[splittiming] Better variable name.

ArrowEffects had a minor change, but the intent isn't up yet.
It needs to be so that when you go from the editor to the chart
for playing in Song Timing, it doesn't use the Step Timing.
This commit is contained in:
Jason Felds
2011-05-17 00:07:43 -04:00
parent b280e775c6
commit 1a41c32dd9
5 changed files with 31 additions and 31 deletions
+2 -2
View File
@@ -85,7 +85,7 @@ void ArrowEffects::Update()
FOREACH_PlayerNumber( pn ) FOREACH_PlayerNumber( pn )
{ {
const Style::ColumnInfo* pCols = pStyle->m_ColumnInfo[pn]; const Style::ColumnInfo* pCols = pStyle->m_ColumnInfo[pn];
const SongPosition &position = (!GAMESTATE->m_bInStepEditor || GAMESTATE->m_bIsEditorStepTiming) const SongPosition &position = (GAMESTATE->m_bInStepEditor || GAMESTATE->m_bIsUsingStepTiming)
? GAMESTATE->m_pPlayerState[pn]->m_Position : GAMESTATE->m_Position; ? GAMESTATE->m_pPlayerState[pn]->m_Position : GAMESTATE->m_Position;
PerPlayerData &data = g_EffectData[pn]; PerPlayerData &data = g_EffectData[pn];
@@ -264,7 +264,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
bIsPastPeakOut = true; bIsPastPeakOut = true;
float fYOffset = 0; float fYOffset = 0;
const SongPosition &position = (!GAMESTATE->m_bInStepEditor || GAMESTATE->m_bIsEditorStepTiming) const SongPosition &position = (!GAMESTATE->m_bInStepEditor || GAMESTATE->m_bIsUsingStepTiming)
? pPlayerState->m_Position : GAMESTATE->m_Position; ? pPlayerState->m_Position : GAMESTATE->m_Position;
float fSongBeat = position.m_fSongBeatVisible; float fSongBeat = position.m_fSongBeatVisible;
+1 -1
View File
@@ -128,7 +128,7 @@ GameState::GameState() :
m_stEditSource( Message_EditSourceStepsTypeChanged ), m_stEditSource( Message_EditSourceStepsTypeChanged ),
m_iEditCourseEntryIndex( Message_EditCourseEntryIndexChanged ), m_iEditCourseEntryIndex( Message_EditCourseEntryIndexChanged ),
m_sEditLocalProfileID( Message_EditLocalProfileIDChanged ), m_sEditLocalProfileID( Message_EditLocalProfileIDChanged ),
m_bIsEditorStepTiming( true ), m_bIsUsingStepTiming( true ),
m_bInStepEditor( false ) m_bInStepEditor( false )
{ {
g_pImpl = new GameStateImpl; g_pImpl = new GameStateImpl;
+2 -2
View File
@@ -333,10 +333,10 @@ public:
// Edit stuff // Edit stuff
/** /**
* @brief Is the editor making changes to Song timing or Steps timing? * @brief Is the game right now using Song timing or Steps timing?
* *
* Different options are available depending on this setting. */ * Different options are available depending on this setting. */
bool m_bIsEditorStepTiming; bool m_bIsUsingStepTiming;
/** /**
* @brief Are we presently in the Step Editor, where some rules apply differently? * @brief Are we presently in the Step Editor, where some rules apply differently?
* *
+9 -9
View File
@@ -42,7 +42,7 @@ inline const TimingData *GetRealTiming(const PlayerState *pPlayerState)
inline const TimingData *GetDisplayedTiming(const PlayerState *pPlayerState) inline const TimingData *GetDisplayedTiming(const PlayerState *pPlayerState)
{ {
if( !GAMESTATE->m_bIsEditorStepTiming ) if( !GAMESTATE->m_bIsUsingStepTiming )
return &GAMESTATE->m_pCurSong->m_SongTiming; return &GAMESTATE->m_pCurSong->m_SongTiming;
return GetRealTiming(pPlayerState); return GetRealTiming(pPlayerState);
} }
@@ -54,7 +54,7 @@ inline const SongPosition *GetRealPosition(const PlayerState *pPlayerState)
inline const SongPosition *GetDisplayedPosition(const PlayerState *pPlayerState) inline const SongPosition *GetDisplayedPosition(const PlayerState *pPlayerState)
{ {
if( !GAMESTATE->m_bIsEditorStepTiming ) if( !GAMESTATE->m_bIsUsingStepTiming )
return &GAMESTATE->m_Position; return &GAMESTATE->m_Position;
return GetRealPosition(pPlayerState); return GetRealPosition(pPlayerState);
} }
@@ -739,7 +739,7 @@ float FindLastDisplayedBeat( const PlayerState* pPlayerState, int iDrawDistanceB
inline float NoteRowToVisibleBeat( const PlayerState *pPlayerState, int iRow ) inline float NoteRowToVisibleBeat( const PlayerState *pPlayerState, int iRow )
{ {
/* /*
if( GAMESTATE->m_bIsEditorStepTiming ) if( GAMESTATE->m_bIsUsingStepTiming )
{ {
*/ */
return NoteRowToBeat(iRow); return NoteRowToBeat(iRow);
@@ -893,7 +893,7 @@ void NoteField::DrawPrimitives()
} }
// Warp text // Warp text
if( GAMESTATE->m_bIsEditorStepTiming ) if( GAMESTATE->m_bIsUsingStepTiming )
{ {
FOREACH_CONST( WarpSegment, timing.m_WarpSegments, seg ) FOREACH_CONST( WarpSegment, timing.m_WarpSegments, seg )
{ {
@@ -917,7 +917,7 @@ void NoteField::DrawPrimitives()
} }
} }
if( GAMESTATE->m_bIsEditorStepTiming ) if( GAMESTATE->m_bIsUsingStepTiming )
{ {
// Tickcount text // Tickcount text
FOREACH_CONST( TickcountSegment, timing.m_TickcountSegments, seg ) FOREACH_CONST( TickcountSegment, timing.m_TickcountSegments, seg )
@@ -931,7 +931,7 @@ void NoteField::DrawPrimitives()
} }
} }
if( GAMESTATE->m_bIsEditorStepTiming ) if( GAMESTATE->m_bIsUsingStepTiming )
{ {
// Combo text // Combo text
FOREACH_CONST( ComboSegment, timing.m_ComboSegments, seg ) FOREACH_CONST( ComboSegment, timing.m_ComboSegments, seg )
@@ -956,7 +956,7 @@ void NoteField::DrawPrimitives()
} }
} }
if( GAMESTATE->m_bIsEditorStepTiming ) if( GAMESTATE->m_bIsUsingStepTiming )
{ {
FOREACH_CONST( SpeedSegment, timing.m_SpeedSegments, seg ) FOREACH_CONST( SpeedSegment, timing.m_SpeedSegments, seg )
{ {
@@ -970,7 +970,7 @@ void NoteField::DrawPrimitives()
} }
// Speed text // Speed text
if( GAMESTATE->m_bIsEditorStepTiming ) if( GAMESTATE->m_bIsUsingStepTiming )
{ {
FOREACH_CONST( FakeSegment, timing.m_FakeSegments, seg ) FOREACH_CONST( FakeSegment, timing.m_FakeSegments, seg )
{ {
@@ -1004,7 +1004,7 @@ void NoteField::DrawPrimitives()
} }
} }
if( !GAMESTATE->m_bIsEditorStepTiming ) if( !GAMESTATE->m_bIsUsingStepTiming )
{ {
// BGChange text // BGChange text
switch( GAMESTATE->m_EditMode ) switch( GAMESTATE->m_EditMode )
+17 -17
View File
@@ -705,7 +705,7 @@ void ScreenEdit::Init()
{ {
m_pSoundMusic = NULL; m_pSoundMusic = NULL;
GAMESTATE->m_bIsEditorStepTiming = true; GAMESTATE->m_bIsUsingStepTiming = true;
GAMESTATE->m_bInStepEditor = true; GAMESTATE->m_bInStepEditor = true;
SubscribeToMessage( "Judgment" ); SubscribeToMessage( "Judgment" );
@@ -865,8 +865,8 @@ ScreenEdit::~ScreenEdit()
LOG->Trace( "ScreenEdit::~ScreenEdit()" ); LOG->Trace( "ScreenEdit::~ScreenEdit()" );
m_pSoundMusic->StopPlaying(); m_pSoundMusic->StopPlaying();
// Reset the GameState variable in case it's needed elsewhere. // Go back to Step Timing on leave.
GAMESTATE->m_bIsEditorStepTiming = false; GAMESTATE->m_bIsUsingStepTiming = true;
// DEFINITELY reset the InStepEditor variable. // DEFINITELY reset the InStepEditor variable.
GAMESTATE->m_bInStepEditor = false; GAMESTATE->m_bInStepEditor = false;
} }
@@ -1163,7 +1163,7 @@ void ScreenEdit::UpdateTextInfo()
case EditMode_Full: case EditMode_Full:
sText += ssprintf( TIMING_MODE_FORMAT.GetValue(), sText += ssprintf( TIMING_MODE_FORMAT.GetValue(),
TIMING_MODE.GetValue().c_str(), TIMING_MODE.GetValue().c_str(),
( GAMESTATE->m_bIsEditorStepTiming ? ( GAMESTATE->m_bIsUsingStepTiming ?
STEP_TIMING.GetValue().c_str() : STEP_TIMING.GetValue().c_str() :
SONG_TIMING.GetValue().c_str() ) ); SONG_TIMING.GetValue().c_str() ) );
sText += ssprintf( BEAT_0_OFFSET_FORMAT.GetValue(), sText += ssprintf( BEAT_0_OFFSET_FORMAT.GetValue(),
@@ -1825,7 +1825,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
break; break;
case EDIT_BUTTON_OPEN_BGCHANGE_LAYER1_MENU: case EDIT_BUTTON_OPEN_BGCHANGE_LAYER1_MENU:
case EDIT_BUTTON_OPEN_BGCHANGE_LAYER2_MENU: case EDIT_BUTTON_OPEN_BGCHANGE_LAYER2_MENU:
if( !GAMESTATE->m_bIsEditorStepTiming ) if( !GAMESTATE->m_bIsUsingStepTiming )
{ {
switch( EditB ) switch( EditB )
{ {
@@ -2148,7 +2148,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
break; break;
case EDIT_BUTTON_SWITCH_TIMINGS: case EDIT_BUTTON_SWITCH_TIMINGS:
GAMESTATE->m_bIsEditorStepTiming = !GAMESTATE->m_bIsEditorStepTiming; GAMESTATE->m_bIsUsingStepTiming = !GAMESTATE->m_bIsUsingStepTiming;
m_soundSwitchTiming.Play(); m_soundSwitchTiming.Play();
break; break;
} }
@@ -3147,7 +3147,7 @@ static void ChangeArtistTranslit( const RString &sNew )
static void ChangeBeat0Offset( const RString &sNew ) static void ChangeBeat0Offset( const RString &sNew )
{ {
TimingData &timing = GAMESTATE->m_bIsEditorStepTiming ? GAMESTATE->m_pCurSteps[PLAYER_1]->m_Timing : GAMESTATE->m_pCurSong->m_SongTiming; TimingData &timing = GAMESTATE->m_bIsUsingStepTiming ? GAMESTATE->m_pCurSteps[PLAYER_1]->m_Timing : GAMESTATE->m_pCurSong->m_SongTiming;
timing.m_fBeat0OffsetInSeconds = StringToFloat( sNew ); timing.m_fBeat0OffsetInSeconds = StringToFloat( sNew );
} }
@@ -3178,7 +3178,7 @@ static void ChangeMaxBPM( const RString &sNew )
TimingData & ScreenEdit::GetAppropriateTiming() const TimingData & ScreenEdit::GetAppropriateTiming() const
{ {
if( GAMESTATE->m_bIsEditorStepTiming ) if( GAMESTATE->m_bIsUsingStepTiming )
{ {
return m_pSteps->m_Timing; return m_pSteps->m_Timing;
} }
@@ -3187,7 +3187,7 @@ TimingData & ScreenEdit::GetAppropriateTiming() const
inline void ScreenEdit::SetBeat(float fBeat) inline void ScreenEdit::SetBeat(float fBeat)
{ {
if( !GAMESTATE->m_bIsEditorStepTiming ) if( !GAMESTATE->m_bIsUsingStepTiming )
{ {
GAMESTATE->m_Position.m_fSongBeat = fBeat; GAMESTATE->m_Position.m_fSongBeat = fBeat;
GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat = m_pSteps->m_Timing.GetBeatFromElapsedTime(m_pSong->m_SongTiming.GetElapsedTimeFromBeat(fBeat)); GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat = m_pSteps->m_Timing.GetBeatFromElapsedTime(m_pSong->m_SongTiming.GetElapsedTimeFromBeat(fBeat));
@@ -3201,7 +3201,7 @@ inline void ScreenEdit::SetBeat(float fBeat)
inline float ScreenEdit::GetBeat() inline float ScreenEdit::GetBeat()
{ {
if( !GAMESTATE->m_bIsEditorStepTiming ) if( !GAMESTATE->m_bIsUsingStepTiming )
{ {
return GAMESTATE->m_Position.m_fSongBeat; return GAMESTATE->m_Position.m_fSongBeat;
} }
@@ -3229,13 +3229,13 @@ void ScreenEdit::DisplayTimingMenu()
g_TimingDataInformation.rows[fake].SetOneUnthemedChoice( ssprintf("%.5f", pTime.GetFakeAtBeat( fBeat ) ) ); g_TimingDataInformation.rows[fake].SetOneUnthemedChoice( ssprintf("%.5f", pTime.GetFakeAtBeat( fBeat ) ) );
g_TimingDataInformation.rows[tickcount].bEnabled = GAMESTATE->m_bIsEditorStepTiming; g_TimingDataInformation.rows[tickcount].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
g_TimingDataInformation.rows[combo].bEnabled = GAMESTATE->m_bIsEditorStepTiming; g_TimingDataInformation.rows[combo].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
g_TimingDataInformation.rows[warp].bEnabled = GAMESTATE->m_bIsEditorStepTiming; g_TimingDataInformation.rows[warp].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
g_TimingDataInformation.rows[speed_percent].bEnabled = GAMESTATE->m_bIsEditorStepTiming; g_TimingDataInformation.rows[speed_percent].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
g_TimingDataInformation.rows[speed_wait].bEnabled = GAMESTATE->m_bIsEditorStepTiming; g_TimingDataInformation.rows[speed_wait].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
g_TimingDataInformation.rows[speed_mode].bEnabled = GAMESTATE->m_bIsEditorStepTiming; g_TimingDataInformation.rows[speed_mode].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
g_TimingDataInformation.rows[fake].bEnabled = GAMESTATE->m_bIsEditorStepTiming; g_TimingDataInformation.rows[fake].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
EditMiniMenu( &g_TimingDataInformation, SM_BackFromTimingDataInformation ); EditMiniMenu( &g_TimingDataInformation, SM_BackFromTimingDataInformation );
} }