[splittiming] ok, now it displays properly.
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@@ -85,13 +85,14 @@ void ArrowEffects::Update()
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FOREACH_PlayerNumber( pn )
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{
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const Style::ColumnInfo* pCols = pStyle->m_ColumnInfo[pn];
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const SongPosition &position = GAMESTATE->m_bIsEditorStepTiming ? GAMESTATE->m_pPlayerState[pn]->m_Position : GAMESTATE->m_Position;
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PerPlayerData &data = g_EffectData[pn];
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{
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static float fLastTime = 0;
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float fTime = RageTimer::GetTimeSinceStartFast();
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if( !GAMESTATE->m_pPlayerState[pn]->m_Position.m_bFreeze || !GAMESTATE->m_pPlayerState[pn]->m_Position.m_bDelay )
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if( !position.m_bFreeze || !position.m_bDelay )
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{
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data.m_fExpandSeconds += fTime - fLastTime;
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data.m_fExpandSeconds = fmodf( data.m_fExpandSeconds, PI*2 );
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@@ -177,7 +178,7 @@ void ArrowEffects::Update()
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// Update Beat
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do {
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float fAccelTime = 0.2f, fTotalTime = 0.5f;
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float fBeat = GAMESTATE->m_pPlayerState[pn]->m_Position.m_fSongBeatVisible + fAccelTime;
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float fBeat = position.m_fSongBeatVisible + fAccelTime;
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const bool bEvenBeat = ( int(fBeat) % 2 ) != 0;
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@@ -218,12 +219,13 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
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bIsPastPeakOut = true;
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float fYOffset = 0;
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const SongPosition &position = GAMESTATE->m_bIsEditorStepTiming ? pPlayerState->m_Position : GAMESTATE->m_Position;
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/* Usually, fTimeSpacing is 0 or 1, in which case we use entirely beat spacing or
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* entirely time spacing (respectively). Occasionally, we tween between them. */
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if( pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing != 1.0f )
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{
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float fSongBeat = pPlayerState->m_Position.m_fSongBeatVisible;
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float fSongBeat = position.m_fSongBeatVisible;
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float fBeatsUntilStep = fNoteBeat - fSongBeat;
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float fYOffsetBeatSpacing = fBeatsUntilStep;
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fYOffset += fYOffsetBeatSpacing * (1-pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing);
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@@ -231,7 +233,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
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if( pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing != 0.0f )
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{
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float fSongSeconds = pPlayerState->m_Position.m_fMusicSecondsVisible;
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float fSongSeconds = position.m_fMusicSecondsVisible;
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float fNoteSeconds = GAMESTATE->m_pCurSteps[pPlayerState->m_PlayerNumber]->m_Timing.GetElapsedTimeFromBeat(fNoteBeat);
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float fSecondsUntilStep = fNoteSeconds - fSongSeconds;
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float fBPM = pPlayerState->m_PlayerOptions.GetCurrent().m_fScrollBPM;
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+16
-3
@@ -697,6 +697,19 @@ float FindLastDisplayedBeat( const PlayerState* pPlayerState, int iDrawDistanceB
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return fLastBeatToDraw;
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}
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inline float NoteRowToVisibleBeat( const PlayerState *pPlayerState, int iRow )
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{
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/*
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if( GAMESTATE->m_bIsEditorStepTiming )
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{
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*/
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return NoteRowToBeat(iRow);
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/*
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}
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return GetDisplayedTiming(pPlayerState)->GetBeatFromElapsedTime(GetRealTiming(pPlayerState)->GetElapsedTimeFromBeat(NoteRowToBeat(iRow)));
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*/
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}
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bool NoteField::IsOnScreen( float fBeat, int iCol, int iDrawDistanceAfterTargetsPixels, int iDrawDistanceBeforeTargetsPixels ) const
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{
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// TRICKY: If boomerang is on, then ones in the range
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@@ -1054,8 +1067,8 @@ void NoteField::DrawPrimitives()
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float fThrowAway;
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bool bStartIsPastPeak = false;
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bool bEndIsPastPeak = false;
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float fStartYOffset = ArrowEffects::GetYOffset( m_pPlayerState, c, NoteRowToBeat(iStartRow), fThrowAway, bStartIsPastPeak );
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float fEndYOffset = ArrowEffects::GetYOffset( m_pPlayerState, c, NoteRowToBeat(iEndRow), fThrowAway, bEndIsPastPeak );
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float fStartYOffset = ArrowEffects::GetYOffset( m_pPlayerState, c, NoteRowToVisibleBeat(m_pPlayerState, iStartRow), fThrowAway, bStartIsPastPeak );
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float fEndYOffset = ArrowEffects::GetYOffset( m_pPlayerState, c, NoteRowToVisibleBeat(m_pPlayerState, iEndRow), fThrowAway, bEndIsPastPeak );
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bool bTailIsOnVisible = iDrawDistanceAfterTargetsPixels <= fEndYOffset && fEndYOffset <= iDrawDistanceBeforeTargetsPixels;
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bool bHeadIsVisible = iDrawDistanceAfterTargetsPixels <= fStartYOffset && fStartYOffset <= iDrawDistanceBeforeTargetsPixels;
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@@ -1152,7 +1165,7 @@ void NoteField::DrawPrimitives()
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bool bIsHopoPossible = (tn.bHopoPossible);
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bool bUseAdditionColoring = bIsAddition || bIsHopoPossible;
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NoteDisplayCols *displayCols = tn.pn == PLAYER_INVALID ? m_pCurDisplay : m_pDisplays[tn.pn];
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displayCols->display[c].DrawTap( tn, c, NoteRowToBeat(q), bHoldNoteBeginsOnThisBeat,
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displayCols->display[c].DrawTap( tn, c, NoteRowToVisibleBeat(m_pPlayerState, q), bHoldNoteBeginsOnThisBeat,
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bUseAdditionColoring, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail,
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m_fYReverseOffsetPixels, iDrawDistanceAfterTargetsPixels, iDrawDistanceBeforeTargetsPixels,
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FADE_BEFORE_TARGETS_PERCENT );
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+11
-7
@@ -1010,12 +1010,12 @@ void ScreenEdit::Update( float fDeltaTime )
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// Update trailing beat
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float fDelta = GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat - m_fTrailingBeat;
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float fDelta = GetBeat() - m_fTrailingBeat;
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if( fabsf(fDelta) < 10 )
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fapproach( m_fTrailingBeat, GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat,
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fapproach( m_fTrailingBeat, GetBeat(),
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fDeltaTime*40 / m_NoteFieldEdit.GetPlayerState()->m_PlayerOptions.GetCurrent().m_fScrollSpeed );
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else
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fapproach( m_fTrailingBeat, GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat,
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fapproach( m_fTrailingBeat, GetBeat(),
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fabsf(fDelta) * fDeltaTime*5 );
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PlayTicks();
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@@ -1090,8 +1090,8 @@ void ScreenEdit::UpdateTextInfo()
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RString sNoteType = ssprintf( NOTES.GetValue(), NoteTypeToLocalizedString(m_SnapDisplay.GetNoteType()).c_str() );
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RString sText;
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sText += ssprintf( CURRENT_BEAT_FORMAT.GetValue(), CURRENT_BEAT.GetValue().c_str(), GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat );
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sText += ssprintf( CURRENT_SECOND_FORMAT.GetValue(), CURRENT_SECOND.GetValue().c_str(), m_pSteps->m_Timing.GetElapsedTimeFromBeat(GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat) );
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sText += ssprintf( CURRENT_BEAT_FORMAT.GetValue(), CURRENT_BEAT.GetValue().c_str(), GetBeat() );
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sText += ssprintf( CURRENT_SECOND_FORMAT.GetValue(), CURRENT_SECOND.GetValue().c_str(), GetAppropriateTiming().GetElapsedTimeFromBeat(GetBeat()) );
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switch( EDIT_MODE.GetValue() )
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{
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DEFAULT_FAIL( EDIT_MODE.GetValue() );
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@@ -1188,6 +1188,10 @@ void ScreenEdit::DrawPrimitives()
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pPlayerState->m_Position.m_fSongBeat = m_fTrailingBeat; // put trailing beat in effect
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pPlayerState->m_Position.m_fSongBeatNoOffset = m_fTrailingBeat; // put trailing beat in effect
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pPlayerState->m_Position.m_fSongBeatVisible = m_fTrailingBeat; // put trailing beat in effect
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GAMESTATE->m_Position.m_fSongBeat = m_fTrailingBeat; // put trailing beat in effect
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GAMESTATE->m_Position.m_fSongBeatNoOffset = m_fTrailingBeat; // put trailing beat in effect
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GAMESTATE->m_Position.m_fSongBeatVisible = m_fTrailingBeat; // put trailing beat in effect
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ScreenWithMenuElements::DrawPrimitives();
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@@ -1446,7 +1450,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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if( m_PlayerStateEdit.m_PlayerOptions.GetSong().m_fScrolls[PlayerOptions::SCROLL_REVERSE] > 0.5 )
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fBeatsToMove *= -1;
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float fDestinationBeat = GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat + fBeatsToMove;
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float fDestinationBeat = GetBeat() + fBeatsToMove;
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fDestinationBeat = Quantize( fDestinationBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) );
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ScrollTo( fDestinationBeat );
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@@ -2969,7 +2973,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
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else if( SM == SM_LoseFocus )
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{
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// Snap the trailing beat, in case we lose focus while tweening.
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m_fTrailingBeat = GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat;
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m_fTrailingBeat = GetBeat(); //GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat;
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}
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ScreenWithMenuElements::HandleScreenMessage( SM );
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