sync controls cleanup:
move sync display/saving out of complicated ScreenGameplay show sync UI in editor playback as well as gameplay revert sync from in-memory backup, not from disk move more functions into debug overlay
This commit is contained in:
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#include "global.h"
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#include "ScreenSyncOverlay.h"
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#include "ScreenDimensions.h"
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#include "GameState.h"
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#include "song.h"
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#include "PrefsManager.h"
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static bool IsGameplay()
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{
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return SCREENMAN && SCREENMAN->GetTopScreen() && SCREENMAN->GetTopScreen()->GetScreenType() == gameplay;
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}
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REGISTER_SCREEN_CLASS( ScreenSyncOverlay );
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ScreenSyncOverlay::ScreenSyncOverlay( const CString &sName ) : Screen(sName)
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{
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}
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ScreenSyncOverlay::~ScreenSyncOverlay()
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{
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}
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void ScreenSyncOverlay::Init()
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{
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Screen::Init();
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m_quad.SetDiffuse( RageColor(0,0,0,0) );
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m_quad.SetHorizAlign( Actor::align_left );
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m_quad.SetXY( SCREEN_CENTER_X+10, SCREEN_TOP+100 );
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this->AddChild( &m_quad );
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m_textHelp.LoadFromFont( THEME->GetPathToF("Common normal") );
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m_textHelp.SetHorizAlign( Actor::align_left );
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m_textHelp.SetXY( SCREEN_CENTER_X+20, SCREEN_TOP+100 );
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m_textHelp.SetDiffuseAlpha( 0 );
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m_textHelp.SetZoom( 0.6f );
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m_textHelp.SetShadowLength( 2 );
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m_textHelp.SetText(
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"Revert sync changes:\n"
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" F4\n"
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"Adjust current BPM:\n"
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" F9/F10 (hold Alt for smaller)\n"
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"Adjust song offset:\n"
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" F11/F12 (hold Alt for smaller)\n"
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"Adjust machine offset:\n"
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" Shift + F11/F12 (hold Alt for smaller)" );
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this->AddChild( &m_textHelp );
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m_quad.ZoomToWidth( m_textHelp.GetZoomedWidth()+20 );
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m_quad.ZoomToHeight( m_textHelp.GetZoomedHeight()+20 );
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m_textStatus.LoadFromFont( THEME->GetPathToF("Common normal") );
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m_textStatus.SetHorizAlign( Actor::align_center );
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m_textStatus.SetXY( SCREEN_CENTER_X, SCREEN_CENTER_Y+150 );
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m_textStatus.SetZoom( 0.8f );
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m_textStatus.SetShadowLength( 2 );
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this->AddChild( &m_textStatus );
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Update( 0 );
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}
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void ScreenSyncOverlay::Update( float fDeltaTime )
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{
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this->SetVisible( IsGameplay() );
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if( !IsGameplay() )
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{
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m_quad.SetDiffuseAlpha( 0 );
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m_textHelp.SetDiffuseAlpha( 0 );
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return;
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}
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Screen::Update(fDeltaTime);
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// TODO: Only update when changed.
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UpdateText();
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}
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void ScreenSyncOverlay::UpdateText()
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{
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CString s;
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switch( PREFSMAN->m_AutoPlay )
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{
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case PC_HUMAN: break;
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case PC_AUTOPLAY: s+="AutoPlay\n"; break;
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case PC_CPU: s+="AutoPlayCPU\n"; break;
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default: ASSERT(0);
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}
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switch( GAMESTATE->m_SongOptions.m_AutosyncType )
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{
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case SongOptions::AUTOSYNC_OFF: break;
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case SongOptions::AUTOSYNC_SONG: s+="AutoSync Song\n"; break;
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case SongOptions::AUTOSYNC_MACHINE: s+="AutoSync Machine\n";break;
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default: ASSERT(0);
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}
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if( GAMESTATE->m_pCurSong == NULL )
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{
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m_textStatus.SetText( "" );
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return;
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}
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{
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float fOld = GAMESTATE->m_fGlobalOffsetSecondsOriginal;
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float fNew = PREFSMAN->m_fGlobalOffsetSeconds;
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float fDelta = fNew - fOld;
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if( fabs(fDelta) > 0.00001 )
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{
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s += ssprintf(
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"Machine global offset: %.3fs (%+.3f)\n",
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fNew,
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fDelta );
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}
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}
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{
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float fOld = GAMESTATE->m_pTimingDataOriginal->m_fBeat0OffsetInSeconds;
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float fNew = GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds;
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float fDelta = fNew - fOld;
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if( fabs(fDelta) > 0.00001 )
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{
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s += ssprintf(
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"Song offset: %.3fs (%+.3f)\n",
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fNew,
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fDelta );
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}
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}
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ASSERT( GAMESTATE->m_pTimingDataOriginal->m_BPMSegments.size() == GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size() );
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for( int i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size(); i++ )
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{
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float fOld = GAMESTATE->m_pTimingDataOriginal->m_BPMSegments[i].m_fBPS;
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float fNew = GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments[i].m_fBPS;
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float fDelta = fNew - fOld;
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if( fabs(fDelta) > 0.00001 )
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{
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s += ssprintf(
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"%s tempo segment: %.3f BPS (%+.3f)\n",
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FormatNumberAndSuffix(i+1).c_str(),
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fNew,
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fDelta );
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}
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}
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m_textStatus.SetText( s );
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}
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bool ScreenSyncOverlay::OverlayInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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if( !IsGameplay() )
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return false;
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if( DeviceI.device != DEVICE_KEYBOARD )
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return false;
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switch( DeviceI.button )
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{
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case KEY_F4:
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SCREENMAN->SystemMessage( "Sync changes reverted." );
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break;
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case KEY_F9:
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case KEY_F10:
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case KEY_F11:
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case KEY_F12:
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if( GAMESTATE->IsCourseMode() )
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{
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SCREENMAN->SystemMessage( "Can't sync while playing a course." );
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return true;
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}
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break;
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default:
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return false;
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}
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switch( DeviceI.button )
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{
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case KEY_F4:
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GAMESTATE->RevertSyncChanges();
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break;
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case KEY_F9:
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case KEY_F10:
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{
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float fDelta;
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switch( DeviceI.button )
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{
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case KEY_F9: fDelta = -0.02f; break;
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case KEY_F10: fDelta = +0.02f; break;
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default: ASSERT(0);
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}
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if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RALT)) ||
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INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LALT)) )
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fDelta /= 20;
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switch( type )
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{
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case IET_RELEASE: fDelta *= 0; break;
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case IET_SLOW_REPEAT: fDelta *= 0; break;
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case IET_FAST_REPEAT: fDelta *= 10; break;
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}
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if( GAMESTATE->m_pCurSong != NULL )
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{
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BPMSegment& seg = GAMESTATE->m_pCurSong->GetBPMSegmentAtBeat( GAMESTATE->m_fSongBeat );
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seg.m_fBPS += fDelta;
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}
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}
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break;
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case KEY_F11:
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case KEY_F12:
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{
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float fDelta;
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switch( DeviceI.button )
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{
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case KEY_F11: fDelta = -0.02f; break;
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case KEY_F12: fDelta = +0.02f; break;
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default: ASSERT(0);
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}
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if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RALT)) ||
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INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LALT)) )
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fDelta /= 20; /* 1ms */
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switch( type )
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{
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case IET_RELEASE: fDelta *= 0; break;
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case IET_SLOW_REPEAT: fDelta *= 0; break;
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case IET_FAST_REPEAT: fDelta *= 10; break;
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}
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if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT)) ||
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INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT)) )
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{
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PREFSMAN->m_fGlobalOffsetSeconds.Set( PREFSMAN->m_fGlobalOffsetSeconds + fDelta );
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}
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else
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{
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if( GAMESTATE->m_pCurSong != NULL )
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GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds += fDelta;
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}
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}
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break;
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default:
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ASSERT(0);
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}
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ShowHelp();
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UpdateText();
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return true;
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}
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void ScreenSyncOverlay::ShowHelp()
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{
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m_quad.StopTweening();
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m_quad.BeginTweening( 0.3f, Actor::TWEEN_LINEAR );
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m_quad.SetDiffuseAlpha( 0.5f );
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m_textHelp.StopTweening();
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m_textHelp.BeginTweening( 0.3f, Actor::TWEEN_LINEAR );
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m_textHelp.SetDiffuseAlpha( 1 );
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if( !GAMESTATE->IsSyncDataChanged() )
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{
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m_quad.Sleep( 4 );
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m_quad.BeginTweening( 0.3f, Actor::TWEEN_LINEAR );
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m_quad.SetDiffuseAlpha( 0 );
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m_textHelp.Sleep( 4 );
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m_textHelp.BeginTweening( 0.3f, Actor::TWEEN_LINEAR );
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m_textHelp.SetDiffuseAlpha( 0 );
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}
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}
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/*
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* (c) 2001-2005 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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