spit out ScreenEdit::ScrollTo

This commit is contained in:
Glenn Maynard
2005-07-21 22:31:09 +00:00
parent 5769d00abf
commit ea8705fa9d
2 changed files with 67 additions and 61 deletions
+66 -61
View File
@@ -1147,71 +1147,11 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
break;
}
const float fOriginalBeat = GAMESTATE->m_fSongBeat;
float fDestinationBeat = GAMESTATE->m_fSongBeat + fBeatsToMove;
fDestinationBeat = Quantize( fDestinationBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) );
CLAMP( fDestinationBeat, 0, GetMaximumBeatForMoving() );
// Don't play the sound and do the hold note logic below if our position didn't change.
if( fOriginalBeat == fDestinationBeat )
return;
GAMESTATE->m_fSongBeat = fDestinationBeat;
// check to see if they're holding a button
for( int n=0; n<NUM_EDIT_BUTTON_COLUMNS; n++ )
{
int iCol = n;
// Ctrl + number = input to right half
if( EditIsBeingPressed(EDIT_BUTTON_RIGHT_SIDE) )
ShiftToRightSide( iCol, m_NoteDataEdit.GetNumTracks() );
if( iCol >= m_NoteDataEdit.GetNumTracks() )
continue; // skip
EditButton b = EditButton(EDIT_BUTTON_COLUMN_0+n);
if( !EditIsBeingPressed(b) )
continue;
// create a new hold note
int iStartRow = BeatToNoteRow( min(fOriginalBeat, fDestinationBeat) );
int iEndRow = BeatToNoteRow( max(fOriginalBeat, fDestinationBeat) );
// Don't SaveUndo. We want to undo the whole hold, not just the last segment
// that the user made. Dragging the hold bigger can only absorb and remove
// other taps, so dragging won't cause us to exceed the note limit.
if( EditIsBeingPressed(EDIT_BUTTON_LAY_MINE_OR_ROLL) )
m_NoteDataEdit.AddHoldNote( iCol, iStartRow, iEndRow, TAP_ORIGINAL_ROLL_HEAD );
else
m_NoteDataEdit.AddHoldNote( iCol, iStartRow, iEndRow, TAP_ORIGINAL_HOLD_HEAD );
}
if( EditIsBeingPressed(EDIT_BUTTON_SCROLL_SELECT) )
{
/* Shift is being held.
*
* If this is the first time we've moved since shift was depressed,
* the old position (before this move) becomes the start pos: */
int iDestinationRow = BeatToNoteRow( fDestinationBeat );
if( m_iShiftAnchor == -1 )
m_iShiftAnchor = BeatToNoteRow(fOriginalBeat);
if( iDestinationRow == m_iShiftAnchor )
{
/* We're back at the anchor, so we have nothing selected. */
m_NoteFieldEdit.m_iBeginMarker = m_NoteFieldEdit.m_iEndMarker = -1;
}
else
{
m_NoteFieldEdit.m_iBeginMarker = m_iShiftAnchor;
m_NoteFieldEdit.m_iEndMarker = iDestinationRow;
if( m_NoteFieldEdit.m_iBeginMarker > m_NoteFieldEdit.m_iEndMarker )
swap( m_NoteFieldEdit.m_iBeginMarker, m_NoteFieldEdit.m_iEndMarker );
}
}
m_soundChangeLine.Play();
ScrollTo( fDestinationBeat );
}
break;
case EDIT_BUTTON_SNAP_NEXT:
@@ -2029,6 +1969,71 @@ void ScreenEdit::TransitionEditState( EditState em )
m_EditState = em;
}
void ScreenEdit::ScrollTo( float fDestinationBeat )
{
// Don't play the sound and do the hold note logic below if our position didn't change.
const float fOriginalBeat = GAMESTATE->m_fSongBeat;
if( fOriginalBeat == fDestinationBeat )
return;
GAMESTATE->m_fSongBeat = fDestinationBeat;
// check to see if they're holding a button
for( int n=0; n<NUM_EDIT_BUTTON_COLUMNS; n++ )
{
int iCol = n;
// Ctrl + number = input to right half
if( EditIsBeingPressed(EDIT_BUTTON_RIGHT_SIDE) )
ShiftToRightSide( iCol, m_NoteDataEdit.GetNumTracks() );
if( iCol >= m_NoteDataEdit.GetNumTracks() )
continue; // skip
EditButton b = EditButton(EDIT_BUTTON_COLUMN_0+n);
if( !EditIsBeingPressed(b) )
continue;
// create a new hold note
int iStartRow = BeatToNoteRow( min(fOriginalBeat, fDestinationBeat) );
int iEndRow = BeatToNoteRow( max(fOriginalBeat, fDestinationBeat) );
// Don't SaveUndo. We want to undo the whole hold, not just the last segment
// that the user made. Dragging the hold bigger can only absorb and remove
// other taps, so dragging won't cause us to exceed the note limit.
if( EditIsBeingPressed(EDIT_BUTTON_LAY_MINE_OR_ROLL) )
m_NoteDataEdit.AddHoldNote( iCol, iStartRow, iEndRow, TAP_ORIGINAL_ROLL_HEAD );
else
m_NoteDataEdit.AddHoldNote( iCol, iStartRow, iEndRow, TAP_ORIGINAL_HOLD_HEAD );
}
if( EditIsBeingPressed(EDIT_BUTTON_SCROLL_SELECT) )
{
/* Shift is being held.
*
* If this is the first time we've moved since shift was depressed,
* the old position (before this move) becomes the start pos: */
int iDestinationRow = BeatToNoteRow( fDestinationBeat );
if( m_iShiftAnchor == -1 )
m_iShiftAnchor = BeatToNoteRow(fOriginalBeat);
if( iDestinationRow == m_iShiftAnchor )
{
/* We're back at the anchor, so we have nothing selected. */
m_NoteFieldEdit.m_iBeginMarker = m_NoteFieldEdit.m_iEndMarker = -1;
}
else
{
m_NoteFieldEdit.m_iBeginMarker = m_iShiftAnchor;
m_NoteFieldEdit.m_iEndMarker = iDestinationRow;
if( m_NoteFieldEdit.m_iBeginMarker > m_NoteFieldEdit.m_iEndMarker )
swap( m_NoteFieldEdit.m_iBeginMarker, m_NoteFieldEdit.m_iEndMarker );
}
}
m_soundChangeLine.Play();
}
void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
{
if( SM != SM_UpdateTextInfo )