* Options now correctly save when exitting the menu in html5
* Debug builds no longer quick save ever 5 seconds git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1623 353e56fe-9613-0410-8469-b96ad8e6f29c
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2367dc5e3e
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838fa92175
8 changed files with 36 additions and 36 deletions
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@ -913,6 +913,11 @@ void App::UpdateVideoSettings()
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//SetFPSLimit(v);
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};
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void App::SaveSettings()
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{
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m_varDB.Save("save.dat");
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}
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void App::SaveAllData()
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{
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@ -924,7 +929,7 @@ void App::SaveAllData()
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}
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//GetAudioManager()->StopMusic();
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m_varDB.Save("save.dat");
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SaveSettings();
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}
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void App::OnEnterBackground()
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@ -72,6 +72,7 @@ public:
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Variant * GetVarWithDefault(const string &varName, const Variant &var) {return m_varDB.GetVarWithDefault(varName, var);}
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int GetSpecial();
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void UpdateVideoSettings();
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void SaveSettings();
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void SetUsingTouchScreen(bool bNew) { m_bUsingTouchScreen = bNew; }
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bool GetUsingTouchScreen() {return m_bUsingTouchScreen;}
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bool CanDownloadDMODS() {return m_bHasDMODSupport;}
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@ -252,7 +252,7 @@ void OnDMODInstallHTTPFinish(VariantList *pVList)
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Entity *pMenu = pVList->m_variant[0].GetComponent()->GetParent();
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#ifdef _DEBUG
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LogMsg("Finish signal received");
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LogMsg("Download finished...");
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#endif
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DMODSetTitleLabel(pMenu, string("Installing ")+pMenu->GetVar("originalFileName")->GetString()+"...");
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@ -15,14 +15,8 @@
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#include "Entity/ArcadeInputComponent.h"
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#include "Renderer/SoftSurface.h"
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#ifdef _DEBUG
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#define AUTO_SAVE_MS (1000*8)
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#else
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#define AUTO_SAVE_MS (1000*60*5)
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#endif
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void UpdatePauseMenuPosition(Entity *pBG);
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void ShowQuickMessage(string msg)
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@ -255,6 +255,7 @@ void OptionsMenuOnSelect(VariantList *pVList) //0=vec2 point of click, 1=entity
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ZoomToPositionEntity(pMenu, CL_Vec2f(GetScreenSizeXf(),0), 500); //slide up
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KillEntity(pMenu, 500);
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AddFocusIfNeeded(pMenu->GetParent(), true, 500);
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GetApp()->SaveSettings();
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SyncPersistentData();
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}
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@ -12863,25 +12863,19 @@ void StartScreenScrollTransition(int direction)
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CheckTransitionSurface();
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//remember this for later
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if (GetApp()->GetVar("disable_glread")->GetUINT32() == 1)
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{
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//no_transition = true;
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return;
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}
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//remove the aspect ratio hack
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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//g_transitionSurf.InitBlankSurface(GetPrimaryGLX(), GetPrimaryGLY());
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UpdateFrameWithoutTransitionAndThinking();
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if (GetApp()->GetVar("disable_glread")->GetUINT32() == 1)
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{
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g_transitionSurf.FillColor(glColorBytes(0, 0, 0, 255));
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@ -12890,6 +12884,7 @@ void StartScreenScrollTransition(int direction)
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{
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g_transitionSurf.CopyFromScreen();
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}
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ApplyAspectRatioGLMatrix();
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if (g_dglo.GetActiveView() != DinkGlobals::VIEW_ZOOMED)
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{
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@ -12946,8 +12941,6 @@ void ProcessTransition(void)
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float inverseProg = 1.0f - g_dglo.m_transitionProgress;
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if (g_dglo.m_transitionProgress >= 1)
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{
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g_bTransitionActive = false;
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@ -12961,7 +12954,6 @@ void ProcessTransition(void)
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float fTemp = inverseProg;
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//fTemp = 1.0f;
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glTranslatef((g_dglo.m_transitionOffset.x*fTemp),(g_dglo.m_transitionOffset.y*fTemp), 0);
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//LogMsg("Trans: %.2f", g_dglo.m_transitionProgress);
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//glScalef(G_TRANSITION_SCALE_TRICK,G_TRANSITION_SCALE_TRICK,1);
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@ -12982,15 +12974,16 @@ void BlitSecondTransitionScreen()
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if (g_bTransitionActive)
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{
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CheckTransitionSurface();
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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float offsetX = g_dglo.m_centeringOffset.x*(1.0f - ((float)GetFakePrimaryScreenSizeX() / (float)C_DINK_SCREENSIZE_X));
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float offsetY = g_dglo.m_centeringOffset.y*(1.0f - ((float)GetFakePrimaryScreenSizeY() / (float)C_DINK_SCREENSIZE_Y));
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glTranslatef(-offsetX, -offsetY, 0);
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rtRectf dstRect = g_dglo.m_nativeGameArea;
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static rtRectf dstOffset;
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@ -13001,7 +12994,6 @@ void BlitSecondTransitionScreen()
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//fix black lines due to antialiasing
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dstOffset = rtRectf(-1, -1, 1, 1);
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srcOffset = rtRectf(1, 1, -1, -1);
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}
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else
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{
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@ -13009,13 +13001,16 @@ void BlitSecondTransitionScreen()
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dstOffset = rtRectf(-0.05, -0.05f, 0.05f, 0.05);
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srcOffset = rtRectf(0.4, 0.4, -0.4, -0.4);
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}
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dstRect.AdjustPosition( ( -g_dglo.m_transitionOffsetNative.x*g_dglo.m_transitionProgress),
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( -g_dglo.m_transitionOffsetNative.y*g_dglo.m_transitionProgress));
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dstRect.AdjustPosition((-g_dglo.m_transitionOffsetNative.x*g_dglo.m_transitionProgress),
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(-g_dglo.m_transitionOffsetNative.y*g_dglo.m_transitionProgress));
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rtRectf srcRect = ConvertFakeScreenRectToReal(g_dglo.m_nativeGameArea);
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// LogMsg("Dest rect: %s",PrintRect(dstRect));
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#ifdef _DEBUG
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//LogMsg("Final Trans Src rect: %s", PrintRect(srcRect).c_str());
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//LogMsg("Trans Dest rect: %s", PrintRect(dstRect).c_str());
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//LogMsg("Trans surf size: %s", PrintRect(g_transitionSurf.GetRectf()).c_str());
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#endif
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g_transitionSurf.BlitEx(dstRect+dstOffset, srcRect+ srcOffset);
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@ -17097,7 +17092,7 @@ void DinkGlobals::SetView( eView view )
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RecomputeAspectRatio();
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#ifdef _DEBUG
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LogMsg("Rect %s AspectX: %.4f, Aspect Y: %.4f", PrintRect(g_dglo.m_nativeGameArea).c_str(), aspect, aspectY);
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LogMsg("DinkGlobals::SetView>VIEW_FULL Rect %s AspectX: %.4f, Aspect Y: %.4f", PrintRect(g_dglo.m_nativeGameArea).c_str(), aspect, aspectY);
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#endif
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}
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@ -17921,7 +17916,6 @@ void RecomputeAspectRatio()
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else
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{
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float aspect_r = (float)GetPrimaryGLX() / (float)GetPrimaryGLY(); // aspect ratio
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const float correctAspectRatio = (float)C_DINK_SCREENSIZE_X / (float)C_DINK_SCREENSIZE_Y;
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/*
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@ -17958,7 +17952,6 @@ void DinkReInitSurfacesAfterVideoChange()
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{
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g_transitionSurf.HardKill();
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//CheckTransitionSurface();
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bool bHighColor = false;
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if (lpDDSBackGround && lpDDSBackGround->m_pSurf && lpDDSBackGround->m_pSurf->GetSurfaceType() == SoftSurface::SURFACE_RGBA)
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bHighColor = true;
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@ -17971,6 +17964,8 @@ void DinkReInitSurfacesAfterVideoChange()
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lpDDSBackGround->Blt(NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &ddbltfx);
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g_onePixelSurf.HardKill();
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}
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RecomputeAspectRatio();
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@ -17987,7 +17982,9 @@ void DinkOnForeground()
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//force reinit on windows even if using iphone or android mode
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bForceReinit = true;
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#endif
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#ifdef PLATFORM_HTML5
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//bForceReinit = true;
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#endif
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if (IsDesktop() || GetEmulatedPlatformID() == PLATFORM_ID_ANDROID || bForceReinit) //xoom needs this too after a suspend/resume from hitting the power button
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{
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