cleanup, simplify
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@@ -3,6 +3,7 @@
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#include "global.h"
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#include "TimingData.h"
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#include "PrefsManager.h"
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#include "RageUtil.h"
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TimingData::TimingData()
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{
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@@ -99,7 +100,6 @@ BPMSegment& TimingData::GetBPMSegmentAtBeat( float fBeat )
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void TimingData::GetBeatAndBPSFromElapsedTime( float fElapsedTime, float &fBeatOut, float &fBPSOut, bool &bFreezeOut ) const
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{
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// LOG->Trace( "GetBeatAndBPSFromElapsedTime( fElapsedTime = %f )", fElapsedTime );
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// This function is a nightmare. Don't even try to understand it. :-)
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fElapsedTime += PREFSMAN->m_fGlobalOffsetSeconds;
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@@ -108,53 +108,31 @@ void TimingData::GetBeatAndBPSFromElapsedTime( float fElapsedTime, float &fBeatO
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for( unsigned i=0; i<m_BPMSegments.size(); i++ ) // foreach BPMSegment
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{
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float fStartBeatThisSegment = m_BPMSegments[i].m_fStartBeat;
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bool bIsLastBPMSegment = i==m_BPMSegments.size()-1;
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float fStartBeatNextSegment = bIsLastBPMSegment ? 40000/*inf*/ : m_BPMSegments[i+1].m_fStartBeat;
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float fBeatsInThisSegment = fStartBeatNextSegment - fStartBeatThisSegment;
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float fBPM = m_BPMSegments[i].m_fBPM;
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float fBPS = fBPM / 60.0f;
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const float fStartBeatThisSegment = m_BPMSegments[i].m_fStartBeat;
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const bool bIsLastBPMSegment = i==m_BPMSegments.size()-1;
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const float fStartBeatNextSegment = bIsLastBPMSegment ? 40000/*inf*/ : m_BPMSegments[i+1].m_fStartBeat;
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const float fBPS = m_BPMSegments[i].m_fBPM / 60.0f;
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// calculate the number of seconds in this segment
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float fSecondsInThisSegment = fBeatsInThisSegment / fBPS;
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unsigned j;
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for( j=0; j<m_StopSegments.size(); j++ ) // foreach freeze
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for( unsigned j=0; j<m_StopSegments.size(); j++ ) // foreach freeze
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{
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if( fStartBeatThisSegment <= m_StopSegments[j].m_fStartBeat && m_StopSegments[j].m_fStartBeat < fStartBeatNextSegment )
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{
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// this freeze lies within this BPMSegment
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fSecondsInThisSegment += m_StopSegments[j].m_fStopSeconds;
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}
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}
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if( !bIsLastBPMSegment && fElapsedTime > fSecondsInThisSegment )
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{
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// this BPMSegement is NOT the current segment
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fElapsedTime -= fSecondsInThisSegment;
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continue;
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}
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// this BPMSegment IS the current segment
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float fBeatEstimate = fStartBeatThisSegment + fElapsedTime*fBPS;
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for( j=0; j<m_StopSegments.size(); j++ ) // foreach freeze
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{
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if( fStartBeatThisSegment > m_StopSegments[j].m_fStartBeat ||
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m_StopSegments[j].m_fStartBeat > fStartBeatNextSegment )
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if( fStartBeatThisSegment >= m_StopSegments[j].m_fStartBeat )
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continue;
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if( !bIsLastBPMSegment && m_StopSegments[j].m_fStartBeat > fStartBeatNextSegment )
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continue;
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// this freeze lies within this BPMSegment
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if( m_StopSegments[j].m_fStartBeat > fBeatEstimate )
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const float fBeatsSinceStartOfSegment = m_StopSegments[j].m_fStartBeat - fStartBeatThisSegment;
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const float fFreezeStartSecond = fBeatsSinceStartOfSegment / fBPS;
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if( fFreezeStartSecond >= fElapsedTime )
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break;
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// the freeze segment is <= current time
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fElapsedTime -= m_StopSegments[j].m_fStopSeconds;
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// re-estimate
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fBeatEstimate = fStartBeatThisSegment + fElapsedTime*fBPS;
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if( fBeatEstimate < m_StopSegments[j].m_fStartBeat )
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if( fFreezeStartSecond >= fElapsedTime )
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{
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/* The time lies within the stop. */
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fBeatOut = m_StopSegments[j].m_fStartBeat;
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fBPSOut = fBPS;
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bFreezeOut = true;
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@@ -162,10 +140,19 @@ void TimingData::GetBeatAndBPSFromElapsedTime( float fElapsedTime, float &fBeatO
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}
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}
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fBeatOut = fBeatEstimate;
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fBPSOut = fBPS;
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bFreezeOut = false;
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return;
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const float fBeatsInThisSegment = fStartBeatNextSegment - fStartBeatThisSegment;
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const float fSecondsInThisSegment = fBeatsInThisSegment / fBPS;
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if( bIsLastBPMSegment || fElapsedTime <= fSecondsInThisSegment )
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{
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// this BPMSegment IS the current segment
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fBeatOut = fStartBeatThisSegment + fElapsedTime*fBPS;
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fBPSOut = fBPS;
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bFreezeOut = false;
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return;
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}
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// this BPMSegment is NOT the current segment
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fElapsedTime -= fSecondsInThisSegment;
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}
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}
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@@ -178,6 +165,7 @@ float TimingData::GetElapsedTimeFromBeat( float fBeat ) const
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for( unsigned j=0; j<m_StopSegments.size(); j++ ) // foreach freeze
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{
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/* The exact beat of a stop comes before the stop, not after, so use >=, not >. */
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if( m_StopSegments[j].m_fStartBeat >= fBeat )
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break;
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fElapsedTime += m_StopSegments[j].m_fStopSeconds;
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@@ -185,22 +173,26 @@ float TimingData::GetElapsedTimeFromBeat( float fBeat ) const
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for( unsigned i=0; i<m_BPMSegments.size(); i++ ) // foreach BPMSegment
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{
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const float fStartBeatThisSegment = m_BPMSegments[i].m_fStartBeat;
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const bool bIsLastBPMSegment = i==m_BPMSegments.size()-1;
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const float fStartBeatNextSegment = bIsLastBPMSegment ? 40000/*inf*/ : m_BPMSegments[i+1].m_fStartBeat;
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const float fBPS = m_BPMSegments[i].m_fBPM / 60.0f;
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const float fBeatsInThisSegment = fStartBeatNextSegment - fStartBeatThisSegment;
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fElapsedTime += min(fBeat, fBeatsInThisSegment) / fBPS;
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fBeat -= fBeatsInThisSegment;
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if( bIsLastBPMSegment )
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{
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fElapsedTime += fBeat / fBPS;
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}
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else
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{
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const float fStartBeatThisSegment = m_BPMSegments[i].m_fStartBeat;
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const float fStartBeatNextSegment = m_BPMSegments[i+1].m_fStartBeat;
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const float fBeatsInThisSegment = fStartBeatNextSegment - fStartBeatThisSegment;
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fElapsedTime += min(fBeat, fBeatsInThisSegment) / fBPS;
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fBeat -= fBeatsInThisSegment;
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}
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if( fBeat <= 0 )
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return fElapsedTime;
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}
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// This assert fires if you leave the game running overnight with the
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// the menu timer off and the music wheel sitting on one song.
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ASSERT(0);
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return fElapsedTime;
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}
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