show offset change when a song's bpm or offset changes (useful for obtaining global gap)

This commit is contained in:
Andrew Wong
2003-08-10 13:34:55 +00:00
parent 1f8a45cbee
commit b3d8ee0b44
2 changed files with 9 additions and 0 deletions
+2
View File
@@ -147,6 +147,8 @@ public:
bool m_bPastHereWeGo;
static const float MUSIC_SECONDS_INVALID;
float m_fOldOffset; // used on offset screen to calculate difference
void ResetMusicStatistics(); // Call this when it's time to play a new song. Clears the values above.
void UpdateSongPosition(float fPositionSeconds);
+7
View File
@@ -212,6 +212,8 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
/* */
// init old offset in case offset changes in song
GAMESTATE->m_fOldOffset = GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds;
@@ -1468,13 +1470,18 @@ void ShowSavePrompt( ScreenMessage SM_SendWhenDone )
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_RAVE:
{
float m_fOffsetChange = GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds - GAMESTATE->m_fOldOffset;
sMessage = ssprintf(
"Change to offset: %f\n\n"
"You have changed the offset or BPM of\n"
"%s.\n"
"Would you like to save these changes back\n"
"to the song file?\n"
"Choosing NO will discard your changes.",
m_fOffsetChange,
GAMESTATE->m_pCurSong->GetFullDisplayTitle().c_str() );
}
break;
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ONI: