IET_FAST_REPEAT is the same as IET_SLOW_REPEAT, sent instead

after the button has been held a while.  It hasn't actually been a different
repeat rate for a very long time, and was partially phased out a while ago.
Now it's just used to see if the button has been held a while.  Do that with
GetSecsHeld instead.
This commit is contained in:
Glenn Maynard
2006-09-13 02:44:03 +00:00
parent e8b325eac2
commit e04a48128d
4 changed files with 39 additions and 33 deletions
+5 -3
View File
@@ -131,10 +131,12 @@ void ScreenCenterImage::Input( const InputEventPlus &input )
if( input.DeviceI.level < 0 )
{
switch( input.type )
if( input.type == IET_SLOW_REPEAT || input.type == IET_FAST_REPEAT )
{
case IET_SLOW_REPEAT: fScale *= 4; break;
case IET_FAST_REPEAT: fScale *= 16; break;
if( INPUTFILTER->GetSecsHeld(input.DeviceI) < 1.0f )
fScale *= 10;
else
fScale *= 40;
}
if( !bIncrease )
+26 -27
View File
@@ -1474,13 +1474,12 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
{
fDelta /= 20; // .001 bpm
}
else
else if( input.type == IET_SLOW_REPEAT || input.type == IET_FAST_REPEAT )
{
switch( input.type )
{
case IET_SLOW_REPEAT: fDelta *= 10; break;
case IET_FAST_REPEAT: fDelta *= 40; break;
}
if( INPUTFILTER->GetSecsHeld(input.DeviceI) < 1.0f )
fDelta *= 10;
else
fDelta *= 40;
}
float fNewBPM = fBPM + fDelta;
@@ -1502,13 +1501,12 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
{
fDelta /= 20; /* 1ms */
}
else
else if( input.type == IET_SLOW_REPEAT || input.type == IET_FAST_REPEAT )
{
switch( input.type )
{
case IET_SLOW_REPEAT: fDelta *= 10; break;
case IET_FAST_REPEAT: fDelta *= 40; break;
}
if( INPUTFILTER->GetSecsHeld(input.DeviceI) < 1.0f )
fDelta *= 10;
else
fDelta *= 40;
}
unsigned i;
for( i=0; i<m_pSong->m_Timing.m_StopSegments.size(); i++ )
@@ -1547,13 +1545,12 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
{
fDelta /= 20; /* 1ms */
}
else
else if( input.type == IET_SLOW_REPEAT || input.type == IET_FAST_REPEAT )
{
switch( input.type )
{
case IET_SLOW_REPEAT: fDelta *= 10; break;
case IET_FAST_REPEAT: fDelta *= 40; break;
}
if( INPUTFILTER->GetSecsHeld(input.DeviceI) < 1.0f )
fDelta *= 10;
else
fDelta *= 40;
}
m_pSong->m_Timing.m_fBeat0OffsetInSeconds += fDelta;
(fDelta>0 ? m_soundValueIncrease : m_soundValueDecrease).Play();
@@ -1573,10 +1570,13 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
case EDIT_BUTTON_SAMPLE_LENGTH_DOWN: fDelta = -0.02f; break;
case EDIT_BUTTON_SAMPLE_LENGTH_UP: fDelta = +0.02f; break;
}
switch( input.type )
if( input.type == IET_SLOW_REPEAT || input.type == IET_FAST_REPEAT )
{
case IET_SLOW_REPEAT: fDelta *= 10; break;
case IET_FAST_REPEAT: fDelta *= 40; break;
if( INPUTFILTER->GetSecsHeld(input.DeviceI) < 1.0f )
fDelta *= 10;
else
fDelta *= 40;
}
if( EditB == EDIT_BUTTON_SAMPLE_LENGTH_DOWN || EditB == EDIT_BUTTON_SAMPLE_LENGTH_UP )
@@ -2060,13 +2060,12 @@ void ScreenEdit::InputPlay( const InputEventPlus &input, EditButton EditB )
{
fOffsetDelta /= 20; /* 1ms */
}
else
else if( input.type == IET_SLOW_REPEAT || input.type == IET_FAST_REPEAT )
{
switch( input.type )
{
case IET_SLOW_REPEAT: fOffsetDelta *= 10; break;
case IET_FAST_REPEAT: fOffsetDelta *= 40; break;
}
if( INPUTFILTER->GetSecsHeld(input.DeviceI) < 1.0f )
fOffsetDelta *= 10;
else
fOffsetDelta *= 40;
}
m_pSong->m_Timing.m_fBeat0OffsetInSeconds += fOffsetDelta;
+1 -1
View File
@@ -2119,7 +2119,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
{
if( ((!PREFSMAN->m_bDelayedBack && input.type==IET_FIRST_PRESS) ||
(input.DeviceI.device==DEVICE_KEYBOARD && (input.type==IET_SLOW_REPEAT||input.type==IET_FAST_REPEAT)) ||
(input.DeviceI.device!=DEVICE_KEYBOARD && input.type==IET_FAST_REPEAT)) )
(input.DeviceI.device!=DEVICE_KEYBOARD && INPUTFILTER->GetSecsHeld(input.DeviceI) >= 1.0f)) )
{
LOG->Trace("Player %i went back", input.MenuI.player+1);
BeginBackingOutFromGameplay();
+7 -2
View File
@@ -182,8 +182,13 @@ bool ScreenSyncOverlay::OverlayInput( const InputEventPlus &input )
switch( input.type )
{
case IET_RELEASE: fDelta *= 0; break;
case IET_SLOW_REPEAT: fDelta *= 0; break;
case IET_FAST_REPEAT: fDelta *= 10; break;
case IET_SLOW_REPEAT:
case IET_FAST_REPEAT:
if( INPUTFILTER->GetSecsHeld(input.DeviceI) < 1.0f )
fDelta *= 0;
else
fDelta *= 10;
fDelta *= 10; break;
}
if( GAMESTATE->m_pCurSong != NULL )
{