Files
itgmania212121/src/NoteDisplay.cpp
T

1712 lines
59 KiB
C++
Raw Normal View History

2011-03-17 01:47:30 -04:00
#include "global.h"
#include "NoteDisplay.h"
#include "GameState.h"
#include "GhostArrowRow.h"
#include "NoteData.h"
2011-03-17 01:47:30 -04:00
#include "NoteSkinManager.h"
#include "ArrowEffects.h"
#include "RageLog.h"
#include "RageDisplay.h"
#include "ReceptorArrowRow.h"
2011-03-17 01:47:30 -04:00
#include "ActorUtil.h"
#include "Style.h"
#include "PlayerState.h"
#include "Sprite.h"
#include "NoteTypes.h"
#include "LuaBinding.h"
#include "Foreach.h"
#include "RageMath.h"
static const double PI_180= PI / 180.0;
static const double PI_180R= 180.0 / PI;
2011-03-17 01:47:30 -04:00
const RString& NoteNotePartToString( NotePart i );
/** @brief A foreach loop going through the different NoteParts. */
#define FOREACH_NotePart( i ) FOREACH_ENUM( NotePart, i )
static const char *NotePartNames[] = {
"TapNote",
"TapMine",
"TapLift",
"TapFake",
"HoldHead",
"HoldTail",
"HoldTopCap",
"HoldBody",
"HoldBottomCap",
};
XToString( NotePart );
LuaXType( NotePart );
static const char *NoteColorTypeNames[] = {
"Denominator",
"Progress",
};
XToString( NoteColorType );
StringToX( NoteColorType );
LuaXType( NoteColorType );
static const char* NoteColumnSplineModeNames[] = {
"Disabled",
"Offset",
"Position",
};
XToString(NoteColumnSplineMode);
StringToX(NoteColumnSplineMode);
LuaXType(NoteColumnSplineMode);
2011-03-17 01:47:30 -04:00
static bool IsVectorZero( const RageVector2 &v )
{
return v.x == 0 && v.y == 0;
}
// Don't require that NoteSkins have more than 8 colors. Using 9 colors to display 192nd notes
// would double the number of texture memory needed for many NoteSkin graphics versus just having
// 8 colors.
static const NoteType MAX_DISPLAY_NOTE_TYPE = (NoteType)7;
// cache
struct NoteMetricCache_t
{
bool m_bDrawHoldHeadForTapsOnSameRow;
2011-06-13 14:48:15 -04:00
bool m_bDrawRollHeadForTapsOnSameRow;
bool m_bTapHoldRollOnRowMeansHold;
2011-03-17 01:47:30 -04:00
float m_fAnimationLength[NUM_NotePart];
bool m_bAnimationIsVivid[NUM_NotePart];
RageVector2 m_fAdditionTextureCoordOffset[NUM_NotePart];
RageVector2 m_fNoteColorTextureCoordSpacing[NUM_NotePart];
int m_iNoteColorCount[NUM_NotePart];
NoteColorType m_NoteColorType[NUM_NotePart];
2011-03-17 01:47:30 -04:00
//For animation based on beats or seconds -DaisuMaster
bool m_bAnimationBasedOnBeats;
bool m_bHoldHeadIsAboveWavyParts;
bool m_bHoldTailIsAboveWavyParts;
int m_iStartDrawingHoldBodyOffsetFromHead;
int m_iStopDrawingHoldBodyOffsetFromTail;
float m_fHoldLetGoGrayPercent;
bool m_bFlipHeadAndTailWhenReverse;
bool m_bFlipHoldBodyWhenReverse;
bool m_bTopHoldAnchorWhenReverse;
bool m_bHoldActiveIsAddLayer;
void Load( const RString &sButton );
} *NoteMetricCache;
void NoteMetricCache_t::Load( const RString &sButton )
{
m_bDrawHoldHeadForTapsOnSameRow = NOTESKIN->GetMetricB(sButton,"DrawHoldHeadForTapsOnSameRow");
2011-06-13 14:48:15 -04:00
m_bDrawRollHeadForTapsOnSameRow = NOTESKIN->GetMetricB(sButton,"DrawRollHeadForTapsOnSameRow");
m_bTapHoldRollOnRowMeansHold = NOTESKIN->GetMetricB(sButton,"TapHoldRollOnRowMeansHold");
2011-03-17 01:47:30 -04:00
FOREACH_NotePart( p )
{
const RString &s = NotePartToString(p);
m_fAnimationLength[p] = NOTESKIN->GetMetricF(sButton,s+"AnimationLength");
m_bAnimationIsVivid[p] = NOTESKIN->GetMetricB(sButton,s+"AnimationIsVivid");
m_fAdditionTextureCoordOffset[p].x = NOTESKIN->GetMetricF(sButton,s+"AdditionTextureCoordOffsetX");
m_fAdditionTextureCoordOffset[p].y = NOTESKIN->GetMetricF(sButton,s+"AdditionTextureCoordOffsetY");
m_fNoteColorTextureCoordSpacing[p].x = NOTESKIN->GetMetricF(sButton,s+"NoteColorTextureCoordSpacingX");
m_fNoteColorTextureCoordSpacing[p].y = NOTESKIN->GetMetricF(sButton,s+"NoteColorTextureCoordSpacingY");
m_iNoteColorCount[p] = NOTESKIN->GetMetricI(sButton,s+"NoteColorCount");
RString ct = NOTESKIN->GetMetric(sButton,s+"NoteColorType");
m_NoteColorType[p] = StringToNoteColorType(ct);
2011-03-17 01:47:30 -04:00
}
//I was here -DaisuMaster
m_bAnimationBasedOnBeats = NOTESKIN->GetMetricB(sButton,"AnimationIsBeatBased");
m_bHoldHeadIsAboveWavyParts = NOTESKIN->GetMetricB(sButton,"HoldHeadIsAboveWavyParts");
m_bHoldTailIsAboveWavyParts = NOTESKIN->GetMetricB(sButton,"HoldTailIsAboveWavyParts");
m_iStartDrawingHoldBodyOffsetFromHead = NOTESKIN->GetMetricI(sButton,"StartDrawingHoldBodyOffsetFromHead");
m_iStopDrawingHoldBodyOffsetFromTail = NOTESKIN->GetMetricI(sButton,"StopDrawingHoldBodyOffsetFromTail");
m_fHoldLetGoGrayPercent = NOTESKIN->GetMetricF(sButton,"HoldLetGoGrayPercent");
m_bFlipHeadAndTailWhenReverse = NOTESKIN->GetMetricB(sButton,"FlipHeadAndTailWhenReverse");
m_bFlipHoldBodyWhenReverse = NOTESKIN->GetMetricB(sButton,"FlipHoldBodyWhenReverse");
m_bTopHoldAnchorWhenReverse = NOTESKIN->GetMetricB(sButton,"TopHoldAnchorWhenReverse");
m_bHoldActiveIsAddLayer = NOTESKIN->GetMetricB(sButton,"HoldActiveIsAddLayer");
}
struct NoteSkinAndPath
{
NoteSkinAndPath( const RString sNoteSkin_, const RString sPath_, const PlayerNumber pn_, const GameController gc_ ) : sNoteSkin(sNoteSkin_), sPath(sPath_), pn(pn_), gc(gc_) { }
2011-03-17 01:47:30 -04:00
RString sNoteSkin;
RString sPath;
PlayerNumber pn;
GameController gc;
2011-03-17 01:47:30 -04:00
bool operator<( const NoteSkinAndPath &other ) const
{
int cmp = strcmp(sNoteSkin, other.sNoteSkin);
2014-10-14 16:13:06 +09:00
2011-03-17 01:47:30 -04:00
if( cmp < 0 )
2014-10-14 16:13:06 +09:00
{
2011-03-17 01:47:30 -04:00
return true;
2014-10-14 16:13:06 +09:00
}
2011-03-17 01:47:30 -04:00
else if( cmp == 0 )
2014-10-14 16:13:06 +09:00
{
if( sPath < other.sPath )
2014-10-14 16:13:06 +09:00
{
return true;
2014-10-14 16:13:06 +09:00
}
else if( sPath == other.sPath )
2014-10-14 16:13:06 +09:00
{
if ( pn < other.pn )
return true;
else if ( pn == other.pn )
return gc < other.gc;
else
return false;
2014-10-14 16:13:06 +09:00
}
else
2014-10-14 16:13:06 +09:00
{
return false;
2014-10-14 16:13:06 +09:00
}
}
2011-03-17 01:47:30 -04:00
else
2014-10-14 16:13:06 +09:00
{
2011-03-17 01:47:30 -04:00
return false;
2014-10-14 16:13:06 +09:00
}
2011-03-17 01:47:30 -04:00
}
};
struct NoteResource
{
NoteResource( const NoteSkinAndPath &nsap ): m_nsap(nsap)
{
m_iRefCount = 0;
m_pActor = NULL;
}
~NoteResource()
{
delete m_pActor;
}
const NoteSkinAndPath m_nsap; // should be refcounted along with g_NoteResource[]
int m_iRefCount;
Actor *m_pActor; // todo: AutoActor me? -aj
};
static map<NoteSkinAndPath, NoteResource *> g_NoteResource;
static NoteResource *MakeNoteResource( const RString &sButton, const RString &sElement, PlayerNumber pn, GameController gc, bool bSpriteOnly )
2011-03-17 01:47:30 -04:00
{
RString sElementAndType = ssprintf( "%s, %s", sButton.c_str(), sElement.c_str() );
NoteSkinAndPath nsap( NOTESKIN->GetCurrentNoteSkin(), sElementAndType, pn, gc );
2011-03-17 01:47:30 -04:00
map<NoteSkinAndPath, NoteResource *>::iterator it = g_NoteResource.find( nsap );
if( it == g_NoteResource.end() )
{
NoteResource *pRes = new NoteResource( nsap );
NOTESKIN->SetPlayerNumber( pn );
NOTESKIN->SetGameController( gc );
2011-03-17 01:47:30 -04:00
pRes->m_pActor = NOTESKIN->LoadActor( sButton, sElement, NULL, bSpriteOnly );
ASSERT( pRes->m_pActor != NULL );
2011-03-17 01:47:30 -04:00
g_NoteResource[nsap] = pRes;
it = g_NoteResource.find( nsap );
}
NoteResource *pRet = it->second;
++pRet->m_iRefCount;
return pRet;
}
static void DeleteNoteResource( NoteResource *pRes )
{
ASSERT( pRes != NULL );
ASSERT_M( pRes->m_iRefCount > 0, ssprintf("RefCount %i > 0", pRes->m_iRefCount) );
--pRes->m_iRefCount;
if( pRes->m_iRefCount )
return;
g_NoteResource.erase( pRes->m_nsap );
delete pRes;
}
/* NoteColorActor */
NoteColorActor::NoteColorActor()
{
m_p = NULL;
}
NoteColorActor::~NoteColorActor()
{
if( m_p )
DeleteNoteResource( m_p );
}
void NoteColorActor::Load( const RString &sButton, const RString &sElement, PlayerNumber pn, GameController gc )
2011-03-17 01:47:30 -04:00
{
m_p = MakeNoteResource( sButton, sElement, pn, gc, false );
2011-03-17 01:47:30 -04:00
}
Actor *NoteColorActor::Get()
{
return m_p->m_pActor;
}
/* NoteColorSprite */
NoteColorSprite::NoteColorSprite()
{
m_p = NULL;
}
NoteColorSprite::~NoteColorSprite()
{
if( m_p )
DeleteNoteResource( m_p );
}
void NoteColorSprite::Load( const RString &sButton, const RString &sElement, PlayerNumber pn, GameController gc )
2011-03-17 01:47:30 -04:00
{
m_p = MakeNoteResource( sButton, sElement, pn, gc, true );
2011-03-17 01:47:30 -04:00
}
Sprite *NoteColorSprite::Get()
{
return dynamic_cast<Sprite *>( m_p->m_pActor );
}
static const char *HoldTypeNames[] = {
"Hold",
"Roll",
//"Minefield",
};
XToString( HoldType );
static const char *ActiveTypeNames[] = {
"Active",
"Inactive",
};
XToString( ActiveType );
float NCSplineHandler::BeatToTValue(float song_beat, float note_beat) const
{
float relative_beat= note_beat;
// This allows someone to do something really fancy like having a spline
// that extends the length of the song. Think of arrows tracing a path
// as the song progresses. -Kyz
if(m_subtract_song_beat_from_curr)
{
relative_beat-= song_beat;
return (relative_beat / m_beats_per_t) - m_receptor_t;
}
return relative_beat / m_beats_per_t;
}
void NCSplineHandler::EvalForBeat(float song_beat, float note_beat, RageVector3& ret) const
{
float t_value= BeatToTValue(song_beat, note_beat);
m_spline.evaluate(t_value, ret);
}
void NCSplineHandler::EvalDerivForBeat(float song_beat, float note_beat, RageVector3& ret) const
{
float t_value= BeatToTValue(song_beat, note_beat);
m_spline.evaluate_derivative(t_value, ret);
}
void NCSplineHandler::EvalForReceptor(float song_beat, RageVector3& ret) const
{
float t_value= m_receptor_t;
if(!m_subtract_song_beat_from_curr)
{
t_value= song_beat / m_beats_per_t;
}
m_spline.evaluate(t_value, ret);
}
void NCSplineHandler::MakeWeightedAverage(NCSplineHandler& out,
const NCSplineHandler& from, const NCSplineHandler& to, float between)
{
#define BOOLS_FROM_CLOSEST(closest) \
out.m_spline_mode= closest.m_spline_mode; \
out.m_subtract_song_beat_from_curr= closest.m_subtract_song_beat_from_curr;
if(between >= 0.5f)
{
BOOLS_FROM_CLOSEST(to);
}
else
{
BOOLS_FROM_CLOSEST(from);
}
#undef BOOLS_FROM_CLOSEST
CubicSplineN::weighted_average(out.m_spline, from.m_spline, to.m_spline,
between);
}
void NoteColumnRenderArgs::spae_pos_for_beat(const PlayerState* player_state,
float beat, float y_offset, float y_reverse_offset,
RageVector3& sp_pos, RageVector3& ae_pos) const
{
switch(pos_handler->m_spline_mode)
{
case NCSM_Disabled:
ArrowEffects::GetXYZPos(player_state, column, y_offset, y_reverse_offset, ae_pos);
break;
case NCSM_Offset:
ArrowEffects::GetXYZPos(player_state, column, y_offset, y_reverse_offset, ae_pos);
pos_handler->EvalForBeat(song_beat, beat, sp_pos);
break;
case NCSM_Position:
pos_handler->EvalForBeat(song_beat, beat, sp_pos);
break;
}
}
void NoteColumnRenderArgs::spae_zoom_for_beat(const PlayerState* state, float beat,
RageVector3& sp_zoom, RageVector3& ae_zoom) const
{
switch(zoom_handler->m_spline_mode)
{
case NCSM_Disabled:
ae_zoom.x= ae_zoom.y= ae_zoom.z= ArrowEffects::GetZoom(state);
break;
case NCSM_Offset:
ae_zoom.x= ae_zoom.y= ae_zoom.z= ArrowEffects::GetZoom(state);
zoom_handler->EvalForBeat(song_beat, beat, sp_zoom);
break;
case NCSM_Position:
zoom_handler->EvalForBeat(song_beat, beat, sp_zoom);
break;
}
}
void NoteColumnRenderArgs::SetPRZForActor(Actor* actor,
const RageVector3& sp_pos, const RageVector3& ae_pos,
const RageVector3& sp_rot, const RageVector3& ae_rot,
const RageVector3& sp_zoom, const RageVector3& ae_zoom) const
{
actor->SetX(sp_pos.x + ae_pos.x);
actor->SetY(sp_pos.y + ae_pos.y);
actor->SetZ(sp_pos.z + ae_pos.z);
actor->SetRotationX(sp_rot.x * PI_180R + ae_rot.x);
actor->SetRotationY(sp_rot.y * PI_180R + ae_rot.y);
actor->SetRotationZ(sp_rot.z * PI_180R + ae_rot.z);
actor->SetZoomX(sp_zoom.x + ae_zoom.x);
actor->SetZoomY(sp_zoom.y + ae_zoom.y);
actor->SetZoomZ(sp_zoom.z + ae_zoom.z);
}
2011-03-17 01:47:30 -04:00
NoteDisplay::NoteDisplay()
{
cache = new NoteMetricCache_t;
}
NoteDisplay::~NoteDisplay()
{
delete cache;
}
void NoteDisplay::Load( int iColNum, const PlayerState* pPlayerState, float fYReverseOffsetPixels )
{
m_pPlayerState = pPlayerState;
m_fYReverseOffsetPixels = fYReverseOffsetPixels;
const PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
vector<GameInput> GameI;
GAMESTATE->GetCurrentStyle(pPlayerState->m_PlayerNumber)->StyleInputToGameInput( iColNum, pn, GameI );
const RString &sButton = GAMESTATE->GetCurrentStyle(pPlayerState->m_PlayerNumber)->ColToButtonName( iColNum );
2011-03-17 01:47:30 -04:00
cache->Load( sButton );
// "normal" note types
m_TapNote.Load( sButton, "Tap Note", pn, GameI[0].controller );
//m_TapAdd.Load( sButton, "Tap Addition", pn, GameI.controller );
m_TapMine.Load( sButton, "Tap Mine", pn, GameI[0].controller );
m_TapLift.Load( sButton, "Tap Lift", pn, GameI[0].controller );
m_TapFake.Load( sButton, "Tap Fake", pn, GameI[0].controller );
2011-03-17 01:47:30 -04:00
// hold types
FOREACH_HoldType( ht )
{
FOREACH_ActiveType( at )
{
m_HoldHead[ht][at].Load( sButton, HoldTypeToString(ht)+" Head "+ActiveTypeToString(at), pn, GameI[0].controller );
m_HoldTopCap[ht][at].Load( sButton, HoldTypeToString(ht)+" Topcap "+ActiveTypeToString(at), pn, GameI[0].controller );
m_HoldBody[ht][at].Load( sButton, HoldTypeToString(ht)+" Body "+ActiveTypeToString(at), pn, GameI[0].controller );
m_HoldBottomCap[ht][at].Load( sButton, HoldTypeToString(ht)+" Bottomcap "+ActiveTypeToString(at), pn, GameI[0].controller );
m_HoldTail[ht][at].Load( sButton, HoldTypeToString(ht)+" Tail "+ActiveTypeToString(at), pn, GameI[0].controller );
2011-03-17 01:47:30 -04:00
}
}
}
inline float NoteRowToVisibleBeat( const PlayerState *pPlayerState, int iRow )
{
return NoteRowToBeat(iRow);
}
bool NoteDisplay::IsOnScreen( float fBeat, int iCol, int iDrawDistanceAfterTargetsPixels, int iDrawDistanceBeforeTargetsPixels ) const
{
// IMPORTANT: Do not modify this function without also modifying the
// version that is in NoteField.cpp or coming up with a good way to
// merge them. -Kyz
// TRICKY: If boomerang is on, then ones in the range
// [iFirstRowToDraw,iLastRowToDraw] aren't necessarily visible.
// Test to see if this beat is visible before drawing.
float fYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fBeat );
if( fYOffset > iDrawDistanceBeforeTargetsPixels ) // off screen
return false;
if( fYOffset < iDrawDistanceAfterTargetsPixels ) // off screen
return false;
return true;
}
bool NoteDisplay::DrawHoldsInRange(const NoteFieldRenderArgs& field_args,
const NoteColumnRenderArgs& column_args,
const vector<NoteData::TrackMap::const_iterator>& tap_set)
{
bool any_upcoming = false;
for(vector<NoteData::TrackMap::const_iterator>::const_iterator tapit=
tap_set.begin(); tapit != tap_set.end(); ++tapit)
{
const TapNote& tn= (*tapit)->second;
const HoldNoteResult& result= tn.HoldResult;
int start_row= (*tapit)->first;
int end_row = start_row + tn.iDuration;
// TRICKY: If boomerang is on, then all notes in the range
// [first_row,last_row] aren't necessarily visible.
// Test every note to make sure it's on screen before drawing
float throw_away;
bool start_past_peak = false;
bool end_past_peak = false;
float start_y = ArrowEffects::GetYOffset(m_pPlayerState, column_args.column,
NoteRowToVisibleBeat(m_pPlayerState, start_row), throw_away,
start_past_peak);
float end_y = ArrowEffects::GetYOffset(m_pPlayerState, column_args.column,
NoteRowToVisibleBeat(m_pPlayerState, end_row), throw_away,
end_past_peak);
bool tail_visible = field_args.draw_pixels_after_targets <= end_y &&
end_y <= field_args.draw_pixels_before_targets;
bool head_visible = field_args.draw_pixels_after_targets <= start_y &&
start_y <= field_args.draw_pixels_before_targets;
bool straddling_visible = start_y <= field_args.draw_pixels_after_targets &&
field_args.draw_pixels_before_targets <= end_y;
bool straddling_peak = start_past_peak && !end_past_peak;
if(!(tail_visible || head_visible || straddling_visible || straddling_peak))
{
//LOG->Trace( "skip drawing this hold." );
continue; // skip
}
bool is_addition = (tn.source == TapNoteSource_Addition);
bool hopo_possible = (tn.bHopoPossible);
bool use_addition_coloring = is_addition || hopo_possible;
const bool hold_ghost_showing = tn.HoldResult.bActive && tn.HoldResult.fLife > 0;
const bool is_holding = tn.HoldResult.bHeld;
if(hold_ghost_showing)
{
field_args.ghost_row->SetHoldShowing(column_args.column, tn);
}
ASSERT_M(NoteRowToBeat(start_row) > -2000, ssprintf("%i %i %i", start_row, end_row, column_args.column));
bool in_selection_range = false;
if(*field_args.selection_begin_marker != -1 && *field_args.selection_end_marker != -1)
{
in_selection_range = (*field_args.selection_begin_marker <= start_row &&
end_row < *field_args.selection_end_marker);
}
DrawHold(tn, field_args, column_args, start_row, is_holding, result,
use_addition_coloring,
in_selection_range ? field_args.selection_glow : field_args.fail_fade);
bool note_upcoming = NoteRowToBeat(start_row) >
m_pPlayerState->GetDisplayedPosition().m_fSongBeat;
any_upcoming |= note_upcoming;
}
return any_upcoming;
}
bool NoteDisplay::DrawTapsInRange(const NoteFieldRenderArgs& field_args,
const NoteColumnRenderArgs& column_args,
const vector<NoteData::TrackMap::const_iterator>& tap_set)
{
bool any_upcoming= false;
// draw notes from furthest to closest
for(vector<NoteData::TrackMap::const_iterator>::const_iterator tapit=
tap_set.begin(); tapit != tap_set.end(); ++tapit)
{
int tap_row= (*tapit)->first;
const TapNote& tn= (*tapit)->second;
// TRICKY: If boomerang is on, then all notes in the range
// [first_row,last_row] aren't necessarily visible.
// Test every note to make sure it's on screen before drawing.
if(!IsOnScreen(NoteRowToBeat(tap_row), column_args.column,
field_args.draw_pixels_after_targets, field_args.draw_pixels_before_targets))
{
continue; // skip
}
// Hm, this assert used to pass the first and last rows to draw, when it
// was in NoteField, but those aren't available here.
// Well, anyone who has to investigate hitting it can use a debugger to
// discover the values, hopefully. -Kyz
ASSERT_M(NoteRowToBeat(tap_row) > -2000,
ssprintf("Invalid tap_row: %i, %f %f",
tap_row,
m_pPlayerState->GetDisplayedPosition().m_fSongBeat,
m_pPlayerState->GetDisplayedPosition().m_fMusicSeconds));
// See if there is a hold step that begins on this index.
// Only do this if the noteskin cares.
bool hold_begins_on_this_beat = false;
if(DrawHoldHeadForTapsOnSameRow())
{
for(int c2= 0; c2 < field_args.note_data->GetNumTracks(); ++c2)
{
const TapNote &tmp = field_args.note_data->GetTapNote(c2, tap_row);
if(tmp.type == TapNoteType_HoldHead &&
tmp.subType == TapNoteSubType_Hold)
{
hold_begins_on_this_beat = true;
break;
}
}
}
// do the same for a roll.
bool roll_begins_on_this_beat = false;
if(DrawRollHeadForTapsOnSameRow())
{
for(int c2= 0; c2 < field_args.note_data->GetNumTracks(); ++c2)
{
const TapNote &tmp = field_args.note_data->GetTapNote(c2, tap_row);
if(tmp.type == TapNoteType_HoldHead &&
tmp.subType == TapNoteSubType_Roll)
{
roll_begins_on_this_beat = true;
break;
}
}
}
bool in_selection_range = false;
if(*field_args.selection_begin_marker != -1 && *field_args.selection_end_marker != -1)
{
in_selection_range = *field_args.selection_begin_marker <= tap_row &&
tap_row < *field_args.selection_end_marker;
}
bool is_addition = (tn.source == TapNoteSource_Addition);
bool hopo_possible = (tn.bHopoPossible);
bool use_addition_coloring = is_addition || hopo_possible;
DrawTap(tn, field_args, column_args,
NoteRowToVisibleBeat(m_pPlayerState, tap_row),
hold_begins_on_this_beat, roll_begins_on_this_beat,
use_addition_coloring,
in_selection_range ? field_args.selection_glow : field_args.fail_fade);
any_upcoming |= NoteRowToBeat(tap_row) >
m_pPlayerState->GetDisplayedPosition().m_fSongBeat;
if(!PREFSMAN->m_FastNoteRendering)
{
DISPLAY->ClearZBuffer();
}
}
return any_upcoming;
}
2011-03-17 01:47:30 -04:00
bool NoteDisplay::DrawHoldHeadForTapsOnSameRow() const
{
return cache->m_bDrawHoldHeadForTapsOnSameRow;
}
2011-06-13 14:48:15 -04:00
bool NoteDisplay::DrawRollHeadForTapsOnSameRow() const
{
return cache->m_bDrawRollHeadForTapsOnSameRow;
}
2011-03-17 01:47:30 -04:00
void NoteDisplay::Update( float fDeltaTime )
{
/* This function is static: it's called once per game loop, not once per
* NoteDisplay. Update each cached item exactly once. */
map<NoteSkinAndPath, NoteResource *>::iterator it;
for( it = g_NoteResource.begin(); it != g_NoteResource.end(); ++it )
{
NoteResource *pRes = it->second;
pRes->m_pActor->Update( fDeltaTime );
}
}
void NoteDisplay::SetActiveFrame( float fNoteBeat, Actor &actorToSet, float fAnimationLength, bool bVivid )
{
/* -inf ... inf */
float fBeatOrSecond = cache->m_bAnimationBasedOnBeats ? m_pPlayerState->m_Position.m_fSongBeat : m_pPlayerState->m_Position.m_fMusicSeconds;
2011-03-17 01:47:30 -04:00
/* -len ... +len */
float fPercentIntoAnimation = fmodf( fBeatOrSecond, fAnimationLength );
/* -1 ... 1 */
fPercentIntoAnimation /= fAnimationLength;
if( bVivid )
{
float fNoteBeatFraction = fmodf( fNoteBeat, 1.0f );
const float fInterval = 1.f / fAnimationLength;
fPercentIntoAnimation += QuantizeDown( fNoteBeatFraction, fInterval );
// just in case somehow we're majorly negative with the subtraction
wrap( fPercentIntoAnimation, 1.f );
}
else
{
/* 0 ... 1, wrapped */
if( fPercentIntoAnimation < 0 )
fPercentIntoAnimation += 1.0f;
}
float fLengthSeconds = actorToSet.GetAnimationLengthSeconds();
actorToSet.SetSecondsIntoAnimation( fPercentIntoAnimation*fLengthSeconds );
}
Actor *NoteDisplay::GetTapActor( NoteColorActor &nca, NotePart part, float fNoteBeat )
{
Actor *pActorOut = nca.Get();
SetActiveFrame( fNoteBeat, *pActorOut, cache->m_fAnimationLength[part], cache->m_bAnimationIsVivid[part] );
return pActorOut;
}
Actor *NoteDisplay::GetHoldActor( NoteColorActor nca[NUM_HoldType][NUM_ActiveType], NotePart part, float fNoteBeat, bool bIsRoll, bool bIsBeingHeld )
{
return GetTapActor( nca[bIsRoll ? roll:hold][bIsBeingHeld ? active:inactive], part, fNoteBeat );
}
Sprite *NoteDisplay::GetHoldSprite( NoteColorSprite ncs[NUM_HoldType][NUM_ActiveType], NotePart part, float fNoteBeat, bool bIsRoll, bool bIsBeingHeld )
{
Sprite *pSpriteOut = ncs[bIsRoll ? roll:hold][bIsBeingHeld ? active:inactive].Get();
SetActiveFrame( fNoteBeat, *pSpriteOut, cache->m_fAnimationLength[part], cache->m_bAnimationIsVivid[part] );
return pSpriteOut;
}
static float ArrowGetAlphaOrGlow( bool bGlow, const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{
if( bGlow )
return ArrowEffects::GetGlow(iCol, fYOffset, fPercentFadeToFail, fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar);
2011-03-17 01:47:30 -04:00
else
return ArrowEffects::GetAlpha(iCol, fYOffset, fPercentFadeToFail, fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar);
2011-03-17 01:47:30 -04:00
}
struct StripBuffer
{
enum { size = 512 };
RageSpriteVertex *buf;
RageSpriteVertex *v;
StripBuffer()
{
buf = (RageSpriteVertex *) malloc( size * sizeof(RageSpriteVertex) );
Init();
}
~StripBuffer()
{
free( buf );
}
void Init()
{
v = buf;
}
void Draw()
{
DISPLAY->DrawSymmetricQuadStrip( buf, v-buf );
}
int Used() const { return v - buf; }
int Free() const { return size - Used(); }
};
enum hold_part_type
{
hpt_top,
hpt_body,
hpt_bottom,
};
void NoteDisplay::DrawHoldPart(vector<Sprite*> &vpSpr,
const NoteFieldRenderArgs& field_args,
const NoteColumnRenderArgs& column_args,
const draw_hold_part_args& part_args, bool glow, int part_type)
2011-03-17 01:47:30 -04:00
{
ASSERT(!vpSpr.empty());
2011-03-17 01:47:30 -04:00
float ae_zoom= ArrowEffects::GetZoom(m_pPlayerState);
2011-03-17 01:47:30 -04:00
Sprite *pSprite = vpSpr.front();
// draw manually in small segments
RectF rect = *pSprite->GetCurrentTextureCoordRect();
if(part_args.flip_texture_vertically)
swap(rect.top, rect.bottom);
const float fFrameWidth = pSprite->GetUnzoomedWidth();
const float unzoomed_frame_height= pSprite->GetUnzoomedHeight();
2011-03-17 01:47:30 -04:00
/* Only draw the section that's within the range specified. If a hold note is
* very long, don't process or draw the part outside of the range. Don't change
* part_args.y_top or part_args.y_bottom; they need to be left alone to calculate texture coordinates. */
const float y_start_pos = max(part_args.y_top, part_args.y_start_pos);
float y_end_pos = min(part_args.y_bottom, part_args.y_end_pos);
const float color_scale= glow ? 1 : part_args.color_scale;
if(part_type == hpt_body)
{
// Overshoot to cover up the seam between body and bottom.
// It's not fully gone, but the bg doesn't peak through.
y_end_pos+= 1;
}
2011-03-17 01:47:30 -04:00
// top to bottom
bool bAllAreTransparent = true;
bool last_vert_set = false;
bool first_vert_set= true;
float add_to_tex_coord = 0;
2011-03-17 01:47:30 -04:00
// The caps should always use the full texture.
if(part_type == hpt_body)
2011-03-17 01:47:30 -04:00
{
if (!part_args.anchor_to_top)
{
float tex_coord_bottom= SCALE(part_args.y_bottom - part_args.y_top,
0, unzoomed_frame_height, rect.top, rect.bottom);
float want_tex_coord_bottom = ceilf(tex_coord_bottom - 0.0001f);
add_to_tex_coord = want_tex_coord_bottom - tex_coord_bottom;
}
2011-03-17 01:47:30 -04:00
if(part_args.wrapping)
{
/* For very large hold notes, shift the texture coordinates to be near 0, so we
* don't send very large values to the renderer. */
const float fDistFromTop = y_start_pos - part_args.y_top;
float fTexCoordTop = SCALE(fDistFromTop, 0, unzoomed_frame_height, rect.top, rect.bottom);
fTexCoordTop += add_to_tex_coord;
add_to_tex_coord -= floorf(fTexCoordTop);
}
2011-03-17 01:47:30 -04:00
}
// The bottom caps mysteriously hate me and their texture coords need to be
// shifted by one pixel or there is a seam. -Kyz
if(part_type == hpt_bottom)
{
if (!part_args.anchor_to_top)
{
float offset = unzoomed_frame_height - (y_end_pos - y_start_pos) / ae_zoom;
2015-06-10 18:09:27 -04:00
// ロングノート本体の長さがunzoomed_frame_height→0のときに、add_to_tex_coordを0→1にすればOK
// つまり、offsetを0→unzoomed_frame_heightにすると理想通りの表示になる -A.C
// Shift texture coord to fit hold length If hold length is less than
// bottomcap frame height. (translated by hanubeki)
2015-06-10 22:18:58 +09:00
if (offset>0){
add_to_tex_coord = SCALE(offset, 0.0f, unzoomed_frame_height, 0.0f, 1.0f);
}
else{
add_to_tex_coord = 0.0f;
}
}
}
2011-03-17 01:47:30 -04:00
DISPLAY->ClearAllTextures();
const float fTexCoordLeft = rect.left;
const float fTexCoordRight = rect.right;
const float fTexCoordCenter = (fTexCoordLeft+fTexCoordRight)/2;
// pos_z_vec will be used later to orient the hold. Read below. -Kyz
static const RageVector3 pos_z_vec(0.0f, 0.0f, 1.0f);
static const RageVector3 pos_y_vec(0.0f, 1.0f, 0.0f);
2011-03-17 01:47:30 -04:00
StripBuffer queue;
for(float fY = y_start_pos; !last_vert_set; fY += part_args.y_step)
2011-03-17 01:47:30 -04:00
{
if(fY >= y_end_pos)
2011-03-17 01:47:30 -04:00
{
fY = y_end_pos;
last_vert_set = true;
2011-03-17 01:47:30 -04:00
}
const float fYOffset= ArrowEffects::GetYOffsetFromYPos(column_args.column, fY, m_fYReverseOffsetPixels);
float cur_beat= part_args.top_beat;
if(part_args.top_beat != part_args.bottom_beat)
{
cur_beat= SCALE(fY, part_args.y_top, part_args.y_bottom, part_args.top_beat, part_args.bottom_beat);
}
// Fun times ahead with vector math. If the notes are being moved by the
// position spline, the vectors used to position the edges of the strip
// need to be adjusted or the hold will vanish when the notes move
// horizontally.
// To accomplish this, we use the derivative at the current point from
// AE and the position spline. That gives us the forward vector for the
// strip, pointing to where the next center vert will be. (step 1)
// The vectors pointing left and right to the edges of the strip are
// obtained from the cross product of the forward vector and pos_z_vec.
// (unless the forward vec is too close to pos_z_vec or -pos_z_vec, in
// which case pos_y_vec is used) The result of a cross product is a
// vector perpendicular to both, so forward crossed with pos_z_vec gives
// us the left vector. Right is of course -left. (step 2)
// After that step, the left and right vectors need to be rotated around
// the forward vector axis by the y rotation value, to allow the hold to
// twist. (step 3)
// Steps will be labeled where they occur below. -Kyz
// TODO: Figure out whether it's worth the time investment to figure out
// a way to skip the complex vector handling if the spline is disabled.
RageVector3 sp_pos;
RageVector3 sp_pos_forward;
RageVector3 sp_rot;
RageVector3 sp_zoom;
RageVector3 ae_pos;
RageVector3 ae_rot;
// (step 1 of vector handling, part 1)
// ArrowEffects only contributes to the Y component of the vector to
// maintain the old behavior of how holds are drawn when they wave back
// and forth. -Kyz
RageVector3 render_forward(0.0f, 1.0f, 0.0f);
column_args.spae_pos_for_beat(m_pPlayerState, cur_beat,
fYOffset, m_fYReverseOffsetPixels, sp_pos, ae_pos);
// fX and fZ are sp_pos.x + ae_pos.x and sp_pos.z + ae_pos.z. -Kyz
// fY is the actual y position that should be used, not whatever spae
// fetched from ArrowEffects. -Kyz
switch(column_args.pos_handler->m_spline_mode)
{
case NCSM_Disabled:
ae_pos.y= fY;
break;
case NCSM_Offset:
ae_pos.y= fY;
column_args.pos_handler->EvalDerivForBeat(column_args.song_beat, cur_beat, sp_pos_forward);
RageVec3Normalize(&sp_pos_forward, &sp_pos_forward);
break;
case NCSM_Position:
ae_pos.y= 0.0f;
render_forward.y= 0.0f;
column_args.pos_handler->EvalDerivForBeat(column_args.song_beat, cur_beat, sp_pos_forward);
RageVec3Normalize(&sp_pos_forward, &sp_pos_forward);
break;
}
render_forward.x+= sp_pos_forward.x;
render_forward.y+= sp_pos_forward.y;
render_forward.z+= sp_pos_forward.z;
// Normalize the vector so it'll be easy to test when determining whether
// to use pos_z_vec or pos_y_vec for the cross product in step 2.
RageVec3Normalize(&render_forward, &render_forward);
// Holds are only affected by the x axis of the zoom spline because they
// are flat sprites. -Kyz
float render_width= fFrameWidth;
switch(column_args.zoom_handler->m_spline_mode)
{
case NCSM_Disabled:
render_width= fFrameWidth * ae_zoom;
break;
case NCSM_Offset:
column_args.zoom_handler->EvalForBeat(column_args.song_beat, cur_beat, sp_zoom);
render_width= fFrameWidth * (ae_zoom + sp_zoom.x);
break;
case NCSM_Position:
column_args.zoom_handler->EvalForBeat(column_args.song_beat, cur_beat, sp_zoom);
render_width= fFrameWidth * sp_zoom.x;
break;
}
const float fFrameWidthScale = ArrowEffects::GetFrameWidthScale(m_pPlayerState, fYOffset, part_args.overlapped_time);
const float fScaledFrameWidth = render_width * fFrameWidthScale;
2011-03-17 01:47:30 -04:00
// Can't use the same code as for taps because hold bodies can only rotate
// around the y axis. -Kyz
switch(column_args.rot_handler->m_spline_mode)
{
case NCSM_Disabled:
// XXX: Actor rotations use degrees, Math uses radians. Convert here.
ae_rot.y= ArrowEffects::GetRotationY(fYOffset) * PI_180;
break;
case NCSM_Offset:
ae_rot.y= ArrowEffects::GetRotationY(fYOffset) * PI_180;
column_args.rot_handler->EvalForBeat(column_args.song_beat, cur_beat, sp_rot);
break;
case NCSM_Position:
column_args.rot_handler->EvalForBeat(column_args.song_beat, cur_beat, sp_rot);
break;
}
2011-03-17 01:47:30 -04:00
RageVector3 center_vert(sp_pos.x + ae_pos.x,
sp_pos.y + ae_pos.y, sp_pos.z + ae_pos.z);
2011-03-17 01:47:30 -04:00
// Special case for hold caps, which have the same top and bottom beat.
if(part_args.top_beat == part_args.bottom_beat && !first_vert_set)
{
center_vert.x+= render_forward.x;
center_vert.y+= render_forward.y;
center_vert.z+= render_forward.z;
}
2011-03-17 01:47:30 -04:00
const float render_roty= (sp_rot.y + ae_rot.y);
// (step 2 of vector handling)
RageVector3 render_left;
if(abs(render_forward.z) > 0.9f) // 0.9 arbitrariliy picked.
{
RageVec3Cross(&render_left, &pos_y_vec, &render_forward);
}
else
{
RageVec3Cross(&render_left, &pos_z_vec, &render_forward);
}
RageAARotate(&render_left, &render_forward, render_roty);
const float half_width= fScaledFrameWidth * .5f;
render_left.x*= half_width;
render_left.y*= half_width;
render_left.z*= half_width;
const RageVector3 left_vert(center_vert.x + render_left.x,
center_vert.y + render_left.y, center_vert.z + render_left.z);
const RageVector3 right_vert(center_vert.x - render_left.x,
center_vert.y - render_left.y, center_vert.z - render_left.z);
2011-03-17 01:47:30 -04:00
const float fDistFromTop = (fY - y_start_pos) / ae_zoom;
float fTexCoordTop = SCALE(fDistFromTop, 0, unzoomed_frame_height, rect.top, rect.bottom);
fTexCoordTop += add_to_tex_coord;
2011-03-17 01:47:30 -04:00
const float fAlpha = ArrowGetAlphaOrGlow(glow, m_pPlayerState, column_args.column, fYOffset, part_args.percent_fade_to_fail, m_fYReverseOffsetPixels, field_args.draw_pixels_before_targets, field_args.fade_before_targets);
const RageColor color= RageColor(
column_args.diffuse.r * color_scale,
column_args.diffuse.g * color_scale,
column_args.diffuse.b * color_scale,
column_args.diffuse.a * fAlpha);
if(fAlpha > 0)
2011-03-17 01:47:30 -04:00
bAllAreTransparent = false;
queue.v[0].p = left_vert; queue.v[0].c = color; queue.v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop);
queue.v[1].p = center_vert; queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordCenter, fTexCoordTop);
queue.v[2].p = right_vert; queue.v[2].c = color; queue.v[2].t = RageVector2(fTexCoordRight, fTexCoordTop);
2011-03-17 01:47:30 -04:00
queue.v+=3;
if(queue.Free() < 3 || last_vert_set)
2011-03-17 01:47:30 -04:00
{
/* The queue is full. Render it, clear the buffer, and move back a step to
* start off the strip again. */
if(!bAllAreTransparent)
2011-03-17 01:47:30 -04:00
{
FOREACH(Sprite*, vpSpr, spr)
2011-03-17 01:47:30 -04:00
{
RageTexture* pTexture = (*spr)->GetTexture();
DISPLAY->SetTexture(TextureUnit_1, pTexture->GetTexHandle());
DISPLAY->SetBlendMode(spr == vpSpr.begin() ? BLEND_NORMAL : BLEND_ADD);
DISPLAY->SetCullMode(CULL_NONE);
DISPLAY->SetTextureWrapping(TextureUnit_1, part_args.wrapping);
2011-03-17 01:47:30 -04:00
queue.Draw();
}
}
queue.Init();
bAllAreTransparent = true;
fY -= part_args.y_step;
2011-03-17 01:47:30 -04:00
}
first_vert_set= false;
2011-03-17 01:47:30 -04:00
}
}
void NoteDisplay::DrawHoldBodyInternal(vector<Sprite*>& sprite_top,
vector<Sprite*>& sprite_body, vector<Sprite*>& sprite_bottom,
const NoteFieldRenderArgs& field_args,
const NoteColumnRenderArgs& column_args,
draw_hold_part_args& part_args,
const float head_minus_top, const float tail_plus_bottom,
const float y_head, const float y_tail, const float top_beat,
const float bottom_beat, bool glow)
{
// Draw the top cap
part_args.y_top= head_minus_top;
part_args.y_bottom= y_head;
part_args.top_beat= top_beat;
part_args.bottom_beat= top_beat;
part_args.wrapping= false;
DrawHoldPart(sprite_top, field_args, column_args, part_args, glow, hpt_top);
// Draw the body
part_args.y_top= y_head;
part_args.y_bottom= y_tail;
part_args.bottom_beat= bottom_beat;
part_args.wrapping= true;
DrawHoldPart(sprite_body, field_args, column_args, part_args, glow, hpt_body);
// Draw the bottom cap
part_args.y_top= y_tail;
part_args.y_bottom = tail_plus_bottom;
part_args.top_beat = bottom_beat;
part_args.y_start_pos = max(part_args.y_start_pos, y_head);
part_args.wrapping= false;
DrawHoldPart(sprite_bottom, field_args, column_args, part_args, glow, hpt_bottom);
}
void NoteDisplay::DrawHoldBody(const TapNote& tn,
const NoteFieldRenderArgs& field_args,
const NoteColumnRenderArgs& column_args, float beat,
bool being_held, float y_head, float y_tail, float percent_fade_to_fail,
float color_scale, float top_beat, float bottom_beat)
2011-03-17 01:47:30 -04:00
{
draw_hold_part_args part_args;
part_args.percent_fade_to_fail= percent_fade_to_fail;
part_args.color_scale= color_scale;
part_args.overlapped_time= tn.HoldResult.fOverlappedTime;
2011-03-17 01:47:30 -04:00
vector<Sprite*> vpSprTop;
Sprite *pSpriteTop = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, beat, tn.subType == TapNoteSubType_Roll, being_held && !cache->m_bHoldActiveIsAddLayer );
2011-03-17 01:47:30 -04:00
vpSprTop.push_back( pSpriteTop );
vector<Sprite*> vpSprBody;
Sprite *pSpriteBody = GetHoldSprite( m_HoldBody, NotePart_HoldBody, beat, tn.subType == TapNoteSubType_Roll, being_held && !cache->m_bHoldActiveIsAddLayer );
2011-03-17 01:47:30 -04:00
vpSprBody.push_back( pSpriteBody );
vector<Sprite*> vpSprBottom;
Sprite *pSpriteBottom = GetHoldSprite( m_HoldBottomCap, NotePart_HoldBottomCap, beat, tn.subType == TapNoteSubType_Roll, being_held && !cache->m_bHoldActiveIsAddLayer );
2011-03-17 01:47:30 -04:00
vpSprBottom.push_back( pSpriteBottom );
if(being_held && cache->m_bHoldActiveIsAddLayer)
2011-03-17 01:47:30 -04:00
{
Sprite *pSprTop = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, beat, tn.subType == TapNoteSubType_Roll, true );
2011-03-17 01:47:30 -04:00
vpSprTop.push_back( pSprTop );
Sprite *pSprBody = GetHoldSprite( m_HoldBody, NotePart_HoldBody, beat, tn.subType == TapNoteSubType_Roll, true );
2011-03-17 01:47:30 -04:00
vpSprBody.push_back( pSprBody );
Sprite *pSprBottom = GetHoldSprite( m_HoldBottomCap, NotePart_HoldBottomCap, beat, tn.subType == TapNoteSubType_Roll, true );
2011-03-17 01:47:30 -04:00
vpSprBottom.push_back( pSprBottom );
}
const bool reverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(column_args.column) > 0.5f;
part_args.flip_texture_vertically = reverse && cache->m_bFlipHoldBodyWhenReverse;
if(part_args.flip_texture_vertically)
2011-03-17 01:47:30 -04:00
{
swap( vpSprTop, vpSprBottom );
swap( pSpriteTop, pSpriteBottom );
}
const bool bWavyPartsNeedZBuffer = ArrowEffects::NeedZBuffer();
2011-03-17 01:47:30 -04:00
DISPLAY->SetZTestMode( bWavyPartsNeedZBuffer?ZTEST_WRITE_ON_PASS:ZTEST_OFF );
DISPLAY->SetZWrite( bWavyPartsNeedZBuffer );
2011-04-02 00:49:08 -05:00
// Hack: Z effects need a finer grain step.
part_args.y_step = bWavyPartsNeedZBuffer? 4: 16; // use small steps only if wavy
2011-03-17 01:47:30 -04:00
if(part_args.flip_texture_vertically)
2011-03-17 01:47:30 -04:00
{
y_head -= cache->m_iStopDrawingHoldBodyOffsetFromTail;
y_tail -= cache->m_iStartDrawingHoldBodyOffsetFromHead;
2011-03-17 01:47:30 -04:00
}
else
{
y_head += cache->m_iStartDrawingHoldBodyOffsetFromHead;
y_tail += cache->m_iStopDrawingHoldBodyOffsetFromTail;
2011-03-17 01:47:30 -04:00
}
float ae_zoom= ArrowEffects::GetZoom(m_pPlayerState);
const float frame_height_top= pSpriteTop->GetUnzoomedHeight() * ae_zoom;
const float frame_height_bottom= pSpriteBottom->GetUnzoomedHeight() * ae_zoom;
2011-03-17 01:47:30 -04:00
part_args.y_start_pos= ArrowEffects::GetYPos(column_args.column,
field_args.draw_pixels_after_targets, m_fYReverseOffsetPixels);
part_args.y_end_pos= ArrowEffects::GetYPos(column_args.column,
field_args.draw_pixels_before_targets, m_fYReverseOffsetPixels);
if(reverse)
{
swap(part_args.y_start_pos, part_args.y_end_pos);
}
// So that part_args.y_start_pos can be changed when drawing the bottom.
const float original_y_start_pos= part_args.y_start_pos;
const float head_minus_top= y_head - frame_height_top;
const float tail_plus_bottom= y_tail + frame_height_bottom;
part_args.anchor_to_top= reverse && cache->m_bTopHoldAnchorWhenReverse;
DISPLAY->SetTextureMode(TextureUnit_1, TextureMode_Modulate);
DrawHoldBodyInternal(vpSprTop, vpSprBody, vpSprBottom, field_args,
column_args, part_args, head_minus_top,
tail_plus_bottom, y_head, y_tail, top_beat, bottom_beat,
false);
part_args.y_start_pos= original_y_start_pos;
DISPLAY->SetTextureMode(TextureUnit_1, TextureMode_Glow);
DrawHoldBodyInternal(vpSprTop, vpSprBody, vpSprBottom, field_args,
column_args, part_args, head_minus_top,
tail_plus_bottom, y_head, y_tail, top_beat, bottom_beat,
true);
2011-03-17 01:47:30 -04:00
}
void NoteDisplay::DrawHold(const TapNote& tn,
const NoteFieldRenderArgs& field_args,
const NoteColumnRenderArgs& column_args, int iRow, bool bIsBeingHeld,
const HoldNoteResult &Result, bool bIsAddition, float fPercentFadeToFail)
2011-03-17 01:47:30 -04:00
{
int iEndRow = iRow + tn.iDuration;
float top_beat= NoteRowToVisibleBeat(m_pPlayerState, iRow);
float bottom_beat= NoteRowToVisibleBeat(m_pPlayerState, iEndRow);
if(bIsBeingHeld)
{
top_beat= column_args.song_beat;
}
2011-03-17 01:47:30 -04:00
// bDrawGlowOnly is a little hacky. We need to draw the diffuse part and the glow part one pass at a time to minimize state changes
bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(column_args.column) > 0.5f;
2011-03-17 01:47:30 -04:00
float fStartBeat = NoteRowToBeat( max(tn.HoldResult.iLastHeldRow, iRow) );
float fThrowAway = 0;
// HACK: If life > 0, don't set YOffset to 0 so that it doesn't jiggle around the receptor.
bool bStartIsPastPeak = true;
float fStartYOffset = 0;
if( tn.HoldResult.bActive && tn.HoldResult.fLife > 0 )
; // use the default values filled in above
else
fStartYOffset = ArrowEffects::GetYOffset( m_pPlayerState, column_args.column, fStartBeat, fThrowAway, bStartIsPastPeak );
2011-03-17 01:47:30 -04:00
float fEndPeakYOffset = 0;
bool bEndIsPastPeak = false;
float fEndYOffset = ArrowEffects::GetYOffset( m_pPlayerState, column_args.column, NoteRowToBeat(iEndRow), fEndPeakYOffset, bEndIsPastPeak );
2011-03-17 01:47:30 -04:00
// In boomerang, the arrows reverse direction at Y offset value fPeakAtYOffset.
// If fPeakAtYOffset lies inside of the hold we're drawing, then the we
// want to draw the tail at that max Y offset, or else the hold will appear
// to magically grow as the tail approaches the max Y offset.
if( bStartIsPastPeak && !bEndIsPastPeak )
fEndYOffset = fEndPeakYOffset; // use the calculated PeakYOffset so that long holds don't appear to grow
// Swap in reverse, so fStartYOffset is always the offset higher on the screen.
if( bReverse )
swap( fStartYOffset, fEndYOffset );
const float fYHead= ArrowEffects::GetYPos(column_args.column, fStartYOffset, m_fYReverseOffsetPixels);
const float fYTail= ArrowEffects::GetYPos(column_args.column, fEndYOffset, m_fYReverseOffsetPixels);
2011-03-17 01:47:30 -04:00
const float fColorScale = SCALE( tn.HoldResult.fLife, 0.0f, 1.0f, cache->m_fHoldLetGoGrayPercent, 1.0f );
bool bFlipHeadAndTail = bReverse && cache->m_bFlipHeadAndTailWhenReverse;
/* The body and caps should have no overlap, so their order doesn't matter.
* Draw the head last, so it appears on top. */
float fBeat = NoteRowToBeat(iRow);
// Side note: I don't know why these two checks were commented out and I
// didn't bother to update them when rewriting the arguments that are
// passed to the note drawing functions. -Kyz
2011-04-02 00:49:08 -05:00
/*
if( !cache->m_bHoldHeadIsAboveWavyParts )
{
Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNoteSubType_Roll, bIsBeingHeld );
2011-04-02 00:49:08 -05:00
DrawActor( tn, pActor, NotePart_HoldHead, iCol, bFlipHeadAndTail ? fEndYOffset : fStartYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
}
if( !cache->m_bHoldTailIsAboveWavyParts )
{
Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNoteSubType_Roll, bIsBeingHeld );
2011-04-02 00:49:08 -05:00
DrawActor( tn, pActor, NotePart_HoldTail, iCol, bFlipHeadAndTail ? fStartYOffset : fEndYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
}
*/
2011-03-17 01:47:30 -04:00
DrawHoldBody(tn, field_args, column_args, fBeat, bIsBeingHeld, fYHead, fYTail, fPercentFadeToFail, fColorScale, top_beat, bottom_beat);
2011-03-17 01:47:30 -04:00
/* These set the texture mode themselves. */
// this part was modified in pumpmania, where it flips the draw order
// of the head and tail. Perhaps make this a theme/noteskin metric? -aj
if( cache->m_bHoldTailIsAboveWavyParts )
{
Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNoteSubType_Roll, bIsBeingHeld );
DrawActor(tn, pActor, NotePart_HoldTail, field_args, column_args, bFlipHeadAndTail ? fStartYOffset : fEndYOffset, fBeat, bIsAddition, fPercentFadeToFail, fColorScale, false);
2011-03-17 01:47:30 -04:00
}
if( cache->m_bHoldHeadIsAboveWavyParts )
{
Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNoteSubType_Roll, bIsBeingHeld );
DrawActor(tn, pActor, NotePart_HoldHead, field_args, column_args, bFlipHeadAndTail ? fEndYOffset : fStartYOffset, fBeat, bIsAddition, fPercentFadeToFail, fColorScale, bIsBeingHeld);
2011-03-17 01:47:30 -04:00
}
}
void NoteDisplay::DrawActor(const TapNote& tn, Actor* pActor, NotePart part,
const NoteFieldRenderArgs& field_args, const NoteColumnRenderArgs& column_args, float fYOffset, float fBeat,
bool bIsAddition, float fPercentFadeToFail, float fColorScale,
bool is_being_held)
2011-03-17 01:47:30 -04:00
{
if (tn.type == TapNoteType_AutoKeysound && !GAMESTATE->m_bInStepEditor) return;
if(fYOffset < field_args.draw_pixels_after_targets ||
fYOffset > field_args.draw_pixels_before_targets)
{
2011-03-17 01:47:30 -04:00
return;
}
float spline_beat= fBeat;
if(is_being_held) { spline_beat= column_args.song_beat; }
const float fAlpha= ArrowEffects::GetAlpha(column_args.column, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, field_args.draw_pixels_before_targets, field_args.fade_before_targets);
const float fGlow= ArrowEffects::GetGlow(column_args.column, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, field_args.draw_pixels_before_targets, field_args.fade_before_targets);
const RageColor diffuse = RageColor(
column_args.diffuse.r * fColorScale,
column_args.diffuse.g * fColorScale,
column_args.diffuse.b * fColorScale,
column_args.diffuse.a * fAlpha);
const RageColor glow = RageColor(1, 1, 1, fGlow);
// We can't actually use the glow color from the effect on the colum actor
// because it's used by the stealth modifier. -Kyz
/*
const RageColor glow = RageColor(
column_args.glow.r * fColorScale,
column_args.glow.g * fColorScale,
column_args.glow.b * fColorScale,
column_args.glow.a * fGlow);
*/
bool bIsHoldHead = tn.type == TapNoteType_HoldHead;
bool bIsHoldCap = bIsHoldHead || tn.type == TapNoteType_HoldTail;
// So, thie call to GetBrightness does nothing because fColorScale is not
// used after this point. If you read GetBrightness, it looks like it's
// meant to fade the note to black, so a note that is one beat past the
// receptors is black. However, I looked through the github history and
// it's been down here, disabled, since at least SM5 beta 1a. I don't
// know if we should bring that behavior back now. -Kyz
if( tn.type != TapNoteType_HoldHead )
{ fColorScale *= ArrowEffects::GetBrightness(m_pPlayerState, fBeat); }
2011-03-17 01:47:30 -04:00
// same logical structure as in UpdateReceptorGhostStuff, I just haven't
// figured out a good way to combine them. -Kyz
RageVector3 sp_pos;
RageVector3 sp_rot;
RageVector3 sp_zoom;
RageVector3 ae_pos;
RageVector3 ae_rot;
RageVector3 ae_zoom;
column_args.spae_pos_for_beat(m_pPlayerState, spline_beat,
fYOffset, m_fYReverseOffsetPixels, sp_pos, ae_pos);
switch(column_args.rot_handler->m_spline_mode)
{
case NCSM_Disabled:
if(!bIsHoldCap)
{
ae_rot.x= ArrowEffects::GetRotationX(fYOffset);
}
ae_rot.y= ArrowEffects::GetRotationY(fYOffset);
ae_rot.z= ArrowEffects::GetRotationZ(m_pPlayerState, fBeat, bIsHoldHead);
break;
case NCSM_Offset:
if(!bIsHoldCap)
{
ae_rot.x= ArrowEffects::GetRotationX(fYOffset);
}
ae_rot.y= ArrowEffects::GetRotationY(fYOffset);
ae_rot.z= ArrowEffects::GetRotationZ(m_pPlayerState, fBeat, bIsHoldHead);
column_args.rot_handler->EvalForBeat(column_args.song_beat, spline_beat, sp_rot);
break;
case NCSM_Position:
column_args.rot_handler->EvalForBeat(column_args.song_beat, spline_beat, sp_rot);
break;
}
column_args.spae_zoom_for_beat(m_pPlayerState, spline_beat, sp_zoom, ae_zoom);
column_args.SetPRZForActor(pActor, sp_pos, ae_pos, sp_rot, ae_rot, sp_zoom, ae_zoom);
2011-03-17 01:47:30 -04:00
// [AJ] this two lines (and how they're handled) piss off many people:
pActor->SetDiffuse( diffuse );
pActor->SetGlow( glow );
bool bNeedsTranslate = (bIsAddition && !IsVectorZero(cache->m_fAdditionTextureCoordOffset[part])) || !IsVectorZero(cache->m_fNoteColorTextureCoordSpacing[part]);
if( bNeedsTranslate )
{
DISPLAY->TexturePushMatrix();
float color = 0.0f;
switch( cache->m_NoteColorType[part] )
{
case NoteColorType_Denominator:
color = float( BeatToNoteType( fBeat ) );
color = clamp( color, 0, (cache->m_iNoteColorCount[part]-1) );
break;
case NoteColorType_Progress:
color = fmodf( ceilf( fBeat * cache->m_iNoteColorCount[part] ), (float)cache->m_iNoteColorCount[part] );
break;
default:
FAIL_M(ssprintf("Invalid NoteColorType: %i", cache->m_NoteColorType[part]));
}
DISPLAY->TextureTranslate( (bIsAddition ? cache->m_fAdditionTextureCoordOffset[part] : RageVector2(0,0)) + cache->m_fNoteColorTextureCoordSpacing[part]*color );
2011-03-17 01:47:30 -04:00
}
pActor->Draw();
if( bNeedsTranslate )
{
DISPLAY->TexturePopMatrix();
}
}
void NoteDisplay::DrawTap(const TapNote& tn,
const NoteFieldRenderArgs& field_args,
const NoteColumnRenderArgs& column_args, float fBeat,
bool bOnSameRowAsHoldStart, bool bOnSameRowAsRollStart,
bool bIsAddition, float fPercentFadeToFail)
2011-03-17 01:47:30 -04:00
{
Actor* pActor = NULL;
NotePart part = NotePart_Tap;
/*
if( tn.source == TapNoteSource_Addition )
{
pActor = GetTapActor( m_TapAddition, NotePart_Addition, fBeat );
part = NotePart_Addition;
}
*/
if( tn.type == TapNoteType_Lift )
2011-03-17 01:47:30 -04:00
{
pActor = GetTapActor( m_TapLift, NotePart_Lift, fBeat );
part = NotePart_Lift;
}
else if( tn.type == TapNoteType_Mine )
2011-03-17 01:47:30 -04:00
{
pActor = GetTapActor( m_TapMine, NotePart_Mine, fBeat );
part = NotePart_Mine;
}
else if( tn.type == TapNoteType_Fake )
2011-03-17 01:47:30 -04:00
{
pActor = GetTapActor( m_TapFake, NotePart_Fake, fBeat );
part = NotePart_Fake;
}
2011-06-13 14:48:15 -04:00
// TODO: Simplify all of the below.
else if (bOnSameRowAsHoldStart && bOnSameRowAsRollStart)
{
if (cache->m_bDrawHoldHeadForTapsOnSameRow && cache->m_bDrawRollHeadForTapsOnSameRow)
{
if (cache->m_bTapHoldRollOnRowMeansHold) // another new metric?
{
pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, fBeat, false, false );
}
else
{
pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, fBeat, true, false );
}
}
else if (cache->m_bDrawHoldHeadForTapsOnSameRow)
{
pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, fBeat, false, false );
}
else if (cache->m_bDrawRollHeadForTapsOnSameRow)
{
pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, fBeat, true, false );
}
}
2011-03-17 01:47:30 -04:00
else if( bOnSameRowAsHoldStart && cache->m_bDrawHoldHeadForTapsOnSameRow )
{
pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, fBeat, false, false );
}
2011-06-13 14:48:15 -04:00
else if( bOnSameRowAsRollStart && cache->m_bDrawRollHeadForTapsOnSameRow )
{
pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, fBeat, true, false );
}
2011-03-17 01:47:30 -04:00
else
{
pActor = GetTapActor( m_TapNote, NotePart_Tap, fBeat );
}
if( tn.type == TapNoteType_Attack )
2011-03-17 01:47:30 -04:00
{
Message msg( "SetAttack" );
msg.SetParam( "Modifiers", tn.sAttackModifiers );
pActor->HandleMessage( msg );
}
const float fYOffset = ArrowEffects::GetYOffset( m_pPlayerState, column_args.column, fBeat );
2011-03-17 01:47:30 -04:00
// this is the line that forces the (1,1,1,x) part of the noteskin diffuse -aj
DrawActor(tn, pActor, part, field_args, column_args, fYOffset, fBeat, bIsAddition, fPercentFadeToFail, 1.0f, false);
2011-03-17 01:47:30 -04:00
if( tn.type == TapNoteType_Attack )
2011-03-17 01:47:30 -04:00
pActor->PlayCommand( "UnsetAttack" );
}
void NoteColumnRenderer::UpdateReceptorGhostStuff(Actor* receptor) const
{
const PlayerState* player_state= m_field_render_args->player_state;
float song_beat= player_state->GetDisplayedPosition().m_fSongBeatVisible;
// sp_* will be filled with the settings from the splines.
// ae_* will be filled with the settings from ArrowEffects.
// The two together will be applied to the actor.
// sp_* will be zeroes in NCSM_Disabled, and ae_* will be zeroes in
// NCSM_Position, so the setting step won't have to check the mode. -Kyz
// sp_* are sized by the spline evaluate function.
RageVector3 sp_pos;
RageVector3 sp_rot;
RageVector3 sp_zoom;
RageVector3 ae_pos;
RageVector3 ae_rot;
RageVector3 ae_zoom;
switch(NCR_current.m_pos_handler.m_spline_mode)
{
case NCSM_Disabled:
ArrowEffects::GetXYZPos(player_state, m_column, 0, m_field_render_args->reverse_offset_pixels, ae_pos);
break;
case NCSM_Offset:
ArrowEffects::GetXYZPos(player_state, m_column, 0, m_field_render_args->reverse_offset_pixels, ae_pos);
NCR_current.m_pos_handler.EvalForReceptor(song_beat, sp_pos);
break;
case NCSM_Position:
NCR_current.m_pos_handler.EvalForReceptor(song_beat, sp_pos);
break;
}
switch(NCR_current.m_rot_handler.m_spline_mode)
{
case NCSM_Disabled:
ae_rot.z= ArrowEffects::ReceptorGetRotationZ(player_state);
break;
case NCSM_Offset:
ae_rot.z= ArrowEffects::ReceptorGetRotationZ(player_state);
NCR_current.m_rot_handler.EvalForReceptor(song_beat, sp_rot);
break;
case NCSM_Position:
NCR_current.m_rot_handler.EvalForReceptor(song_beat, sp_rot);
break;
}
switch(NCR_current.m_zoom_handler.m_spline_mode)
{
case NCSM_Disabled:
ae_zoom.x= ae_zoom.y= ae_zoom.z= ArrowEffects::GetZoom(player_state);
break;
case NCSM_Offset:
ae_zoom.x= ae_zoom.y= ae_zoom.z= ArrowEffects::GetZoom(player_state);
NCR_current.m_zoom_handler.EvalForReceptor(song_beat, sp_zoom);
break;
case NCSM_Position:
NCR_current.m_zoom_handler.EvalForReceptor(song_beat, sp_zoom);
break;
}
m_column_render_args.SetPRZForActor(receptor, sp_pos, ae_pos, sp_rot, ae_rot, sp_zoom, ae_zoom);
receptor->SetInternalDiffuse(m_column_render_args.diffuse);
receptor->SetInternalGlow(m_column_render_args.glow);
}
void NoteColumnRenderer::DrawPrimitives()
{
m_column_render_args.song_beat= m_field_render_args->player_state->GetDisplayedPosition().m_fSongBeatVisible;
m_column_render_args.pos_handler= &NCR_current.m_pos_handler;
m_column_render_args.rot_handler= &NCR_current.m_rot_handler;
m_column_render_args.zoom_handler= &NCR_current.m_zoom_handler;
m_column_render_args.diffuse= m_pTempState->diffuse[0];
m_column_render_args.glow= m_pTempState->glow;
m_field_render_args->first_beat= NoteRowToBeat(m_field_render_args->first_row);
m_field_render_args->last_beat= NoteRowToBeat(m_field_render_args->last_row);
bool any_upcoming= false;
// Build lists of holds and taps for each player number, then pass those
// lists to the displays to draw.
// The vector in the NUM_PlayerNumber slot should stay empty, not worth
// optimizing it out. -Kyz
vector<vector<NoteData::TrackMap::const_iterator> > holds(PLAYER_INVALID+1);
vector<vector<NoteData::TrackMap::const_iterator> > taps(PLAYER_INVALID+1);
NoteData::TrackMap::const_iterator begin, end;
m_field_render_args->note_data->GetTapNoteRangeInclusive(m_column,
m_field_render_args->first_row, m_field_render_args->last_row+1, begin, end);
for(; begin != end; ++begin)
{
const TapNote& tn= begin->second;
switch(tn.type)
{
case TapNoteType_Empty:
continue;
case TapNoteType_Tap:
case TapNoteType_HoldTail:
case TapNoteType_Mine:
case TapNoteType_Lift:
case TapNoteType_Attack:
case TapNoteType_AutoKeysound:
case TapNoteType_Fake:
if(!tn.result.bHidden)
{
taps[tn.pn].push_back(begin);
}
break;
case TapNoteType_HoldHead:
if(tn.HoldResult.hns != HNS_Held)
{
holds[tn.pn].push_back(begin);
}
break;
}
}
#define DTS_INNER(pn, tap_set, draw_func, disp) \
if(!tap_set[pn].empty()) \
{ \
any_upcoming|= disp->draw_func(*m_field_render_args, m_column_render_args, tap_set[pn]); \
}
#define DRAW_TAP_SET(tap_set, draw_func) \
FOREACH_PlayerNumber(pn) \
{ \
DTS_INNER(pn, tap_set, draw_func, m_displays[pn]); \
}
DRAW_TAP_SET(holds, DrawHoldsInRange);
DTS_INNER(PLAYER_INVALID, holds, DrawHoldsInRange, m_displays[PLAYER_INVALID]);
DRAW_TAP_SET(taps, DrawTapsInRange);
DTS_INNER(PLAYER_INVALID, taps, DrawTapsInRange, m_displays[PLAYER_INVALID]);
#undef DTS_INNER
#undef DRAW_TAP_SET
m_field_render_args->receptor_row->SetNoteUpcoming(m_column, any_upcoming);
}
void NoteColumnRenderer::SetCurrentTweenStart()
{
NCR_start= NCR_current;
}
void NoteColumnRenderer::EraseHeadTween()
{
NCR_current= NCR_Tweens[0];
NCR_Tweens.erase(NCR_Tweens.begin());
}
void NoteColumnRenderer::UpdatePercentThroughTween(float between)
{
NCR_TweenState::MakeWeightedAverage(NCR_current, NCR_start, NCR_Tweens[0],
between);
}
void NoteColumnRenderer::BeginTweening(float time, ITween* interp)
{
Actor::BeginTweening(time, interp);
if(!NCR_Tweens.empty())
{
NCR_Tweens.push_back(NCR_Tweens.back());
}
else
{
NCR_Tweens.push_back(NCR_current);
}
}
void NoteColumnRenderer::StopTweening()
{
NCR_Tweens.clear();
Actor::StopTweening();
}
void NoteColumnRenderer::FinishTweening()
{
if(!NCR_Tweens.empty())
{
NCR_current= NCR_DestTweenState();
}
Actor::FinishTweening();
}
NoteColumnRenderer::NCR_TweenState::NCR_TweenState()
{
m_rot_handler.m_spline.set_spatial_extent(0, PI*2.0f);
m_rot_handler.m_spline.set_spatial_extent(1, PI*2.0f);
m_rot_handler.m_spline.set_spatial_extent(2, PI*2.0f);
}
void NoteColumnRenderer::NCR_TweenState::MakeWeightedAverage(
NCR_TweenState& out, const NCR_TweenState& from, const NCR_TweenState& to,
float between)
{
#define WEIGHT_FOR_ME(me) \
NCSplineHandler::MakeWeightedAverage(out.me, from.me, to.me, between);
WEIGHT_FOR_ME(m_pos_handler);
WEIGHT_FOR_ME(m_rot_handler);
WEIGHT_FOR_ME(m_zoom_handler);
#undef WEIGHT_FOR_ME
}
#include "LuaBinding.h"
struct LunaNCSplineHandler : Luna<NCSplineHandler>
{
static int get_spline(T* p, lua_State* L)
{
p->m_spline.PushSelf(L);
return 1;
}
DEFINE_METHOD(get_receptor_t, m_receptor_t);
DEFINE_METHOD(get_beats_per_t, m_beats_per_t);
#define SET_T(member, name) \
static int name(T* p, lua_State* L) \
{ \
p->member= FArg(1); \
COMMON_RETURN_SELF; \
}
#define SET_B(member, name) \
static int name(T* p, lua_State* L) \
{ \
p->member= BArg(1); \
COMMON_RETURN_SELF; \
}
SET_T(m_receptor_t, set_receptor_t);
SET_T(m_beats_per_t, set_beats_per_t);
SET_B(m_subtract_song_beat_from_curr, set_subtract_song_beat);
#undef SET_T
#undef SET_B
static int set_spline_mode(T* p, lua_State* L)
{
p->m_spline_mode= Enum::Check<NoteColumnSplineMode>(L, 1);
COMMON_RETURN_SELF;
}
DEFINE_METHOD(get_spline_mode, m_spline_mode);
DEFINE_METHOD(get_subtract_song_beat, m_subtract_song_beat_from_curr);
LunaNCSplineHandler()
{
ADD_METHOD(get_spline);
ADD_METHOD(get_beats_per_t);
ADD_METHOD(set_beats_per_t);
ADD_METHOD(get_receptor_t);
ADD_METHOD(set_receptor_t);
ADD_METHOD(get_spline_mode);
ADD_METHOD(set_spline_mode);
ADD_METHOD(get_subtract_song_beat);
ADD_METHOD(set_subtract_song_beat);
}
};
LUA_REGISTER_CLASS(NCSplineHandler);
struct LunaNoteColumnRenderer : Luna<NoteColumnRenderer>
{
#define GET_HANDLER(member, name) \
static int name(T* p, lua_State* L) \
{ \
p->member->PushSelf(L); \
return 1; \
}
GET_HANDLER(GetPosHandler(), get_pos_handler);
GET_HANDLER(GetRotHandler(), get_rot_handler);
GET_HANDLER(GetZoomHandler(), get_zoom_handler);
#undef GET_HANDLER
LunaNoteColumnRenderer()
{
ADD_METHOD(get_pos_handler);
ADD_METHOD(get_rot_handler);
ADD_METHOD(get_zoom_handler);
}
};
LUA_REGISTER_DERIVED_CLASS(NoteColumnRenderer, Actor)
2011-03-17 01:47:30 -04:00
/*
* NoteColumnRenderer and associated spline stuff (c) Eric Reese 2014-2015
2011-03-17 01:47:30 -04:00
* (c) 2001-2006 Brian Bugh, Ben Nordstrom, Chris Danford, Steve Checkoway
* 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.
*/