In editor, selection no longer required to play or record.

This commit is contained in:
Chris Danford
2002-09-10 03:20:31 +00:00
parent cf2025aafd
commit bc920b432c
2 changed files with 16 additions and 16 deletions
+9 -10
View File
@@ -835,11 +835,10 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
break;
case DIK_P:
{
if( m_NoteFieldEdit.m_fBeginMarker == -1 || m_NoteFieldEdit.m_fEndMarker == -1 )
{
m_soundInvalid.Play();
break;
}
if( m_NoteFieldEdit.m_fBeginMarker == -1 )
m_NoteFieldEdit.m_fBeginMarker = m_pSong->m_fFirstBeat;
if( m_NoteFieldEdit.m_fEndMarker == -1 )
m_NoteFieldEdit.m_fEndMarker = m_pSong->m_fLastBeat;
m_EditMode = MODE_PLAYING;
@@ -857,11 +856,11 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
break;
case DIK_R:
{
if( m_NoteFieldEdit.m_fBeginMarker == -1 || m_NoteFieldEdit.m_fEndMarker == -1 )
{
m_soundInvalid.Play();
break;
}
if( m_NoteFieldEdit.m_fBeginMarker == -1 )
m_NoteFieldEdit.m_fBeginMarker = m_pSong->m_fFirstBeat;
if( m_NoteFieldEdit.m_fEndMarker == -1 )
m_NoteFieldEdit.m_fEndMarker = m_pSong->m_fLastBeat;
// initialize m_NoteFieldRecord
m_NoteFieldRecord.ClearAll();
+7 -6
View File
@@ -632,7 +632,7 @@ void ScreenGameplay::Update( float fDeltaTime )
//
// Check for end of song
//
if( fSongBeat > GAMESTATE->m_pCurSong->m_fLastBeat+2 && !m_soundMusic.IsPlaying() )
if( fSongBeat > GAMESTATE->m_pCurSong->m_fLastBeat+1 && !m_soundMusic.IsPlaying() )
{
GAMESTATE->m_fSongBeat = 0;
m_soundMusic.Stop();
@@ -1237,7 +1237,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
m_sprCleared.BeginTweening(1.5f); // sleep
m_sprCleared.BeginTweening(0.7f);
m_sprCleared.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
SCREENMAN->SendMessageToTopScreen( SM_GoToStateAfterCleared, 3 );
SCREENMAN->SendMessageToTopScreen( SM_GoToStateAfterCleared, 4 );
break;
case SM_ShowTryExtraStage:
@@ -1253,10 +1253,10 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
m_sprTryExtraStage.SetZoom( 4 );
m_sprTryExtraStage.BeginBlurredTweening( 0.8f, TWEEN_BIAS_END );
m_sprTryExtraStage.SetTweenZoom( 0.5f ); // zoom out
m_sprTryExtraStage.SetTweenZoom( 0.4f ); // zoom out
m_sprTryExtraStage.SetTweenDiffuse( colorStage ); // and fade in
m_sprTryExtraStage.BeginTweening( 0.3f );
m_sprTryExtraStage.SetTweenZoom( 1.1f ); // bounce
m_sprTryExtraStage.BeginTweening( 0.2f );
m_sprTryExtraStage.SetTweenZoom( 0.8f ); // bounce
m_sprTryExtraStage.SetTweenDiffuse( colorStage ); // and fade in
m_sprTryExtraStage.BeginTweening( 0.2f );
m_sprTryExtraStage.SetTweenZoom( 1.0f ); // come to rest
@@ -1264,7 +1264,8 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
colorStage.a = 0;
m_sprTryExtraStage.BeginTweening( 3 ); // sleep
m_sprTryExtraStage.BeginTweening( 2 ); // sleep
m_sprTryExtraStage.BeginTweening( 1 ); // fade out
m_sprTryExtraStage.SetTweenDiffuse( colorStage );
SCREENMAN->SendMessageToTopScreen( SM_GoToStateAfterCleared, 5 );
}