From bcd90324c7e8386734806fa38a00bdc0dd66aeb0 Mon Sep 17 00:00:00 2001 From: "Devin J. Pohly" Date: Thu, 18 Jul 2013 14:35:53 -0400 Subject: [PATCH] editor: show scroll segments in song timing They function anyway in gameplay; there's no reason they should be special-cased out of the editor. --- src/ArrowEffects.cpp | 2 +- src/NoteField.cpp | 15 ++++++--------- 2 files changed, 7 insertions(+), 10 deletions(-) diff --git a/src/ArrowEffects.cpp b/src/ArrowEffects.cpp index e0513eb8ba..7875d14c17 100644 --- a/src/ArrowEffects.cpp +++ b/src/ArrowEffects.cpp @@ -256,7 +256,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float * entirely time spacing (respectively). Occasionally, we tween between them. */ if( pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing != 1.0f ) { - float bShowEffects = !( GAMESTATE->m_bInStepEditor || !GAMESTATE->m_bIsUsingStepTiming ); + float bShowEffects = !GAMESTATE->m_bInStepEditor; float fBeatsUntilStep = fNoteBeat - fSongBeat; if( bShowEffects ) fBeatsUntilStep = GetDisplayedBeat(pPlayerState, fNoteBeat) - GetDisplayedBeat(pPlayerState, fSongBeat); diff --git a/src/NoteField.cpp b/src/NoteField.cpp index d68f238ed2..2257626ab4 100644 --- a/src/NoteField.cpp +++ b/src/NoteField.cpp @@ -920,17 +920,14 @@ void NoteField::DrawPrimitives() const TimingData &timing = *pTiming; // Scroll text - if( GAMESTATE->m_bIsUsingStepTiming ) + for (i = 0; i < segs[SEGMENT_SCROLL]->size(); i++) { - for (i = 0; i < segs[SEGMENT_SCROLL]->size(); i++) + ScrollSegment *seg = ToScroll( segs[SEGMENT_SCROLL]->at(i) ); + if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw ) { - ScrollSegment *seg = ToScroll( segs[SEGMENT_SCROLL]->at(i) ); - if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw ) - { - float fBeat = seg->GetBeat(); - if( IS_ON_SCREEN(fBeat) ) - DrawScrollText( fBeat, seg->GetRatio() ); - } + float fBeat = seg->GetBeat(); + if( IS_ON_SCREEN(fBeat) ) + DrawScrollText( fBeat, seg->GetRatio() ); } }