a bit more about autokeysounds: when I add this RageSoundReader_Extend,
I'm not sure whether the "autokeysounds are delayed" bug will come back
or not. Someone on Windows please test it.
This commit is contained in:
Thai Pangsakulyanont
2011-09-14 12:28:16 +07:00
12 changed files with 62 additions and 57 deletions
+30 -42
View File
@@ -946,33 +946,27 @@ void NoteField::DrawPrimitives()
}
}
if( GAMESTATE->m_bIsUsingStepTiming )
// Tickcount text
for (i = 0; i < segs[SEGMENT_TICKCOUNT].size(); i++)
{
// Tickcount text
for (i = 0; i < segs[SEGMENT_TICKCOUNT].size(); i++)
TickcountSegment *seg = static_cast<TickcountSegment *>(segs[SEGMENT_TICKCOUNT][i]);
if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
{
TickcountSegment *seg = static_cast<TickcountSegment *>(segs[SEGMENT_TICKCOUNT][i]);
if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
{
float fBeat = seg->GetBeat();
if( IS_ON_SCREEN(fBeat) )
DrawTickcountText( fBeat, seg->GetTicks() );
}
float fBeat = seg->GetBeat();
if( IS_ON_SCREEN(fBeat) )
DrawTickcountText( fBeat, seg->GetTicks() );
}
}
if( GAMESTATE->m_bIsUsingStepTiming )
// Combo text
for (i = 0; i < segs[SEGMENT_COMBO].size(); i++)
{
// Combo text
for (i = 0; i < segs[SEGMENT_COMBO].size(); i++)
ComboSegment *seg = static_cast<ComboSegment *>(segs[SEGMENT_COMBO][i]);
if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
{
ComboSegment *seg = static_cast<ComboSegment *>(segs[SEGMENT_COMBO][i]);
if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
{
float fBeat = seg->GetBeat();
if( IS_ON_SCREEN(fBeat) )
DrawComboText( fBeat, seg->GetCombo(), seg->GetMissCombo() );
}
float fBeat = seg->GetBeat();
if( IS_ON_SCREEN(fBeat) )
DrawComboText( fBeat, seg->GetCombo(), seg->GetMissCombo() );
}
}
@@ -988,34 +982,28 @@ void NoteField::DrawPrimitives()
}
}
if( GAMESTATE->m_bIsUsingStepTiming )
// Speed text
for (i = 0; i < segs[SEGMENT_SPEED].size(); i++)
{
// Speed text
for (i = 0; i < segs[SEGMENT_SPEED].size(); i++)
SpeedSegment *seg = static_cast<SpeedSegment *>(segs[SEGMENT_SPEED][i]);
if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
{
SpeedSegment *seg = static_cast<SpeedSegment *>(segs[SEGMENT_SPEED][i]);
if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
{
float fBeat = seg->GetBeat();
if( IS_ON_SCREEN(fBeat) )
DrawSpeedText(fBeat, seg->GetRatio(),
seg->GetDelay(), seg->GetUnit() );
}
float fBeat = seg->GetBeat();
if( IS_ON_SCREEN(fBeat) )
DrawSpeedText(fBeat, seg->GetRatio(),
seg->GetDelay(), seg->GetUnit() );
}
}
// Fake text
if( GAMESTATE->m_bIsUsingStepTiming )
for (i = 0; i < segs[SEGMENT_FAKE].size(); i++)
{
for (i = 0; i < segs[SEGMENT_FAKE].size(); i++)
FakeSegment *seg = static_cast<FakeSegment *>(segs[SEGMENT_FAKE][i]);
if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
{
FakeSegment *seg = static_cast<FakeSegment *>(segs[SEGMENT_FAKE][i]);
if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
{
float fBeat = seg->GetBeat();
if( IS_ON_SCREEN(fBeat) )
DrawFakeText( fBeat, seg->GetLength() );
}
float fBeat = seg->GetBeat();
if( IS_ON_SCREEN(fBeat) )
DrawFakeText( fBeat, seg->GetLength() );
}
}