Fix ScreenHowToPlay:: Now displays until all the hard-coded steps are gone (SecondsToShow metric), and added into Player.cpp a value to show/hide judgment messages (miss/perfect etc*). This is turned OFF by default so everything still shows the judgment, except for ScreenHowToPlay

This commit is contained in:
Kevin Slaughter
2003-05-19 08:18:21 +00:00
parent b46272b1be
commit b1396c186a
9 changed files with 46 additions and 17 deletions
+10 -2
View File
@@ -53,9 +53,14 @@ void NoteData::SetNumTracks( int iNewNumTracks )
for( int t=0; t<MAX_NOTE_TRACKS; t++ )
{
if( t<m_iNumTracks )
{
m_TapNotes[t].resize( rows, TAP_EMPTY );
}
else
{
m_TapNotes[t].clear();
};
}
}
@@ -75,7 +80,9 @@ void NoteData::ClearRange( int iNoteIndexBegin, int iNoteIndexEnd )
void NoteData::ClearAll()
{
for( int t=0; t<m_iNumTracks; t++ )
{
m_TapNotes[t].clear();
}
m_HoldNotes.clear();
}
@@ -510,7 +517,9 @@ void NoteData::PadTapNotes(int rows)
needed += 100; /* optimization: give it a little more than it needs */
for(int track = 0; track < m_iNumTracks; ++track)
{
m_TapNotes[track].insert(m_TapNotes[track].end(), needed, TAP_EMPTY);
}
}
void NoteData::MoveTapNoteTrack(int dest, int src)
@@ -631,8 +640,7 @@ void NoteDataUtil::LoadFromSMNoteDataString( NoteData &out, CString sSMNoteData
// ASSERT(0);
t = TAP_EMPTY; break;
}
out.SetTapNote(c, iIndex, t);
out.SetTapNote(c, iIndex, t);
}
}
}