Represent TimingData values (except for "seconds") in fixed-point.
Maybe we should stop calling note indexes "rows" and "indexes", and just call them "beats"; if they're stored as an integer, they're in fixed-point. Things like "note rows per second" are a lot less intuitive than just calling them "beats per second".
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@@ -485,9 +485,9 @@ void NoteField::DrawPrimitives()
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vector<BPMSegment> &aBPMSegments = GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments;
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for( unsigned i=0; i<aBPMSegments.size(); i++ )
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{
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if(aBPMSegments[i].m_fStartBeat >= fFirstBeatToDraw &&
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aBPMSegments[i].m_fStartBeat <= fLastBeatToDraw)
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DrawBPMText( aBPMSegments[i].m_fStartBeat, aBPMSegments[i].m_fBPM );
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if(aBPMSegments[i].m_iStartIndex >= iFirstIndexToDraw &&
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aBPMSegments[i].m_iStartIndex <= iLastIndexToDraw)
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DrawBPMText( NoteRowToBeat(aBPMSegments[i].m_iStartIndex), aBPMSegments[i].GetBPM() );
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}
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//
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// Freeze text
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@@ -495,9 +495,9 @@ void NoteField::DrawPrimitives()
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vector<StopSegment> &aStopSegments = GAMESTATE->m_pCurSong->m_Timing.m_StopSegments;
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for( unsigned i=0; i<aStopSegments.size(); i++ )
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{
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if(aStopSegments[i].m_fStartBeat >= fFirstBeatToDraw &&
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aStopSegments[i].m_fStartBeat <= fLastBeatToDraw)
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DrawFreezeText( aStopSegments[i].m_fStartBeat, aStopSegments[i].m_fStopSeconds );
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if(aStopSegments[i].m_iStartRow >= iFirstIndexToDraw &&
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aStopSegments[i].m_iStartRow <= iLastIndexToDraw)
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DrawFreezeText( NoteRowToBeat(aStopSegments[i].m_iStartRow), NoteRowToBeat(aStopSegments[i].m_iStartRow) );
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}
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//
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