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itgmania212121/stepmania/src/NoteField.h
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#ifndef NOTEFIELD_H
#define NOTEFIELD_H
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/*
-----------------------------------------------------------------------------
Class: NoteField
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Desc: A stream of ColorNotes that scrolls past Y==0.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
-----------------------------------------------------------------------------
*/
#include "Sprite.h"
#include "ActorFrame.h"
#include "BitmapText.h"
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#include "PrefsManager.h"
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#include "StyleDef.h"
#include "BitmapText.h"
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#include "Quad.h"
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#include "NoteDataWithScoring.h"
#include "NoteDisplay.h"
#include "ArrowBackdrop.h"
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class Song;
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class NoteField : public NoteDataWithScoring, public ActorFrame
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{
public:
NoteField();
~NoteField();
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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virtual void Load( const NoteData* pNoteData, PlayerNumber pn, int iStartDrawingPixel, int iEndDrawingPixel, float fYReverseOffsetPixels );
virtual void Unload();
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void RemoveTapNoteRow( int iIndex );
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vector<bool> m_bIsHoldingHoldNote; // hack: Need this to know when to "light up" the center of hold notes
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float m_fBeginMarker, m_fEndMarker; // only used with MODE_EDIT
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void FadeToFail();
void CacheNoteSkin( CString skin );
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protected:
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void DrawBeatBar( const float fBeat );
void DrawMarkerBar( const float fBeat );
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void DrawAreaHighlight( const float fStartBeat, const float fEndBeat );
void DrawBPMText( const float fBeat, const float fBPM );
void DrawFreezeText( const float fBeat, const float fBPM );
void DrawBGChangeText( const float fBeat, const CString sNewBGName );
float GetWidth();
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void RefreshBeatToNoteSkin();
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float m_fPercentFadeToFail; // -1 of not fading to fail
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PlayerNumber m_PlayerNumber;
int m_iStartDrawingPixel; // this should be a negative number
int m_iEndDrawingPixel; // this should be a positive number
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float m_fYReverseOffsetPixels;
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// color arrows
struct NoteDisplayCols
{
NoteDisplay display[MAX_NOTE_TRACKS];
};
/* All loaded note displays, mapped by their name. */
map<CString, NoteDisplayCols *> m_NoteDisplays;
int m_LastSeenBeatToNoteSkinRev;
/* Map of beat->NoteDisplayCols. This is updated whenever GAMESTATE-> changes. */
typedef map<float, NoteDisplayCols *> NDMap;
void SearchForBeat( NDMap::iterator &cur, NDMap::iterator &next, float Beat );
NDMap m_BeatToNoteDisplays;
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// used in MODE_EDIT
Sprite m_sprBars; // 4 frames: Measure, 4th, 8th, 16th
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BitmapText m_textMeasureNumber;
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Quad m_rectMarkerBar;
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Quad m_rectAreaHighlight;
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};
#endif