allowing start on a non-joined player (unless the start just joined the
player, in which case he'll be joined by the time of this check).
2008-06-11 22:13:26 +00:00
Glenn Maynard 4c369600a8 revert Message_PlayerJoined. This logic is changing. 2008-06-11 22:09:47 +00:00
Glenn Maynard 3d2321887d reenable sound in Cancel(), rather than as a special case in the input, so it works if someone else calls Cancel 2008-06-11 22:05:49 +00:00
Glenn Maynard 04f43dae61 always move on if a player joins in SAttract, even if it's not the screen who caused it 2008-06-11 22:02:37 +00:00
Glenn Maynard 2c93c2d79c reenable sound in Cancel(), rather than as a special case in the input, so it works if someone else calls Cancel 2008-06-11 22:01:33 +00:00
Chris Danford 1f820776d1 ShowUpcoming for Hold heads 2008-06-10 20:33:48 +00:00
Chris Danford c4ca429376 use button symbols in help text 2008-06-09 21:18:02 +00:00
Mike Hawkins 5eb2e83d68 Metric to hide the easy song flag on the MusicWheel (fix when using a transparent graphic for this flag and the song has multiple flags; this prevents the flag cycle from flashing an empty flag) 2008-06-07 22:47:53 +00:00
Mike Hawkins a799ce1b36 #SELECTABLE - don't exclude simfiles if they use 3.9+ exclusive settings in this tag 2008-06-07 19:27:48 +00:00
Glenn Maynard 84666e25b3 fix AutoJoin keeps pressing start in free play 2008-06-07 03:22:33 +00:00
Glenn Maynard d862ba776e fix AutoJoin in free/home: join both players 2008-06-07 03:21:24 +00:00
Glenn Maynard bd5173fae8 fix snd_pcm_mmap_writei undocumented EAGAIN return value 2008-06-07 01:54:46 +00:00
Chris Danford 059ae3868f move NoteUpcoming message playing into ReceptorArrow 2008-06-07 01:12:39 +00:00
Glenn Maynard 1414ff7c19 Fix inconsistency between DItoGI and GItoDI. ReadMappings was updating GItoDI and we didn't update DItoGI; AddDefaultMappings would then not add the keyboard mappings (since that uses DItoGI), and we'd end up with keyboard buttons half-mapped. 2008-06-06 23:40:03 +00:00
Glenn Maynard 1a31c337c6 fix empty statement warning 2008-06-06 18:38:07 +00:00
Chris Danford 605aac7472 send NoteUpcoming messages to receptors 2008-06-04 00:09:43 +00:00
Chris Danford 7fa2fd1f59 help text fixup 2008-06-03 12:02:48 +00:00
Chris Danford cc3e8589ef add AllowExtra2 2008-06-02 10:06:51 +00:00
Chris Danford ba9a585d51 separate select music help text string 2008-06-02 09:34:58 +00:00
Chris Danford 065836551a help text fixup 2008-06-02 00:34:01 +00:00
Chris Danford 4348415e0b specify metric or string in error messages for easier tracing 2008-06-02 00:29:46 +00:00
Mike Hawkins fc73f81240 Fixing conditional for bBright variable; missing check for bBlind 2008-05-30 03:01:17 +00:00