consolidate sync change strings and logic

This commit is contained in:
Chris Danford
2006-03-18 23:53:13 +00:00
parent 116c8cd1b0
commit 00a08603a9
9 changed files with 128 additions and 180 deletions
+2 -52
View File
@@ -82,11 +82,6 @@ static LocalizedString AUTO_PLAY ( "ScreenSyncOverlay", "AutoPlay" );
static LocalizedString AUTO_PLAY_CPU ( "ScreenSyncOverlay", "AutoPlayCPU" );
static LocalizedString AUTO_SYNC_SONG ( "ScreenSyncOverlay", "AutoSync Song" );
static LocalizedString AUTO_SYNC_MACHINE ( "ScreenSyncOverlay", "AutoSync Machine" );
static LocalizedString EARLIER ( "ScreenSyncOverlay", "earlier" );
static LocalizedString LATER ( "ScreenSyncOverlay", "later" );
static LocalizedString GLOBAL_OFFSET_FROM ( "ScreenSyncOverlay", "Global Offset from %+.3f to %+.3f (notes %s)" );
static LocalizedString SONG_OFFSET_FROM ( "ScreenSyncOverlay", "Song offset from %+.3f to %+.3f (notes %s)" );
static LocalizedString TEMPO_SEGMENT_FROM ( "ScreenSyncOverlay", "%s tempo segment from %+.3f BPM to %+.3f BPM." );
void ScreenSyncOverlay::UpdateText()
{
vector<RString> vs;
@@ -109,53 +104,8 @@ void ScreenSyncOverlay::UpdateText()
if( GAMESTATE->m_pCurSong != NULL && !GAMESTATE->IsCourseMode() ) // sync controls available
{
{
float fOld = AdjustSync::s_fGlobalOffsetSecondsOriginal;
float fNew = PREFSMAN->m_fGlobalOffsetSeconds;
float fDelta = fNew - fOld;
if( fabsf(fDelta) > 0.00001f )
{
vs.push_back( ssprintf(
GLOBAL_OFFSET_FROM.GetValue(),
fOld,
fNew,
(fDelta > 0 ? EARLIER:LATER).GetValue().c_str() ) );
}
}
{
float fOld = AdjustSync::s_pTimingDataOriginal->m_fBeat0OffsetInSeconds;
float fNew = GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds;
float fDelta = fNew - fOld;
if( fabsf(fDelta) > 0.00001f )
{
vs.push_back( ssprintf(
SONG_OFFSET_FROM.GetValue(),
fOld,
fNew,
(fDelta > 0 ? EARLIER:LATER).GetValue().c_str() ) );
}
}
ASSERT( AdjustSync::s_pTimingDataOriginal->m_BPMSegments.size() == GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size() );
for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size(); i++ )
{
float fOldBpm = AdjustSync::s_pTimingDataOriginal->m_BPMSegments[i].m_fBPS * 60;
float fNewBpm = GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments[i].m_fBPS * 60;
float fDelta = fNewBpm - fOldBpm;
if( fabsf(fDelta) > 0.00001f )
{
vs.push_back( ssprintf(
TEMPO_SEGMENT_FROM.GetValue(),
FormatNumberAndSuffix(i+1).c_str(),
fOldBpm,
fNewBpm ) );
}
}
AdjustSync::GetSyncChangeTextGlobal( vs );
AdjustSync::GetSyncChangeTextSong( vs );
}
m_textStatus.SetText( join("\n",vs) );