Added support for AutoAdjust
This commit is contained in:
@@ -147,7 +147,7 @@ ScreenGameplay::ScreenGameplay()
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
m_bChangedOffsetOrBPM = false;
|
m_bChangedOffsetOrBPM = (GAMESTATE->m_SongOptions.m_AutoAdjust == SongOptions::ADJUST_ON);
|
||||||
|
|
||||||
|
|
||||||
m_DancingState = STATE_INTRO;
|
m_DancingState = STATE_INTRO;
|
||||||
@@ -817,9 +817,22 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
|
|||||||
{
|
{
|
||||||
switch( DeviceI.button )
|
switch( DeviceI.button )
|
||||||
{
|
{
|
||||||
// case DIK_F6:
|
case DIK_F6:
|
||||||
// this->SendScreenMessage( SM_BeginToasty, 0 );
|
m_bChangedOffsetOrBPM = true;
|
||||||
// break;
|
|
||||||
|
if (GAMESTATE->m_SongOptions.m_AutoAdjust == SongOptions::ADJUST_ON) {
|
||||||
|
GAMESTATE->m_SongOptions.m_AutoAdjust = SongOptions::ADJUST_OFF;
|
||||||
|
m_textDebug.SetText( "AutoAdjust is OFF" );
|
||||||
|
} else {
|
||||||
|
GAMESTATE->m_SongOptions.m_AutoAdjust = SongOptions::ADJUST_ON;
|
||||||
|
m_textDebug.SetText( "AutoAdjust is ON" );
|
||||||
|
}
|
||||||
|
m_textDebug.SetDiffuse( D3DXCOLOR(1,1,1,1) );
|
||||||
|
m_textDebug.StopTweening();
|
||||||
|
m_textDebug.BeginTweening( 3 ); // sleep
|
||||||
|
m_textDebug.BeginTweening( 0.5f ); // fade out
|
||||||
|
m_textDebug.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
|
||||||
|
break;
|
||||||
case DIK_F7:
|
case DIK_F7:
|
||||||
if( GAMESTATE->m_SongOptions.m_AssistType == SongOptions::ASSIST_NONE )
|
if( GAMESTATE->m_SongOptions.m_AssistType == SongOptions::ASSIST_NONE )
|
||||||
GAMESTATE->m_SongOptions.m_AssistType = SongOptions::ASSIST_TICK;
|
GAMESTATE->m_SongOptions.m_AssistType = SongOptions::ASSIST_TICK;
|
||||||
|
|||||||
Reference in New Issue
Block a user