Merge pull request #9 from teejusb/visualdelay

Add player specific Visual Delay.
This commit is contained in:
teejusb
2021-11-02 02:09:24 -07:00
committed by GitHub
6 changed files with 33 additions and 6 deletions
+1 -1
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@@ -488,7 +488,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
if( curr_options->m_fTimeSpacing != 0.0f )
{
float fSongSeconds = GAMESTATE->m_Position.m_fMusicSecondsVisible;
float fSongSeconds = pPlayerState->m_Position.m_fMusicSecondsVisible;
float fNoteSeconds = pCurSteps->GetTimingData()->GetElapsedTimeFromBeat(fNoteBeat);
float fSecondsUntilStep = fNoteSeconds - fSongSeconds;
float fBPM = curr_options->m_fScrollBPM;
+2 -1
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@@ -1271,7 +1271,8 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
{
if( m_pCurSteps[pn] )
{
m_pPlayerState[pn]->m_Position.UpdateSongPosition( fPositionSeconds, *m_pCurSteps[pn]->GetTimingData(), timestamp );
float fAdditionalVisualDelay = m_pPlayerState[pn]->m_PlayerOptions.GetPreferred().m_fVisualDelay;
m_pPlayerState[pn]->m_Position.UpdateSongPosition( fPositionSeconds, *m_pCurSteps[pn]->GetTimingData(), timestamp, fAdditionalVisualDelay );
Actor::SetPlayerBGMBeat( pn, m_pPlayerState[pn]->m_Position.m_fSongBeatVisible, m_pPlayerState[pn]->m_Position.m_fSongBeatNoOffset );
}
}
+23 -1
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@@ -95,6 +95,7 @@ void PlayerOptions::Init()
m_bZBuffer = false;
m_bCosecant = false;
m_sNoteSkin = "";
m_fVisualDelay = 0.0f;
ZERO( m_fMovesX ); ONE( m_SpeedfMovesX );
ZERO( m_fMovesY ); ONE( m_SpeedfMovesY );
ZERO( m_fMovesZ ); ONE( m_SpeedfMovesZ );
@@ -185,6 +186,7 @@ void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds )
DO_COPY( m_FailType );
DO_COPY( m_MinTNSToHideNotes );
DO_COPY( m_sNoteSkin );
DO_COPY( m_fVisualDelay );
#undef APPROACH
#undef DO_COPY
}
@@ -555,6 +557,13 @@ void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
Capitalize( s );
AddTo.push_back( s );
}
if ( fabsf(m_fVisualDelay) > 0.0001f )
{
// Format the string to be something like "10ms VisualDelay".
// Note that we don't process sub-millisecond visual delay.
AddTo.push_back( ssprintf("%.0fms VisualDelay", m_fVisualDelay * 1000.0f) );
}
}
/* Options are added to the current settings; call Init() beforehand if
@@ -601,9 +610,15 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
}
else if( isdigit(s[0]) || s[0] == '-' )
{
if ( EndsWith(s, "ms") )
{
// Strip off the "ms" before parsing and convert to seconds.
RString ms_value = s.substr(0, s.size()-2 );
level = StringToFloat( ms_value ) / 1000.0f;
}
/* If the last character is a *, they probably said "123*" when
* they meant "*123". */
if( s.Right(1) == "*" )
else if( s.Right(1) == "*" )
{
// XXX: We know what they want, is there any reason not to handle it?
// Yes. We should be strict in handling the format. -Chris
@@ -1126,6 +1141,7 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
}
else if( sBit == "zbuffer" ) m_bZBuffer = on;
else if( sBit == "cosecant" ) m_bCosecant = on;
else if( sBit == "visualdelay" ) m_fVisualDelay = level;
// deprecated mods/left in for compatibility
else if( sBit == "converge" ) SET_FLOAT( fScrolls[SCROLL_CENTERED] )
// end of the list
@@ -1378,6 +1394,7 @@ bool PlayerOptions::operator==( const PlayerOptions &other ) const
{
return false;
}
COMPARE(m_fVisualDelay);
for( int i = 0; i < PlayerOptions::NUM_ACCELS; ++i )
COMPARE(m_fAccels[i]);
for( int i = 0; i < PlayerOptions::NUM_EFFECTS; ++i )
@@ -1443,6 +1460,7 @@ PlayerOptions& PlayerOptions::operator=(PlayerOptions const& other)
CPY(m_bDizzyHolds);
CPY(m_bZBuffer);
CPY(m_bCosecant);
CPY(m_fVisualDelay);
CPY_SPEED(fDark);
CPY_SPEED(fBlind);
CPY_SPEED(fCover);
@@ -1674,6 +1692,7 @@ RString PlayerOptions::GetSavedPrefsString() const
SAVE( m_bTransforms[TRANSFORM_NOFAKES] );
SAVE( m_bMuteOnError );
SAVE( m_sNoteSkin );
SAVE( m_fVisualDelay );
#undef SAVE
return po_prefs.GetString();
}
@@ -1721,6 +1740,7 @@ void PlayerOptions::ResetPrefs( ResetPrefsType type )
CPY( m_bTransforms[TRANSFORM_NOFAKES] );
// Don't clear this.
// CPY( m_sNoteSkin );
CPY(m_fVisualDelay);
#undef CPY
}
@@ -1969,6 +1989,8 @@ public:
ENUM_INTERFACE(FailSetting, FailType, FailType);
ENUM_INTERFACE(MinTNSToHideNotes, MinTNSToHideNotes, TapNoteScore);
FLOAT_NO_SPEED_INTERFACE(VisualDelay, VisualDelay, true);
// NoteSkins
static int NoteSkin(T* p, lua_State* L)
{
+4
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@@ -87,6 +87,7 @@ public:
m_MinTNSToHideNotes(PREFSMAN->m_MinTNSToHideNotes)
{
m_sNoteSkin = "";
m_fVisualDelay = 0.0f;
ZERO( m_fAccels ); ONE( m_SpeedfAccels );
ZERO( m_fEffects ); ONE( m_SpeedfEffects );
ZERO( m_fAppearances ); ONE( m_SpeedfAppearances );
@@ -394,6 +395,9 @@ public:
* If an empty string, it means to not change from the default. */
RString m_sNoteSkin;
/** @brief The Visual Delay additionally applied on a per-player basis in ms. */
float m_fVisualDelay;
void NextAccel();
void NextEffect();
void NextAppearance();
+2 -2
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@@ -3,7 +3,7 @@
static Preference<float> g_fVisualDelaySeconds( "VisualDelaySeconds", 0.0f );
void SongPosition::UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer &timestamp )
void SongPosition::UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer &timestamp, float fAdditionalVisualDelay )
{
if( !timestamp.IsZero() )
@@ -31,7 +31,7 @@ void SongPosition::UpdateSongPosition( float fPositionSeconds, const TimingData
m_fSongBeatNoOffset = timing.GetBeatFromElapsedTimeNoOffset( fPositionSeconds );
m_fMusicSecondsVisible = fPositionSeconds - g_fVisualDelaySeconds.Get();
m_fMusicSecondsVisible = fPositionSeconds - g_fVisualDelaySeconds.Get() - fAdditionalVisualDelay;
beat_info.elapsed_time= m_fMusicSecondsVisible;
timing.GetBeatAndBPSFromElapsedTime(beat_info);
m_fSongBeatVisible= beat_info.beat;
+1 -1
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@@ -34,7 +34,7 @@ public:
float m_fSongBeatVisible;
void Reset();
void UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer &timestamp = RageZeroTimer );
void UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer &timestamp = RageZeroTimer, float fAdditionalVisualDelay = 0.0f );
// Lua
void PushSelf( lua_State *L );