[default -> sm130futures] Up to date again.
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+25
-37
@@ -786,80 +786,68 @@ void NoteField::DrawPrimitives()
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ASSERT(GAMESTATE->m_pCurSong);
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// BPM text
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const 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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FOREACH_CONST( BPMSegment, GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments, seg )
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{
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if( aBPMSegments[i].m_iStartRow >= iFirstRowToDraw &&
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aBPMSegments[i].m_iStartRow <= iLastRowToDraw)
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if( seg->m_iStartRow >= iFirstRowToDraw && seg->m_iStartRow <= iLastRowToDraw )
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{
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float fBeat = NoteRowToBeat(aBPMSegments[i].m_iStartRow);
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float fBeat = NoteRowToBeat(seg->m_iStartRow);
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if( IS_ON_SCREEN(fBeat) )
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DrawBPMText( fBeat, aBPMSegments[i].GetBPM() );
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DrawBPMText( fBeat, seg->GetBPM() );
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}
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}
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// Freeze text
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const 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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FOREACH_CONST( StopSegment, GAMESTATE->m_pCurSong->m_Timing.m_StopSegments, seg )
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{
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if( aStopSegments[i].m_iStartRow >= iFirstRowToDraw &&
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aStopSegments[i].m_iStartRow <= iLastRowToDraw)
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if( seg->m_iStartRow >= iFirstRowToDraw && seg->m_iStartRow <= iLastRowToDraw )
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{
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float fBeat = NoteRowToBeat(aStopSegments[i].m_iStartRow);
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float fBeat = NoteRowToBeat(seg->m_iStartRow);
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if( IS_ON_SCREEN(fBeat) )
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DrawFreezeText( fBeat, aStopSegments[i].m_fStopSeconds, aStopSegments[i].m_bDelay );
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DrawFreezeText( fBeat, seg->m_fStopSeconds, seg->m_bDelay );
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}
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}
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// Warp text
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const vector<WarpSegment> &aWarpSegments = GAMESTATE->m_pCurSong->m_Timing.m_WarpSegments;
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for( unsigned i=0; i<aWarpSegments.size(); i++ )
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FOREACH_CONST( WarpSegment, GAMESTATE->m_pCurSong->m_Timing.m_WarpSegments, seg )
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{
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if( aWarpSegments[i].m_iStartRow >= iFirstRowToDraw &&
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aWarpSegments[i].m_iStartRow <= iLastRowToDraw)
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if( seg->m_iStartRow >= iFirstRowToDraw && seg->m_iStartRow <= iLastRowToDraw )
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{
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float fBeat = NoteRowToBeat(aWarpSegments[i].m_iStartRow);
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float fBeat = NoteRowToBeat(seg->m_iStartRow);
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if( IS_ON_SCREEN(fBeat) )
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DrawWarpText( fBeat, aWarpSegments[i].m_fEndBeat );
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DrawWarpText( fBeat, seg->m_fEndBeat );
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}
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}
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// Time Signature text
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const vector<TimeSignatureSegment> &vTimeSignatureSegments = GAMESTATE->m_pCurSong->m_Timing.m_vTimeSignatureSegments;
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for( unsigned i=0; i<vTimeSignatureSegments.size(); i++ )
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FOREACH_CONST( TimeSignatureSegment, GAMESTATE->m_pCurSong->m_Timing.m_vTimeSignatureSegments, seg )
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{
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if( vTimeSignatureSegments[i].m_iStartRow >= iFirstRowToDraw &&
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vTimeSignatureSegments[i].m_iStartRow <= iLastRowToDraw)
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if( seg->m_iStartRow >= iFirstRowToDraw && seg->m_iStartRow <= iLastRowToDraw )
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{
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float fBeat = NoteRowToBeat(vTimeSignatureSegments[i].m_iStartRow);
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float fBeat = NoteRowToBeat(seg->m_iStartRow);
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if( IS_ON_SCREEN(fBeat) )
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DrawTimeSignatureText( fBeat, vTimeSignatureSegments[i].m_iNumerator, vTimeSignatureSegments[i].m_iDenominator );
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DrawTimeSignatureText( fBeat, seg->m_iNumerator, seg->m_iDenominator );
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}
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}
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// Tickcount text
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const vector<TickcountSegment> &tTickcountSegments = GAMESTATE->m_pCurSong->m_Timing.m_TickcountSegments;
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for( unsigned i=0; i<tTickcountSegments.size(); i++ )
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FOREACH_CONST( TickcountSegment, GAMESTATE->m_pCurSong->m_Timing.m_TickcountSegments, seg )
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{
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if( tTickcountSegments[i].m_iStartRow >= iFirstRowToDraw &&
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tTickcountSegments[i].m_iStartRow <= iLastRowToDraw)
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if( seg->m_iStartRow >= iFirstRowToDraw && seg->m_iStartRow <= iLastRowToDraw )
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{
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float fBeat = NoteRowToBeat(tTickcountSegments[i].m_iStartRow);
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float fBeat = NoteRowToBeat(seg->m_iStartRow);
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if( IS_ON_SCREEN(fBeat) )
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DrawTickcountText( fBeat, tTickcountSegments[i].m_iTicks );
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DrawTickcountText( fBeat, seg->m_iTicks );
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}
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}
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// Combo text
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const vector<ComboSegment> &tComboSegments = GAMESTATE->m_pCurSong->m_Timing.m_ComboSegments;
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for( unsigned i=0; i<tComboSegments.size(); i++ )
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FOREACH_CONST( ComboSegment, GAMESTATE->m_pCurSong->m_Timing.m_ComboSegments, seg )
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{
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if( tComboSegments[i].m_iStartRow >= iFirstRowToDraw &&
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tComboSegments[i].m_iStartRow <= iLastRowToDraw)
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if( seg->m_iStartRow >= iFirstRowToDraw && seg->m_iStartRow <= iLastRowToDraw )
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{
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float fBeat = NoteRowToBeat(tComboSegments[i].m_iStartRow);
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float fBeat = NoteRowToBeat(seg->m_iStartRow);
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if( IS_ON_SCREEN(fBeat) )
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DrawComboText( fBeat, tComboSegments[i].m_iCombo );
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DrawComboText( fBeat, seg->m_iCombo );
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}
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}
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