From e01ab8af140fd654fd15bcd9f5c276588ab4e912 Mon Sep 17 00:00:00 2001 From: "born a rick, raised a morty, died a jerry" Date: Wed, 21 Nov 2018 15:42:13 -0500 Subject: [PATCH] remove unused internal screenselectmusic actors this includes internal banner/cdtitle and highscoreframe actors that are all custom defined in lua as of now also removes the internal showbanners pref --- src/PrefsManager.cpp | 1 - src/PrefsManager.h | 1 - src/ScreenOptionsMasterPrefs.cpp | 2 - src/ScreenSelectMusic.cpp | 184 ++----------------------------- src/ScreenSelectMusic.h | 4 - 5 files changed, 10 insertions(+), 182 deletions(-) diff --git a/src/PrefsManager.cpp b/src/PrefsManager.cpp index 66410a4dfd..2bd7d6f200 100644 --- a/src/PrefsManager.cpp +++ b/src/PrefsManager.cpp @@ -150,7 +150,6 @@ PrefsManager::PrefsManager() , m_bAllowedLag("AllowedLag", 0.001f) , m_bShowStats("ShowStats", TRUE_IF_DEBUG) , m_bShowSkips("ShowSkips", true) - , m_bShowBanners("ShowBanners", true) , m_bShowMouseCursor("ShowMouseCursor", true) , m_bVsync("Vsync", false) , m_FastNoteRendering("FastNoteRendering", true) diff --git a/src/PrefsManager.h b/src/PrefsManager.h index e26d8c3863..03dd4df402 100644 --- a/src/PrefsManager.h +++ b/src/PrefsManager.h @@ -151,7 +151,6 @@ class PrefsManager Preference m_bAllowedLag; Preference m_bShowStats; Preference m_bShowSkips; - Preference m_bShowBanners; Preference m_bShowMouseCursor; Preference m_bVsync; Preference m_FastNoteRendering; diff --git a/src/ScreenOptionsMasterPrefs.cpp b/src/ScreenOptionsMasterPrefs.cpp index cae91e7a8e..3c62ba011f 100644 --- a/src/ScreenOptionsMasterPrefs.cpp +++ b/src/ScreenOptionsMasterPrefs.cpp @@ -1017,8 +1017,6 @@ InitializeConfOptions() g_ConfOptions.back().m_iEffects = OPT_APPLY_GRAPHICS; ADD(ConfOption("FastNoteRendering", MovePref, "Off", "On")); ADD(ConfOption("ShowStats", MovePref, "Off", "On")); - ADD(ConfOption("ShowBanners", MovePref, "Off", "On")); - // Sound options ADD(ConfOption("AttractSoundFrequency", MovePref, diff --git a/src/ScreenSelectMusic.cpp b/src/ScreenSelectMusic.cpp index a4e59da7e2..126648798d 100644 --- a/src/ScreenSelectMusic.cpp +++ b/src/ScreenSelectMusic.cpp @@ -66,11 +66,6 @@ AutoScreenMessage(SM_BackFromPlayerOptions); AutoScreenMessage(SM_ConfirmDeleteSong); AutoScreenMessage(SM_BackFromNamePlaylist); -static RString g_sCDTitlePath; -static bool g_bWantFallbackCdTitle; -static bool g_bCDTitleWaiting = false; -static RString g_sBannerPath; -static bool g_bBannerWaiting = false; static bool g_bSampleMusicWaiting = false; static bool delayedchartupdatewaiting = false; static RageTimer g_StartedLoadingAt(RageZeroTimer); @@ -215,37 +210,6 @@ ScreenSelectMusic::Init() m_OptionsList[PLAYER_2].Link(&m_OptionsList[PLAYER_1]); } - // this is loaded SetSong and TweenToSong - m_Banner.SetName("Banner"); - LOAD_ALL_COMMANDS_AND_SET_XY(m_Banner); - this->AddChild(&m_Banner); - - m_sprCDTitleFront.SetName("CDTitle"); - m_sprCDTitleFront.Load(THEME->GetPathG(m_sName, "fallback cdtitle")); - LOAD_ALL_COMMANDS_AND_SET_XY(m_sprCDTitleFront); - COMMAND(m_sprCDTitleFront, "Front"); - this->AddChild(&m_sprCDTitleFront); - - m_sprCDTitleBack.SetName("CDTitle"); - m_sprCDTitleBack.Load(THEME->GetPathG(m_sName, "fallback cdtitle")); - LOAD_ALL_COMMANDS_AND_SET_XY(m_sprCDTitleBack); - COMMAND(m_sprCDTitleBack, "Back"); - this->AddChild(&m_sprCDTitleBack); - - FOREACH_ENUM(PlayerNumber, p) - { - 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]); - - m_textHighScore[p].SetName(ssprintf("ScoreP%d", p + 1)); - m_textHighScore[p].LoadFromFont(THEME->GetPathF(m_sName, "score")); - LOAD_ALL_COMMANDS_AND_SET_XY(m_textHighScore[p]); - this->AddChild(&m_textHighScore[p]); - } - RageSoundLoadParams SoundParams; SoundParams.m_bSupportPan = true; @@ -276,7 +240,7 @@ ScreenSelectMusic::BeginScreen() GAMESTATE->SetCompatibleStylesForPlayers(); } - if (GAMESTATE->GetCurrentStyle(PLAYER_INVALID) == NULL) { + if (GAMESTATE->GetCurrentStyle(PLAYER_INVALID) == nullptr) { LOG->Trace("The Style has not been set. A theme must set the Style " "before loading ScreenSelectMusic."); // Instead of crashing, set the first compatible style. @@ -284,7 +248,7 @@ ScreenSelectMusic::BeginScreen() GAMEMAN->GetStepsTypesForGame(GAMESTATE->m_pCurGame, vst); const Style* pStyle = GAMEMAN->GetFirstCompatibleStyle( GAMESTATE->m_pCurGame, GAMESTATE->GetNumSidesJoined(), vst[0]); - if (pStyle == NULL) { + if (pStyle == nullptr) { LOG->Warn(ssprintf("No compatible styles for %s with %d player%s.", GAMESTATE->m_pCurGame->m_szName, GAMESTATE->GetNumSidesJoined(), @@ -300,13 +264,6 @@ ScreenSelectMusic::BeginScreen() GAMESTATE->m_PlayMode.Set(PLAY_MODE_REGULAR); LOG->Trace("PlayMode not set, setting as regular."); } - FOREACH_ENUM(PlayerNumber, pn) - { - if (GAMESTATE->IsHumanPlayer(pn)) - continue; - m_sprHighScoreFrame[pn]->SetVisible(false); - m_textHighScore[pn].SetVisible(false); - } OPTIONS_MENU_AVAILABLE.Load(m_sName, "OptionsMenuAvailable"); PlayCommand("Mods"); @@ -348,31 +305,6 @@ ScreenSelectMusic::~ScreenSelectMusic() void ScreenSelectMusic::CheckBackgroundRequests(bool bForce) { - if (g_bCDTitleWaiting) { - // The CDTitle is normally very small, so we don't bother waiting to - // display it. - RString sPath; - if (!m_BackgroundLoader.IsCacheFileFinished(g_sCDTitlePath, sPath)) - return; - - g_bCDTitleWaiting = false; - - RString sCDTitlePath = sPath; - - if (sCDTitlePath.empty() || !IsAFile(sCDTitlePath)) - sCDTitlePath = - g_bWantFallbackCdTitle ? m_sFallbackCDTitlePath : RString(""); - - if (!sCDTitlePath.empty()) { - TEXTUREMAN->DisableOddDimensionWarning(); - m_sprCDTitleFront.Load(sCDTitlePath); - m_sprCDTitleBack.Load(sCDTitlePath); - TEXTUREMAN->EnableOddDimensionWarning(); - } - - m_BackgroundLoader.FinishedWithCachedFile(g_sCDTitlePath); - } - /* Loading the rest can cause small skips, so don't do it until the wheel * settles. Do load if we're transitioning out, though, so we don't miss * starting the music for the options screen if a song is selected quickly. @@ -382,30 +314,6 @@ ScreenSelectMusic::CheckBackgroundRequests(bool bForce) if (!m_MusicWheel.IsSettled() && !m_MusicWheel.WheelIsLocked() && !bForce) return; - if (g_bBannerWaiting) { - if (m_Banner.GetTweenTimeLeft() > 0) - return; - - RString sPath; - bool bFreeCache = false; - if (TEXTUREMAN->IsTextureRegistered( - Sprite::SongBannerTexture(g_sBannerPath))) { - /* If the file is already loaded into a texture, it's finished, - * and we only do this to honor the HighQualTime value. */ - sPath = g_sBannerPath; - } else { - if (!m_BackgroundLoader.IsCacheFileFinished(g_sBannerPath, sPath)) - return; - bFreeCache = true; - } - - g_bBannerWaiting = false; - m_Banner.Load(sPath, true); - - if (bFreeCache) - m_BackgroundLoader.FinishedWithCachedFile(g_sBannerPath); - } - // we need something similar to the previewmusic delay except for charts, so // heavy duty chart specific operations can be delayed when scrolling (chord // density graph, possibly chart leaderboards, etc) -mina @@ -1137,7 +1045,7 @@ ScreenSelectMusic::HandleMessage(const Message& msg) } m_iSelection[pn] = iSel; - Steps* pSteps = m_vpSteps.empty() ? NULL : m_vpSteps[m_iSelection[pn]]; + Steps* pSteps = m_vpSteps.empty() ? nullptr : m_vpSteps[m_iSelection[pn]]; GAMESTATE->m_pCurSteps[pn].Set(pSteps); } @@ -1156,7 +1064,7 @@ ScreenSelectMusic::HandleScreenMessage(const ScreenMessage SM) m_MenuTimer->SetSeconds(ROULETTE_TIMER_SECONDS); m_MenuTimer->Start(); } else if (DO_ROULETTE_ON_MENU_TIMER && - m_MusicWheel.GetSelectedSong() == NULL) { + m_MusicWheel.GetSelectedSong() == nullptr) { m_MenuTimer->SetSeconds(ROULETTE_TIMER_SECONDS); m_MenuTimer->Start(); } else { @@ -1252,7 +1160,7 @@ ScreenSelectMusic::SelectCurrent(PlayerNumber pn) return false; // a song was selected - if (m_MusicWheel.GetSelectedSong() != NULL) { + if (m_MusicWheel.GetSelectedSong() != nullptr) { if (TWO_PART_CONFIRMS_ONLY && SAMPLE_MUSIC_PREVIEW_MODE == SampleMusicPreviewMode_StartToPreview) { @@ -1387,7 +1295,6 @@ ScreenSelectMusic::SelectCurrent(PlayerNumber pn) /* If we're currently waiting on song assets, abort all except the music * and start the music, so if we make a choice quickly before background * requests come through, the music will still start. */ - g_bCDTitleWaiting = g_bBannerWaiting = false; m_BackgroundLoader.Abort(); CheckBackgroundRequests(true); @@ -1462,9 +1369,6 @@ ScreenSelectMusic::AfterStepsOrTrailChange(const vector& vpns) MESSAGEMAN->Broadcast("TwoPartConfirmCanceled"); } - // FOREACH_CONST(PlayerNumber, vpns, p) - //{ - // PlayerNumber pn = *p; PlayerNumber pn = PLAYER_1; ASSERT(GAMESTATE->IsHumanPlayer(pn)); @@ -1472,7 +1376,7 @@ ScreenSelectMusic::AfterStepsOrTrailChange(const vector& vpns) CLAMP(m_iSelection[pn], 0, m_vpSteps.size() - 1); Song* pSong = GAMESTATE->m_pCurSong; - Steps* pSteps = m_vpSteps.empty() ? NULL : m_vpSteps[m_iSelection[pn]]; + Steps* pSteps = m_vpSteps.empty() ? nullptr : m_vpSteps[m_iSelection[pn]]; GAMESTATE->m_pCurSteps[pn].Set(pSteps); if (pSteps != nullptr) @@ -1490,13 +1394,7 @@ ScreenSelectMusic::AfterStepsOrTrailChange(const vector& vpns) } delayedchartupdatewaiting = true; } - - m_textHighScore[pn].SetText(ssprintf("%*i", NUM_SCORE_DIGITS, iScore)); - } else { - // The numbers shouldn't stay if the current selection is NULL. - m_textHighScore[pn].SetText(NULL_SCORE_STRING); } - //} } void @@ -1555,23 +1453,18 @@ ScreenSelectMusic::AfterMusicChange() GAMESTATE->m_pCurSong.Set(pSong); if (pSong != nullptr) GAMESTATE->m_pPreferredSong = pSong; + else + GAMESTATE->m_pCurSteps[PLAYER_1].Set(nullptr); // set steps to null when moving out of packs -mina GAMESTATE->SetPaused(false); // hacky can see this being problematic // if we forget about it -mina m_vpSteps.clear(); - - m_Banner.SetMovingFast(!!m_MusicWheel.IsMoving()); - vector m_Artists, m_AltArtists; if (SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong) { m_sSampleMusicToPlay = ""; } - m_pSampleMusicTimingData = NULL; - g_sCDTitlePath = ""; - g_sBannerPath = ""; - g_bWantFallbackCdTitle = false; - bool bWantBanner = true &&m_Banner.GetVisible(); + m_pSampleMusicTimingData = nullptr; static SortOrder s_lastSortOrder = SortOrder_Invalid; if (GAMESTATE->m_SortOrder != s_lastSortOrder) { @@ -1588,9 +1481,6 @@ ScreenSelectMusic::AfterMusicChange() case WheelItemDataType_Random: case WheelItemDataType_Custom: FOREACH_PlayerNumber(p) m_iSelection[p] = -1; - - g_sCDTitlePath = ""; // none - if (SAMPLE_MUSIC_PREVIEW_MODE == SampleMusicPreviewMode_LastSong) { // HACK: Make random music work in LastSong mode. -aj if (m_sSampleMusicToPlay == m_sRandomMusicPath) { @@ -1606,49 +1496,27 @@ ScreenSelectMusic::AfterMusicChange() case WheelItemDataType_Section: // reduce scope { - SortOrder curSort = GAMESTATE->m_SortOrder; - if (curSort == SORT_GROUP) { - g_sBannerPath = SONGMAN->GetSongGroupBannerPath( - m_MusicWheel.GetSelectedSection()); - } else { - bWantBanner = false; // we load it ourself - m_Banner.LoadFromSortOrder(curSort); - } - if (SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong) m_sSampleMusicToPlay = m_sSectionMusicPath; } break; case WheelItemDataType_Sort: - bWantBanner = false; // we load it ourself - m_Banner.LoadMode(); if (SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong) m_sSampleMusicToPlay = m_sSortMusicPath; break; case WheelItemDataType_Roulette: - bWantBanner = false; // we load it ourself - m_Banner.LoadRoulette(); if (SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong) m_sSampleMusicToPlay = m_sRouletteMusicPath; break; case WheelItemDataType_Random: - bWantBanner = false; // we load it ourself - m_Banner.LoadRandom(); // if( SAMPLE_MUSIC_PREVIEW_MODE != // SampleMusicPreviewMode_LastSong ) m_sSampleMusicToPlay = m_sRandomMusicPath; break; case WheelItemDataType_Custom: { - bWantBanner = false; // we load it ourself - RString sBannerName = - GetMusicWheel() - ->GetCurWheelItemData( - GetMusicWheel()->GetCurrentIndex()) - ->m_pAction->m_sName.c_str(); - m_Banner.LoadCustom(sBannerName); if (SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong) m_sSampleMusicToPlay = m_sSectionMusicPath; @@ -1708,48 +1576,16 @@ ScreenSelectMusic::AfterMusicChange() // nothing."); } - if (PREFSMAN->m_bShowBanners) - g_sBannerPath = pSong->GetBannerPath(); - - g_sCDTitlePath = pSong->GetCDTitlePath(); - g_bWantFallbackCdTitle = true; - SwitchToPreferredDifficulty(); break; default: FAIL_M(ssprintf("Invalid WheelItemDataType: %i", wtype)); } - m_sprCDTitleFront.UnloadTexture(); - m_sprCDTitleBack.UnloadTexture(); - // Cancel any previous, incomplete requests for song assets, // since we need new ones. m_BackgroundLoader.Abort(); - g_bCDTitleWaiting = false; - if (!g_sCDTitlePath.empty() || g_bWantFallbackCdTitle) { - if (PREFSMAN->m_verbose_log > 1) - LOG->Trace("cache \"%s\"", g_sCDTitlePath.c_str()); - m_BackgroundLoader.CacheFile(g_sCDTitlePath); // empty OK - g_bCDTitleWaiting = true; - } - - g_bBannerWaiting = false; - if (bWantBanner) { - if (PREFSMAN->m_verbose_log > 1) - LOG->Trace("LoadFromCachedBanner(%s)", g_sBannerPath.c_str()); - if (m_Banner.LoadFromCachedBanner(g_sBannerPath)) { - /* If the high-res banner is already loaded, just delay before - * loading it, so the low-res one has time to fade in. */ - if (!TEXTUREMAN->IsTextureRegistered( - Sprite::SongBannerTexture(g_sBannerPath))) - m_BackgroundLoader.CacheFile(g_sBannerPath); - - g_bBannerWaiting = true; - } - } - // Don't stop music if it's already playing the right file. g_bSampleMusicWaiting = false; if (!m_MusicWheel.IsRouletting() && @@ -1805,7 +1641,7 @@ ScreenSelectMusic::OnConfirmSongDeletion() // delete the song directory from disk FILEMAN->DeleteRecursive(deleteDir); - m_pSongAwaitingDeletionConfirmation = NULL; + m_pSongAwaitingDeletionConfirmation = nullptr; } bool diff --git a/src/ScreenSelectMusic.h b/src/ScreenSelectMusic.h index 806d00c1ca..57eef809c7 100644 --- a/src/ScreenSelectMusic.h +++ b/src/ScreenSelectMusic.h @@ -164,10 +164,6 @@ class ScreenSelectMusic : public ScreenWithMenuElements RString m_sLoopMusicPath; RString m_sFallbackCDTitlePath; - FadingBanner m_Banner; - Sprite m_sprCDTitleFront, m_sprCDTitleBack; - AutoActor m_sprHighScoreFrame[NUM_PLAYERS]; - BitmapText m_textHighScore[NUM_PLAYERS]; MusicWheel m_MusicWheel; OptionsList m_OptionsList[NUM_PLAYERS];