sync up gameplay offset control with editor

This commit is contained in:
Glenn Maynard
2003-06-10 22:14:09 +00:00
parent d3c7ed1e61
commit 2ea63c81fc
+9 -3
View File
@@ -1204,12 +1204,18 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
case SDLK_F12: fOffsetDelta = +0.02f; break;
default: ASSERT(0); return;
}
if( type == IET_FAST_REPEAT )
fOffsetDelta *= 10;
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)) ||
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LALT)) )
fOffsetDelta /= 20; /* 1ms */
else switch( type )
{
case IET_SLOW_REPEAT: fOffsetDelta *= 10; break;
case IET_FAST_REPEAT: fOffsetDelta *= 40; break;
}
GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds += fOffsetDelta;
m_textDebug.SetText( ssprintf("Offset = %f", GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds) );
m_textDebug.SetText( ssprintf("Offset = %.3f", GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds) );
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
m_textDebug.StopTweening();
m_textDebug.BeginTweening( 3 ); // sleep