From acb9099c7532a9021d44fc65a76661283daf51c6 Mon Sep 17 00:00:00 2001 From: AJ Kelly Date: Wed, 30 Jun 2010 00:04:52 -0500 Subject: [PATCH] comment/cleanup --- src/Actor.cpp | 39 +++++++++----------- src/BGAnimationLayer.cpp | 2 +- src/BitmapText.cpp | 12 +++---- src/Course.cpp | 4 +-- src/FadingBanner.cpp | 30 ++++++++-------- src/GameState.cpp | 78 ++++++++++++++++++++-------------------- src/LightsManager.cpp | 18 +++------- src/NoteField.h | 2 +- 8 files changed, 81 insertions(+), 104 deletions(-) diff --git a/src/Actor.cpp b/src/Actor.cpp index a2de666531..973a22f514 100644 --- a/src/Actor.cpp +++ b/src/Actor.cpp @@ -287,11 +287,9 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties // Somthing below may set m_pTempState to tempState m_pTempState = &m_current; - - // - // set temporary drawing properties based on Effects - // + // set temporary drawing properties based on Effects static TweenState tempState; + // todo: account for SSC_FUTURES -aj if( m_Effect == no_effect ) { @@ -305,7 +303,6 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties ASSERT( fTotalPeriod > 0 ); const float fTimeIntoEffect = fmodfp( m_fSecsIntoEffect+m_fEffectOffset, fTotalPeriod ); - float fPercentThroughEffect; if( fTimeIntoEffect < m_fEffectRampUp ) { @@ -336,7 +333,6 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties ASSERT_M( fPercentThroughEffect >= 0 && fPercentThroughEffect <= 1, ssprintf("PercentThroughEffect: %f", fPercentThroughEffect) ); - bool bBlinkOn = fPercentThroughEffect > 0.5f; float fPercentBetweenColors = RageFastSin( (fPercentThroughEffect + 0.25f) * 2 * PI ) / 2 + 0.5f; ASSERT_M( fPercentBetweenColors >= 0 && fPercentBetweenColors <= 1, @@ -440,7 +436,6 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties } } - if( m_fBaseAlpha != 1 ) { if( m_pTempState != &tempState ) @@ -453,7 +448,6 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties tempState.diffuse[i].a *= m_fBaseAlpha; } - if( m_pTempState->pos.x != 0 || m_pTempState->pos.y != 0 || m_pTempState->pos.z != 0 ) { RageMatrix m; @@ -468,7 +462,7 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties { /* The only time rotation and quat should normally be used simultaneously - * is for m_baseRotation. Most objects aren't rotated at all, so optimize + * is for m_baseRotation. Most objects aren't rotated at all, so optimize * that case. */ const float fRotateX = m_pTempState->rotation.x + m_baseRotation.x; const float fRotateY = m_pTempState->rotation.y + m_baseRotation.y; @@ -580,7 +574,7 @@ void Actor::UpdateTweening( float fDeltaTime ) // update current tween state // earliest tween - TweenState &TS = m_Tweens[0]->state; + TweenState &TS = m_Tweens[0]->state; TweenInfo &TI = m_Tweens[0]->info; bool bBeginning = TI.m_fTimeLeftInTween == TI.m_fTweenTime; @@ -591,7 +585,7 @@ void Actor::UpdateTweening( float fDeltaTime ) RString sCommand = TI.m_sCommandName; if( bBeginning ) // we are just beginning this tween - m_start = m_current; // set the start position + m_start = m_current; // set the start position if( TI.m_fTimeLeftInTween == 0 ) // Current tween is over. Stop. { @@ -601,7 +595,7 @@ void Actor::UpdateTweening( float fDeltaTime ) delete m_Tweens.front(); m_Tweens.erase( m_Tweens.begin() ); } - else // in the middle of tweening. Recalcute the current position. + else // in the middle of tweening. Recalcute the current position. { const float fPercentThroughTween = 1-(TI.m_fTimeLeftInTween / TI.m_fTweenTime); @@ -612,8 +606,8 @@ void Actor::UpdateTweening( float fDeltaTime ) if( bBeginning ) { - // Execute the command in this tween (if any). Do this last, and don't access - // TI or TS after, since this may modify the tweening queue. + // Execute the command in this tween (if any). Do this last, and don't + // access TI or TS after, since this may modify the tweening queue. if( !sCommand.empty() ) { if( sCommand.Left(1) == "!" ) @@ -641,7 +635,7 @@ void Actor::Update( float fDeltaTime ) if( m_fHibernateSecondsLeft > 0 ) return; - /* Grab the leftover time. */ + // Grab the leftover time. fDeltaTime = -m_fHibernateSecondsLeft; m_fHibernateSecondsLeft = 0; } @@ -660,8 +654,8 @@ void Actor::UpdateInternal( float fDeltaTime ) m_fSecsIntoEffect += fDeltaTime; m_fEffectDelta = fDeltaTime; - /* Wrap the counter, so it doesn't increase indefinitely (causing loss of - * precision if a screen is left to sit for a day). */ + /* Wrap the counter, so it doesn't increase indefinitely (causing loss + * of precision if a screen is left to sit for a day). */ if( m_fSecsIntoEffect >= GetEffectPeriod() ) m_fSecsIntoEffect -= GetEffectPeriod(); break; @@ -1094,18 +1088,16 @@ float Actor::GetTweenTimeLeft() const return tot; } -/* - * This is a hack to change all tween states while leaving existing tweens alone. +/* This is a hack to change all tween states while leaving existing tweens alone. * - * Hmm. Most commands actually act on a TweenStateAndInfo, not the Actor itself. + * Hmm. Most commands actually act on a TweenStateAndInfo, not the Actor itself. * Conceptually, it wouldn't be hard to give TweenState a presence in Lua, so * we can simply say eg. "for x in states(Actor) do x.SetDiffuseColor(c) end". * However, we'd then have to give every TweenState a userdata in Lua while it's - * being manipulated, which would add overhead ... - */ + * being manipulated, which would add overhead ... */ void Actor::SetGlobalDiffuseColor( RageColor c ) { - for( int i=0; i<4; i++ ) /* color, not alpha */ + for( int i=0; i<4; i++ ) // color, not alpha { for( unsigned ts = 0; ts < m_Tweens.size(); ++ts ) { @@ -1189,6 +1181,7 @@ void Actor::TweenState::MakeWeightedAverage( TweenState& average_out, const Twee for( int i=0; i<4; ++i ) average_out.diffuse[i] = lerp( fPercentBetween, ts1.diffuse[i], ts2.diffuse[i] ); + average_out.glow = lerp( fPercentBetween, ts1.glow, ts2.glow ); average_out.aux = lerp( fPercentBetween, ts1.aux, ts2.aux ); } diff --git a/src/BGAnimationLayer.cpp b/src/BGAnimationLayer.cpp index 00bdb8b714..a0a3f64b8c 100644 --- a/src/BGAnimationLayer.cpp +++ b/src/BGAnimationLayer.cpp @@ -541,7 +541,7 @@ void BGAnimationLayer::UpdateInternal( float fDeltaTime ) { for( unsigned i=0; iStretchTexCoords( fDeltaTime*m_fTexCoordVelocityX, diff --git a/src/BitmapText.cpp b/src/BitmapText.cpp index 65c274cdd8..08b0fcb1bf 100644 --- a/src/BitmapText.cpp +++ b/src/BitmapText.cpp @@ -13,19 +13,17 @@ REGISTER_ACTOR_CLASS( BitmapText ) -/* - * XXX: Changing a whole array of diffuse colors every frame (several times) is a waste, - * when we're usually setting them all to the same value. Rainbow and fading are annoying - * to optimize, but rarely used. Iterating over every character in Draw() is dumb. - */ +/* XXX: Changing a whole array of diffuse colors every frame (several times) is + * a waste, when we're usually setting them all to the same value. Rainbow and + * fading are annoying to optimize, but rarely used. Iterating over every + * character in Draw() is dumb. */ /* XXX: * We need some kind of font modifier string for metrics. For example, * "valign=top;spacing = x+5,y+2" * * Better, we could go all the way, drop all of the actor-specific font aliases, - * and do "font=header2;valign=top;...". - */ + * and do "font=header2;valign=top;...". */ #define NUM_RAINBOW_COLORS THEME->GetMetricI("BitmapText","NumRainbowColors") #define RAINBOW_COLOR(n) THEME->GetMetricC("BitmapText",ssprintf("RainbowColor%i", n+1)) diff --git a/src/Course.cpp b/src/Course.cpp index bca019a845..44634c7378 100644 --- a/src/Course.cpp +++ b/src/Course.cpp @@ -669,8 +669,8 @@ bool Course::GetTrailUnsorted( StepsType st, CourseDifficulty cd, Trail &trail ) } /* Hack: If any entry was non-FIXED, or m_bShuffle is set, then radar values - * for this trail will be meaningless as they'll change every time. Pre-cache - * empty data. XXX: How can we do this cleanly, without propagating lots of + * for this trail will be meaningless as they'll change every time. Pre-cache + * empty data. XXX: How can we do this cleanly, without propagating lots of * otherwise unnecessary data (course entry types, m_bShuffle) to Trail, or * storing a Course pointer in Trail (yuck)? */ if( !AllSongsAreFixed() || m_bShuffle ) diff --git a/src/FadingBanner.cpp b/src/FadingBanner.cpp index a3645d71c1..c8609ab192 100644 --- a/src/FadingBanner.cpp +++ b/src/FadingBanner.cpp @@ -13,14 +13,12 @@ REGISTER_ACTOR_CLASS( FadingBanner ) -/* - * Allow fading from one banner to another. We can handle two fades at once; +/* Allow fading from one banner to another. We can handle two fades at once; * this is used to fade from an old banner to a low-quality banner to a high- * quality banner smoothly. * * m_iIndexLatest is the latest banner loaded, and the one that we'll end up - * displaying when the fades stop. - */ + * displaying when the fades stop. */ FadingBanner::FadingBanner() { m_bMovingFast = false; @@ -60,7 +58,7 @@ void FadingBanner::DrawPrimitives() // draw manually // ActorFrame::DrawPrimitives(); - /* Render the latest banner first. */ + // Render the latest banner first. for( int i = 0; i < NUM_BANNERS; ++i ) { int index = m_iIndexLatest - i; @@ -73,7 +71,7 @@ void FadingBanner::Load( RageTextureID ID, bool bLowResToHighRes ) { BeforeChange( bLowResToHighRes ); m_Banner[m_iIndexLatest].Load(ID); - + /* XXX: Hack to keep movies from updating multiple times. * We need to either completely disallow movies in banners or support * them. There are a number of files that use them currently in the @@ -89,7 +87,7 @@ void FadingBanner::Load( RageTextureID ID, bool bLowResToHighRes ) wrap( index, NUM_BANNERS ); if( m_Banner[index].GetTexturePath() == ID.filename ) m_Banner[index].UnloadTexture(); - } + } } /* If bLowResToHighRes is true, we're fading from a low-res banner to the @@ -108,8 +106,8 @@ void FadingBanner::BeforeChange( bool bLowResToHighRes ) m_Banner[m_iIndexLatest].PlayCommand( "ResetFade" ); - /* We're about to load a banner. It'll probably cause a frame skip or - * two. Skip an update, so the fade-in doesn't skip. */ + /* We're about to load a banner. It'll probably cause a frame skip or two. + * Skip an update, so the fade-in doesn't skip. */ m_bSkipNextBannerUpdate = true; } @@ -117,7 +115,7 @@ void FadingBanner::BeforeChange( bool bLowResToHighRes ) * banner should be loaded later. */ bool FadingBanner::LoadFromCachedBanner( const RString &path ) { - /* If we're already on the given banner, don't fade again. */ + // If we're already on the given banner, don't fade again. if( path != "" && m_Banner[m_iIndexLatest].GetTexturePath() == path ) return false; @@ -138,16 +136,16 @@ bool FadingBanner::LoadFromCachedBanner( const RString &path ) } else { - /* Try to load the low quality version. */ + // Try to load the low quality version. ID = BANNERCACHE->LoadCachedBanner( path ); } if( !TEXTUREMAN->IsTextureRegistered(ID) ) { - /* Oops. We couldn't load a banner quickly. We can load the actual + /* Oops. We couldn't load a banner quickly. We can load the actual * banner, but that's slow, so we don't want to do that when we're moving - * fast on the music wheel. In that case, we should just keep the banner - * that's there (or load a "moving fast" banner). Once we settle down, + * fast on the music wheel. In that case, we should just keep the banner + * that's there (or load a "moving fast" banner). Once we settle down, * we'll get called again and load the real banner. */ if( m_bMovingFast ) @@ -174,7 +172,7 @@ void FadingBanner::LoadFromSong( const Song* pSong ) return; } - /* Don't call HasBanner. That'll do disk access and cause the music wheel + /* Don't call HasBanner. That'll do disk access and cause the music wheel * to skip. */ RString sPath = pSong->GetBannerPath(); if( sPath.empty() ) @@ -209,7 +207,7 @@ void FadingBanner::LoadFromCourse( const Course* pCourse ) return; } - /* Don't call HasBanner. That'll do disk access and cause the music wheel + /* Don't call HasBanner. That'll do disk access and cause the music wheel * to skip. */ RString sPath = pCourse->GetBannerPath(); if( sPath.empty() ) diff --git a/src/GameState.cpp b/src/GameState.cpp index 9d7bd635ec..d9f4864432 100644 --- a/src/GameState.cpp +++ b/src/GameState.cpp @@ -107,24 +107,24 @@ static Preference g_Premium( "Premium", Premium_Off ); Preference GameState::m_bAutoJoin( "AutoJoin", false ); GameState::GameState() : - m_pCurGame( Message_CurrentGameChanged ), + m_pCurGame( Message_CurrentGameChanged ), m_pCurStyle( Message_CurrentStyleChanged ), - m_PlayMode( Message_PlayModeChanged ), - m_iCoins( Message_CoinsChanged ), - m_sPreferredSongGroup( Message_PreferredSongGroupChanged ), + m_PlayMode( Message_PlayModeChanged ), + m_iCoins( Message_CoinsChanged ), + m_sPreferredSongGroup( Message_PreferredSongGroupChanged ), m_sPreferredCourseGroup( Message_PreferredCourseGroupChanged ), - m_PreferredStepsType( Message_PreferredStepsTypeChanged ), - m_PreferredDifficulty( Message_PreferredDifficultyP1Changed ), + m_PreferredStepsType( Message_PreferredStepsTypeChanged ), + m_PreferredDifficulty( Message_PreferredDifficultyP1Changed ), m_PreferredCourseDifficulty( Message_PreferredCourseDifficultyP1Changed ), m_SortOrder( Message_SortOrderChanged ), - m_pCurSong( Message_CurrentSongChanged ), + m_pCurSong( Message_CurrentSongChanged ), m_pCurSteps( Message_CurrentStepsP1Changed ), m_pCurCourse( Message_CurrentCourseChanged ), m_pCurTrail( Message_CurrentTrailP1Changed ), m_bGameplayLeadIn( Message_GameplayLeadInChanged ), m_bDidModeChangeNoteSkin( false ), - m_stEdit( Message_EditStepsTypeChanged ), - m_cdEdit( Message_EditCourseDifficultyChanged ), + m_stEdit( Message_EditStepsTypeChanged ), + m_cdEdit( Message_EditCourseDifficultyChanged ), m_pEditSourceSteps( Message_EditSourceStepsChanged ), m_stEditSource( Message_EditSourceStepsTypeChanged ), m_iEditCourseEntryIndex( Message_EditCourseEntryIndexChanged ), @@ -160,8 +160,7 @@ GameState::GameState() : m_Environment = new LuaTable; - /* Don't reset yet; let the first screen do it, so we can - * use PREFSMAN and THEME. */ + // Don't reset yet; let the first screen do it, so we can use PREFSMAN and THEME. // Reset(); // Register with Lua. @@ -296,8 +295,8 @@ void GameState::Reset() SONGMAN->UpdatePopular(); SONGMAN->UpdateShuffled(); - /* We may have cached trails from before everything was loaded (eg. from before - * SongManager::UpdatePopular could be called). Erase the cache. */ + /* We may have cached trails from before everything was loaded (eg. from + * before SongManager::UpdatePopular could be called). Erase the cache. */ SONGMAN->RegenerateNonFixedCourses(); STATSMAN->Reset(); @@ -391,7 +390,7 @@ void GameState::UnjoinPlayer( PlayerNumber pn ) msg.SetParam( "Player", pn ); MESSAGEMAN->Broadcast( msg ); - /* If there are no players left, reset some non-player-specific stuff, too. */ + // If there are no players left, reset some non-player-specific stuff, too. if( m_MasterPlayerNumber == PLAYER_INVALID ) { SongOptions so; @@ -401,7 +400,7 @@ void GameState::UnjoinPlayer( PlayerNumber pn ) } } -/* multiplayer join? */ +/* handle multiplayer join? */ namespace { @@ -410,11 +409,11 @@ namespace if( !GAMESTATE->PlayersCanJoin() ) return false; - /* If this side is already in, don't re-join. */ + // If this side is already in, don't re-join. if( GAMESTATE->m_bSideIsJoined[pn] ) return false; - /* subtract coins */ + // subtract coins int iCoinsNeededToJoin = GAMESTATE->GetCoinsNeededToJoin(); if( GAMESTATE->m_iCoins < iCoinsNeededToJoin ) @@ -428,17 +427,17 @@ namespace } }; -/* Handle an input that can join a player. Return true if the player joined. */ +// Handle an input that can join a player. Return true if the player joined bool GameState::JoinInput( PlayerNumber pn ) { - /* When AutoJoin is enabled, join all players on a single start press. */ + // When AutoJoin is enabled, join all players on a single start press. if( GAMESTATE->m_bAutoJoin.Get() ) return JoinPlayers(); else return JoinInputInternal( pn ); } -/* Attempt to join all players, as if each player pressed Start. */ +// Attempt to join all players, as if each player pressed Start. bool GameState::JoinPlayers() { bool bJoined = false; @@ -465,8 +464,7 @@ int GameState::GetCoinsNeededToJoin() const return iCoinsToCharge; } -/* - * Game flow: +/* Game flow: * * BeginGame() - the first player has joined; the game is starting. * @@ -481,8 +479,7 @@ int GameState::GetCoinsNeededToJoin() const * is up-to-date for Evaluation. * * FinishStage() - gameplay and evaluation is finished - * Clears data which was stored by CommitStageStats. - */ + * Clears data which was stored by CommitStageStats. */ void GameState::BeginGame() { m_timeGameStarted.Touch(); @@ -499,7 +496,7 @@ void GameState::BeginGame() void GameState::LoadProfiles( bool bLoadEdits ) { - /* Unlock any cards that we might want to load. */ + // Unlock any cards that we might want to load. FOREACH_HumanPlayer( pn ) if( !PROFILEMAN->IsPersistentProfile(pn) ) MEMCARDMAN->UnlockCard( pn ); @@ -519,7 +516,7 @@ void GameState::LoadProfiles( bool bLoadEdits ) if( !bSuccess ) continue; - /* Lock the card on successful load, so we won't allow it to be changed. */ + // Lock the card on successful load, so we won't allow it to be changed. MEMCARDMAN->LockCard( pn ); LoadCurrentSettingsFromProfile( pn ); @@ -540,6 +537,7 @@ void GameState::SavePlayerProfile( PlayerNumber pn ) { if( !PROFILEMAN->IsPersistentProfile(pn) ) return; + // AutoplayCPU should not save scores. -aj // xxx: this MAY cause issues with Multiplayer. However, without a working // Multiplayer build, we'll never know. -aj @@ -558,11 +556,11 @@ bool GameState::HaveProfileToLoad() { FOREACH_HumanPlayer( pn ) { - /* We won't load this profile if it's already loaded. */ + // We won't load this profile if it's already loaded. if( PROFILEMAN->IsPersistentProfile(pn) ) continue; - /* If a memory card is inserted, we'l try to load it. */ + // If a memory card is inserted, we'l try to load it. if( MEMCARDMAN->CardInserted(pn) ) return true; if( !PROFILEMAN->m_sDefaultLocalProfileID[pn].Get().empty() ) @@ -637,7 +635,7 @@ int GameState::GetNumStagesForCurrentSongAndStepsOrCourse() const // pCurSteps will still be set while no players are joined. -Chris if( pSteps && numSidesJoined > 0 ) { - /* If a style isn't set, use the style of the selected steps. */ + // If a style isn't set, use the style of the selected steps. StepsType st = pSteps->m_StepsType; pStyle = GAMEMAN->GetFirstCompatibleStyle( m_pCurGame, numSidesJoined, st ); } @@ -652,7 +650,8 @@ int GameState::GetNumStagesForCurrentSongAndStepsOrCourse() const pStyle = vpStyles[0]; } } - /* Extra stages need to only count as one stage in case a multistage song is chosen. */ + /* Extra stages need to only count as one stage in case a multi-stage + * song is chosen. */ if( IsAnExtraStage() ) iNumStagesOfThisSong = 1; else @@ -668,13 +667,13 @@ int GameState::GetNumStagesForCurrentSongAndStepsOrCourse() const return iNumStagesOfThisSong; } -/* Called by ScreenGameplay. Set the length of the current song. */ +// Called by ScreenGameplay. Set the length of the current song. void GameState::BeginStage() { if( m_bDemonstrationOrJukebox ) return; - /* This should only be called once per stage. */ + // This should only be called once per stage. if( m_iNumStagesOfThisSong != 0 ) LOG->Warn( "XXX: m_iNumStagesOfThisSong == %i?", m_iNumStagesOfThisSong ); @@ -746,8 +745,8 @@ void GameState::CommitStageStats() } } -/* Called by ScreenSelectMusic (etc). Increment the stage counter if we just played a - * song. Might be called more than once. */ +/* Called by ScreenSelectMusic (etc). Increment the stage counter if we just + * played a song. Might be called more than once. */ void GameState::FinishStage() { // Increment the stage counter. @@ -800,9 +799,9 @@ void GameState::LoadCurrentSettingsFromProfile( PlayerNumber pn ) RString sModifiers; if( pProfile->GetDefaultModifiers( m_pCurGame, sModifiers ) ) { - /* We don't save negative preferences (eg. "no reverse"). If the theme + /* We don't save negative preferences (eg. "no reverse"). If the theme * sets a default of "reverse", and the player turns it off, we should - * set it off. However, don't reset modifiers that aren't saved by the + * set it off. However, don't reset modifiers that aren't saved by the * profile, so we don't ignore unsaved modifiers when a profile is in use. */ PO_GROUP_CALL( m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Preferred, ResetSavedPrefs ); ApplyPreferredModifiers( pn, sModifiers ); @@ -966,7 +965,7 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti { // we got a warp in this section. LOG->Trace("warp at %i jumps to %i",m_iWarpBeginRow,m_iWarpEndRow); - // i hate this part because how the shit do i convert rows to seconds? + // i hate this part because how the hell do i convert rows to seconds? } /* // xxx testing: only do this on monotune survivor @@ -1083,7 +1082,6 @@ Stage GameState::GetCurrentStage() const // above function behaves weirdly, it will always return final stage if any player is // on final stage, rather than the last remaining player. The below method seems to make a bit more sense. else if(m_iPlayerStageTokens[PLAYER_1] == 0 && m_iPlayerStageTokens[PLAYER_2] == 0) return Stage_Final; - // who gives a shit about stages -aj else { switch( this->m_iCurrentStageIndex ) @@ -1101,7 +1099,7 @@ Stage GameState::GetCurrentStage() const int GameState::GetCourseSongIndex() const { - /* iSongsPlayed includes the current song, so it's 1-based; subtract one. */ + // iSongsPlayed includes the current song, so it's 1-based; subtract one. if( GAMESTATE->m_bMultiplayer ) { FOREACH_EnabledMultiPlayer(mp) @@ -1472,7 +1470,7 @@ void GameState::GetAllUsedNoteSkins( vector &out ) const { out.push_back( m_pPlayerState[pn]->m_PlayerOptions.GetCurrent().m_sNoteSkin ); - // Add note skins that are used in courses. + // Add noteskins that are used in courses. if( IsCourseMode() ) { const Trail *pTrail = m_pCurTrail[pn]; diff --git a/src/LightsManager.cpp b/src/LightsManager.cpp index e48caa6967..facf0530e7 100644 --- a/src/LightsManager.cpp +++ b/src/LightsManager.cpp @@ -136,16 +136,14 @@ float LightsManager::GetActorLightLatencySeconds() const void LightsManager::Update( float fDeltaTime ) { - // // Update actor effect lights. - // FOREACH_CabinetLight( cl ) { float fTime = fDeltaTime; float &fDuration = m_fSecsLeftInActorLightBlink[cl]; if( fDuration > 0 ) { - /* The light has power left. Brighten it. */ + // The light has power left. Brighten it. float fSeconds = min( fDuration, fTime ); fDuration -= fSeconds; fTime -= fSeconds; @@ -154,7 +152,7 @@ void LightsManager::Update( float fDeltaTime ) if( fTime > 0 ) { - /* The light is out of power. Dim it. */ + // The light is out of power. Dim it. fapproach( m_fActorLights[cl], 0, fTime / g_fLightEffectFalloffSeconds ); } @@ -173,9 +171,7 @@ void LightsManager::Update( float fDeltaTime ) fapproach( m_fSecsLeftInGameButtonBlink[gc][gb], 0, fDeltaTime ); } - // // Set new lights state cabinet lights - // { ZERO( m_LightsState.m_bCabinetLights ); ZERO( m_LightsState.m_bGameButtonLights ); @@ -249,7 +245,7 @@ void LightsManager::Update( float fDeltaTime ) default: ASSERT(0); } - /* Light the menu buttons. */ + // Light the menu buttons. switch( m_LightsMode ) { DEFAULT_FAIL(m_LightsMode); @@ -275,7 +271,7 @@ void LightsManager::Update( float fDeltaTime ) break; } } - } + } } break; case LIGHTSMODE_JOINING: @@ -324,9 +320,7 @@ void LightsManager::Update( float fDeltaTime ) } - // // Update game controller lights - // switch( m_LightsMode ) { case LIGHTSMODE_ATTRACT: @@ -351,9 +345,7 @@ void LightsManager::Update( float fDeltaTime ) { if( m_LightsMode == LIGHTSMODE_GAMEPLAY && g_bBlinkGameplayButtonLightsOnNote ) { - // // Blink on notes. - // FOREACH_ENUM( GameController, gc ) { FOREACH_ENUM( GameButton, gb ) @@ -364,9 +356,7 @@ void LightsManager::Update( float fDeltaTime ) } else { - // // Blink on button presses. - // FOREACH_ENUM( GameController, gc ) { FOREACH_GameButton_Custom( gb ) diff --git a/src/NoteField.h b/src/NoteField.h index b254283005..7493279cd9 100644 --- a/src/NoteField.h +++ b/src/NoteField.h @@ -52,7 +52,7 @@ protected: bool IsOnScreen( float fBeat, int iCol, int iDrawDistanceAfterTargetsPixels, int iDrawDistanceBeforeTargetsPixels ) const; void DrawBoard( int iDrawDistanceAfterTargetsPixels, int iDrawDistanceBeforeTargetsPixels ); - + enum BeatBarType { measure, beat, half_beat, quarter_beat }; void DrawBeatBar( const float fBeat, BeatBarType type, int iMeasureIndex ); void DrawMarkerBar( int fBeat );