diff --git a/src/WheelBase.cpp b/src/WheelBase.cpp index 6dc3b74b2d..d813ccb5d8 100644 --- a/src/WheelBase.cpp +++ b/src/WheelBase.cpp @@ -16,7 +16,6 @@ #include "ThemeMetric.h" #include "ScreenDimensions.h" - const int MAX_WHEEL_SOUND_SPEED = 15; AutoScreenMessage( SM_SongChanged ) // TODO: Replace this with a Message and MESSAGEMAN @@ -88,7 +87,7 @@ void WheelBase::BeginScreen() void WheelBase::SetItemPosition( Actor &item, float fPosOffsetsFromMiddle ) { - /* Don't supply and item index or num items. The number of items can be so + /* Don't supply and item index or num items. The number of items can be so * large that transforms that depend on such large numbers are likely to break. */ int iItemIndex = 0; // dummy int iNumItems = 1; // dummy @@ -161,8 +160,8 @@ void WheelBase::Update( float fDeltaTime ) pDisplay->m_colorLocked = RageColor(0,0,0,0); } - //Moved to CommonUpdateProcedure, seems to work fine - //Revert if it happens to break something + // Moved to CommonUpdateProcedure, seems to work fine. Revert if it happens + // to break something. UpdateScrollbar(); if( m_Moving ) @@ -178,9 +177,8 @@ void WheelBase::Update( float fDeltaTime ) if( m_WheelState == STATE_LOCKED ) { - /* Do this in at most .1 sec chunks, so we don't get weird if we - * stop for some reason (and so it behaves the same when being - * single stepped). */ + /* Do this in at most .1 sec chunks, so we don't get weird if we stop + * for some reason (and so it behaves the same when being single stepped). */ float fTime = fDeltaTime; while( fTime > 0 ) { @@ -207,13 +205,12 @@ void WheelBase::Update( float fDeltaTime ) if( IsMoving() ) { - /* We're automatically moving. Move linearly, and don't clamp - * to the selection. */ + // We're automatically moving. Move linearly, and don't clamp to the selection. float fSpinSpeed = m_SpinSpeed*m_Moving; m_fPositionOffsetFromSelection -= fSpinSpeed*fDeltaTime; - /* Make sure that we don't go further than 1 away, in case the - * speed is very high or we miss a lot of frames. */ + /* Make sure that we don't go further than 1 away, in case the speed is + * very high or we miss a lot of frames. */ m_fPositionOffsetFromSelection = clamp(m_fPositionOffsetFromSelection, -1.0f, 1.0f); // If it passed the selection, move again. @@ -285,10 +282,10 @@ bool WheelBase::Select() // return true if this selection can end the screen case TYPE_SECTION: { RString sThisItemSectionName = m_CurWheelItemData[m_iSelection]->m_sText; - if( m_sExpandedSectionName == sThisItemSectionName ) // already expanded - SetOpenSection( "" ); // collapse it - else // already collapsed - SetOpenSection( sThisItemSectionName ); // expand it + if( m_sExpandedSectionName == sThisItemSectionName ) // already expanded + SetOpenSection( "" ); // collapse it + else // already collapsed + SetOpenSection( sThisItemSectionName ); // expand it m_soundExpand.Play(); } @@ -375,7 +372,7 @@ void WheelBase::Move(int n) m_TimeBeforeMovingBegins = 1/4.0f; m_SpinSpeed = float(PREFSMAN->m_iMusicWheelSwitchSpeed); m_Moving = n; - + if( m_Moving ) ChangeMusic(m_Moving); } @@ -528,8 +525,7 @@ public: static int SetOpenSection( T* p, lua_State *L ){ p->SetOpenSection( SArg(1) ); return 0; } // evil shit //static int Move( T* p, lua_State *L ){ p->Move( IArg(1) ); return 0; } - //static int ChangeMusic( T* p, lua_State *L ){ p->ChangeMusic( IArg(1) ); return 0; } - //static int ChangeMusicUnlessLocked( T* p, lua_State *L ){ p->ChangeMusicUnlessLocked( IArg(1) ); return 0; } + //static int ChangeMusic( T* p, lua_State *L ){ p->ChangeMusicUnlessLocked( IArg(1) ); return 0; } LunaWheelBase() { @@ -540,7 +536,6 @@ public: // evil shit //ADD_METHOD( Move ); //ADD_METHOD( ChangeMusic ); - //ADD_METHOD( ChangeMusicUnlessLocked ); } };