- Input handling is done straight in G_MapEventsToControls
- If a keyboard event is received, switch off virtual
keyboard
- Removed the input lock while virtual keyboard is
sliding away
- If a gamepad event is received, and it is a change of at
least half the full range, switch on virtual keyboard
- Virtual Keyboard can switch to a temporary menu while
typing
- It will switch back to the previous menu after it's
closed
- This functionality can be used even if the menu isn't
already open
- It will close the menu and return to gameplay when the
Virtual Keyboard is closed
- If emerald not yet collected on that cup, pick the first uncollected emerald, then get the cup's CUPCACHE_SPECIAL with that ID to pick the stage
- Already collected emeralds retain their swappage across gamedata saves
- Returns to normal order if you get all 7 OR Special Mode is unlocked (chao key? debug? password in modded games? sky's the limit)
- Pops up a Message from the Stars telling you the gems have been returned to their natural place
- Add-ons will always use their dedicated sealed star, since it's unordered material
If it weren't so last minute I could have a better solution for GP Backups, but right now what I've gone for is it always trusts whatever G_GPCupIntoRoundQueue does AS LONG AS THE COURSE ISN'T THE ONE YOU'RE RELOADING INTO. If it IS, then it checks to see if it's exactly what's been saved, and complains (with the generic error message, unfortunately) if it isn't.
- Quick Retry (Y in modeattacking) now cannot be fired in demo.playback
- Add Quick Spectate (L+R+A+Start) per request
- Only fires in Playing() + if gametype has spectator
- Should support local splitscreen players, but can't test it by myself
- If this input is held down in its full combination by p1, the pause menu itself will not open
- Does NOT have any functionality if the player is already a spectator, it's just a quick bail
- Replace the old method of adding each binding one at
a time
- Hold up to 4 inputs at once, then release to bind those
inputs to the control
- Changing the bindings overwrites the old bindings,
instead of adding to them
- More consistent and graceful recovery from gametype change
- Fix a potential bug with restoring the menu from Tutorial stages
- Store the calling menu in this struct
- Permits removing the Match Race restoreMenu hack
Avoids the controller reassignment message and ensures only one
controller participates in goner setup. Also unassign all devices when
returning to the title screen
- Left of MIN: largest value not within MIN/MAX
- Keep going left to wrap around to MAX
- Right of MAX: smallest value not within MIN/MAX
- Keep going right to wrap around to MIN
- Always lands on MIN/MAX
- Trailing zeroes removed
- Keep ".0" at the end (for style)
Effective for:
- Gamepad up/down
- Transition (without fade)
Does not affect buttons inside boxes. My reasoning here is
that these show arrows when highlighted anyway, so that
fulfills the extra feedback.
- Imply passage of time when returning from Tutorial to Outro by resetting all the background variables
- Add an additive layer to the Options cogs, so they show up over an extremely dark background
- Metal Sonic will not focus on Tails/Eggman until video is restored
- Don't draw the Miles Electric transparent unless it's completely in its upright position
- Hook into M_PlayMenuJam, to reduce bespoke behaviour
- Use the finalised track string
- Play on the Sound Options menu
Also, use MAIN_Goner as reference for the password field's presence, because I lost like 30 minutes to a related bug
Currently plays _OCEAN for testing, but will be changed to play _GONER when Journey In Modulating Time's short loop is ready.
Explicitly restricts the basic title screen's music from playing, too.
- More dialogue
- Restrict access to your choices based on your progress through the Goner Setup.
- Save progress through the setup to gamedata
- Resets to beginning when Challenges is cleared
- Passwords
- Only permit the password entry in like the first two seconds
- Preemptively disarms potentially annoying people in stream chats
- Make wrongwarp also quit the game on exit instead of returning to the title screen
- Add GDQ cheats
- `savetheanimals`
- `savetheframes`
- Both do practically the same thing, with slightly modified dialogue.
- Skips all of the normal dialogue.
- Performing a social experiment on anyone who might stream this game at a charity event. :)
The simplest passable version of the first boot experience.
- The minimal set of options you will want are available right in front of you.
- Quit
- Password
- Video Options
- Sound Options
- Profile Setup
- Begin Tutorial
- Will not start any menujams while this is in progress.
- No need to call CV_RegisterVar
- Cvar definitions live in only one file, easier to locate
- Organized into sections -- netvars, cheats, etc.
- Use builder pattern to initialize cvars
- Still need to extern if you want to read the cvar value
(This commit does not compile. Sound test and tunes
command code needs to be ported after this.)
This is a big one. Here's the rundown:
The old music system was very direct, much of the time
just a proxy to the real sound API in i_sound.h.
You could change the music on command, but there wasn't
a consistent way to prevent some music from playing over
others. P_RestoreMusic is one example of needing to
address this problem. The jingles system was intended as
another solution. Furthermore, sound test (Stereo) has its
own needs.
I am removing all of that. Music handling in general is
now a very deliberate system, kind of similar to jingles.
In the new system, "tunes" are registered. The tune stores
info such as whether it should loop or fade out. Most of
the configuration is intended to be initialized only ONCE.
Tunes can be mapped to an actual music lump. They can be
remapped at any time too.
Tunes are also configured with a priority number. This
determines which tune is heard, if multiple are supposed
to be playing at a time. You can even tell a tune how long
it should play, so it's unnecessary to track this with
bespoke timers.
- Permits the use of the existing K_HandleMenuMessage MM_YESNO system, instead of the faked previous implementation
- Removes the "cl_requestmode" hack
- The only area of the game that fakes handling Menu Messages is the title screen, now, due to the lack of guarantees for menu inputs.
- *Also* permits Screenshots and video/lossless Recordings to be started/ended on this menu.
- M_StopMessage is now in charge of setting the answer to a given prompt.
- Menu Messages can now be dismissed on the title screen, instead of carried into the top-level menu transition.
Immense 25-file diff, so spun off into its own branch.
- Improved appearance
- Not just a big block of text on a blue background
- Well, OK, the main part is, but some stuff has been spun out into its own fields
- Title text
- Text and button prompt for Yes/No or OK
- Slides with pow on and off the screen
- Disabled MM_EVENTHANDLER, which has always been dog but got considerably worse after newmenus to the point nothing's using it anymore
- Required in order to reduce the reliance on FUNCPTRCAST, which prevents Eidolon from compiling some stuff because it's not valid C++
Replaces existing musicflag system, which only had one flag, with a priority system that overrides menu music in general.
Also adds the CHAO KEY FREE DDL WORKING 2023 goofy music for matchesplayed Chao Key generation.