also use splice for non-merging sliders instead of reverse
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0eb09d4e0d
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8171cfdec6
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@ -379,14 +379,6 @@ 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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// 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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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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@ -403,6 +395,13 @@ public class Slider extends GameObject {
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}
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game.setSlidercurveTo(baseSliderFrom + (int) (curveIntervalTo * curve.getCurvePoints().length));
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} else {
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if (Options.isShrinkingSliders() && curveIntervalFrom > 0) {
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int curvelen = curve.getCurvePoints().length;
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if (repeats % 2 == 0) {
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curve.splice((int) ((1f - curveIntervalFrom) * curvelen), curvelen);
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curveIntervalFrom = 0f;
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}
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}
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curve.draw(curveColor, curveIntervalFrom, curveIntervalTo);
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}
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return curveIntervalTo == 1f;
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@ -159,10 +159,6 @@ public abstract class Curve {
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}
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}
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public void reverse() {
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renderState.reverse();
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}
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public void splice(int from, int to) {
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renderState.splice(from, to);
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}
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@ -66,8 +66,6 @@ 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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private int spliceFrom;
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private int spliceTo;
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@ -115,14 +113,9 @@ 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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spliceFrom = spliceTo = -1;
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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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public void splice(int from, int to) {
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spliceFrom = from * 2;
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spliceTo = to * 2;
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@ -340,14 +333,7 @@ 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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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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for (int i = from * 2; i < to * 2 - 1; ++i) {
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if (spliceFrom <= i && i <= spliceTo) {
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continue;
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}
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