@@ -113,9 +113,6 @@ ScreenSelectMusic::Init()
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SELECT_MENU_NAME.Load (m_sName, " SelectMenuScreenName" );
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OPTIONS_LIST_TIMEOUT.Load (m_sName, " OptionsListTimeout" );
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SELECT_MENU_CHANGES_DIFFICULTY.Load (m_sName, " SelectMenuChangesDifficulty" );
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- TWO_PART_SELECTION.Load (m_sName, " TwoPartSelection" );
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- TWO_PART_CONFIRMS_ONLY.Load (m_sName, " TwoPartConfirmsOnly" );
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- TWO_PART_TIMER_SECONDS.Load (m_sName, " TwoPartTimerSeconds" );
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WRAP_CHANGE_STEPS.Load (m_sName, " WrapChangeSteps" );
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NULL_SCORE_STRING.Load (m_sName, " NullScoreString" );
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PLAY_SOUND_ON_ENTERING_OPTIONS_MENU.Load (m_sName,
@@ -808,75 +805,30 @@ ScreenSelectMusic::Input(const InputEventPlus& input)
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}
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}
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- // two part confirms only means we can actually change songs here,
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- // so we need some hackery. -aj
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- if (TWO_PART_CONFIRMS_ONLY) {
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- if (m_SelectionState == SelectionState_SelectingSteps ) {
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+ if (m_SelectionState == SelectionState_SelectingSteps &&
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+ input. type == IET_FIRST_PRESS && !m_bStepsChosen[input. pn ]) {
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+ if (input. MenuI == m_GameButtonNextSong ||
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+ input. MenuI == m_GameButtonPreviousSong ) {
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if (input.MenuI == m_GameButtonPreviousSong) {
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- m_SelectionState = SelectionState_SelectingSong;
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- MESSAGEMAN->Broadcast (" TwoPartConfirmCanceled" );
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- MESSAGEMAN->Broadcast (" PreviousSong" );
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- m_MusicWheel.ChangeMusicUnlessLocked (-1 );
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- } else if (input.MenuI == m_GameButtonNextSong) {
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- m_SelectionState = SelectionState_SelectingSong;
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- MESSAGEMAN->Broadcast (" TwoPartConfirmCanceled" );
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- MESSAGEMAN->Broadcast (" NextSong" );
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- m_MusicWheel.ChangeMusicUnlessLocked (+1 );
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- }
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- // added an entry for difficulty change with gamebuttons
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- // -DaisuMaster
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- else if (input.MenuI == m_GameButtonPreviousDifficulty) {
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- m_SelectionState = SelectionState_SelectingSong;
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- MESSAGEMAN->Broadcast (" TwoPartConfirmCanceled" );
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ChangeSteps (input.pn , -1 );
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- } else if (input.MenuI == m_GameButtonNextDifficulty) {
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- m_SelectionState = SelectionState_SelectingSong;
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- MESSAGEMAN->Broadcast (" TwoPartConfirmCanceled" );
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+ } else if (input.MenuI == m_GameButtonNextSong) {
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ChangeSteps (input.pn , +1 );
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}
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- // added also for groupchanges
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- else if (input.MenuI == m_GameButtonPreviousGroup) {
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- RString sNewGroup = m_MusicWheel.JumpToPrevGroup ();
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- m_MusicWheel.SelectSection (sNewGroup );
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- m_MusicWheel.SetOpenSection (sNewGroup );
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- MESSAGEMAN->Broadcast (" TwoPartConfirmCanceled" );
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- MESSAGEMAN->Broadcast (" PreviousGroup" );
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- AfterMusicChange ();
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- } else if (input.MenuI == m_GameButtonNextGroup) {
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- RString sNewGroup = m_MusicWheel.JumpToNextGroup ();
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- m_MusicWheel.SelectSection (sNewGroup );
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- m_MusicWheel.SetOpenSection (sNewGroup );
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- MESSAGEMAN->Broadcast (" TwoPartConfirmCanceled" );
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- MESSAGEMAN->Broadcast (" NextGroup" );
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- AfterMusicChange ();
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- }
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- }
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- } else {
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- if (m_SelectionState == SelectionState_SelectingSteps &&
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- input.type == IET_FIRST_PRESS && !m_bStepsChosen[input.pn ]) {
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- if (input.MenuI == m_GameButtonNextSong ||
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- input.MenuI == m_GameButtonPreviousSong) {
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- if (input.MenuI == m_GameButtonPreviousSong) {
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- ChangeSteps (input.pn , -1 );
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- } else if (input.MenuI == m_GameButtonNextSong) {
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- ChangeSteps (input.pn , +1 );
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- }
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- } else if (
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- input.MenuI == GAME_BUTTON_MENUUP ||
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- input.MenuI ==
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- GAME_BUTTON_MENUDOWN) // && TWO_PART_DESELECTS_WITH_MENUUPDOWN
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- {
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- // XXX: should this be called "TwoPartCancelled"?
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- float fSeconds = m_MenuTimer->GetSeconds ();
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- if (fSeconds > 10 ) {
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- Message msg (" SongUnchosen" );
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- msg.SetParam (" Player" , input.pn );
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- MESSAGEMAN->Broadcast (msg);
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- // unset all steps
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- FOREACH_ENUM (PlayerNumber, p)
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- m_bStepsChosen[p] = false ;
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- m_SelectionState = SelectionState_SelectingSong;
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- }
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+ } else if (input.MenuI == GAME_BUTTON_MENUUP ||
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+ input.MenuI ==
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+ GAME_BUTTON_MENUDOWN) // &&
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+ // TWO_PART_DESELECTS_WITH_MENUUPDOWN
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+ {
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+ // XXX: should this be called "TwoPartCancelled"?
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+ float fSeconds = m_MenuTimer->GetSeconds ();
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+ if (fSeconds > 10 ) {
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+ Message msg (" SongUnchosen" );
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+ msg.SetParam (" Player" , input.pn );
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+ MESSAGEMAN->Broadcast (msg);
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+ // unset all steps
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+ FOREACH_ENUM (PlayerNumber, p)
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+ m_bStepsChosen[p] = false ;
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+ m_SelectionState = SelectionState_SelectingSong;
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}
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}
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}
@@ -1161,8 +1113,7 @@ ScreenSelectMusic::SelectCurrent(PlayerNumber pn)
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// a song was selected
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if (m_MusicWheel.GetSelectedSong () != nullptr ) {
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- if (TWO_PART_CONFIRMS_ONLY &&
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- SAMPLE_MUSIC_PREVIEW_MODE ==
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+ if (SAMPLE_MUSIC_PREVIEW_MODE ==
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SampleMusicPreviewMode_StartToPreview) {
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// start playing the preview music.
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g_bSampleMusicWaiting = true ;
@@ -1224,8 +1175,6 @@ ScreenSelectMusic::SelectCurrent(PlayerNumber pn)
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bool bAllPlayersDoneSelectingSteps =
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bInitiatedByMenuTimer || bAllOtherHumanPlayersDone;
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- if (TWO_PART_CONFIRMS_ONLY)
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- bAllPlayersDoneSelectingSteps = true ;
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if (!bAllPlayersDoneSelectingSteps) {
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m_bStepsChosen[pn] = true ;
@@ -1242,8 +1191,7 @@ ScreenSelectMusic::SelectCurrent(PlayerNumber pn)
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FOREACH_ENUM (PlayerNumber, p)
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{
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- if (!TWO_PART_SELECTION ||
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- m_SelectionState == SelectionState_SelectingSteps) {
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+ if (m_SelectionState == SelectionState_SelectingSteps) {
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if (m_OptionsList[p].IsOpened ())
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m_OptionsList[p].Close ();
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}
@@ -1256,14 +1204,6 @@ ScreenSelectMusic::SelectCurrent(PlayerNumber pn)
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m_soundStart.Play (true );
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- // If the MenuTimer has forced us to move on && TWO_PART_CONFIRMS_ONLY,
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- // set Selection State to finalized and move on.
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- if (TWO_PART_CONFIRMS_ONLY) {
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- if (m_MenuTimer->GetSeconds () < 1 ) {
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- m_SelectionState = SelectionState_Finalized;
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- }
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- }
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-
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if (m_SelectionState == SelectionState_Finalized) {
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#if !defined(WITHOUT_NETWORKING)
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DLMAN->UpdateDLSpeed (true );
@@ -1319,56 +1259,21 @@ ScreenSelectMusic::SelectCurrent(PlayerNumber pn)
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} else {
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StartTransitioningScreen (SM_BeginFadingOut);
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}
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- } else // !finalized. Set the timer for selecting difficulty and mods.
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- {
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- float fSeconds = m_MenuTimer->GetSeconds ();
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- if (fSeconds < 10 ) {
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- m_MenuTimer->SetSeconds (TWO_PART_TIMER_SECONDS); // was 13 -aj
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- m_MenuTimer->Start ();
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- }
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}
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return false ;
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}
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bool
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ScreenSelectMusic::MenuBack (const InputEventPlus& /* input */ )
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{
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- // Handle unselect song (ffff)
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- // todo: this isn't right at all. -aj
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- /*
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- if( m_SelectionState == SelectionState_SelectingSteps &&
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- !m_bStepsChosen[input.pn] && input.MenuI == GAME_BUTTON_BACK &&
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- input.type == IET_FIRST_PRESS )
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- {
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- // if a player has chosen their steps already, don't unchoose song.
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- FOREACH_HumanPlayer( p )
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- if( m_bStepsChosen[p] ) return;
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-
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- // and if we get here...
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- Message msg("SongUnchosen");
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- msg.SetParam( "Player", input.pn );
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- MESSAGEMAN->Broadcast( msg );
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- m_SelectionState = SelectionState_SelectingSong;
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- return true;
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- }
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- */
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-
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m_BackgroundLoader.Abort ();
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-
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Cancel (SM_GoToPrevScreen);
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return true ;
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}
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void
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ScreenSelectMusic::AfterStepsOrTrailChange (const vector<PlayerNumber>& vpns)
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{
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- if (TWO_PART_CONFIRMS_ONLY &&
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- m_SelectionState == SelectionState_SelectingSteps) {
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- // if TWO_PART_CONFIRMS_ONLY, changing difficulties unsets the song. -aj
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- m_SelectionState = SelectionState_SelectingSong;
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- MESSAGEMAN->Broadcast (" TwoPartConfirmCanceled" );
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- }
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-
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PlayerNumber pn = PLAYER_1;
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ASSERT (GAMESTATE->IsHumanPlayer (pn));
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