[default -> sm130futures] Up to date again.

This commit is contained in:
Jason Felds
2011-04-05 19:49:03 -04:00
2 changed files with 26 additions and 37 deletions
+1
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@@ -24,6 +24,7 @@ sm-ssc $NEXTVERSION | 2011????
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
It depends on who you ask. It depends on who you ask.
It could be v1.2.5, it could be v1.3.0, it could even be StepMania 5. It could be v1.2.5, it could be v1.3.0, it could even be StepMania 5.
We will wait and see.
20110402 20110402
-------- --------
+25 -37
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@@ -786,80 +786,68 @@ void NoteField::DrawPrimitives()
ASSERT(GAMESTATE->m_pCurSong); ASSERT(GAMESTATE->m_pCurSong);
// BPM text // BPM text
const vector<BPMSegment> &aBPMSegments = GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments; FOREACH_CONST( BPMSegment, GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments, seg )
for( unsigned i=0; i<aBPMSegments.size(); i++ )
{ {
if( aBPMSegments[i].m_iStartRow >= iFirstRowToDraw && if( seg->m_iStartRow >= iFirstRowToDraw && seg->m_iStartRow <= iLastRowToDraw )
aBPMSegments[i].m_iStartRow <= iLastRowToDraw)
{ {
float fBeat = NoteRowToBeat(aBPMSegments[i].m_iStartRow); float fBeat = NoteRowToBeat(seg->m_iStartRow);
if( IS_ON_SCREEN(fBeat) ) if( IS_ON_SCREEN(fBeat) )
DrawBPMText( fBeat, aBPMSegments[i].GetBPM() ); DrawBPMText( fBeat, seg->GetBPM() );
} }
} }
// Freeze text // Freeze text
const vector<StopSegment> &aStopSegments = GAMESTATE->m_pCurSong->m_Timing.m_StopSegments; FOREACH_CONST( StopSegment, GAMESTATE->m_pCurSong->m_Timing.m_StopSegments, seg )
for( unsigned i=0; i<aStopSegments.size(); i++ )
{ {
if( aStopSegments[i].m_iStartRow >= iFirstRowToDraw && if( seg->m_iStartRow >= iFirstRowToDraw && seg->m_iStartRow <= iLastRowToDraw )
aStopSegments[i].m_iStartRow <= iLastRowToDraw)
{ {
float fBeat = NoteRowToBeat(aStopSegments[i].m_iStartRow); float fBeat = NoteRowToBeat(seg->m_iStartRow);
if( IS_ON_SCREEN(fBeat) ) if( IS_ON_SCREEN(fBeat) )
DrawFreezeText( fBeat, aStopSegments[i].m_fStopSeconds, aStopSegments[i].m_bDelay ); DrawFreezeText( fBeat, seg->m_fStopSeconds, seg->m_bDelay );
} }
} }
// Warp text // Warp text
const vector<WarpSegment> &aWarpSegments = GAMESTATE->m_pCurSong->m_Timing.m_WarpSegments; FOREACH_CONST( WarpSegment, GAMESTATE->m_pCurSong->m_Timing.m_WarpSegments, seg )
for( unsigned i=0; i<aWarpSegments.size(); i++ )
{ {
if( aWarpSegments[i].m_iStartRow >= iFirstRowToDraw && if( seg->m_iStartRow >= iFirstRowToDraw && seg->m_iStartRow <= iLastRowToDraw )
aWarpSegments[i].m_iStartRow <= iLastRowToDraw)
{ {
float fBeat = NoteRowToBeat(aWarpSegments[i].m_iStartRow); float fBeat = NoteRowToBeat(seg->m_iStartRow);
if( IS_ON_SCREEN(fBeat) ) if( IS_ON_SCREEN(fBeat) )
DrawWarpText( fBeat, aWarpSegments[i].m_fEndBeat ); DrawWarpText( fBeat, seg->m_fEndBeat );
} }
} }
// Time Signature text // Time Signature text
const vector<TimeSignatureSegment> &vTimeSignatureSegments = GAMESTATE->m_pCurSong->m_Timing.m_vTimeSignatureSegments; FOREACH_CONST( TimeSignatureSegment, GAMESTATE->m_pCurSong->m_Timing.m_vTimeSignatureSegments, seg )
for( unsigned i=0; i<vTimeSignatureSegments.size(); i++ )
{ {
if( vTimeSignatureSegments[i].m_iStartRow >= iFirstRowToDraw && if( seg->m_iStartRow >= iFirstRowToDraw && seg->m_iStartRow <= iLastRowToDraw )
vTimeSignatureSegments[i].m_iStartRow <= iLastRowToDraw)
{ {
float fBeat = NoteRowToBeat(vTimeSignatureSegments[i].m_iStartRow); float fBeat = NoteRowToBeat(seg->m_iStartRow);
if( IS_ON_SCREEN(fBeat) ) if( IS_ON_SCREEN(fBeat) )
DrawTimeSignatureText( fBeat, vTimeSignatureSegments[i].m_iNumerator, vTimeSignatureSegments[i].m_iDenominator ); DrawTimeSignatureText( fBeat, seg->m_iNumerator, seg->m_iDenominator );
} }
} }
// Tickcount text // Tickcount text
const vector<TickcountSegment> &tTickcountSegments = GAMESTATE->m_pCurSong->m_Timing.m_TickcountSegments; FOREACH_CONST( TickcountSegment, GAMESTATE->m_pCurSong->m_Timing.m_TickcountSegments, seg )
for( unsigned i=0; i<tTickcountSegments.size(); i++ )
{ {
if( tTickcountSegments[i].m_iStartRow >= iFirstRowToDraw && if( seg->m_iStartRow >= iFirstRowToDraw && seg->m_iStartRow <= iLastRowToDraw )
tTickcountSegments[i].m_iStartRow <= iLastRowToDraw)
{ {
float fBeat = NoteRowToBeat(tTickcountSegments[i].m_iStartRow); float fBeat = NoteRowToBeat(seg->m_iStartRow);
if( IS_ON_SCREEN(fBeat) ) if( IS_ON_SCREEN(fBeat) )
DrawTickcountText( fBeat, tTickcountSegments[i].m_iTicks ); DrawTickcountText( fBeat, seg->m_iTicks );
} }
} }
// Combo text // Combo text
const vector<ComboSegment> &tComboSegments = GAMESTATE->m_pCurSong->m_Timing.m_ComboSegments; FOREACH_CONST( ComboSegment, GAMESTATE->m_pCurSong->m_Timing.m_ComboSegments, seg )
for( unsigned i=0; i<tComboSegments.size(); i++ )
{ {
if( tComboSegments[i].m_iStartRow >= iFirstRowToDraw && if( seg->m_iStartRow >= iFirstRowToDraw && seg->m_iStartRow <= iLastRowToDraw )
tComboSegments[i].m_iStartRow <= iLastRowToDraw)
{ {
float fBeat = NoteRowToBeat(tComboSegments[i].m_iStartRow); float fBeat = NoteRowToBeat(seg->m_iStartRow);
if( IS_ON_SCREEN(fBeat) ) if( IS_ON_SCREEN(fBeat) )
DrawComboText( fBeat, tComboSegments[i].m_iCombo ); DrawComboText( fBeat, seg->m_iCombo );
} }
} }