[splittiming] Use more SST functions.

This commit is contained in:
Jason Felds
2011-05-13 10:07:41 -04:00
parent af3fb53d18
commit d85b9552b4
+34 -26
View File
@@ -936,6 +936,8 @@ void ScreenEdit::Update( float fDeltaTime )
if( m_EditState == STATE_RECORDING )
{
// TODO: Find a way to prevent STATE_RECORDING when in Song Timing.
for( int t=0; t<GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; t++ ) // for each track
{
GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( t, PLAYER_1 );
@@ -950,7 +952,7 @@ void ScreenEdit::Update( float fDeltaTime )
float fStartedHoldingSeconds = m_pSoundMusic->GetPositionSeconds() - fSecsHeld;
float fStartBeat = max( fStartPlayingAtBeat, m_pSteps->m_Timing.GetBeatFromElapsedTime(fStartedHoldingSeconds) );
float fEndBeat = max( fStartBeat, GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat );
float fEndBeat = max( fStartBeat, GetBeat() );
fEndBeat = min( fEndBeat, NoteRowToBeat(m_iStopPlayingAt) );
// Round start and end to the nearest snap interval
@@ -992,12 +994,13 @@ void ScreenEdit::Update( float fDeltaTime )
}
float fLastBeat = NoteRowToBeat(m_iStopPlayingAt);
if( bButtonIsBeingPressed && m_EditState == STATE_RECORDING )
if( bButtonIsBeingPressed && m_EditState == STATE_RECORDING && GAMESTATE->m_bIsEditorStepTiming )
{
float fSeconds = m_pSteps->m_Timing.GetElapsedTimeFromBeat( fLastBeat );
fLastBeat = m_pSteps->m_Timing.GetBeatFromElapsedTime( fSeconds + 0.5f );
}
// This should be fine: it will convert to the same I believe. -Wolfman2000
float fStopAtSeconds = m_pSteps->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_iStopPlayingAt) ) + 1;
if( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fMusicSeconds > fStopAtSeconds )
{
@@ -1638,7 +1641,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
case EDIT_BUTTON_BPM_UP:
case EDIT_BUTTON_BPM_DOWN:
{
float fBPM = m_pSteps->m_Timing.GetBPMAtBeat( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat );
float fBPM = GetAppropriateTiming().GetBPMAtBeat( GetBeat() );
float fDelta;
switch( EditB )
{
@@ -1659,7 +1662,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
}
float fNewBPM = fBPM + fDelta;
m_pSteps->m_Timing.SetBPMAtBeat( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat, fNewBPM );
GetAppropriateTiming().SetBPMAtBeat( GetBeat(), fNewBPM );
(fDelta>0 ? m_soundValueIncrease : m_soundValueDecrease).Play();
SetDirty( true );
}
@@ -1686,24 +1689,24 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
fDelta *= 40;
}
unsigned i;
for( i=0; i<m_pSteps->m_Timing.m_StopSegments.size(); i++ )
for( i=0; i<GetAppropriateTiming().m_StopSegments.size(); i++ )
{
if( m_pSteps->m_Timing.m_StopSegments[i].m_iStartRow == BeatToNoteRow(GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat) )
if( GetAppropriateTiming().m_StopSegments[i].m_iStartRow == BeatToNoteRow( GetBeat() ) )
break;
}
if( i == m_pSteps->m_Timing.m_StopSegments.size() ) // there is no StopSegment at the current beat
if( i == GetAppropriateTiming().m_StopSegments.size() ) // there is no StopSegment at the current beat
{
// create a new StopSegment
if( fDelta > 0 )
m_pSteps->m_Timing.AddStopSegment( StopSegment(BeatToNoteRow(GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat), fDelta) );
GetAppropriateTiming().AddStopSegment( StopSegment(BeatToNoteRow( GetBeat() ), fDelta) );
}
else // StopSegment being modified is m_SongTiming.m_StopSegments[i]
{
m_pSteps->m_Timing.m_StopSegments[i].m_fStopSeconds += fDelta;
if( m_pSteps->m_Timing.m_StopSegments[i].m_fStopSeconds <= 0 )
m_pSteps->m_Timing.m_StopSegments.erase( m_pSteps->m_Timing.m_StopSegments.begin()+i,
m_pSteps->m_Timing.m_StopSegments.begin()+i+1);
GetAppropriateTiming().m_StopSegments[i].m_fStopSeconds += fDelta;
if( GetAppropriateTiming().m_StopSegments[i].m_fStopSeconds <= 0 )
GetAppropriateTiming().m_StopSegments.erase( GetAppropriateTiming().m_StopSegments.begin()+i,
GetAppropriateTiming().m_StopSegments.begin()+i+1);
}
(fDelta>0 ? m_soundValueIncrease : m_soundValueDecrease).Play();
SetDirty( true );
@@ -1732,13 +1735,13 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
fDelta *= 40;
}
unsigned i;
for( i=0; i<m_pSteps->m_Timing.m_StopSegments.size(); i++ )
for( i=0; i<GetAppropriateTiming().m_StopSegments.size(); i++ )
{
if( m_pSteps->m_Timing.m_StopSegments[i].m_iStartRow == BeatToNoteRow(GAMESTATE->m_Position.m_fSongBeat) )
if( GetAppropriateTiming().m_StopSegments[i].m_iStartRow == BeatToNoteRow(GAMESTATE->m_Position.m_fSongBeat) )
break;
}
if( i == m_pSteps->m_Timing.m_StopSegments.size() ) // there is no delay segment at the current beat
if( i == GetAppropriateTiming().m_StopSegments.size() ) // there is no delay segment at the current beat
{
// create a new delay segment
if( fDelta > 0 )
@@ -1746,10 +1749,10 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
}
else // delay segment being modified is m_SongTiming.m_StopSegments[i]
{
m_pSteps->m_Timing.m_StopSegments[i].m_fStopSeconds += fDelta;
if( m_pSteps->m_Timing.m_StopSegments[i].m_fStopSeconds <= 0 )
m_pSteps->m_Timing.m_StopSegments.erase( m_pSteps->m_Timing.m_StopSegments.begin()+i,
m_pSteps->m_Timing.m_StopSegments.begin()+i+1);
GetAppropriateTiming().m_StopSegments[i].m_fStopSeconds += fDelta;
if( GetAppropriateTiming().m_StopSegments[i].m_fStopSeconds <= 0 )
GetAppropriateTiming().m_StopSegments.erase( GetAppropriateTiming().m_StopSegments.begin()+i,
GetAppropriateTiming().m_StopSegments.begin()+i+1);
}
(fDelta>0 ? m_soundValueIncrease : m_soundValueDecrease).Play();
SetDirty( true );
@@ -1777,7 +1780,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
else
fDelta *= 40;
}
m_pSteps->m_Timing.m_fBeat0OffsetInSeconds += fDelta;
GetAppropriateTiming().m_fBeat0OffsetInSeconds += fDelta;
(fDelta>0 ? m_soundValueIncrease : m_soundValueDecrease).Play();
SetDirty( true );
}
@@ -1958,6 +1961,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
break;
case EDIT_BUTTON_OPEN_COURSE_ATTACK_MENU:
{
// TODO: Give Song/Step Timing switches/functions here?
Course *pCourse = GAMESTATE->m_pCurCourse;
if( pCourse == NULL )
break;
@@ -2003,6 +2007,7 @@ void 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) );
int iAttack = FindAttackAtTime( ce.attacks, fStart );
@@ -2336,7 +2341,7 @@ void ScreenEdit::InputPlay( const InputEventPlus &input, EditButton EditB )
fOffsetDelta *= 40;
}
m_pSteps->m_Timing.m_fBeat0OffsetInSeconds += fOffsetDelta;
GetAppropriateTiming().m_fBeat0OffsetInSeconds += fOffsetDelta;
}
break;
}
@@ -2444,9 +2449,10 @@ void ScreenEdit::TransitionEditState( EditState em )
if( bStateChanging )
AdjustSync::ResetOriginalSyncData();
/* Give a 1 second lead-in. If we're loading Player, this must be done first. */
float fSeconds = m_pSteps->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_iStartPlayingAt) ) - 1;
GAMESTATE->UpdateSongPosition( fSeconds, m_pSteps->m_Timing, RageZeroTimer, true );
/* Give a 1 second lead-in. If we're loading Player, this must be done first.
* Also be sure to get the right timing. */
float fSeconds = GetAppropriateTiming().GetElapsedTimeFromBeat( NoteRowToBeat(m_iStartPlayingAt) ) - 1;
GAMESTATE->UpdateSongPosition( fSeconds, GetAppropriateTiming(), RageZeroTimer, true );
GAMESTATE->m_bGameplayLeadIn.Set( false );
@@ -2527,7 +2533,7 @@ void ScreenEdit::TransitionEditState( EditState em )
{
case STATE_PLAYING:
case STATE_RECORDING:
const float fStartSeconds = m_pSteps->m_Timing.GetElapsedTimeFromBeat(GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat);
const float fStartSeconds = GetAppropriateTiming().GetElapsedTimeFromBeat( GetBeat() );
LOG->Trace( "Starting playback at %f", fStartSeconds );
RageSoundParams p;
@@ -2828,6 +2834,8 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
Course *pCourse = GAMESTATE->m_pCurCourse;
CourseEntry &ce = pCourse->m_vEntries[GAMESTATE->m_iEditCourseEntryIndex];
int iAttack;
// TODO: Handle Song/Step Timing functions/switches here?
g_fLastInsertAttackPositionSeconds = m_pSteps->m_Timing.GetElapsedTimeFromBeat( GAMESTATE->m_Position.m_fSongBeat );
g_fLastInsertAttackDurationSeconds = StringToFloat( g_InsertCourseAttack.rows[0].choices[iDurationChoice] );
@@ -3630,7 +3638,7 @@ void ScreenEdit::HandleAreaMenuChoice( AreaMenuChoice c, const vector<int> &iAns
NoteDataUtil::ScaleRegion( m_NoteDataEdit, fScale, iStartIndex, iEndIndex );
// scale timing data
m_pSteps->m_Timing.ScaleRegion( fScale, m_NoteFieldEdit.m_iBeginMarker, m_NoteFieldEdit.m_iEndMarker, true );
GetAppropriateTiming().ScaleRegion( fScale, m_NoteFieldEdit.m_iBeginMarker, m_NoteFieldEdit.m_iEndMarker, true );
// scale all other steps.
/*