Bring [metricClean] up to date.
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@@ -151,7 +151,6 @@ bool RoomWheel::Select()
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{
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// Since this is not actually an option outside of this wheel, NULL is a good idea.
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m_LastSelection = NULL;
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// todo: Call a screen with class ScreenTextEntry instead. -aj
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ScreenTextEntry::TextEntry( SM_BackFromRoomName, ENTER_ROOM_NAME, "", 255 );
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}
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return false;
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@@ -3531,7 +3531,6 @@ void ScreenEdit::HandleStepsInformationChoice( StepsInformationChoice c, const v
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switch( c )
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{
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case description:
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// todo: Call a screen with class ScreenTextEntry instead. -aj
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ScreenTextEntry::TextEntry(
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SM_None,
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ENTER_NEW_DESCRIPTION,
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@@ -3580,8 +3579,6 @@ void ScreenEdit::HandleSongInformationChoice( SongInformationChoice c, const vec
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{
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Song* pSong = GAMESTATE->m_pCurSong;
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// todo: Call a screen with class ScreenTextEntry instead.
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// multiple times in this section, so I'm only saying it here. -aj
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switch( c )
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{
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DEFAULT_FAIL(c);
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@@ -3628,7 +3625,6 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
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{
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DEFAULT_FAIL( c );
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case bpm:
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// todo: Call a screen with class ScreenTextEntry instead. -aj
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ScreenTextEntry::TextEntry(
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SM_BackFromBPMChange,
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ENTER_BPM_VALUE,
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@@ -3637,7 +3633,6 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
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);
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break;
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case stop:
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// todo: Call a screen with class ScreenTextEntry instead. -aj
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ScreenTextEntry::TextEntry(
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SM_BackFromStopChange,
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ENTER_STOP_VALUE,
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@@ -3646,7 +3641,6 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
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);
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break;
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case delay:
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// todo: Call a screen with class ScreenTextEntry instead. -aj
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ScreenTextEntry::TextEntry(
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SM_BackFromDelayChange,
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ENTER_DELAY_VALUE,
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@@ -3687,7 +3681,6 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
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);
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break;
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case warp:
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// todo: Call a screen with class ScreenTextEntry instead. -aj
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ScreenTextEntry::TextEntry(
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SM_BackFromWarpChange,
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ENTER_WARP_VALUE,
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@@ -25,8 +25,8 @@ void ScreenOptionsExportPackage::Init()
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void ScreenOptionsExportPackage::BeginScreen()
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{
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// Fill m_vsPossibleDirsToExport
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// todo: split these out over multiple screens so the scroller
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// isn't so overloaded. -freem
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// todo: Split these out over multiple screens so the scroller
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// isn't so overloaded. (See ScreenOptionsToggleSongs) -freem
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{
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// Add themes
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{
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@@ -809,8 +809,7 @@ void ScreenSelectMaster::MenuStart( const InputEventPlus &input )
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mc.ApplyToAllPlayers();
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// We want to be able to broadcast a Start message to the theme, in
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// case a themer wants to handle something. -aj
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// TODO: Find a way to differentiate this from the message below, for
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// less ambiguousness?
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// TODO: Add a param to differentiate this from the message below.
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MESSAGEMAN->Broadcast( (MessageID)(Message_MenuStartP1+pn) );
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return;
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}
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@@ -485,7 +485,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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m_bStepsChosen[input.pn] )
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return; // ignore
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// todo: use mousewheel to scroll MusicWheel -aj
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// todo: Allow mousewheel to scroll MusicWheel -aj
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if( USE_PLAYER_SELECT_MENU )
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{
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@@ -1528,9 +1528,8 @@ void ScreenSelectMusic::AfterStepsOrTrailChange( const vector<PlayerNumber> &vpn
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}
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else
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{
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// I don't like how numbers just stay up there if the current
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// selection is NULL.
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// todo: Let themers set the text instead of just using 0. -aj
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// The numbers shouldn't stay if the current selection is NULL.
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// todo: Let themers set the text value instead of just using 0. -aj
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m_textHighScore[pn].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, 0) );
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}
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}
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@@ -331,7 +331,6 @@ static BOOL CALLBACK DIMouse_EnumDevObjectsProc(LPCDIDEVICEOBJECTINSTANCE dev, L
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in.ofs = dev->dwOfs;
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// xxx: does this check for scrollwheels? -aj
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if(dev->dwType & DIDFT_BUTTON)
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{
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in.type = in.BUTTON;
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@@ -101,7 +101,7 @@ void run()
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CHECK( test.GetElapsedTimeFromBeat(15.0f), 14.5f ); // stopped
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CHECK( test.GetElapsedTimeFromBeat(16), 20.0f );
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/* todo: add warp tests once the warp code is done */
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// todo: add warp tests -aj
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RageTimer foobar;
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/* We can look up the time of any given beat, then look up the beat of that
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@@ -124,10 +124,10 @@ int q = 0;
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}
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LOG->Trace("... %i in %f", q, foobar.GetDeltaTime());
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// todo: add warp segments
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TimingData test2;
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test2.AddBPMSegment( BPMSegment(0, 60) );
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test2.AddStopSegment( StopSegment(0, 1) );
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//test2.AddWarpSegment( WarpSegment() );
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CHECK( test2.GetBeatFromElapsedTime(-1), -1.0f );
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CHECK( test2.GetBeatFromElapsedTime(0), 0.0f );
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CHECK( test2.GetBeatFromElapsedTime(1), 0.0f );
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