remove ScreenGameplaySyncMachine - instead concentrage on better sync controls in ScreenGameplay/ScreenSyncOverlay
This commit is contained in:
@@ -1196,13 +1196,6 @@ GiveUpAbortedText=Nicht aufgeben!
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GiveUpBackText=&BACK; gedrückt haben, um aufzugeben
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GiveUpStartText=&START; gedrückt haben, um aufzugeben
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[ScreenGameplaySyncMachine]
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Collecting sample=gesammelte Beispiele
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HelpText=Schlag erhöhen, bis die Pfeile mit der Musik synchron sind::&BACK; drücken, wenn Sie fertig sind
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New offset=neu ausgleichen
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Old offset=alte ausgleichungen
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Standard deviation=standard abweichungen
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[ScreenJoinMultiplayer]
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&MENUUP; Join=&MENUUP; Mitmachen
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No Controller=Kein Controller
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@@ -1332,6 +1325,11 @@ Machine offset - notes earlier/later=Maschine ausgleichen - Noten früher / spä
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Revert sync changes=Synchronisationswechsel zurücksetzen
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Song offset - notes earlier/later=Songausgleich - Noten früher / später
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Sync changes reverted.=Synchronisationsveränderungen rückgängig gemacht.
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Collecting sample=gesammelte Beispiele
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HelpText=Schlag erhöhen, bis die Pfeile mit der Musik synchron sind::&BACK; drücken, wenn Sie fertig sind
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New offset=neu ausgleichen
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Old offset=alte ausgleichungen
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Standard deviation=standard abweichungen
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[ScreenSystemLayer]
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CreditsCardChanged=SPEICHERKARTE GEWECHSELT
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@@ -1131,12 +1131,6 @@ GiveUpAbortedText=Don't give up!
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GiveUpStartText=Continue holding &START; to give up
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GiveUpBackText=Continue holding &BACK; to give up
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[ScreenGameplaySyncMachine]
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Old offset=Old offset
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New offset=New offset
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Collecting sample=Collecting sample
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Standard deviation=Standard deviation
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[ScreenInstructions]
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PlayMode_Regular title=How To Play
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PlayMode_Regular instructions=Two things to watch out for when you play are Hold Arrows and Mines.
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@@ -1331,6 +1325,10 @@ Current BPM - smaller/larger=Current BPM - smaller/larger
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Song offset - notes earlier/later=Song offset - notes earlier/later
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Machine offset - notes earlier/later=Machine offset - notes earlier/later
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(hold Alt for smaller increment)=(hold Alt for smaller increment)
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Old offset=Old offset
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New offset=New offset
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Collecting sample=Collecting sample
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Standard deviation=Standard deviation
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[ScreenSystemLayer]
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CreditsCardChanged=CARD SWITCHED
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@@ -1153,13 +1153,6 @@ GiveUpAbortedText=¡No abandones!
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GiveUpBackText=Continuar presionando &BACK; para abandonar
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GiveUpStartText=Continuar presionando &START; para abandonar
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[ScreenGameplaySyncMachine]
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Collecting sample=Colectando muestra
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HelpText=Controlar el ritmo hasta que las flechas esten en sincronía con la música::Presiona &BACK; cuando hayas terminado
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New offset=Nuevo offset
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Old offset=Antiguo offset
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Standard deviation=Deviacion estandar
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[ScreenJoinMultiplayer]
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&MENUUP; Join=&MENUUP; unir
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No Controller=No Controlador
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@@ -1289,6 +1282,11 @@ Machine offset - notes earlier/later=Offset de la maquina - notas mas tempranas/
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Revert sync changes=Sync revertido cambia
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Song offset - notes earlier/later=offset de la cancion - notas mas tempranar/mas tardes
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Sync changes reverted.=Revertidos los cambios sync.
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Collecting sample=Colectando muestra
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HelpText=Controlar el ritmo hasta que las flechas esten en sincronía con la música::Presiona &BACK; cuando hayas terminado
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New offset=Nuevo offset
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Old offset=Antiguo offset
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Standard deviation=Deviacion estandar
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[ScreenSystemLayer]
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CreditsCardChanged=TARJETA CONECTADA
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@@ -1172,13 +1172,6 @@ GiveUpAbortedText=N'abandonnez pas!
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GiveUpBackText=Maintenez le bouton &BACK; enfoncé pour abandonner
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GiveUpStartText=Maintenez le bouton &START; enfoncé pour abandonner
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[ScreenGameplaySyncMachine]
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Collecting sample=Essais collectés
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HelpText=Confirmez les flèches jusqu'à ce qu'elles soient synchronisées avec le rythme de la musique::Appuyez sur &BACK; quand vous avez terminé
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New offset=Nouveau timing
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Old offset=Ancien timing
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Standard deviation=Timing par défaut
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[ScreenJoinMultiplayer]
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&MENUUP; Join=&MENUUP; Participer
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No Controller=Pas de contrôleur
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@@ -1308,6 +1301,11 @@ Machine offset - notes earlier/later=Délai machine - notes plus tôt/plus tard
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Revert sync changes=Annuler les changements de synchronisation
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Song offset - notes earlier/later=Délai chanson - notes plus tôt/plus tard
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Sync changes reverted.=Changements sync. annulés.
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Collecting sample=Essais collectés
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HelpText=Confirmez les flèches jusqu'à ce qu'elles soient synchronisées avec le rythme de la musique::Appuyez sur &BACK; quand vous avez terminé
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New offset=Nouveau timing
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Old offset=Ancien timing
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Standard deviation=Timing par défaut
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[ScreenSystemLayer]
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CreditsCardChanged=CARTE ECHANGEE
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@@ -1166,13 +1166,6 @@ GiveUpAbortedText=Non arrenderti!
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GiveUpBackText=Per ritirarti tieni premuto &BACK;
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GiveUpStartText=Per ritirarti tieni premuto &START;
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[ScreenGameplaySyncMachine]
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Collecting sample=Raccolta esempi in corso
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HelpText=Balla a ritmo finché le frecce non sono in sync con la musica::quando hai finito premi &BACK;
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New offset=Nuova struttura
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Old offset=Vecchia struttura
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Standard deviation=Deviazione standard
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[ScreenJoinMultiplayer]
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&MENUUP; Join=&MENUUP; Entra
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No Controller=Non c'è il Controller
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@@ -1302,6 +1295,11 @@ Machine offset - notes earlier/later=Struttura macchina - note prima/dopo
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Revert sync changes=Inverti modifiche sincronizzazione
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Song offset - notes earlier/later=Struttura canzone - note prima/dopo
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Sync changes reverted.=Modifiche sincronizzazione revertite.
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Collecting sample=Raccolta esempi in corso
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HelpText=Balla a ritmo finché le frecce non sono in sync con la musica::quando hai finito premi &BACK;
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New offset=Nuova struttura
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Old offset=Vecchia struttura
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Standard deviation=Deviazione standard
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[ScreenSystemLayer]
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CreditsCardChanged=SCHEDA CAMBIATA
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@@ -1779,6 +1779,7 @@ Fallback="Screen"
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[ScreenSyncOverlay]
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Class="ScreenSyncOverlay"
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Fallback="Screen"
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SyncInfoOnCommand=x,SCREEN_CENTER_X+160;y,SCREEN_CENTER_Y;zoom,0;decelerate,0.5;zoom,0.6
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[ScreenStatsOverlay]
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Class="ScreenStatsOverlay"
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@@ -3394,7 +3395,7 @@ HelpX=SCREEN_CENTER_X+256
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HelpY=SCREEN_BOTTOM-40
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HelpOnCommand=draworder,1;wrapwidthpixels,200;zoomy,0;linear,0.5;zoomy,1
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HelpText=ScreenString("HelpTextOptionsAndBack")
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LineNames="1,2,3,4,5,6,7,8,9"
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LineNames="1,2,3,4,5,6,7,8"
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Line1="gamecommand;screen,ScreenMapControllers;name,Key Joy Mappings"
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Line2="gamecommand;screen,ScreenTestInput;name,Test Input"
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Line3="gamecommand;screen,ScreenAppearanceOptions;name,Appearance Options"
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@@ -3403,7 +3404,6 @@ Line5="gamecommand;screen,ScreenOptionsAdvanced;name,Advanced Options"
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Line6="gamecommand;screen,ScreenNetworkOptions;name,Network Options"
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Line7="gamecommand;screen,ScreenOptionsManageProfiles;name,Profiles"
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Line8="gamecommand;screen,ScreenReloadSongs;name,Reload Songs"
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Line9="gamecommand;screen,ScreenGameplaySyncMachine;name,Calibrate Machine Sync"
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GroupedScreens="ScreenOptionsService,ScreenAppearanceOptions,ScreenMapControllers,ScreenOptionsGraphicsSound,ScreenOptionsAdvanced,ScreenOptionsManageProfiles,ScreenNetworkOptions,ScreenReloadSongs,ScreenTestInput"
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PersistScreens="ScreenOptionsService,ScreenAppearanceOptions,ScreenMapControllers,ScreenOptionsGraphicsSound,ScreenOptionsAdvanced,ScreenOptionsManageProfiles,ScreenNetworkOptions,ScreenReloadSongs,ScreenTestInput"
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@@ -4230,31 +4230,6 @@ Class="ScreenJoinMultiplayer"
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Fallback="ScreenWithMenuElements"
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TimerSeconds=-1
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[ScreenGameplaySyncMachine]
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Class="ScreenGameplaySyncMachine"
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Fallback="ScreenGameplay"
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PrevScreen="ScreenOptionsService"
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NextScreen="ScreenOptionsService"
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PlayerType="PlayerSyncMachine"
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LifeP1OnCommand=visible,false
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LifeP2OnCommand=visible,false
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ScoreP1OnCommand=visible,false
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ScoreP2OnCommand=visible,false
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StageDisplayOnCommand=visible,false
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ScoreFrameOnCommand=visible,false
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LifeFrameOnCommand=visible,false
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DifficultyP1OnCommand=visible,false
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DifficultyP1ReverseOnCommand=visible,false
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DifficultyP2OnCommand=visible,false
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DifficultyP2ReverseOnCommand=visible,false
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SongOptionsOnCommand=visible,false
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HelpX=SCREEN_CENTER_X
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HelpY=SCREEN_BOTTOM-24
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HelpOnCommand=draworder,1;zoomy,0;linear,0.5;zoomy,1
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HelpOffCommand=linear,0.5;zoomy,0
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AllowCenter1Player=0
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SyncInfoOnCommand=x,SCREEN_CENTER_X+160;y,SCREEN_CENTER_Y;zoom,0;decelerate,0.5;zoom,0.6
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[PaneDisplay]
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ShiftP1X=-40
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ShiftP1Y=0
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@@ -1,142 +0,0 @@
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#include "global.h"
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#include "ScreenGameplaySyncMachine.h"
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#include "NotesLoaderSM.h"
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#include "GameState.h"
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#include "GameManager.h"
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#include "PrefsManager.h"
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#include "GamePreferences.h"
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#include "AdjustSync.h"
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#include "ScreenDimensions.h"
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#include "InputEventPlus.h"
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#include "SongUtil.h"
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REGISTER_SCREEN_CLASS( ScreenGameplaySyncMachine );
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void ScreenGameplaySyncMachine::Init()
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{
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->SetCurrentStyle( GameManager::GetHowToPlayStyleForGame(GAMESTATE->m_pCurGame) );
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AdjustSync::ResetOriginalSyncData();
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RString sFile = THEME->GetPathO("ScreenGameplaySyncMachine","music.sm");
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SMLoader::LoadFromSMFile( sFile, m_Song );
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m_Song.SetSongDir( Dirname(sFile) );
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m_Song.TidyUpData();
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GAMESTATE->m_pCurSong.Set( &m_Song );
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Steps *pSteps = SongUtil::GetOneSteps( &m_Song );
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ASSERT( pSteps );
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GAMESTATE->m_pCurSteps[0].Set( pSteps );
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GamePreferences::m_AutoPlay.Set( PC_HUMAN );
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ScreenGameplayNormal::Init();
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SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_AutosyncType, SongOptions::AUTOSYNC_MACHINE );
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ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
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GAMESTATE->m_bGameplayLeadIn.Set( false );
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m_DancingState = STATE_DANCING;
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m_textSyncInfo.SetName( "SyncInfo" );
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m_textSyncInfo.LoadFromFont( THEME->GetPathF("Common","normal") );
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ActorUtil::LoadAllCommands( m_textSyncInfo, m_sName );
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this->AddChild( &m_textSyncInfo );
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this->SubscribeToMessage( Message_AutosyncChanged );
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RefreshText();
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}
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void ScreenGameplaySyncMachine::Update( float fDelta )
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{
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ScreenGameplayNormal::Update( fDelta );
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RefreshText();
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}
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void ScreenGameplaySyncMachine::Input( const InputEventPlus &input )
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{
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// Hack to make this work from Player2's controls
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InputEventPlus _input = input;
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if( _input.GameI.controller != GameController_Invalid )
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_input.GameI.controller = GAME_CONTROLLER_1;
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if( _input.pn != PLAYER_INVALID )
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_input.pn = PLAYER_1;
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ScreenGameplay::Input( _input );
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}
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void ScreenGameplaySyncMachine::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_NotesEnded )
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{
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ResetAndRestartCurrentSong();
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return; // handled
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}
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ScreenGameplayNormal::HandleScreenMessage( SM );
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if( SM == SM_GoToPrevScreen || SM == SM_GoToNextScreen )
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{
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GAMESTATE->m_PlayMode.Set( PlayMode_Invalid );
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GAMESTATE->SetCurrentStyle( NULL );
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GAMESTATE->m_pCurSong.Set( NULL );
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}
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}
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void ScreenGameplaySyncMachine::ResetAndRestartCurrentSong()
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{
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m_pSoundMusic->Stop();
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ReloadCurrentSong();
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StartPlayingSong( 4, 0 );
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// reset autosync
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AdjustSync::ResetAutosync();
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}
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static LocalizedString OLD_OFFSET ( "ScreenGameplaySyncMachine", "Old offset" );
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static LocalizedString NEW_OFFSET ( "ScreenGameplaySyncMachine", "New offset" );
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static LocalizedString COLLECTING_SAMPLE( "ScreenGameplaySyncMachine", "Collecting sample" );
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static LocalizedString STANDARD_DEVIATION( "ScreenGameplaySyncMachine", "Standard deviation" );
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void ScreenGameplaySyncMachine::RefreshText()
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{
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float fNew = PREFSMAN->m_fGlobalOffsetSeconds;
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float fOld = AdjustSync::s_fGlobalOffsetSecondsOriginal;
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float fStdDev = AdjustSync::s_fStandardDeviation;
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RString s;
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s += OLD_OFFSET.GetValue() + ssprintf( ": %0.3f\n", fOld );
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s += NEW_OFFSET.GetValue() + ssprintf( ": %0.3f\n", fNew );
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s += STANDARD_DEVIATION.GetValue() + ssprintf( ": %0.3f\n", fStdDev );
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s += COLLECTING_SAMPLE.GetValue() + ssprintf( ": %d / %d", AdjustSync::s_iAutosyncOffsetSample+1, AdjustSync::OFFSET_SAMPLE_COUNT );
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m_textSyncInfo.SetText( s );
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}
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
|
||||
* distribute, and/or sell copies of the Software, and to permit persons to
|
||||
* whom the Software is furnished to do so, provided that the above
|
||||
* copyright notice(s) and this permission notice appear in all copies of
|
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* the Software and that both the above copyright notice(s) and this
|
||||
* permission notice appear in supporting documentation.
|
||||
*
|
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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@@ -1,56 +0,0 @@
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/* ScreenGameplaySyncMachine - */
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#ifndef ScreenGameplaySyncMachine_H
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#define ScreenGameplaySyncMachine_H
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#include "ScreenGameplayNormal.h"
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#include "Song.h"
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class ScreenGameplaySyncMachine : public ScreenGameplayNormal
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{
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public:
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virtual void Init();
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virtual void Update( float fDelta );
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virtual void Input( const InputEventPlus &input );
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virtual ScreenType GetScreenType() const { return system_menu; }
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void HandleScreenMessage( const ScreenMessage SM );
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void ResetAndRestartCurrentSong();
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protected:
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virtual bool UseSongBackgroundAndForeground() const { return false; }
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void RefreshText();
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Song m_Song;
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const Steps *m_pSteps;
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BitmapText m_textSyncInfo;
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};
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#endif
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
* copy of this software and associated documentation files (the
|
||||
* "Software"), to deal in the Software without restriction, including
|
||||
* without limitation the rights to use, copy, modify, merge, publish,
|
||||
* distribute, and/or sell copies of the Software, and to permit persons to
|
||||
* whom the Software is furnished to do so, provided that the above
|
||||
* copyright notice(s) and this permission notice appear in all copies of
|
||||
* the Software and that both the above copyright notice(s) and this
|
||||
* permission notice appear in supporting documentation.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
||||
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
||||
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
||||
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
||||
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
||||
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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@@ -9,6 +9,7 @@
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#include "InputEventPlus.h"
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#include "LocalizedString.h"
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#include "AdjustSync.h"
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#include "ActorUtil.h"
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static bool IsGameplay()
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{
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@@ -60,6 +61,11 @@ void ScreenSyncOverlay::Init()
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m_textStatus.SetShadowLength( 2 );
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this->AddChild( &m_textStatus );
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m_textSyncInfo.SetName( "SyncInfo" );
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m_textSyncInfo.LoadFromFont( THEME->GetPathF("Common","normal") );
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ActorUtil::LoadAllCommands( m_textSyncInfo, m_sName );
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this->AddChild( &m_textSyncInfo );
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Update( 0 );
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}
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@@ -74,7 +80,6 @@ void ScreenSyncOverlay::Update( float fDeltaTime )
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Screen::Update(fDeltaTime);
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// TODO: Only update when changed.
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UpdateText();
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}
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@@ -85,8 +90,15 @@ static LocalizedString AUTO_PLAY_CPU ( "ScreenSyncOverlay", "AutoPlayCPU" );
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static LocalizedString AUTO_SYNC_SONG ( "ScreenSyncOverlay", "AutoSync Song" );
|
||||
static LocalizedString AUTO_SYNC_MACHINE ( "ScreenSyncOverlay", "AutoSync Machine" );
|
||||
static LocalizedString AUTO_SYNC_TEMPO ( "ScreenSyncOverlay", "AutoSync Tempo" );
|
||||
static LocalizedString OLD_OFFSET ( "ScreenSyncOverlay", "Old offset" );
|
||||
static LocalizedString NEW_OFFSET ( "ScreenSyncOverlay", "New offset" );
|
||||
static LocalizedString COLLECTING_SAMPLE( "ScreenSyncOverlay", "Collecting sample" );
|
||||
static LocalizedString STANDARD_DEVIATION( "ScreenSyncOverlay", "Standard deviation" );
|
||||
void ScreenSyncOverlay::UpdateText()
|
||||
{
|
||||
//
|
||||
// Update Status
|
||||
//
|
||||
vector<RString> vs;
|
||||
|
||||
if( g_bShowAutoPlayStatus )
|
||||
@@ -116,6 +128,20 @@ void ScreenSyncOverlay::UpdateText()
|
||||
}
|
||||
|
||||
m_textStatus.SetText( join("\n",vs) );
|
||||
|
||||
|
||||
//
|
||||
// Update SyncInfo
|
||||
//
|
||||
float fNew = PREFSMAN->m_fGlobalOffsetSeconds;
|
||||
float fOld = AdjustSync::s_fGlobalOffsetSecondsOriginal;
|
||||
float fStdDev = AdjustSync::s_fStandardDeviation;
|
||||
RString s;
|
||||
s += OLD_OFFSET.GetValue() + ssprintf( ": %0.3f\n", fOld );
|
||||
s += NEW_OFFSET.GetValue() + ssprintf( ": %0.3f\n", fNew );
|
||||
s += STANDARD_DEVIATION.GetValue() + ssprintf( ": %0.3f\n", fStdDev );
|
||||
s += COLLECTING_SAMPLE.GetValue() + ssprintf( ": %d / %d", AdjustSync::s_iAutosyncOffsetSample+1, AdjustSync::OFFSET_SAMPLE_COUNT );
|
||||
m_textSyncInfo.SetText( s );
|
||||
}
|
||||
|
||||
static LocalizedString CANT_SYNC_WHILE_PLAYING_A_COURSE ("ScreenSyncOverlay","Can't sync while playing a course.");
|
||||
|
||||
@@ -24,6 +24,7 @@ private:
|
||||
Quad m_quad;
|
||||
BitmapText m_textHelp;
|
||||
BitmapText m_textStatus;
|
||||
BitmapText m_textSyncInfo;
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -352,12 +352,6 @@ cl /Zl /nologo /c verstub.cpp /Fo"$(IntDir)"\
|
||||
<File
|
||||
RelativePath=".\ScreenGameplayNormal.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\ScreenGameplaySyncMachine.cpp">
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\ScreenGameplaySyncMachine.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="ScreenHowToPlay.cpp">
|
||||
</File>
|
||||
|
||||
Reference in New Issue
Block a user