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itgmania212121/stepmania/src/NoteField.cpp
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#include "global.h"
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/*
-----------------------------------------------------------------------------
Class: NoteField
Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
-----------------------------------------------------------------------------
*/
#include "NoteField.h"
#include "RageUtil.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "ArrowEffects.h"
#include "PrefsManager.h"
#include "GameManager.h"
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#include "GameState.h"
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#include "RageException.h"
#include "RageTimer.h"
#include "RageLog.h"
#include <math.h>
#include "ThemeManager.h"
#include "RageDisplay.h"
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const float HOLD_NOTE_BITS_PER_BEAT = 6;
const float HOLD_NOTE_BITS_PER_ROW = HOLD_NOTE_BITS_PER_BEAT / ROWS_PER_BEAT;
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const float ROWS_BETWEEN_HOLD_BITS = 1 / HOLD_NOTE_BITS_PER_ROW;
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NoteField::NoteField()
{
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m_textMeasureNumber.LoadFromFont( THEME->GetPathTo("Fonts","Common normal") );
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m_textMeasureNumber.SetZoom( 1.0f );
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m_rectMarkerBar.EnableShadow( false );
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m_rectMarkerBar.SetEffectDiffuseShift( 2, RageColor(1,1,1,0.5f), RageColor(0.5f,0.5f,0.5f,0.5f) );
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m_sprBars.Load( THEME->GetPathTo("Graphics","NoteField bars") );
m_sprBars.StopAnimating();
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m_fBeginMarker = m_fEndMarker = -1;
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m_fPercentFadeToFail = -1;
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}
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void NoteField::Load( NoteData* pNoteData, PlayerNumber pn, int iFirstPixelToDraw, int iLastPixelToDraw )
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{
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m_PlayerNumber = pn;
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m_iFirstPixelToDraw = iFirstPixelToDraw;
m_iLastPixelToDraw = iLastPixelToDraw;
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m_fPercentFadeToFail = -1;
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NoteDataWithScoring::Init();
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m_bIsHoldingHoldNote.clear();
m_bIsHoldingHoldNote.insert(m_bIsHoldingHoldNote.end(), pNoteData->GetNumTapNotes(), false);
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this->CopyAll( pNoteData );
// init note displays
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for( int c=0; c<GetNumTracks(); c++ )
m_NoteDisplay[c].Load( c, pn );
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ASSERT( GetNumTracks() == GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer );
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}
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void NoteField::Update( float fDeltaTime )
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{
m_rectMarkerBar.Update( fDeltaTime );
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if( m_fPercentFadeToFail >= 0 )
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m_fPercentFadeToFail = min( m_fPercentFadeToFail + fDeltaTime/1.5f, 1 ); // take 1.5 seconds to totally fade
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}
float NoteField::GetWidth()
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{
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
float fMinX, fMaxX;
pStyleDef->GetMinAndMaxColX( m_PlayerNumber, fMinX, fMaxX );
return fMaxX - fMinX + ARROW_SIZE;
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}
void NoteField::DrawBeatBar( const float fBeat )
{
bool bIsMeasure = fmodf( fBeat, (float)BEATS_PER_MEASURE ) == 0;
int iMeasureIndex = (int)fBeat / BEATS_PER_MEASURE;
int iMeasureNoDisplay = iMeasureIndex+1;
NoteType nt = BeatToNoteType( fBeat );
const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fBeat );
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const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
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float fAlpha;
int iState;
if( bIsMeasure )
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{
fAlpha = 1;
iState = 0;
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}
else
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{
float fScrollSpeed = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fScrollSpeed;
switch( nt )
{
default: ASSERT(0);
case NOTE_TYPE_4TH: fAlpha = 1; iState = 1; break;
case NOTE_TYPE_8TH: fAlpha = SCALE(fScrollSpeed,1.f,2.f,0.f,1.f); iState = 2; break;
case NOTE_TYPE_16TH:fAlpha = SCALE(fScrollSpeed,2.f,4.f,0.f,1.f); iState = 3; break;
}
CLAMP( fAlpha, 0, 1 );
}
float fWidth = GetWidth();
float fFrameWidth = m_sprBars.GetUnzoomedWidth();
m_sprBars.SetX( 0 );
m_sprBars.SetY( fYPos );
m_sprBars.SetDiffuse( RageColor(1,1,1,fAlpha) );
m_sprBars.SetState( iState );
m_sprBars.SetCustomTextureRect( RectF(0,SCALE(iState,0.f,4.f,0.f,1.f), fWidth/fFrameWidth, SCALE(iState+1,0.f,4.f,0.f,1.f)) );
m_sprBars.SetZoomX( fWidth/m_sprBars.GetUnzoomedWidth() );
m_sprBars.Draw();
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if( bIsMeasure )
{
m_textMeasureNumber.SetDiffuse( RageColor(1,1,1,1) );
m_textMeasureNumber.SetGlow( RageColor(1,1,1,0) );
m_textMeasureNumber.SetHorizAlign( Actor::align_right );
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m_textMeasureNumber.SetText( ssprintf("%d", iMeasureNoDisplay) );
m_textMeasureNumber.SetXY( -fWidth/2, fYPos );
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m_textMeasureNumber.Draw();
}
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}
void NoteField::DrawMarkerBar( const float fBeat )
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{
const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fBeat );
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const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
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m_rectMarkerBar.StretchTo( RectF(-GetWidth()/2, fYPos-ARROW_SIZE/2, GetWidth()/2, fYPos+ARROW_SIZE/2) );
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m_rectMarkerBar.Draw();
}
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void NoteField::DrawAreaHighlight( const float fStartBeat, const float fEndBeat )
{
float fYStartOffset = ArrowGetYOffset( m_PlayerNumber, fStartBeat );
float fYStartPos = ArrowGetYPos( m_PlayerNumber, fYStartOffset );
float fYEndOffset = ArrowGetYOffset( m_PlayerNumber, fEndBeat );
float fYEndPos = ArrowGetYPos( m_PlayerNumber, fYEndOffset );
// Something in OpenGL crashes if this is values are too large. Strange. -Chris
fYStartPos = max( fYStartPos, -1000 );
fYEndPos = min( fYEndPos, +5000 );
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m_rectAreaHighlight.StretchTo( RectF(-GetWidth()/2, fYStartPos-ARROW_SIZE/2, GetWidth()/2, fYEndPos+ARROW_SIZE/2) );
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m_rectAreaHighlight.SetDiffuse( RageColor(1,0,0,0.3f) );
m_rectAreaHighlight.Draw();
}
void NoteField::DrawBPMText( const float fBeat, const float fBPM )
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{
const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fBeat );
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const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
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m_textMeasureNumber.SetHorizAlign( Actor::align_right );
m_textMeasureNumber.SetDiffuse( RageColor(1,0,0,1) );
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m_textMeasureNumber.SetGlow( RageColor(1,1,1,cosf(RageTimer::GetTimeSinceStart()*2)/2+0.5f) );
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m_textMeasureNumber.SetText( ssprintf("%.2f", fBPM) );
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m_textMeasureNumber.SetXY( -GetWidth()/2.f - 60, fYPos );
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m_textMeasureNumber.Draw();
}
void NoteField::DrawFreezeText( const float fBeat, const float fSecs )
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{
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const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fBeat );
const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
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m_textMeasureNumber.SetHorizAlign( Actor::align_right );
m_textMeasureNumber.SetDiffuse( RageColor(0.8f,0.8f,0,1) );
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m_textMeasureNumber.SetGlow( RageColor(1,1,1,cosf(RageTimer::GetTimeSinceStart()*2)/2+0.5f) );
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m_textMeasureNumber.SetText( ssprintf("%.2f", fSecs) );
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m_textMeasureNumber.SetXY( -GetWidth()/2.f - 10, fYPos );
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m_textMeasureNumber.Draw();
}
void NoteField::DrawBGChangeText( const float fBeat, const CString sNewBGName )
{
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const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fBeat );
const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
m_textMeasureNumber.SetHorizAlign( Actor::align_left );
m_textMeasureNumber.SetDiffuse( RageColor(0,1,0,1) );
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m_textMeasureNumber.SetGlow( RageColor(1,1,1,cosf(RageTimer::GetTimeSinceStart()*2)/2+0.5f) );
m_textMeasureNumber.SetText( sNewBGName );
m_textMeasureNumber.SetXY( +GetWidth()/2.f, fYPos );
m_textMeasureNumber.Draw();
}
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void NoteField::DrawPrimitives()
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{
//LOG->Trace( "NoteField::DrawPrimitives()" );
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const float fSongBeat = GAMESTATE->m_fSongBeat;
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//
// Adjust draw range depending on some effects
//
int iFirstPixelToDraw = m_iFirstPixelToDraw;
int iLastPixelToDraw = m_iLastPixelToDraw;
float fDrawScale = 1;
fDrawScale *= 1 + 0.5f * fabsf( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fPerspectiveTilt );
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fDrawScale *= 1 + fabsf( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fEffects[PlayerOptions::EFFECT_MINI] );
iFirstPixelToDraw *= fDrawScale;
iLastPixelToDraw *= fDrawScale;
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// CPU OPTIMIZATION OPPORTUNITY:
// change this probing to binary search
// probe for first note on the screen
float fFirstBeatToDraw = fSongBeat-4; // Adjust to balance of performance and showing enough notes.
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while( fFirstBeatToDraw<fSongBeat )
{
float fYOffset = ArrowGetYOffset(m_PlayerNumber, fFirstBeatToDraw);
float fYPosWOReverse = ArrowGetYPosWithoutReverse(m_PlayerNumber, fYOffset );
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if( fYPosWOReverse < iFirstPixelToDraw ) // off screen
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fFirstBeatToDraw += 0.1f; // move toward fSongBeat
else // on screen
break; // stop probing
}
fFirstBeatToDraw -= 0.1f; // rewind if we intentionally overshot
// probe for last note to draw
float fLastBeatToDraw = fSongBeat+20; // worst case is 0.25x + boost. Adjust to balance of performance and showing enough notes.
while( fLastBeatToDraw>fSongBeat )
{
float fYOffset = ArrowGetYOffset(m_PlayerNumber, fLastBeatToDraw);
float fYPosWOReverse = ArrowGetYPosWithoutReverse(m_PlayerNumber, fYOffset );
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if( fYPosWOReverse > iLastPixelToDraw ) // off screen
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fLastBeatToDraw -= 0.1f; // move toward fSongBeat
else // on screen
break; // stop probing
}
fLastBeatToDraw += 0.1f; // fast forward since we intentionally overshot
const int iFirstIndexToDraw = BeatToNoteRow(fFirstBeatToDraw);
const int iLastIndexToDraw = BeatToNoteRow(fLastBeatToDraw);
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// LOG->Trace( "start = %f.1, end = %f.1", fFirstBeatToDraw-fSongBeat, fLastBeatToDraw-fSongBeat );
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// LOG->Trace( "Drawing elements %d through %d", iFirstIndexToDraw, iLastIndexToDraw );
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if( GAMESTATE->m_bEditing )
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{
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ASSERT(GAMESTATE->m_pCurSong);
unsigned i;
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//
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// Draw beat bars
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//
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{
float fStartDrawingMeasureBars = max( 0, froundf(fFirstBeatToDraw-0.25f,0.25f) );
for( float f=fStartDrawingMeasureBars; f<fLastBeatToDraw; f+=0.25f )
DrawBeatBar( f );
}
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//
// BPM text
//
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vector<BPMSegment> &aBPMSegments = GAMESTATE->m_pCurSong->m_BPMSegments;
for( i=0; i<aBPMSegments.size(); i++ )
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{
if(aBPMSegments[i].m_fStartBeat >= fFirstBeatToDraw &&
aBPMSegments[i].m_fStartBeat <= fLastBeatToDraw)
DrawBPMText( aBPMSegments[i].m_fStartBeat, aBPMSegments[i].m_fBPM );
}
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//
// Freeze text
//
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vector<StopSegment> &aStopSegments = GAMESTATE->m_pCurSong->m_StopSegments;
for( i=0; i<aStopSegments.size(); i++ )
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{
if(aStopSegments[i].m_fStartBeat >= fFirstBeatToDraw &&
aStopSegments[i].m_fStartBeat <= fLastBeatToDraw)
DrawFreezeText( aStopSegments[i].m_fStartBeat, aStopSegments[i].m_fStopSeconds );
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}
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//
// BGChange text
//
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vector<BackgroundChange> &aBackgroundChanges = GAMESTATE->m_pCurSong->m_BackgroundChanges;
for( i=0; i<aBackgroundChanges.size(); i++ )
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{
if(aBackgroundChanges[i].m_fStartBeat >= fFirstBeatToDraw &&
aBackgroundChanges[i].m_fStartBeat <= fLastBeatToDraw)
DrawBGChangeText( aBackgroundChanges[i].m_fStartBeat, aBackgroundChanges[i].m_sBGName );
}
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//
// Draw marker bars
//
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if( m_fBeginMarker != -1 && m_fEndMarker != -1 )
DrawAreaHighlight( m_fBeginMarker, m_fEndMarker );
else if( m_fBeginMarker != -1 )
DrawMarkerBar( m_fBeginMarker );
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else if( m_fEndMarker != -1 )
DrawMarkerBar( m_fEndMarker );
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}
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//
// Optimization is very important here because there are so many arrows to draw.
// Draw the arrows in order of column. This minimize texture switches and let us
// draw in big batches.
//
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float fSelectedRangeGlow = SCALE( cosf(RageTimer::GetTimeSinceStart()*2), -1, 1, 0.1f, 0.3f );
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for( int c=0; c<GetNumTracks(); c++ ) // for each arrow column
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{
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/////////////////////////////////
// Draw all HoldNotes in this column (so that they appear under the tap notes)
/////////////////////////////////
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int i;
for( i=0; i < GetNumHoldNotes(); i++ )
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{
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const HoldNote &hn = GetHoldNote(i);
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const HoldNoteScore hns = GetHoldNoteScore(i);
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const float fLife = GetHoldNoteLife(i);
const bool bIsHoldingNote = (i < int(m_bIsHoldingHoldNote.size()))?
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m_bIsHoldingHoldNote[i]: false;
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if( hns == HNS_OK ) // if this HoldNote was completed
continue; // don't draw anything
if( hn.iTrack != c ) // this HoldNote doesn't belong to this column
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continue;
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// If no part of this HoldNote is on the screen, skip it
if( !( fFirstBeatToDraw <= hn.fEndBeat && hn.fEndBeat <= fLastBeatToDraw ||
fFirstBeatToDraw <= hn.fStartBeat && hn.fStartBeat <= fLastBeatToDraw ||
hn.fStartBeat < fFirstBeatToDraw && hn.fEndBeat > fLastBeatToDraw ) )
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{
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continue; // skip
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}
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bool bIsInSelectionRange = false;
if( m_fBeginMarker!=-1 && m_fEndMarker!=-1 )
bIsInSelectionRange = m_fBeginMarker<=hn.fStartBeat && hn.fStartBeat<=m_fEndMarker && m_fBeginMarker<=hn.fEndBeat && hn.fEndBeat<=m_fEndMarker;
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m_NoteDisplay[c].DrawHold( hn, bIsHoldingNote, fLife, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail );
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}
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///////////////////////////////////
// Draw all TapNotes in this column
///////////////////////////////////
for( i=iFirstIndexToDraw; i<=iLastIndexToDraw; i++ ) // for each row
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{
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if( GetTapNote(c, i) == TAP_EMPTY ) // no note here
continue; // skip
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if( GetTapNote(c, i) == TAP_HOLD_HEAD ) // this is a HoldNote begin marker. Grade it, but don't draw
continue; // skip
// See if there is a hold step that begins on this index.
bool bHoldNoteBeginsOnThisBeat = false;
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for( int c2=0; c2<GetNumTracks(); c2++ )
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{
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if( GetTapNote(c2, i) == TAP_HOLD_HEAD )
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{
bHoldNoteBeginsOnThisBeat = true;
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break;
}
}
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bool bIsInSelectionRange = false;
if( m_fBeginMarker!=-1 && m_fEndMarker!=-1 )
{
float fBeat = NoteRowToBeat(i);
bIsInSelectionRange = m_fBeginMarker<=fBeat && fBeat<=m_fEndMarker;
}
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m_NoteDisplay[c].DrawTap( c, NoteRowToBeat(i), bHoldNoteBeginsOnThisBeat, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail );
}
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}
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}
void NoteField::RemoveTapNoteRow( int iIndex )
{
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for( int c=0; c<GetNumTracks(); c++ )
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SetTapNote(c, iIndex, TAP_EMPTY);
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}
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void NoteField::FadeToFail()
{
m_fPercentFadeToFail = max( 0.0f, m_fPercentFadeToFail ); // this will slowly increase every Update()
// don't fade all over again if this is called twice
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}