loop playback and record

This commit is contained in:
Chris Danford
2006-04-04 21:58:20 +00:00
parent fd5fc24083
commit d3bbde5f05
+12 -6
View File
@@ -920,8 +920,12 @@ void ScreenEdit::Update( float fDeltaTime )
fLastBeat = m_pSong->m_Timing.GetBeatFromElapsedTime( fSeconds + 0.5f ); fLastBeat = m_pSong->m_Timing.GetBeatFromElapsedTime( fSeconds + 0.5f );
} }
if( GAMESTATE->m_fSongBeat > fLastBeat ) float fStopAtSeconds = m_pSong->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_iStopPlayingAt) ) + 1;
TransitionEditState( STATE_EDITING ); if( GAMESTATE->m_fMusicSeconds > fStopAtSeconds )
{
// loop
TransitionEditState( STATE_PLAYING );
}
} }
@@ -1831,7 +1835,6 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
case EDIT_BUTTON_RECORD_FROM_CURSOR: case EDIT_BUTTON_RECORD_FROM_CURSOR:
m_iStartPlayingAt = BeatToNoteRow(GAMESTATE->m_fSongBeat); m_iStartPlayingAt = BeatToNoteRow(GAMESTATE->m_fSongBeat);
m_iStopPlayingAt = m_NoteDataEdit.GetLastRow(); m_iStopPlayingAt = m_NoteDataEdit.GetLastRow();
m_iStopPlayingAt += BeatToNoteRow(4); // give a one measure lead out
TransitionEditState( STATE_RECORDING ); TransitionEditState( STATE_RECORDING );
break; break;
@@ -2039,6 +2042,8 @@ void ScreenEdit::TransitionEditState( EditState em )
if( old == STATE_RECORDING_PAUSED && em == STATE_PLAYING ) if( old == STATE_RECORDING_PAUSED && em == STATE_PLAYING )
m_bReturnToRecordMenuAfterPlay = true; m_bReturnToRecordMenuAfterPlay = true;
const bool bStateChanging = em != old;
#if 0 #if 0
// //
// If switching out of record, open the menu. // If switching out of record, open the menu.
@@ -2062,6 +2067,8 @@ void ScreenEdit::TransitionEditState( EditState em )
m_soundAssistTick.StopPlaying(); m_soundAssistTick.StopPlaying();
GAMESTATE->m_bGameplayLeadIn.Set( true ); GAMESTATE->m_bGameplayLeadIn.Set( true );
if( bStateChanging )
{
switch( old ) switch( old )
{ {
case STATE_EDITING: case STATE_EDITING:
@@ -2085,6 +2092,7 @@ void ScreenEdit::TransitionEditState( EditState em )
CheckNumberOfNotesAndUndo(); CheckNumberOfNotesAndUndo();
break; break;
} }
}
// //
// Set up player options for this mode. (EDITING uses m_PlayerStateEdit, which we // Set up player options for this mode. (EDITING uses m_PlayerStateEdit, which we
@@ -2131,6 +2139,7 @@ void ScreenEdit::TransitionEditState( EditState em )
case STATE_PLAYING: case STATE_PLAYING:
case STATE_RECORDING: case STATE_RECORDING:
{ {
if( bStateChanging )
AdjustSync::ResetOriginalSyncData(); AdjustSync::ResetOriginalSyncData();
/* Give a 1 second lead-in. If we're loading Player, this must be done first. */ /* Give a 1 second lead-in. If we're loading Player, this must be done first. */
@@ -2642,7 +2651,6 @@ void ScreenEdit::HandleMainMenuChoice( MainMenuChoice c, const vector<int> &iAns
{ {
m_iStartPlayingAt = 0; m_iStartPlayingAt = 0;
m_iStopPlayingAt = m_NoteDataEdit.GetLastRow(); m_iStopPlayingAt = m_NoteDataEdit.GetLastRow();
m_iStopPlayingAt += BeatToNoteRow(4); // give a one measure lead out
TransitionEditState( STATE_PLAYING ); TransitionEditState( STATE_PLAYING );
} }
break; break;
@@ -2650,7 +2658,6 @@ void ScreenEdit::HandleMainMenuChoice( MainMenuChoice c, const vector<int> &iAns
{ {
m_iStartPlayingAt = m_NoteFieldEdit.m_iBeginMarker; m_iStartPlayingAt = m_NoteFieldEdit.m_iBeginMarker;
m_iStopPlayingAt = m_NoteDataEdit.GetLastRow(); m_iStopPlayingAt = m_NoteDataEdit.GetLastRow();
m_iStopPlayingAt += BeatToNoteRow(4); // give a one measure lead out
TransitionEditState( STATE_PLAYING ); TransitionEditState( STATE_PLAYING );
} }
break; break;
@@ -2658,7 +2665,6 @@ void ScreenEdit::HandleMainMenuChoice( MainMenuChoice c, const vector<int> &iAns
{ {
m_iStartPlayingAt = BeatToNoteRow(GAMESTATE->m_fSongBeat); m_iStartPlayingAt = BeatToNoteRow(GAMESTATE->m_fSongBeat);
m_iStopPlayingAt = m_NoteDataEdit.GetLastRow(); m_iStopPlayingAt = m_NoteDataEdit.GetLastRow();
m_iStopPlayingAt += BeatToNoteRow(4); // give a one measure lead out
TransitionEditState( STATE_PLAYING ); TransitionEditState( STATE_PLAYING );
} }
break; break;