fix edit elements drawing way off screen in boomerang causing artifacts on some hardware

This commit is contained in:
Chris Danford
2005-04-19 03:56:00 +00:00
parent 5926618f8c
commit 1f483158f7
+36 -12
View File
@@ -406,6 +406,19 @@ float FindLastDisplayedBeat( const PlayerState* pPlayerState, int iLastPixelToDr
return fLastBeatToDraw; return fLastBeatToDraw;
} }
bool NoteField::IsOnScreen( float fBeat, int iFirstPixelToDraw, int iLastPixelToDraw )
{
// TRICKY: If boomerang is on, then ones in the range
// [iFirstIndexToDraw,iLastIndexToDraw] aren't necessarily visible.
// Test to see if this beat is visible before drawing.
float fYOffset = ArrowEffects::GetYOffset( m_pPlayerState, 0, fBeat );
if( fYOffset > iLastPixelToDraw ) // off screen
return false;
if( fYOffset < iFirstPixelToDraw ) // off screen
return false;
return true;
}
void NoteField::DrawPrimitives() void NoteField::DrawPrimitives()
{ {
@@ -451,6 +464,8 @@ void NoteField::DrawPrimitives()
// LOG->Trace( "start = %f.1, end = %f.1", fFirstBeatToDraw-fSongBeat, fLastBeatToDraw-fSongBeat ); // LOG->Trace( "start = %f.1, end = %f.1", fFirstBeatToDraw-fSongBeat, fLastBeatToDraw-fSongBeat );
// LOG->Trace( "Drawing elements %d through %d", iFirstIndexToDraw, iLastIndexToDraw ); // LOG->Trace( "Drawing elements %d through %d", iFirstIndexToDraw, iLastIndexToDraw );
#define IS_ON_SCREEN( fBeat ) IsOnScreen( fBeat, iFirstPixelToDraw, iLastPixelToDraw )
if( GAMESTATE->m_bEditing ) if( GAMESTATE->m_bEditing )
{ {
ASSERT(GAMESTATE->m_pCurSong); ASSERT(GAMESTATE->m_pCurSong);
@@ -461,7 +476,10 @@ void NoteField::DrawPrimitives()
{ {
float fStartDrawingMeasureBars = max( 0, Quantize(fFirstBeatToDraw-0.25f,0.25f) ); float fStartDrawingMeasureBars = max( 0, Quantize(fFirstBeatToDraw-0.25f,0.25f) );
for( float f=fStartDrawingMeasureBars; f<fLastBeatToDraw; f+=0.25f ) for( float f=fStartDrawingMeasureBars; f<fLastBeatToDraw; f+=0.25f )
DrawBeatBar( f ); {
if( IS_ON_SCREEN(f) )
DrawBeatBar( f );
}
} }
// //
@@ -470,9 +488,13 @@ void NoteField::DrawPrimitives()
vector<BPMSegment> &aBPMSegments = GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments; vector<BPMSegment> &aBPMSegments = GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments;
for( unsigned i=0; i<aBPMSegments.size(); i++ ) for( unsigned i=0; i<aBPMSegments.size(); i++ )
{ {
if(aBPMSegments[i].m_iStartIndex >= iFirstIndexToDraw && if( aBPMSegments[i].m_iStartIndex >= iFirstIndexToDraw &&
aBPMSegments[i].m_iStartIndex <= iLastIndexToDraw) aBPMSegments[i].m_iStartIndex <= iLastIndexToDraw)
DrawBPMText( NoteRowToBeat(aBPMSegments[i].m_iStartIndex), aBPMSegments[i].GetBPM() ); {
float fBeat = NoteRowToBeat(aBPMSegments[i].m_iStartIndex);
if( IS_ON_SCREEN(fBeat) )
DrawBPMText( fBeat, aBPMSegments[i].GetBPM() );
}
} }
// //
// Freeze text // Freeze text
@@ -480,9 +502,13 @@ void NoteField::DrawPrimitives()
vector<StopSegment> &aStopSegments = GAMESTATE->m_pCurSong->m_Timing.m_StopSegments; vector<StopSegment> &aStopSegments = GAMESTATE->m_pCurSong->m_Timing.m_StopSegments;
for( unsigned i=0; i<aStopSegments.size(); i++ ) for( unsigned i=0; i<aStopSegments.size(); i++ )
{ {
if(aStopSegments[i].m_iStartRow >= iFirstIndexToDraw && if( aStopSegments[i].m_iStartRow >= iFirstIndexToDraw &&
aStopSegments[i].m_iStartRow <= iLastIndexToDraw) aStopSegments[i].m_iStartRow <= iLastIndexToDraw)
DrawFreezeText( NoteRowToBeat(aStopSegments[i].m_iStartRow), aStopSegments[i].m_fStopSeconds ); {
float fBeat = NoteRowToBeat(aStopSegments[i].m_iStartRow);
if( IS_ON_SCREEN(fBeat) )
DrawFreezeText( fBeat, aStopSegments[i].m_fStopSeconds );
}
} }
// //
@@ -509,7 +535,8 @@ void NoteField::DrawPrimitives()
change.m_bRewindMovie ? " Rewind" : "", change.m_bRewindMovie ? " Rewind" : "",
change.m_bLoop ? " Loop" : "" ); change.m_bLoop ? " Loop" : "" );
DrawBGChangeText( change.m_fStartBeat, sChangeText ); if( IS_ON_SCREEN(change.m_fStartBeat) )
DrawBGChangeText( change.m_fStartBeat, sChangeText );
} }
} }
} }
@@ -648,10 +675,7 @@ void NoteField::DrawPrimitives()
// TRICKY: If boomerang is on, then all notes in the range // TRICKY: If boomerang is on, then all notes in the range
// [iFirstIndexToDraw,iLastIndexToDraw] aren't necessarily visible. // [iFirstIndexToDraw,iLastIndexToDraw] aren't necessarily visible.
// Test every note to make sure it's on screen before drawing // Test every note to make sure it's on screen before drawing
float fYOffset = ArrowEffects::GetYOffset( m_pPlayerState, c, NoteRowToBeat(i) ); if( !IS_ON_SCREEN(NoteRowToBeat(i)) )
if( fYOffset > iLastPixelToDraw ) // off screen
continue; // skip
if( fYOffset < iFirstPixelToDraw ) // off screen
continue; // skip continue; // skip
ASSERT_M( NoteRowToBeat(i) > -2000, ssprintf("%i %i %i, %f %f", i, iLastIndexToDraw, iFirstIndexToDraw, GAMESTATE->m_fSongBeat, GAMESTATE->m_fMusicSeconds) ); ASSERT_M( NoteRowToBeat(i) > -2000, ssprintf("%i %i %i, %f %f", i, iLastIndexToDraw, iFirstIndexToDraw, GAMESTATE->m_fSongBeat, GAMESTATE->m_fMusicSeconds) );