[splittiming] m_Position needed. (50)

This commit is contained in:
Jason Felds
2011-05-10 14:45:52 -04:00
parent 2c87c34899
commit 7fa6620423
9 changed files with 25 additions and 25 deletions
+1 -1
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@@ -32,7 +32,7 @@ void Attack::GetRealtimeAttackBeats( const Song *pSong, const PlayerState* pPlay
ASSERT( pSong );
/* If reasonable, push the attack forward 8 beats so that notes on screen don't change suddenly. */
fStartBeat = min( GAMESTATE->m_fSongBeat+8, pPlayerState->m_fLastDrawnBeat );
fStartBeat = min( GAMESTATE->m_Position.m_fSongBeat+8, pPlayerState->m_fLastDrawnBeat );
fStartBeat = truncf(fStartBeat)+1;
const TimingData &timing = pSong->m_SongTiming;
+2 -2
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@@ -800,9 +800,9 @@ void BackgroundImpl::Update( float fDeltaTime )
FOREACH_BackgroundLayer( i )
{
Layer &layer = m_Layer[i];
layer.UpdateCurBGChange( m_pSong, m_fLastMusicSeconds, GAMESTATE->m_fMusicSeconds, m_mapNameToTransition );
layer.UpdateCurBGChange( m_pSong, m_fLastMusicSeconds, GAMESTATE->m_Position.m_fMusicSeconds, m_mapNameToTransition );
}
m_fLastMusicSeconds = GAMESTATE->m_fMusicSeconds;
m_fLastMusicSeconds = GAMESTATE->m_Position.m_fMusicSeconds;
}
void BackgroundImpl::DrawPrimitives()
+7 -7
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@@ -175,7 +175,7 @@ int Neg1OrPos1() { return RandomInt( 2 ) ? -1 : +1; }
void DancingCharacters::Update( float fDelta )
{
if( GAMESTATE->m_bFreeze || GAMESTATE->m_bDelay )
if( GAMESTATE->m_Position.m_bFreeze || GAMESTATE->m_Position.m_bDelay )
{
// spin the camera Matrix-style
m_CameraPanYStart += fDelta*40;
@@ -184,7 +184,7 @@ void DancingCharacters::Update( float fDelta )
else
{
// make the characters move
float fBPM = GAMESTATE->m_fCurBPS*60;
float fBPM = GAMESTATE->m_Position.m_fCurBPS*60;
float fUpdateScale = SCALE( fBPM, 60.f, 300.f, 0.75f, 1.5f );
CLAMP( fUpdateScale, 0.75f, 1.5f );
@@ -209,8 +209,8 @@ void DancingCharacters::Update( float fDelta )
}
bWasGameplayStarting = bGameplayStarting;
static float fLastBeat = GAMESTATE->m_fSongBeat;
float fThisBeat = GAMESTATE->m_fSongBeat;
static float fLastBeat = GAMESTATE->m_Position.m_fSongBeat;
float fThisBeat = GAMESTATE->m_Position.m_fSongBeat;
if( fLastBeat < GAMESTATE->m_pCurSong->m_fFirstBeat &&
fThisBeat >= GAMESTATE->m_pCurSong->m_fFirstBeat )
{
@@ -220,7 +220,7 @@ void DancingCharacters::Update( float fDelta )
fLastBeat = fThisBeat;
// time for a new sweep?
if( GAMESTATE->m_fSongBeat > m_fThisCameraEndBeat )
if( GAMESTATE->m_Position.m_fSongBeat > m_fThisCameraEndBeat )
{
if( RandomInt(6) >= 4 )
{
@@ -248,7 +248,7 @@ void DancingCharacters::Update( float fDelta )
m_fLookAtHeight = CAMERA_STILL_LOOK_AT_HEIGHT;
}
int iCurBeat = (int)GAMESTATE->m_fSongBeat;
int iCurBeat = (int)GAMESTATE->m_Position.m_fSongBeat;
iCurBeat -= iCurBeat%8;
m_fThisCameraStartBeat = (float) iCurBeat;
@@ -313,7 +313,7 @@ void DancingCharacters::DrawPrimitives()
if(m_fThisCameraStartBeat == m_fThisCameraEndBeat)
fPercentIntoSweep = 0;
else
fPercentIntoSweep = SCALE(GAMESTATE->m_fSongBeat, m_fThisCameraStartBeat, m_fThisCameraEndBeat, 0.f, 1.f );
fPercentIntoSweep = SCALE(GAMESTATE->m_Position.m_fSongBeat, m_fThisCameraStartBeat, m_fThisCameraEndBeat, 0.f, 1.f );
float fCameraPanY = SCALE( fPercentIntoSweep, 0.f, 1.f, m_CameraPanYStart, m_CameraPanYEnd );
float fCameraHeight = SCALE( fPercentIntoSweep, 0.f, 1.f, m_fCameraHeightStart, m_fCameraHeightEnd );
+5 -5
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@@ -65,7 +65,7 @@ void Foreground::Update( float fDeltaTime )
{
LoadedBGA &bga = m_BGAnimations[i];
if( GAMESTATE->m_fSongBeat < bga.m_fStartBeat )
if( GAMESTATE->m_Position.m_fSongBeat < bga.m_fStartBeat )
{
// The animation hasn't started yet.
continue;
@@ -83,11 +83,11 @@ void Foreground::Update( float fDeltaTime )
bga.m_bga->PlayCommand( "On" );
const float fStartSecond = m_pSong->m_SongTiming.GetElapsedTimeFromBeat( bga.m_fStartBeat );
lDeltaTime = GAMESTATE->m_fMusicSeconds - fStartSecond;
lDeltaTime = GAMESTATE->m_Position.m_fMusicSeconds - fStartSecond;
}
else
{
lDeltaTime = GAMESTATE->m_fMusicSeconds - m_fLastMusicSeconds;
lDeltaTime = GAMESTATE->m_Position.m_fMusicSeconds - m_fLastMusicSeconds;
}
// This shouldn't go down, but be safe:
@@ -95,7 +95,7 @@ void Foreground::Update( float fDeltaTime )
bga.m_bga->Update( lDeltaTime / fRate );
if( GAMESTATE->m_fSongBeat > bga.m_fStopBeat )
if( GAMESTATE->m_Position.m_fSongBeat > bga.m_fStopBeat )
{
// Finished.
bga.m_bga->SetVisible( false );
@@ -104,7 +104,7 @@ void Foreground::Update( float fDeltaTime )
}
}
m_fLastMusicSeconds = GAMESTATE->m_fMusicSeconds;
m_fLastMusicSeconds = GAMESTATE->m_Position.m_fMusicSeconds;
}
/*
+3 -3
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@@ -230,12 +230,12 @@ void LightsManager::Update( float fDeltaTime )
static float fLastBeat;
static int iLight;
if( fracf(GAMESTATE->m_fLightSongBeat) < fracf(fLastBeat) )
if( fracf(GAMESTATE->m_Position.m_fLightSongBeat) < fracf(fLastBeat) )
{
++iLight;
wrap( iLight, 4 );
}
fLastBeat = GAMESTATE->m_fLightSongBeat;
fLastBeat = GAMESTATE->m_Position.m_fLightSongBeat;
switch( iLight )
{
case 0: m_LightsState.m_bCabinetLights[LIGHT_MARQUEE_UP_LEFT] = true; break;
@@ -405,7 +405,7 @@ void LightsManager::Update( float fDeltaTime )
// If not joined, has enough credits, and not too late to join, then
// blink the menu buttons rapidly so they'll press Start
{
int iBeat = (int)(GAMESTATE->m_fLightSongBeat*4);
int iBeat = (int)(GAMESTATE->m_Position.m_fLightSongBeat*4);
bool bBlinkOn = (iBeat%2)==0;
FOREACH_PlayerNumber( pn )
{
+3 -3
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@@ -41,9 +41,9 @@ void LyricDisplay::Update( float fDeltaTime )
return;
// If the song has changed (in a course), reset.
if( GAMESTATE->m_fMusicSeconds < m_fLastSecond )
if( GAMESTATE->m_Position.m_fMusicSeconds < m_fLastSecond )
Init();
m_fLastSecond = GAMESTATE->m_fMusicSeconds;
m_fLastSecond = GAMESTATE->m_Position.m_fMusicSeconds;
if( m_iCurLyricNumber >= GAMESTATE->m_pCurSong->m_LyricSegments.size() )
return;
@@ -51,7 +51,7 @@ void LyricDisplay::Update( float fDeltaTime )
const Song *pSong = GAMESTATE->m_pCurSong;
const float fStartTime = (pSong->m_LyricSegments[m_iCurLyricNumber].m_fStartTime) - IN_LENGTH.GetValue();
if( GAMESTATE->m_fMusicSeconds < fStartTime )
if( GAMESTATE->m_Position.m_fMusicSeconds < fStartTime )
return;
// Clamp this lyric to the beginning of the next or the end of the music.
+2 -2
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@@ -61,7 +61,7 @@ void ScreenNameEntry::ScrollingText::Init( const RString &sName, const vector<fl
void ScreenNameEntry::ScrollingText::DrawPrimitives()
{
const float fFakeBeat = GAMESTATE->m_fSongBeat;
const float fFakeBeat = GAMESTATE->m_Position.m_fSongBeat;
const size_t iClosestIndex = lrintf( fFakeBeat ) % CHARS_CHOICES.size();
const float fClosestYOffset = GetClosestCharYOffset( fFakeBeat );
@@ -325,7 +325,7 @@ void ScreenNameEntry::Update( float fDelta )
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("name entry") );
m_fFakeBeat += fDelta * FAKE_BEATS_PER_SEC;
GAMESTATE->m_fSongBeat = m_fFakeBeat;
GAMESTATE->m_Position.m_fSongBeat = m_fFakeBeat;
ScreenWithMenuElements::Update(fDelta);
}
+1 -1
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@@ -221,7 +221,7 @@ bool ScreenSyncOverlay::OverlayInput( const InputEventPlus &input )
}
if( GAMESTATE->m_pCurSong != NULL )
{
BPMSegment& seg = GAMESTATE->m_pCurSong->m_SongTiming.GetBPMSegmentAtBeat( GAMESTATE->m_fSongBeat );
BPMSegment& seg = GAMESTATE->m_pCurSong->m_SongTiming.GetBPMSegmentAtBeat( GAMESTATE->m_Position.m_fSongBeat );
seg.m_fBPS += fDelta;
}
}
+1 -1
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@@ -44,7 +44,7 @@ void SoundEffectControl::Update( float fDeltaTime )
if( LOCK_TO_HOLD )
{
int iRow = BeatToNoteRow( GAMESTATE->m_fSongBeat );
int iRow = BeatToNoteRow( GAMESTATE->m_Position.m_fSongBeat );
int iHoldsHeld, iHoldsLetGo;
HoldsBeingHeld( iRow, iHoldsHeld, iHoldsLetGo );