small cleanup
This commit is contained in:
+16
-19
@@ -35,12 +35,11 @@ static ThemeMetric<float> FADE_FAIL_TIME( "NoteField", "FadeFailTime" );
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static RString RoutineNoteSkinName( size_t i ) { return ssprintf("RoutineNoteSkinP%i",int(i+1)); }
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static ThemeMetric1D<RString> ROUTINE_NOTESKIN( "NoteField", RoutineNoteSkinName, NUM_PLAYERS );
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inline const TimingData *GetRealTiming(const PlayerState *pPlayerState)
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{
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if( GAMESTATE->m_pCurSteps[pPlayerState->m_PlayerNumber] != NULL )
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return &GAMESTATE->m_pCurSteps[pPlayerState->m_PlayerNumber]->m_Timing;
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return NULL;
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return NULL;
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}
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inline const TimingData *GetDisplayedTiming(const PlayerState *pPlayerState)
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@@ -868,7 +867,7 @@ void NoteField::DrawPrimitives()
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{
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TimeSignatureSegment *ts = static_cast<TimeSignatureSegment *>(tSigs[i]);
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int iSegmentEndRow = (i + 1 == tSigs.size()) ? iLastRowToDraw : tSigs[i+1]->GetRow();
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// beat bars every 16th note
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int iDrawBeatBarsEveryRows = BeatToNoteRow( ((float)ts->GetDen()) / 4 ) / 4;
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@@ -905,7 +904,7 @@ void NoteField::DrawPrimitives()
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ASSERT(GAMESTATE->m_pCurSong);
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const TimingData &timing = *pTiming;
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// Scroll text
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if( GAMESTATE->m_bIsUsingStepTiming )
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{
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@@ -920,7 +919,7 @@ void NoteField::DrawPrimitives()
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}
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}
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}
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// BPM text
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for (i = 0; i < segs[SEGMENT_BPM].size(); i++)
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{
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@@ -944,7 +943,7 @@ void NoteField::DrawPrimitives()
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DrawFreezeText( fBeat, seg->GetPause() );
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}
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}
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// Delay text
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for (i = 0; i < segs[SEGMENT_DELAY].size(); i++)
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{
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@@ -956,7 +955,7 @@ void NoteField::DrawPrimitives()
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DrawDelayText( fBeat, seg->GetPause() );
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}
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}
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// Warp text
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for (i = 0; i < segs[SEGMENT_WARP].size(); i++)
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{
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@@ -968,8 +967,7 @@ void NoteField::DrawPrimitives()
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DrawWarpText( fBeat, seg->GetLength() );
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}
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}
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// Time Signature text
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for (i = 0; i < segs[SEGMENT_TIME_SIG].size(); i++)
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{
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@@ -981,7 +979,7 @@ void NoteField::DrawPrimitives()
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DrawTimeSignatureText( fBeat, seg->GetNum(), seg->GetDen() );
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}
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}
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if( GAMESTATE->m_bIsUsingStepTiming )
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{
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// Tickcount text
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@@ -996,7 +994,7 @@ void NoteField::DrawPrimitives()
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}
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}
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}
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if( GAMESTATE->m_bIsUsingStepTiming )
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{
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// Combo text
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@@ -1011,7 +1009,7 @@ void NoteField::DrawPrimitives()
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}
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}
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}
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// Label text
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for (i = 0; i < segs[SEGMENT_LABEL].size(); i++)
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{
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@@ -1023,7 +1021,7 @@ void NoteField::DrawPrimitives()
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DrawLabelText( fBeat, seg->GetLabel() );
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}
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}
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if( GAMESTATE->m_bIsUsingStepTiming )
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{
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// Speed text
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@@ -1039,7 +1037,7 @@ void NoteField::DrawPrimitives()
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}
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}
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}
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// Fake text
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if( GAMESTATE->m_bIsUsingStepTiming )
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{
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@@ -1091,7 +1089,7 @@ void NoteField::DrawPrimitives()
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}
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}
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}
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if( !GAMESTATE->m_bIsUsingStepTiming )
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{
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// BGChange text
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@@ -1106,17 +1104,17 @@ void NoteField::DrawPrimitives()
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vector<BackgroundChange>::iterator iter[NUM_BackgroundLayer];
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FOREACH_BackgroundLayer( j )
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iter[j] = GAMESTATE->m_pCurSong->GetBackgroundChanges(j).begin();
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while( 1 )
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{
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float fLowestBeat = FLT_MAX;
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vector<BackgroundLayer> viLowestIndex;
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FOREACH_BackgroundLayer( j )
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{
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if( iter[j] == GAMESTATE->m_pCurSong->GetBackgroundChanges(j).end() )
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continue;
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float fBeat = iter[j]->m_fStartBeat;
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if( fBeat < fLowestBeat )
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{
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@@ -1184,7 +1182,6 @@ void NoteField::DrawPrimitives()
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}
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}
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// Optimization is very important here because there are so many arrows to draw.
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// Draw the arrows in order of column. This minimizes texture switches and
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// lets us draw in big batches.
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