Ejemplo n.º 1
0
void Steps::CalculateRadarValues( float fMusicLengthSeconds )
{
    // If we're autogen, don't calculate values.  GetRadarValues will take from our parent.
    if( parent != NULL )
        return;

    // Do write radar values, and leave it up to the reading app whether they want to trust
    // the cached values without recalculating them.
    /*
    // If we're an edit, leave the RadarValues invalid.
    if( IsAnEdit() )
    	return;
    */

    NoteData tempNoteData;
    this->GetNoteData( tempNoteData );

    FOREACH_PlayerNumber( pn )
    m_CachedRadarValues[pn].Zero();

    if( tempNoteData.IsComposite() )
    {
        vector<NoteData> vParts;

        NoteDataUtil::SplitCompositeNoteData( tempNoteData, vParts );
        for( size_t pn = 0; pn < min(vParts.size(), size_t(NUM_PLAYERS)); ++pn )
            NoteDataUtil::CalculateRadarValues( vParts[pn], fMusicLengthSeconds, m_CachedRadarValues[pn] );
    }
    else
    {
        NoteDataUtil::CalculateRadarValues( tempNoteData, fMusicLengthSeconds, m_CachedRadarValues[0] );
        fill_n( m_CachedRadarValues + 1, NUM_PLAYERS-1, m_CachedRadarValues[0] );
    }
}
Ejemplo n.º 2
0
void Steps::CalculateRadarValues( float fMusicLengthSeconds )
{
	// If we're autogen, don't calculate values.  GetRadarValues will take from our parent.
	if( parent != NULL )
		return;

	if( m_bAreCachedRadarValuesJustLoaded )
	{
		m_bAreCachedRadarValuesJustLoaded = false;
		return;
	}

	// Do write radar values, and leave it up to the reading app whether they want to trust
	// the cached values without recalculating them.
	/*
	// If we're an edit, leave the RadarValues invalid.
	if( IsAnEdit() )
		return;
	*/

	NoteData tempNoteData;
	this->GetNoteData( tempNoteData );

	FOREACH_PlayerNumber( pn )
		m_CachedRadarValues[pn].Zero();

	GAMESTATE->SetProcessedTimingData(this->GetTimingData());
	if( tempNoteData.IsComposite() )
	{
		vector<NoteData> vParts;

		NoteDataUtil::SplitCompositeNoteData( tempNoteData, vParts );
		for( size_t pn = 0; pn < min(vParts.size(), size_t(NUM_PLAYERS)); ++pn )
			NoteDataUtil::CalculateRadarValues( vParts[pn], fMusicLengthSeconds, m_CachedRadarValues[pn] );
	}
	else if (GAMEMAN->GetStepsTypeInfo(this->m_StepsType).m_StepsTypeCategory == StepsTypeCategory_Couple)
	{
		NoteData p1 = tempNoteData;
		// XXX: Assumption that couple will always have an even number of notes.
		const int tracks = tempNoteData.GetNumTracks() / 2;
		p1.SetNumTracks(tracks);
		NoteDataUtil::CalculateRadarValues(p1,
										   fMusicLengthSeconds,
										   m_CachedRadarValues[PLAYER_1]);
		// at this point, p2 is tempNoteData.
		NoteDataUtil::ShiftTracks(tempNoteData, tracks);
		tempNoteData.SetNumTracks(tracks);
		NoteDataUtil::CalculateRadarValues(tempNoteData,
										   fMusicLengthSeconds,
										   m_CachedRadarValues[PLAYER_2]);
	}
	else
	{
		NoteDataUtil::CalculateRadarValues( tempNoteData, fMusicLengthSeconds, m_CachedRadarValues[0] );
		fill_n( m_CachedRadarValues + 1, NUM_PLAYERS-1, m_CachedRadarValues[0] );
	}
	GAMESTATE->SetProcessedTimingData(NULL);
}