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.
This commit is contained in:
Devin J. Pohly
2013-07-18 14:35:53 -04:00
parent ef37e0036d
commit bcd90324c7
2 changed files with 7 additions and 10 deletions
+1 -1
View File
@@ -256,7 +256,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
* entirely time spacing (respectively). Occasionally, we tween between them. */ * entirely time spacing (respectively). Occasionally, we tween between them. */
if( pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing != 1.0f ) 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; float fBeatsUntilStep = fNoteBeat - fSongBeat;
if( bShowEffects ) if( bShowEffects )
fBeatsUntilStep = GetDisplayedBeat(pPlayerState, fNoteBeat) - GetDisplayedBeat(pPlayerState, fSongBeat); fBeatsUntilStep = GetDisplayedBeat(pPlayerState, fNoteBeat) - GetDisplayedBeat(pPlayerState, fSongBeat);
+6 -9
View File
@@ -920,17 +920,14 @@ void NoteField::DrawPrimitives()
const TimingData &timing = *pTiming; const TimingData &timing = *pTiming;
// Scroll text // 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) ); float fBeat = seg->GetBeat();
if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw ) if( IS_ON_SCREEN(fBeat) )
{ DrawScrollText( fBeat, seg->GetRatio() );
float fBeat = seg->GetBeat();
if( IS_ON_SCREEN(fBeat) )
DrawScrollText( fBeat, seg->GetRatio() );
}
} }
} }