correct shrinking sliders for slider with odd amount of repeats
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@ -124,6 +124,8 @@ public class Slider extends GameObject {
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public int baseSliderFrom;
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private boolean reversed;
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/**
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* Initializes the Slider data type with images and dimensions.
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* @param container the game container
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@ -377,7 +379,17 @@ public class Slider extends GameObject {
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float curveIntervalTo = Options.isSliderSnaking() ? snakingSliderProgress : 1f;
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float curveIntervalFrom = 0f;
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if (Options.isShrinkingSliders()) {
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float sliderprogress = (float) (trackPosition - getTime()) / sliderTimeTotal;
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// 1 repeat = no repeats..
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if (repeats % 2 == 0 && curveIntervalTo == 1 && !reversed) {
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// fix shrinking sliders for odd repeating sliders
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reversed = true;
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if (Options.isMergingSliders()) {
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} else {
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curve.reverse();
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}
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}
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float sliderprogress = (trackPosition - getTime() - (sliderTime * (repeats - 1))) / sliderTime;
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if (sliderprogress > 0) {
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curveIntervalFrom = sliderprogress;
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}
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@ -159,6 +159,12 @@ public abstract class Curve {
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}
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}
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public void reverse() {
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if (renderState == null)
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renderState = new CurveRenderState(hitObject, curve);
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renderState.reverse();
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}
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/**
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* Returns the angle of the first control point.
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*/
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@ -66,6 +66,8 @@ public class CurveRenderState {
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private int lastPointDrawn;
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private int firstPointDrawn;
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private boolean reversed;
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/**
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* Set the width and height of the container that Curves get drawn into.
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* Should be called before any curves are drawn.
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@ -110,6 +112,11 @@ public class CurveRenderState {
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createVertexBuffer(fbo.getVbo());
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//write impossible value to make sure the fbo is cleared
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lastPointDrawn = -1;
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reversed = false;
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}
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public void reverse() {
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reversed = !reversed;
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}
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/**
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@ -322,7 +329,14 @@ public class CurveRenderState {
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if (clearFirst) {
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GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
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}
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for (int i = from * 2; i < to * 2 - 1; ++i)
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from = from * 2;
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to = to * 2 - 1;
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if (reversed) {
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int a = from;
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from = curve.length * 2 - 1 - to;
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to = curve.length * 2 - 1 - a;
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}
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for (int i = from; i < to; ++i)
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GL11.glDrawArrays(GL11.GL_TRIANGLE_FAN, i * (NewCurveStyleState.DIVIDES + 2), NewCurveStyleState.DIVIDES + 2);
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GL11.glFlush();
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GL20.glDisableVertexAttribArray(staticState.texCoordLoc);
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