Tidied up TAStudio's "GoToFrame" and fixed a runaway seek in "StartAtNearestFrameAndEmulate"

This commit is contained in:
Suuper 2015-07-13 13:03:59 -05:00
parent feb14ad948
commit d84da62432
2 changed files with 13 additions and 86 deletions

View File

@ -28,74 +28,14 @@ namespace BizHawk.Client.EmuHawk
// SuuperW: I changed this to public so that it could be used by MarkerControl.cs // SuuperW: I changed this to public so that it could be used by MarkerControl.cs
public void GoToFrame(int frame) public void GoToFrame(int frame)
{ {
// If past greenzone, emulate and capture states // If seeking to a frame before or at the end of the movie, use StartAtNearestFrameAndEmulate
// If past greenzone AND movie, record input and capture states // Otherwise, load the latest state (if not already there) and seek while recording.
// If in greenzone, loadstate
// If near a greenzone item, load and emulate
// Do capturing and recording as needed
if (frame < CurrentTasMovie.InputLogLength) if (frame <= CurrentTasMovie.InputLogLength)
{ {
if (frame < Emulator.Frame) // We are rewinding // Get as close as we can then emulate there
{ StartAtNearestFrameAndEmulate(frame);
int goToFrame = frame == 0 ? 0 : frame - 1; return;
if (CurrentTasMovie[goToFrame].HasState) // Go back 1 frame and emulate to get the display (we don't store that)
{
CurrentTasMovie.SwitchToPlay();
LoadState(CurrentTasMovie.TasStateManager[goToFrame]); // STATE ACCESS
if (frame > 0) // We can't emulate up to frame 0!
{
bool wasPaused = GlobalWin.MainForm.EmulatorPaused;
GlobalWin.MainForm.FrameAdvance();
if (!wasPaused)
GlobalWin.MainForm.UnpauseEmulator();
}
GlobalWin.DisplayManager.NeedsToPaint = true;
if (TasPlaybackBox.FollowCursor)
{
SetVisibleIndex(frame);
}
}
else // Get as close as we can then emulate there
{
StartAtNearestFrameAndEmulate(frame);
return;
}
}
else // We are going foward
{
if (frame == Emulator.Frame + 1) // Just emulate a frame we only have 1 to go!
{
bool wasPaused = GlobalWin.MainForm.EmulatorPaused;
GlobalWin.MainForm.FrameAdvance();
if (!wasPaused)
GlobalWin.MainForm.UnpauseEmulator();
}
else
{
var goToFrame = frame == 0 ? 0 : frame - 1;
if (CurrentTasMovie[goToFrame].HasState) // Can we go directly there?
{
CurrentTasMovie.SwitchToPlay();
LoadState(CurrentTasMovie.TasStateManager[goToFrame]); // STATE ACCESS
Emulator.FrameAdvance(true);
GlobalWin.DisplayManager.NeedsToPaint = true;
if (TasPlaybackBox.FollowCursor)
{
SetVisibleIndex(frame);
}
}
else
{
StartAtNearestFrameAndEmulate(frame);
return;
}
}
}
} }
else // Emulate to a future frame else // Emulate to a future frame
{ {
@ -108,27 +48,14 @@ namespace BizHawk.Client.EmuHawk
} }
else else
{ {
// TODO: get the last greenzone frame and go there
CurrentTasMovie.SwitchToPlay(); CurrentTasMovie.SwitchToPlay();
// no reason to loadstate when we can emulate a frame instead int lastState = CurrentTasMovie.TasStateManager.GetStateClosestToFrame(frame).Key; // Simply getting the last state doesn't work if that state is the frame. [dispaly isn't saved in the state, need to emulate to frame]
if (frame - Emulator.Frame != 1) if (lastState > Emulator.Frame)
{ LoadState(CurrentTasMovie.TasStateManager[lastState]); // STATE ACCESS
LoadState(CurrentTasMovie.TasStateManager[CurrentTasMovie.TasStateManager.LastEmulatedFrame]); // STATE ACCESS
}
if (frame != Emulator.Frame) // If we aren't already at our destination, seek GlobalWin.MainForm.UnpauseEmulator();
{ GlobalWin.MainForm.PauseOnFrame = frame;
GlobalWin.MainForm.UnpauseEmulator();
if (Settings.AutoPause && frame < CurrentTasMovie.InputLogLength)
{
GlobalWin.MainForm.PauseOnFrame = CurrentTasMovie.InputLogLength;
}
else
{
GlobalWin.MainForm.PauseOnFrame = frame;
}
}
} }
} }
@ -171,7 +98,7 @@ namespace BizHawk.Client.EmuHawk
GoToFrame(marker.Frame); GoToFrame(marker.Frame);
} }
public void SetVisibleIndex(int? indexThatMustBeVisible = null) public void SetVisibleIndex(int? indexThatMustBeVisible = null)
{ {
if (!indexThatMustBeVisible.HasValue) if (!indexThatMustBeVisible.HasValue)
{ {

View File

@ -542,7 +542,7 @@ namespace BizHawk.Client.EmuHawk
LoadState(closestState); LoadState(closestState);
} }
if (GlobalWin.MainForm.EmulatorPaused || _mouseWheelTimer.Enabled) // make seek frame keep up with emulation on fast scrolls if (GlobalWin.MainForm.EmulatorPaused || GlobalWin.MainForm.IsSeeking || _mouseWheelTimer.Enabled) // make seek frame keep up with emulation on fast scrolls
{ {
GlobalWin.MainForm.PauseOnFrame = frame; GlobalWin.MainForm.PauseOnFrame = frame;
GlobalWin.MainForm.UnpauseEmulator(); GlobalWin.MainForm.UnpauseEmulator();