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itgmania212121/stepmania/src/ReceptorArrow.cpp
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#include "global.h"
#include "ReceptorArrow.h"
#include "PrefsManager.h"
#include "GameState.h"
#include "ThemeManager.h"
#include "NoteFieldPositioning.h"
#include "NoteSkinManager.h"
#include "RageLog.h"
#include "RageUtil.h"
#include "Game.h"
#include "PlayerState.h"
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// eventually, these will replace the pressblocks
const CString PRESS_COMMAND_NAME = "Press";
const CString LIFT_COMMAND_NAME = "Lift";
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ReceptorArrow::ReceptorArrow()
{
m_bIsPressed = false;
m_bWasPressed = false;
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StopAnimating();
}
bool ReceptorArrow::Load( const PlayerState* pPlayerState, int iColNo )
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{
m_pPlayerState = pPlayerState;
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m_iColNo = iColNo;
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CString sButton = GAMESTATE->GetCurrentGame()->ColToButtonName( iColNo );
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m_pReceptorWaiting.Load( NOTESKIN->GetPath(sButton,"receptor waiting") );
m_pReceptorGo.Load( NOTESKIN->GetPath(sButton,"receptor go") );
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FOREACH_TapNoteScore( i )
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{
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CString sJudge = TapNoteScoreToString( i );
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CString sCommand = Capitalize(sJudge)+"Command";
m_sScoreCommand[i] = NOTESKIN->GetMetricA(m_sName,sCommand);
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}
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m_pPressBlock.Load( NOTESKIN->GetPath(sButton,"KeypressBlock") );
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m_pReceptorWaiting->SetEffectClock( Actor::CLOCK_BGM_BEAT );
m_pReceptorGo->SetEffectClock( Actor::CLOCK_BGM_BEAT );
m_pPressBlock->SetEffectClock( Actor::CLOCK_BGM_BEAT );
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// draw pressblock before receptors
this->AddChild( m_pPressBlock );
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this->AddChild( m_pReceptorWaiting );
this->AddChild( m_pReceptorGo );
return true;
}
void ReceptorArrow::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
// update pressblock alignment based on scroll direction
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bool bReverse = m_pPlayerState->m_PlayerOptions.GetReversePercentForColumn(m_iColNo) > 0.5f;
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m_pPressBlock->SetVertAlign( bReverse ? Actor::align_bottom : Actor::align_top );
m_pReceptorGo->SetHidden( !GAMESTATE->m_bPastHereWeGo );
m_pReceptorWaiting->SetHidden( GAMESTATE->m_bPastHereWeGo );
m_pPressBlock->SetHidden( !m_bIsPressed );
}
void ReceptorArrow::DrawPrimitives()
{
if( m_bWasPressed && !m_bIsPressed )
{
m_pReceptorGo->PlayCommand( LIFT_COMMAND_NAME );
m_pReceptorWaiting->PlayCommand( LIFT_COMMAND_NAME );
}
m_bWasPressed = m_bIsPressed;
m_bIsPressed = false; // it may get turned back on next update
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ActorFrame::DrawPrimitives();
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}
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void ReceptorArrow::Step( TapNoteScore score )
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{
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m_bIsPressed = true;
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m_pReceptorGo->RunCommands( *m_sScoreCommand[score] );
m_pReceptorWaiting->RunCommands( *m_sScoreCommand[score] );
m_pReceptorGo->PlayCommand( PRESS_COMMAND_NAME );
m_pReceptorWaiting->PlayCommand( PRESS_COMMAND_NAME );
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}
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/*
* (c) 2001-2004 Ben Nordstrom, Chris Danford
* 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.
*/