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itgmania212121/src/NoteField.h
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#ifndef NOTE_FIELD_H
#define NOTE_FIELD_H
#include "TimingData.h"
#include "SongPosition.h"
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#include "Sprite.h"
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#include "ActorFrame.h"
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#include "BitmapText.h"
#include "Quad.h"
#include "NoteDisplay.h"
#include "ReceptorArrowRow.h"
#include "GhostArrowRow.h"
struct Attack;
class NoteData;
/** @brief An Actor that renders NoteData. */
class NoteField : public ActorFrame
{
public:
NoteField();
~NoteField();
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
virtual void Init( const PlayerState* pPlayerState, float fYReverseOffsetPixels );
virtual void Load(
const NoteData* pNoteData,
int iDrawDistanceAfterTargetsPixels,
int iDrawDistanceBeforeTargetsPixels );
virtual void Unload();
virtual void HandleMessage( const Message &msg );
// This is done automatically by Init(), but can be re-called explicitly if the
// note skin changes.
void CacheAllUsedNoteSkins();
void FadeToFail();
void Step( int iCol, TapNoteScore score );
void SetPressed( int iCol );
void DidTapNote( int iCol, TapNoteScore score, bool bBright );
void DidHoldNote( int iCol, HoldNoteScore score, bool bBright );
const PlayerState *GetPlayerState() const { return m_pPlayerState; }
int m_iBeginMarker, m_iEndMarker; // only used with MODE_EDIT
protected:
void CacheNoteSkin( const RString &sNoteSkin );
void UncacheNoteSkin( const RString &sNoteSkin );
bool IsOnScreen( float fBeat, int iCol, int iDrawDistanceAfterTargetsPixels, int iDrawDistanceBeforeTargetsPixels ) const;
void DrawBoard( int iDrawDistanceAfterTargetsPixels, int iDrawDistanceBeforeTargetsPixels );
enum BeatBarType { measure, beat, half_beat, quarter_beat };
void DrawBeatBar( const float fBeat, BeatBarType type, int iMeasureIndex );
void DrawMarkerBar( int fBeat );
void DrawAreaHighlight( int iStartBeat, int iEndBeat );
void DrawBPMText( const float fBeat, const float fBPM );
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void DrawFreezeText( const float fBeat, const float fLength );
void DrawDelayText( const float fBeat, const float fLength );
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void DrawWarpText( const float fBeat, const float fNewBeat );
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void DrawTimeSignatureText( const float fBeat, int iNumerator, int iDenominator );
void DrawTickcountText( const float fBeat, int iTicks );
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void DrawComboText( const float fBeat, int iCombo, int iMiss );
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void DrawLabelText( const float fBeat, RString sLabel );
void DrawSpeedText( const float fBeat, float fPercent, float fWait, int iMode );
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void DrawScrollText( const float fBeat, float fPercent );
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void DrawFakeText( const float fBeat, const float fNewBeat );
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void DrawAttackText( const float fBeat, const Attack &attack );
void DrawBGChangeText( const float fBeat, const RString sNewBGName );
float GetWidth() const;
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const NoteData *m_pNoteData;
float m_fPercentFadeToFail; // -1 if not fading to fail
const PlayerState* m_pPlayerState;
int m_iDrawDistanceAfterTargetsPixels; // this should be a negative number
int m_iDrawDistanceBeforeTargetsPixels; // this should be a positive number
float m_fYReverseOffsetPixels;
// color arrows
struct NoteDisplayCols
{
NoteDisplay *display;
ReceptorArrowRow m_ReceptorArrowRow;
GhostArrowRow m_GhostArrowRow;
NoteDisplayCols( int iNumCols ) { display = new NoteDisplay[iNumCols]; }
~NoteDisplayCols() { delete [] display; }
};
/* All loaded note displays, mapped by their name. */
map<RString, NoteDisplayCols *> m_NoteDisplays;
NoteDisplayCols *m_pCurDisplay;
NoteDisplayCols *m_pDisplays[NUM_PlayerNumber];
// decorations, mostly used in MODE_EDIT
AutoActor m_sprBoard;
float m_fBoardOffsetPixels;
float m_fCurrentBeatLastUpdate; // -1 on first update
float m_fYPosCurrentBeatLastUpdate; // -1 on first update
Sprite m_sprBeatBars; // 4 frames: Measure, 4th, 8th, 16th
BitmapText m_textMeasureNumber;
Quad m_rectMarkerBar;
Quad m_rectAreaHighlight;
};
#endif
/**
* @file
* @author Chris Danford (c) 2001-2004
* @section LICENSE
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/