use empty TimingData in Steps to signify fallback on Song timing.

This required using the new Steps::GetTimingData function and the allowEmpty
parameter to TimingData::TidyUpData when appropriate, as well as clearing the
TimingData to remove step timing rather than coping the song timing over it.

Fixes some odd editor behavior when changing song timing, and is overall a
slightly less hacky way of doing things.
This commit is contained in:
Devin J. Pohly
2013-01-23 14:51:18 -05:00
parent 0ae7b0da85
commit ce507b9800
18 changed files with 66 additions and 46 deletions
+18 -15
View File
@@ -1375,7 +1375,7 @@ void ScreenEdit::Update( float fDeltaTime )
continue;
float fStartedHoldingSeconds = m_pSoundMusic->GetPositionSeconds() - fSecsHeld;
float fStartBeat = max( fStartPlayingAtBeat, m_pSteps->m_Timing.GetBeatFromElapsedTime(fStartedHoldingSeconds) );
float fStartBeat = max( fStartPlayingAtBeat, m_pSteps->GetTimingData()->GetBeatFromElapsedTime(fStartedHoldingSeconds) );
float fEndBeat = max( fStartBeat, GetBeat() );
fEndBeat = min( fEndBeat, fStopPlayingAtBeat );
@@ -1420,11 +1420,11 @@ void ScreenEdit::Update( float fDeltaTime )
float fLastBeat = NoteRowToBeat(m_iStopPlayingAt);
if( bButtonIsBeingPressed && m_EditState == STATE_RECORDING )
{
float fSeconds = m_pSteps->m_Timing.GetElapsedTimeFromBeat( fLastBeat );
fLastBeat = m_pSteps->m_Timing.GetBeatFromElapsedTime( fSeconds + 0.5f );
float fSeconds = m_pSteps->GetTimingData()->GetElapsedTimeFromBeat( fLastBeat );
fLastBeat = m_pSteps->GetTimingData()->GetBeatFromElapsedTime( fSeconds + 0.5f );
}
float fStopAtSeconds = m_pSteps->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_iStopPlayingAt) ) + 1;
float fStopAtSeconds = m_pSteps->GetTimingData()->GetElapsedTimeFromBeat( NoteRowToBeat(m_iStopPlayingAt) ) + 1;
if( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fMusicSeconds > fStopAtSeconds )
{
TransitionEditState( ( LOOP_ON_CHART_END ? STATE_PLAYING : STATE_EDITING ) );
@@ -1601,7 +1601,7 @@ void ScreenEdit::UpdateTextInfo()
sText += ssprintf("Attack here?: %s\n", FindAttackAtTime(attacks, beat) > -1 ? "YES" : "NO");
}
GAMESTATE->SetProcessedTimingData(&m_pSteps->m_Timing);
GAMESTATE->SetProcessedTimingData(m_pSteps->GetTimingData());
const StepsTypeCategory &cat = GAMEMAN->GetStepsTypeInfo(m_pSteps->m_StepsType).m_StepsTypeCategory;
if (cat == StepsTypeCategory_Couple || cat == StepsTypeCategory_Routine)
{
@@ -2512,7 +2512,7 @@ bool ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
if( pCourse == NULL )
return false;
CourseEntry &ce = pCourse->m_vEntries[GAMESTATE->m_iEditCourseEntryIndex];
float fStartTime = m_pSteps->m_Timing.GetElapsedTimeFromBeat( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat );
float fStartTime = m_pSteps->GetTimingData()->GetElapsedTimeFromBeat( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat );
int iAttack = FindAttackAtTime( ce.attacks, fStartTime );
if( iAttack >= 0 )
@@ -2594,7 +2594,8 @@ bool ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
else
{
// TODO: Give Song/Step Timing switches/functions here?
fStart = m_pSteps->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_NoteFieldEdit.m_iBeginMarker) );
TimingData *timing = m_pSteps->GetTimingData();
fStart = timing->GetElapsedTimeFromBeat( NoteRowToBeat(m_NoteFieldEdit.m_iBeginMarker) );
int iAttack = FindAttackAtTime( ce.attacks, fStart );
if( iAttack >= 0 )
@@ -2603,7 +2604,7 @@ bool ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
if( m_NoteFieldEdit.m_iEndMarker == -1 )
fEnd = m_pSong->m_fMusicLengthSeconds;
else
fEnd = m_pSteps->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_NoteFieldEdit.m_iEndMarker) );
fEnd = timing->GetElapsedTimeFromBeat( NoteRowToBeat(m_NoteFieldEdit.m_iEndMarker) );
}
g_fLastInsertAttackPositionSeconds = fStart;
g_fLastInsertAttackDurationSeconds = fEnd - fStart;
@@ -3049,8 +3050,10 @@ void ScreenEdit::TransitionEditState( EditState em )
if (!GAMESTATE->m_bIsUsingStepTiming)
{
// Substitute the song timing for the step timing during
// previuw if we're in song mode
backupStepTiming = GAMESTATE->m_pCurSteps[PLAYER_1]->m_Timing;
GAMESTATE->m_pCurSteps[PLAYER_1]->m_Timing = GAMESTATE->m_pCurSong->m_SongTiming;
GAMESTATE->m_pCurSteps[PLAYER_1]->m_Timing.Clear();
}
/* Reset the note skin, in case preferences have changed. */
@@ -3839,7 +3842,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
// TODO: Handle Song/Step Timing functions/switches here?
g_fLastInsertAttackPositionSeconds = m_pSteps->m_Timing.GetElapsedTimeFromBeat( GAMESTATE->m_Position.m_fSongBeat );
g_fLastInsertAttackPositionSeconds = m_pSteps->GetTimingData()->GetElapsedTimeFromBeat( GAMESTATE->m_Position.m_fSongBeat );
g_fLastInsertAttackDurationSeconds = StringToFloat( g_InsertCourseAttack.rows[0].choices[iDurationChoice] );
iAttack = FindAttackAtTime( ce.attacks, g_fLastInsertAttackPositionSeconds );
@@ -3935,7 +3938,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
if( ScreenPrompt::s_LastAnswer == ANSWER_YES )
{
SaveUndo();
m_pSteps->m_Timing = m_pSong->m_SongTiming;
m_pSteps->m_Timing.Clear();
SetDirty( true );
}
}
@@ -4180,7 +4183,7 @@ const TimingData & ScreenEdit::GetAppropriateTiming() const
{
if( GAMESTATE->m_bIsUsingStepTiming )
{
return m_pSteps->m_Timing;
return *m_pSteps->GetTimingData();
}
return m_pSong->m_SongTiming;
}
@@ -4211,12 +4214,12 @@ inline void ScreenEdit::SetBeat(float fBeat)
if( !GAMESTATE->m_bIsUsingStepTiming )
{
GAMESTATE->m_Position.m_fSongBeat = fBeat;
GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat = m_pSteps->m_Timing.GetBeatFromElapsedTime(m_pSong->m_SongTiming.GetElapsedTimeFromBeat(fBeat));
GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat = m_pSteps->GetTimingData()->GetBeatFromElapsedTime(m_pSong->m_SongTiming.GetElapsedTimeFromBeat(fBeat));
}
else
{
GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat = fBeat;
GAMESTATE->m_Position.m_fSongBeat = m_pSong->m_SongTiming.GetBeatFromElapsedTime(m_pSteps->m_Timing.GetElapsedTimeFromBeat(fBeat));
GAMESTATE->m_Position.m_fSongBeat = m_pSong->m_SongTiming.GetBeatFromElapsedTime(m_pSteps->GetTimingData()->GetElapsedTimeFromBeat(fBeat));
}
}
@@ -4285,7 +4288,7 @@ static LocalizedString SAVE_CHANGES_BEFORE_EXITING ( "ScreenEdit", "Do you want
void ScreenEdit::HandleMainMenuChoice( MainMenuChoice c, const vector<int> &iAnswers )
{
GAMESTATE->SetProcessedTimingData(&m_pSteps->m_Timing);
GAMESTATE->SetProcessedTimingData(m_pSteps->GetTimingData());
switch( c )
{
DEFAULT_FAIL( c );