diff --git a/src/LyricDisplay.cpp b/src/LyricDisplay.cpp index 2d82037065..21e8b5dfd9 100644 --- a/src/LyricDisplay.cpp +++ b/src/LyricDisplay.cpp @@ -40,7 +40,7 @@ void LyricDisplay::Update( float fDeltaTime ) if( GAMESTATE->m_pCurSong == NULL ) return; - /* If the song has changed (in a course), reset. */ + // If the song has changed (in a course), reset. if( GAMESTATE->m_fMusicSeconds < m_fLastSecond ) Init(); m_fLastSecond = GAMESTATE->m_fMusicSeconds; @@ -54,7 +54,7 @@ void LyricDisplay::Update( float fDeltaTime ) if( GAMESTATE->m_fMusicSeconds < fStartTime ) return; - /* Clamp this lyric to the beginning of the next or the end of the music. */ + // Clamp this lyric to the beginning of the next or the end of the music. float fEndTime; if( m_iCurLyricNumber+1 < GAMESTATE->m_pCurSong->m_LyricSegments.size() ) fEndTime = pSong->m_LyricSegments[m_iCurLyricNumber+1].m_fStartTime; @@ -65,7 +65,7 @@ void LyricDisplay::Update( float fDeltaTime ) const float fTweenBufferTime = IN_LENGTH.GetValue() + OUT_LENGTH.GetValue(); /* If it's negative, two lyrics are so close together that there's no time - * to tween properly. Lyrics should never be this brief, anyway, so just + * to tween properly. Lyrics should never be this brief, anyway, so just * skip it. */ float fShowLength = max( fDistance - fTweenBufferTime, 0.0f ); diff --git a/src/LyricDisplay.h b/src/LyricDisplay.h index f4f1f3c359..a5d7baecf7 100644 --- a/src/LyricDisplay.h +++ b/src/LyricDisplay.h @@ -12,7 +12,7 @@ public: LyricDisplay(); void Update( float fDeltaTime ); - /* Call when song changes: */ + // Call when song changes: void Init(); private: diff --git a/src/LyricsLoader.cpp b/src/LyricsLoader.cpp index 72f53de259..b7902a2aaf 100644 --- a/src/LyricsLoader.cpp +++ b/src/LyricsLoader.cpp @@ -8,8 +8,9 @@ #include -// TODO: Use marker for default color instead of a specific color that may accidentally get written back into a lyrics file. -#define LYRICS_DEFAULT_COLOR THEME->GetMetricC("ScreenGameplay","LyricDisplayDefaultColor") +// TODO: Use a marker for default color instead of a specific color that may +// accidentally get written back into a lyrics file. +#define LYRICS_DEFAULT_COLOR THEME->GetMetricC("ScreenGameplay","LyricDisplayDefaultColor") static int CompareLyricSegments(const LyricSegment &seg1, const LyricSegment &seg2) { @@ -78,11 +79,13 @@ bool LyricsLoader::LoadFromLRCFile(const RString& sPath, Song& out) continue; } - // todo: handle [offset:xxxx] (where xxxx is in milliseconds) tag? -aj + // todo: handle [offset:xxxx] tag? -aj (xxxx is milliseconds) + // offsets each timestamp after the offset by that amount. + //float fLyricOffset = 0.0f; { - /* If we've gotten this far, and no other statement caught - * this value before this does, assume it's a time value. */ + /* If we've gotten this far, and no other statement caught this + * value before this does, assume it's a time value. */ LyricSegment seg; seg.m_Color = CurrentColor;