Untested F9/F10 sync code for split timing.

Let someone else try this I think.
This commit is contained in:
Jason Felds
2011-07-21 12:38:17 -04:00
parent e16bdc74f8
commit fa0b14d4e4
+10 -1
View File
@@ -225,8 +225,17 @@ bool ScreenSyncOverlay::OverlayInput( const InputEventPlus &input )
}
if( GAMESTATE->m_pCurSong != NULL )
{
BPMSegment * seg = GAMESTATE->m_pCurSong->m_SongTiming.GetBPMSegmentAtBeat( GAMESTATE->m_Position.m_fSongBeat );
TimingData &sTiming = GAMESTATE->m_pCurSong->m_SongTiming;
BPMSegment * seg = sTiming.GetBPMSegmentAtBeat( GAMESTATE->m_Position.m_fSongBeat );
seg->SetBPS( seg->GetBPS() + fDelta );
const vector<Steps *>& vpSteps = GAMESTATE->m_pCurSong->GetAllSteps();
FOREACH( Steps*, const_cast<vector<Steps *>&>(vpSteps), s )
{
TimingData &pTiming = (*s)->m_Timing;
float second = sTiming.GetElapsedTimeFromBeat(GAMESTATE->m_Position.m_fSongBeat);
seg = pTiming.GetBPMSegmentAtBeat(pTiming.GetBeatFromElapsedTime(second));
seg->SetBPS( seg->GetBPS() + fDelta );
}
}
}
break;