the various changes that I forgot to commit (cleanup and so forth) into hg,
culminating in syncing with sm-ssc v1.0 public beta 2
This commit is contained in:
+11
-33
@@ -379,7 +379,7 @@ void NoteField::DrawAreaHighlight( int iStartBeat, int iEndBeat )
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m_rectAreaHighlight.Draw();
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}
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// todo: add DrawWarpAreaBG? -aj
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void NoteField::DrawBPMText( const float fBeat, const float fBPM )
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{
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@@ -494,11 +494,9 @@ float FindFirstDisplayedBeat( const PlayerState* pPlayerState, int iDrawDistance
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float FindLastDisplayedBeat( const PlayerState* pPlayerState, int iDrawDistanceBeforeTargetsPixels )
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{
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//
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// Probe for last note to draw.
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// worst case is 0.25x + boost. Adjust search distance to
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// so that notes don't pop onto the screen.
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//
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float fSearchDistance = 10;
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float fLastBeatToDraw = GAMESTATE->m_fSongBeat+fSearchDistance;
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@@ -518,9 +516,9 @@ float FindLastDisplayedBeat( const PlayerState* pPlayerState, int iDrawDistanceB
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if( bBoomerang && !bIsPastPeakYOffset )
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fLastBeatToDraw += fSearchDistance;
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else if( fYOffset > iDrawDistanceBeforeTargetsPixels ) // off screen
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else if( fYOffset > iDrawDistanceBeforeTargetsPixels ) // off screen
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fLastBeatToDraw -= fSearchDistance;
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else // on screen
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else // on screen
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fLastBeatToDraw += fSearchDistance;
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fSearchDistance /= 2;
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@@ -547,7 +545,7 @@ void NoteField::DrawPrimitives()
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{
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//LOG->Trace( "NoteField::DrawPrimitives()" );
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/* This should be filled in on the first update. */
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// This should be filled in on the first update.
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ASSERT( m_pCurDisplay != NULL );
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ArrowEffects::Update();
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@@ -556,9 +554,7 @@ void NoteField::DrawPrimitives()
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const PlayerOptions ¤t_po = m_pPlayerState->m_PlayerOptions.GetCurrent();
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//
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// Adjust draw range depending on some effects
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//
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int iDrawDistanceAfterTargetsPixels = m_iDrawDistanceAfterTargetsPixels;
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// HACK: if boomerang and centered are on, then we want to draw much
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// earlier to that the notes don't pop on screen.
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@@ -567,11 +563,11 @@ void NoteField::DrawPrimitives()
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current_po.m_fAccels[PlayerOptions::ACCEL_BOOMERANG];
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iDrawDistanceAfterTargetsPixels += int(SCALE( fCenteredTimesBoomerang, 0.f, 1.f, 0.f, -SCREEN_HEIGHT/2 ));
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int iDrawDistanceBeforeTargetsPixels = m_iDrawDistanceBeforeTargetsPixels;
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float fDrawScale = 1;
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fDrawScale *= 1 + 0.5f * fabsf( current_po.m_fPerspectiveTilt );
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fDrawScale *= 1 + fabsf( current_po.m_fEffects[PlayerOptions::EFFECT_TINY] );
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iDrawDistanceAfterTargetsPixels = (int)(iDrawDistanceAfterTargetsPixels * fDrawScale);
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iDrawDistanceBeforeTargetsPixels = (int)(iDrawDistanceBeforeTargetsPixels * fDrawScale);
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@@ -590,24 +586,18 @@ void NoteField::DrawPrimitives()
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#define IS_ON_SCREEN( fBeat ) IsOnScreen( fBeat, 0, iDrawDistanceAfterTargetsPixels, iDrawDistanceBeforeTargetsPixels )
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//
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// Draw board
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//
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if( SHOW_BOARD )
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{
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DrawBoard( iDrawDistanceAfterTargetsPixels, iDrawDistanceBeforeTargetsPixels );
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}
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//
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// Draw Receptors
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//
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{
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cur->m_ReceptorArrowRow.Draw();
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}
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//
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// Draw beat bars
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//
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if( GAMESTATE->IsEditing() || SHOW_BEAT_BARS )
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{
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const vector<TimeSignatureSegment> &vTimeSignatureSegments = GAMESTATE->m_pCurSong->m_Timing.m_vTimeSignatureSegments;
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@@ -692,7 +682,7 @@ void NoteField::DrawPrimitives()
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}
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}
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// todo: add warp text
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// todo: add warp text -aj
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// Course mods text
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const Course *pCourse = GAMESTATE->m_pCurCourse;
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@@ -715,9 +705,7 @@ void NoteField::DrawPrimitives()
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}
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}
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//
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// BGChange text
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//
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switch( GAMESTATE->m_EditMode )
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{
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case EditMode_Home:
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@@ -783,9 +771,7 @@ void NoteField::DrawPrimitives()
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ASSERT(0);
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}
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//
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// Draw marker bars
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//
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if( m_iBeginMarker != -1 && m_iEndMarker != -1 )
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{
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int iBegin = m_iBeginMarker;
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@@ -809,12 +795,9 @@ 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 minimize texture switches and let us
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// Draw the arrows in order of column. This minimize texture switches and let us
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// draw in big batches.
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//
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float fSelectedRangeGlow = SCALE( RageFastCos(RageTimer::GetTimeSinceStartFast()*2), -1, 1, 0.1f, 0.3f );
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@@ -827,9 +810,7 @@ void NoteField::DrawPrimitives()
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bool bAnyUpcomingInThisCol = false;
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//
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// Draw all HoldNotes in this column (so that they appear under the tap notes)
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//
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{
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NoteData::TrackMap::const_iterator begin, end;
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m_pNoteData->GetTapNoteRangeInclusive( c, iFirstRowToDraw, iLastRowToDraw+1, begin, end );
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@@ -889,10 +870,7 @@ void NoteField::DrawPrimitives()
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}
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}
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//
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// Draw all TapNotes in this column
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//
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// draw notes from furthest to closest
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@@ -909,7 +887,7 @@ void NoteField::DrawPrimitives()
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continue; // skip
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}
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/* Don't draw hidden (fully judged) steps. */
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// Don't draw hidden (fully judged) steps.
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if( tn.result.bHidden )
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continue;
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@@ -922,8 +900,8 @@ void NoteField::DrawPrimitives()
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ASSERT_M( NoteRowToBeat(i) > -2000, ssprintf("%i %i %i, %f %f", i, iLastRowToDraw, iFirstRowToDraw, GAMESTATE->m_fSongBeat, GAMESTATE->m_fMusicSeconds) );
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// See if there is a hold step that begins on this index. Only do this
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// if the note skin cares.
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// See if there is a hold step that begins on this index.
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// Only do this if the noteskin cares.
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bool bHoldNoteBeginsOnThisBeat = false;
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if( m_pCurDisplay->display[c].DrawHoldHeadForTapsOnSameRow() )
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{
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