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itgmania212121/stepmania/src/NoteDisplay.cpp
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#include "global.h"
#include "NoteDisplay.h"
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#include "Steps.h"
#include "PrefsManager.h"
#include "GameState.h"
#include "NoteSkinManager.h"
#include "RageException.h"
#include "ArrowEffects.h"
#include "RageLog.h"
#include "RageDisplay.h"
#include "NoteTypes.h"
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#include "NoteFieldPositioning.h"
#include "ActorUtil.h"
#include "NoteDataWithScoring.h"
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enum part
{
PART_TAP,
PART_ADDITION,
PART_MINE,
PART_HOLD_HEAD,
PART_HOLD_TAIL,
PART_HOLD_TOP_CAP,
PART_HOLD_BODY,
PART_HOLD_BOTTOM_CAP,
NUM_PARTS
};
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// cache
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struct NoteMetricCache_t
{
bool m_bDrawHoldHeadForTapsOnSameRow;
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float m_fAnimationLengthInBeats[NUM_PARTS];
bool m_bAnimationIsVivid[NUM_PARTS];
bool m_bAnimationIsNoteColor[NUM_PARTS];
bool m_bHoldHeadIsAboveWavyParts;
bool m_bHoldTailIsAboveWavyParts;
int m_iStartDrawingHoldBodyOffsetFromHead;
int m_iStopDrawingHoldBodyOffsetFromTail;
float m_fHoldNGGrayPercent;
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bool m_bTapNoteUseLighting;
bool m_bTapAdditionUseLighting;
bool m_bTapMineUseLighting;
bool m_bHoldHeadUseLighting;
bool m_bHoldTailUseLighting;
bool m_bFlipHeadAndTailWhenReverse;
void Load(CString skin, const CString &name);
} *NoteMetricCache;
void NoteMetricCache_t::Load(CString skin, const CString &name)
{
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m_bDrawHoldHeadForTapsOnSameRow = NOTESKIN->GetMetricB(skin,name,"DrawHoldHeadForTapsOnSameRow");
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m_fAnimationLengthInBeats[PART_TAP] = NOTESKIN->GetMetricF(skin,name,"TapNoteAnimationLengthInBeats");
m_fAnimationLengthInBeats[PART_ADDITION] = NOTESKIN->GetMetricF(skin,name,"TapAdditionAnimationLengthInBeats");
m_fAnimationLengthInBeats[PART_MINE] = NOTESKIN->GetMetricF(skin,name,"TapMineAnimationLengthInBeats");
m_fAnimationLengthInBeats[PART_HOLD_HEAD] = NOTESKIN->GetMetricF(skin,name,"HoldHeadAnimationLengthInBeats");
m_fAnimationLengthInBeats[PART_HOLD_TOP_CAP] = NOTESKIN->GetMetricF(skin,name,"HoldTopCapAnimationLengthInBeats");
m_fAnimationLengthInBeats[PART_HOLD_BODY] = NOTESKIN->GetMetricF(skin,name,"HoldBodyAnimationLengthInBeats");
m_fAnimationLengthInBeats[PART_HOLD_BOTTOM_CAP] = NOTESKIN->GetMetricF(skin,name,"HoldBottomCapAnimationLengthInBeats");
m_fAnimationLengthInBeats[PART_HOLD_TAIL] = NOTESKIN->GetMetricF(skin,name,"HoldTailAnimationLengthInBeats");
m_bAnimationIsVivid[PART_TAP] = NOTESKIN->GetMetricB(skin,name,"TapNoteAnimationIsVivid");
m_bAnimationIsVivid[PART_ADDITION] = NOTESKIN->GetMetricB(skin,name,"TapAdditionAnimationIsVivid");
m_bAnimationIsVivid[PART_MINE] = NOTESKIN->GetMetricB(skin,name,"TapMineAnimationIsVivid");
m_bAnimationIsVivid[PART_HOLD_HEAD] = NOTESKIN->GetMetricB(skin,name,"HoldHeadAnimationIsVivid");
m_bAnimationIsVivid[PART_HOLD_TOP_CAP] = NOTESKIN->GetMetricB(skin,name,"HoldTopCapAnimationIsVivid");
m_bAnimationIsVivid[PART_HOLD_BODY] = NOTESKIN->GetMetricB(skin,name,"HoldBodyAnimationIsVivid");
m_bAnimationIsVivid[PART_HOLD_BOTTOM_CAP] = NOTESKIN->GetMetricB(skin,name,"HoldBottomCapAnimationIsVivid");
m_bAnimationIsVivid[PART_HOLD_TAIL] = NOTESKIN->GetMetricB(skin,name,"HoldTailAnimationIsVivid");
m_bAnimationIsNoteColor[PART_TAP] = NOTESKIN->GetMetricB(skin,name,"TapNoteAnimationIsNoteColor");
m_bAnimationIsNoteColor[PART_ADDITION] = NOTESKIN->GetMetricB(skin,name,"TapAdditionAnimationIsNoteColor");
// m_bAnimationIsNoteColor[PART_MINE] = NOTESKIN->GetMetricB(skin,name,"TapMineAnimationIsNoteColor");
m_bAnimationIsNoteColor[PART_HOLD_HEAD] = NOTESKIN->GetMetricB(skin,name,"HoldHeadAnimationIsNoteColor");
m_bAnimationIsNoteColor[PART_HOLD_TOP_CAP] =NOTESKIN->GetMetricB(skin,name,"HoldTopCapAnimationIsNoteColor");
m_bAnimationIsNoteColor[PART_HOLD_BODY] = NOTESKIN->GetMetricB(skin,name,"HoldBodyAnimationIsNoteColor");
m_bAnimationIsNoteColor[PART_HOLD_BOTTOM_CAP] = NOTESKIN->GetMetricB(skin,name,"HoldBottomCapAnimationIsNoteColor");
m_bAnimationIsNoteColor[PART_HOLD_TAIL] = NOTESKIN->GetMetricB(skin,name,"HoldTailAnimationIsNoteColor");
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m_bHoldHeadIsAboveWavyParts = NOTESKIN->GetMetricB(skin,name,"HoldHeadIsAboveWavyParts");
m_bHoldTailIsAboveWavyParts = NOTESKIN->GetMetricB(skin,name,"HoldTailIsAboveWavyParts");
m_iStartDrawingHoldBodyOffsetFromHead = NOTESKIN->GetMetricI(skin,name,"StartDrawingHoldBodyOffsetFromHead");
m_iStopDrawingHoldBodyOffsetFromTail = NOTESKIN->GetMetricI(skin,name,"StopDrawingHoldBodyOffsetFromTail");
m_fHoldNGGrayPercent = NOTESKIN->GetMetricF(skin,name,"HoldNGGrayPercent");
m_bTapNoteUseLighting = NOTESKIN->GetMetricB(skin,name,"TapNoteUseLighting");
m_bTapAdditionUseLighting = NOTESKIN->GetMetricB(skin,name,"TapAdditionUseLighting");
m_bTapMineUseLighting = NOTESKIN->GetMetricB(skin,name,"TapMineUseLighting");
m_bHoldHeadUseLighting = NOTESKIN->GetMetricB(skin,name,"HoldHeadUseLighting");
m_bHoldTailUseLighting = NOTESKIN->GetMetricB(skin,name,"HoldTailUseLighting");
m_bFlipHeadAndTailWhenReverse = NOTESKIN->GetMetricB(skin,name,"FlipHeadAndTailWhenReverse");
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}
NoteDisplay::NoteDisplay()
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
{
m_pTapNote[i] = NULL;
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m_pTapAddition[i] = NULL;
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m_pHoldHeadActive[i] = NULL;
m_pHoldHeadInactive[i] = NULL;
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m_pHoldTailActive[i] = NULL;
m_pHoldTailInactive[i] = NULL;
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}
m_pTapMine = NULL;
cache = new NoteMetricCache_t;
}
NoteDisplay::~NoteDisplay()
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
{
delete m_pTapNote[i];
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delete m_pTapAddition[i];
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delete m_pHoldHeadActive[i];
delete m_pHoldHeadInactive[i];
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delete m_pHoldTailActive[i];
delete m_pHoldTailInactive[i];
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}
delete m_pTapMine;
delete cache;
}
void NoteDisplay::Load( int iColNum, PlayerNumber pn, CString NoteSkin, float fYReverseOffsetPixels )
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{
m_PlayerNumber = pn;
m_fYReverseOffsetPixels = fYReverseOffsetPixels;
/* Normally, this is empty and we use the style table entry via ColToButtonName. */
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NoteFieldMode &mode = g_NoteFieldMode[pn];
CString Button = mode.NoteButtonNames[iColNum];
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if(Button == "")
Button = NoteSkinManager::ColToButtonName(iColNum);
cache->Load( NoteSkin, Button );
// Look up note names once and store them here.
CString sNoteType[ NOTE_COLOR_IMAGES ];
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
sNoteType[i] = NoteTypeToString( (NoteType)i );
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if( cache->m_bAnimationIsNoteColor[PART_TAP] )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
m_pTapNote[i] = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "tap note "+sNoteType[i]) );
}
else
{
m_pTapNote[0] = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "tap note") );
}
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if( cache->m_bAnimationIsNoteColor[PART_ADDITION] )
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{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
m_pTapAddition[i] = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "tap addition "+sNoteType[i]) );
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}
else
{
m_pTapAddition[0] = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "tap addition") );
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}
m_pTapMine = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "tap mine") );
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if( cache->m_bAnimationIsNoteColor[PART_HOLD_HEAD] )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
{
m_pHoldHeadActive[i] = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold head active "+sNoteType[i]) );
m_pHoldHeadInactive[i] = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold head inactive "+sNoteType[i]) );
}
}
else
{
m_pHoldHeadActive[0] = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold head active") );
m_pHoldHeadInactive[0] = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold head inactive") );
}
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if( cache->m_bAnimationIsNoteColor[PART_HOLD_TOP_CAP] )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
{
m_sprHoldTopCapActive[i].Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold topcap active "+sNoteType[i]) );
m_sprHoldTopCapInactive[i].Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold topcap inactive "+sNoteType[i]) );
}
}
else
{
m_sprHoldTopCapActive[0].Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold topcap active") );
m_sprHoldTopCapInactive[0].Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold topcap inactive") );
}
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if( cache->m_bAnimationIsNoteColor[PART_HOLD_BODY] )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
{
m_sprHoldBodyActive[i].Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold body active "+sNoteType[i]) );
m_sprHoldBodyInactive[i].Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold body inactive "+sNoteType[i]) );
}
}
else
{
m_sprHoldBodyActive[0].Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold body active") );
m_sprHoldBodyInactive[0].Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold body inactive") );
}
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if( cache->m_bAnimationIsNoteColor[PART_HOLD_BOTTOM_CAP] )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
{
m_sprHoldBottomCapActive[i].Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold bottomcap active "+sNoteType[i]) );
m_sprHoldBottomCapInactive[i].Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold bottomcap inactive "+sNoteType[i]) );
}
}
else
{
m_sprHoldBottomCapActive[0].Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold bottomcap active") );
m_sprHoldBottomCapInactive[0].Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold bottomcap inactive") );
}
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if( cache->m_bAnimationIsNoteColor[PART_HOLD_TAIL] )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
{
m_pHoldTailActive[i] = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold tail active "+sNoteType[i]) );
m_pHoldTailInactive[i] = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold tail inactive "+sNoteType[i]) );
}
}
else
{
m_pHoldTailActive[0] = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold tail active") );
m_pHoldTailInactive[0] = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold tail inactive") );
}
}
void NoteDisplay::Update( float fDeltaTime )
{
int i;
for( i=0; i<NOTE_COLOR_IMAGES; i++ ) if(m_pTapNote[i]) m_pTapNote[i]->Update(fDeltaTime);
for( i=0; i<NOTE_COLOR_IMAGES; i++ ) if(m_pTapAddition[i]) m_pTapAddition[i]->Update(fDeltaTime);
m_pTapMine->Update(fDeltaTime);
for( i=0; i<NOTE_COLOR_IMAGES; i++ ) if(m_pHoldHeadActive[i]) m_pHoldHeadActive[i]->Update(fDeltaTime);
for( i=0; i<NOTE_COLOR_IMAGES; i++ ) if(m_pHoldHeadInactive[i]) m_pHoldHeadInactive[i]->Update(fDeltaTime);
for( i=0; i<NOTE_COLOR_IMAGES; i++ ) if(m_pHoldTailActive[i]) m_pHoldTailActive[i]->Update(fDeltaTime);
for( i=0; i<NOTE_COLOR_IMAGES; i++ ) if(m_pHoldTailInactive[i]) m_pHoldTailInactive[i]->Update(fDeltaTime);
}
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void NoteDisplay::SetActiveFrame( float fNoteBeat, Actor &actorToSet, float fAnimationLengthInBeats, bool bVivid, bool bNoteColor )
{
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const int iNumFrames = actorToSet.GetNumStates();
if( iNumFrames == 0 ) // Model with no textures
return;
float fSongBeat = GAMESTATE->m_fSongBeat;
float fPrecentIntoAnimation = fmodf(fSongBeat,fAnimationLengthInBeats) / fAnimationLengthInBeats;
float fNoteBeatFraction = fmodf( fNoteBeat, 1.0f );
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int iFrameNo = (int)(fPrecentIntoAnimation*iNumFrames);
if( bVivid )
{
// changed to deal with the minor complaint that the color cycling is
// one tick off in general
const float fFraction = fNoteBeatFraction - 0.25f/fAnimationLengthInBeats;
const float fInterval = 1.f / fAnimationLengthInBeats;
iFrameNo += int( froundf(fFraction,fInterval)*iNumFrames );
}
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// just in case somehow we're majorly negative with the subtraction
iFrameNo += (iNumFrames * 2);
iFrameNo %= iNumFrames;
ASSERT( iFrameNo>=0 && iFrameNo<iNumFrames );
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actorToSet.SetState( iFrameNo );
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}
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Actor * NoteDisplay::GetTapNoteActor( float fNoteBeat )
{
NoteType nt = NoteType(0);
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if( cache->m_bAnimationIsNoteColor[PART_TAP] )
nt = BeatToNoteType( fNoteBeat );
// NOTE_TYPE_INVALID is 192nds at this point.
if( nt == NOTE_TYPE_INVALID )
nt = NOTE_TYPE_192ND;
nt = min( nt, (NoteType) (NOTE_COLOR_IMAGES-1) );
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Actor *pActorOut = m_pTapNote[nt];
SetActiveFrame(
fNoteBeat,
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*pActorOut,
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cache->m_fAnimationLengthInBeats[PART_TAP],
cache->m_bAnimationIsVivid[PART_TAP],
cache->m_bAnimationIsNoteColor[PART_TAP] );
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return pActorOut;
}
Actor * NoteDisplay::GetTapAdditionActor( float fNoteBeat )
{
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NoteType nt = NoteType(0);
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if( cache->m_bAnimationIsNoteColor[PART_ADDITION] )
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nt = BeatToNoteType( fNoteBeat );
// NOTE_TYPE_INVALID is 192nds at this point.
if( nt == NOTE_TYPE_INVALID )
nt = NOTE_TYPE_192ND;
nt = min( nt, (NoteType) (NOTE_COLOR_IMAGES-1) );
Actor *pActorOut = m_pTapAddition[nt];
SetActiveFrame(
fNoteBeat,
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*pActorOut,
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cache->m_fAnimationLengthInBeats[PART_ADDITION],
cache->m_bAnimationIsVivid[PART_ADDITION],
cache->m_bAnimationIsNoteColor[PART_ADDITION] );
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return pActorOut;
}
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Actor * NoteDisplay::GetTapMineActor( float fNoteBeat )
{
SetActiveFrame(
fNoteBeat,
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*m_pTapMine,
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cache->m_fAnimationLengthInBeats[PART_MINE],
cache->m_bAnimationIsVivid[PART_MINE],
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false );
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return m_pTapMine;
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}
Sprite * NoteDisplay::GetHoldTopCapSprite( float fNoteBeat, bool bIsBeingHeld )
{
NoteType nt = NoteType(0);
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if( cache->m_bAnimationIsNoteColor[PART_HOLD_TOP_CAP] )
nt = BeatToNoteType( fNoteBeat );
// NOTE_TYPE_INVALID is 192nds at this point.
if( nt == NOTE_TYPE_INVALID )
nt = NOTE_TYPE_192ND;
nt = min( nt, (NoteType) (NOTE_COLOR_IMAGES-1) );
Sprite *pSpriteOut = bIsBeingHeld ? &m_sprHoldTopCapActive[nt] : &m_sprHoldTopCapInactive[nt];
SetActiveFrame(
fNoteBeat,
*pSpriteOut,
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cache->m_fAnimationLengthInBeats[PART_HOLD_TOP_CAP],
cache->m_bAnimationIsVivid[PART_HOLD_TOP_CAP],
cache->m_bAnimationIsNoteColor[PART_HOLD_TOP_CAP] );
return pSpriteOut;
}
Sprite * NoteDisplay::GetHoldBottomCapSprite( float fNoteBeat, bool bIsBeingHeld )
{
NoteType nt = NoteType(0);
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if( cache->m_bAnimationIsNoteColor[PART_HOLD_BOTTOM_CAP] )
nt = BeatToNoteType( fNoteBeat );
// NOTE_TYPE_INVALID is 192nds at this point.
if( nt == NOTE_TYPE_INVALID )
nt = NOTE_TYPE_192ND;
nt = min( nt, (NoteType) (NOTE_COLOR_IMAGES-1) );
Sprite *pSpriteOut = bIsBeingHeld ? &m_sprHoldBottomCapActive[nt] : &m_sprHoldBottomCapInactive[nt];
SetActiveFrame(
fNoteBeat,
*pSpriteOut,
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cache->m_fAnimationLengthInBeats[PART_HOLD_BOTTOM_CAP],
cache->m_bAnimationIsVivid[PART_HOLD_BOTTOM_CAP],
cache->m_bAnimationIsNoteColor[PART_HOLD_BOTTOM_CAP] );
return pSpriteOut;
}
Actor* NoteDisplay::GetHoldHeadActor( float fNoteBeat, bool bIsBeingHeld )
{
NoteType nt = NoteType(0);
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if( cache->m_bAnimationIsNoteColor[PART_HOLD_HEAD] )
nt = BeatToNoteType( fNoteBeat );
// NOTE_TYPE_INVALID is 192nds at this point.
if( nt == NOTE_TYPE_INVALID )
nt = NOTE_TYPE_192ND;
nt = min( nt, (NoteType) (NOTE_COLOR_IMAGES-1) );
Actor *pActorOut = bIsBeingHeld ? m_pHoldHeadActive[nt] : m_pHoldHeadInactive[nt];
SetActiveFrame(
fNoteBeat,
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*pActorOut,
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cache->m_fAnimationLengthInBeats[PART_HOLD_HEAD],
cache->m_bAnimationIsVivid[PART_HOLD_HEAD],
cache->m_bAnimationIsNoteColor[PART_HOLD_HEAD] );
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return pActorOut;
}
Sprite *NoteDisplay::GetHoldBodySprite( float fNoteBeat, bool bIsBeingHeld )
{
NoteType nt = NoteType(0);
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if( cache->m_bAnimationIsNoteColor[PART_HOLD_BODY] )
nt = BeatToNoteType( fNoteBeat );
// NOTE_TYPE_INVALID is 192nds at this point.
if( nt == NOTE_TYPE_INVALID )
nt = NOTE_TYPE_192ND;
nt = min( nt, (NoteType) (NOTE_COLOR_IMAGES-1) );
Sprite *pSpriteOut = bIsBeingHeld ? &m_sprHoldBodyActive[nt] : &m_sprHoldBodyInactive[nt];
SetActiveFrame(
fNoteBeat,
*pSpriteOut,
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cache->m_fAnimationLengthInBeats[PART_HOLD_BODY],
cache->m_bAnimationIsVivid[PART_HOLD_BODY],
cache->m_bAnimationIsNoteColor[PART_HOLD_BODY] );
return pSpriteOut;
}
Actor* NoteDisplay::GetHoldTailActor( float fNoteBeat, bool bIsBeingHeld )
{
NoteType nt = NoteType(0);
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if( cache->m_bAnimationIsNoteColor[PART_HOLD_TAIL] )
nt = BeatToNoteType( fNoteBeat );
// NOTE_TYPE_INVALID is 192nds at this point.
if( nt == NOTE_TYPE_INVALID )
nt = NOTE_TYPE_192ND;
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nt = min( nt, (NoteType) (NOTE_COLOR_IMAGES-1) );
Actor *pActorOut = bIsBeingHeld ? m_pHoldTailActive[nt] : m_pHoldTailInactive[nt];
SetActiveFrame(
fNoteBeat,
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*pActorOut,
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cache->m_fAnimationLengthInBeats[PART_HOLD_TAIL],
cache->m_bAnimationIsVivid[PART_HOLD_TAIL],
cache->m_bAnimationIsNoteColor[PART_HOLD_TAIL] );
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return pActorOut;
}
static float ArrowGetAlphaOrGlow( bool bGlow, PlayerNumber pn, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels )
{
if( bGlow )
return ArrowGetGlow( pn, iCol, fYOffset, fPercentFadeToFail, fYReverseOffsetPixels );
else
return ArrowGetAlpha( pn, iCol, fYOffset, fPercentFadeToFail, fYReverseOffsetPixels );
}
void NoteDisplay::DrawHoldTopCap( const HoldNote& hn, const bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, int iCol, float fPercentFadeToFail, float fColorScale, bool bGlow )
{
//
// Draw the top cap (always wavy)
//
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const int size = 4096;
static RageSpriteVertex queue[size];
Sprite* pSprTopCap = GetHoldTopCapSprite( hn.GetStartBeat(), bIsBeingHeld );
pSprTopCap->SetZoom( ArrowGetZoom( m_PlayerNumber ) );
// draw manually in small segments
RageSpriteVertex *v = &queue[0];
RageTexture* pTexture = pSprTopCap->GetTexture();
const RectF *pRect = pSprTopCap->GetCurrentTextureCoordRect();
DISPLAY->ClearAllTextures();
DISPLAY->SetTexture( 0, pTexture );
DISPLAY->SetBlendMode( BLEND_NORMAL );
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DISPLAY->SetCullMode( CULL_NONE );
DISPLAY->SetTextureWrapping(false);
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const float fFrameWidth = pSprTopCap->GetZoomedWidth();
const float fFrameHeight = pSprTopCap->GetZoomedHeight();
const float fYCapTop = fYHead+cache->m_iStartDrawingHoldBodyOffsetFromHead-fFrameHeight;
const float fYCapBottom = fYHead+cache->m_iStartDrawingHoldBodyOffsetFromHead;
if( bGlow )
fColorScale = 1;
bool bAllAreTransparent = true;
bool bLast = false;
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// don't draw any part of the head that is after the middle of the tail
float fY = fYCapTop;
float fYStop = min(fYTail,fYCapBottom);
for( ; !bLast; fY+=fYStep )
{
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if( fY >= fYStop )
{
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fY = fYStop;
bLast = true;
}
const float fYOffset = ArrowGetYOffsetFromYPos( m_PlayerNumber, iCol, fY, m_fYReverseOffsetPixels );
const float fZ = ArrowGetZPos( m_PlayerNumber, iCol, fYOffset );
const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fYOffset );
const float fXLeft = fX - fFrameWidth/2;
const float fXRight = fX + fFrameWidth/2;
const float fTopDistFromHeadTop = fY - fYCapTop;
const float fTexCoordTop = SCALE( fTopDistFromHeadTop, 0, fFrameHeight, pRect->top, pRect->bottom );
const float fTexCoordLeft = pRect->left;
const float fTexCoordRight = pRect->right;
const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_PlayerNumber, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
const RageColor color = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
if( fAlpha > 0 )
bAllAreTransparent = false;
v[0].p = RageVector3(fXLeft, fY, fZ); v[0].c = color; v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop),
v[1].p = RageVector3(fXRight, fY, fZ); v[1].c = color; v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);
v+=2;
if( v-queue >= size )
break;
}
if( !bAllAreTransparent )
DISPLAY->DrawQuadStrip( queue, v-queue );
}
void NoteDisplay::DrawHoldBody( const HoldNote& hn, const bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, int iCol, float fPercentFadeToFail, float fColorScale, bool bGlow )
{
//
// Draw the body (always wavy)
//
const int size = 4096;
static RageSpriteVertex queue[size];
Sprite* pSprBody = GetHoldBodySprite( hn.GetStartBeat(), bIsBeingHeld );
pSprBody->SetZoom( ArrowGetZoom( m_PlayerNumber ) );
// draw manually in small segments
RageSpriteVertex *v = &queue[0];
RageTexture* pTexture = pSprBody->GetTexture();
const RectF *pRect = pSprBody->GetCurrentTextureCoordRect();
DISPLAY->ClearAllTextures();
DISPLAY->SetTexture( 0, pTexture );
DISPLAY->SetBlendMode( BLEND_NORMAL );
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DISPLAY->SetCullMode( CULL_NONE );
DISPLAY->SetTextureWrapping( true );
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const float fFrameWidth = pSprBody->GetZoomedWidth();
const float fFrameHeight = pSprBody->GetZoomedHeight();
const float fYBodyTop = fYHead + cache->m_iStartDrawingHoldBodyOffsetFromHead;
const float fYBodyBottom = fYTail + cache->m_iStopDrawingHoldBodyOffsetFromTail;
const bool bReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].GetReversePercentForColumn(iCol) > 0.5;
bool bAnchorToBottom = bReverse && cache->m_bFlipHeadAndTailWhenReverse;
if( bGlow )
fColorScale = 1;
// top to bottom
bool bAllAreTransparent = true;
bool bLast = false;
for( float fY = fYBodyTop; !bLast; fY += fYStep )
{
if( fY >= fYBodyBottom )
{
fY = fYBodyBottom;
bLast = true;
}
const float fYOffset = ArrowGetYOffsetFromYPos( m_PlayerNumber, iCol, fY, m_fYReverseOffsetPixels );
const float fZ = ArrowGetZPos( m_PlayerNumber, iCol, fYOffset );
const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fYOffset );
const float fXLeft = fX - fFrameWidth/2;
const float fXRight = fX + fFrameWidth/2;
const float fDistFromBodyBottom = fYBodyBottom - fY;
const float fDistFromBodyTop = fY - fYBodyTop;
const float fTexCoordTop = SCALE( bAnchorToBottom ? fDistFromBodyTop : fDistFromBodyBottom, 0, fFrameHeight, pRect->bottom, pRect->top );
const float fTexCoordLeft = pRect->left;
const float fTexCoordRight = pRect->right;
const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_PlayerNumber, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
const RageColor color = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
if( fAlpha > 0 )
bAllAreTransparent = false;
v[0].p = RageVector3(fXLeft, fY, fZ); v[0].c = color; v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop);
v[1].p = RageVector3(fXRight, fY, fZ); v[1].c = color; v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);
v+=2;
if( v-queue >= size )
break;
}
if( !bAllAreTransparent )
DISPLAY->DrawQuadStrip( queue, v-queue );
}
void NoteDisplay::DrawHoldBottomCap( const HoldNote& hn, const bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, int iCol, float fPercentFadeToFail, float fColorScale, bool bGlow )
{
//
// Draw the bottom cap (always wavy)
//
const int size = 4096;
static RageSpriteVertex queue[size];
Sprite* pBottomCap = GetHoldBottomCapSprite( hn.GetStartBeat(), bIsBeingHeld );
pBottomCap->SetZoom( ArrowGetZoom( m_PlayerNumber ) );
// draw manually in small segments
RageSpriteVertex *v = &queue[0];
RageTexture* pTexture = pBottomCap->GetTexture();
const RectF *pRect = pBottomCap->GetCurrentTextureCoordRect();
DISPLAY->ClearAllTextures();
DISPLAY->SetTexture( 0, pTexture );
DISPLAY->SetBlendMode( BLEND_NORMAL );
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DISPLAY->SetCullMode( CULL_NONE );
DISPLAY->SetTextureWrapping(false);
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const float fFrameWidth = pBottomCap->GetZoomedWidth();
const float fFrameHeight = pBottomCap->GetZoomedHeight();
const float fYCapTop = fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail;
const float fYCapBottom = fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail+fFrameHeight;
if( bGlow )
fColorScale = 1;
bool bAllAreTransparent = true;
bool bLast = false;
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// don't draw any part of the tail that is before the middle of the head
float fY=max( fYCapTop, fYHead );
for( ; !bLast; fY += fYStep )
{
if( fY >= fYCapBottom )
{
fY = fYCapBottom;
bLast = true;
}
const float fYOffset = ArrowGetYOffsetFromYPos( m_PlayerNumber, iCol, fY, m_fYReverseOffsetPixels );
const float fZ = ArrowGetZPos( m_PlayerNumber, iCol, fYOffset );
const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fYOffset );
const float fXLeft = fX - fFrameWidth/2;
const float fXRight = fX + fFrameWidth/2;
const float fTopDistFromTail = fY - fYCapTop;
const float fTexCoordTop = SCALE( fTopDistFromTail, 0, fFrameHeight, pRect->top, pRect->bottom );
const float fTexCoordLeft = pRect->left;
const float fTexCoordRight = pRect->right;
const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_PlayerNumber, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
const RageColor color = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
if( fAlpha > 0 )
bAllAreTransparent = false;
v[0].p = RageVector3(fXLeft, fY, fZ); v[0].c = color; v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop),
v[1].p = RageVector3(fXRight, fY, fZ); v[1].c = color; v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);
v+=2;
if( v-queue >= size )
break;
}
if( !bAllAreTransparent )
DISPLAY->DrawQuadStrip( queue, v-queue );
}
void NoteDisplay::DrawHoldTail( const HoldNote& hn, bool bIsBeingHeld, float fYTail, int iCol, float fPercentFadeToFail, float fColorScale, bool bGlow )
{
//
// Draw the tail
//
Actor* pSprTail = GetHoldTailActor( hn.GetStartBeat(), bIsBeingHeld );
pSprTail->SetZoom( ArrowGetZoom( m_PlayerNumber ) );
const float fY = fYTail;
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const float fYOffset = ArrowGetYOffsetFromYPos( m_PlayerNumber, iCol, fY, m_fYReverseOffsetPixels );
const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fYOffset );
const float fZ = ArrowGetZPos( m_PlayerNumber, iCol, fYOffset );
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
const float fGlow = ArrowGetGlow( m_PlayerNumber, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
const RageColor colorDiffuse= RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
const RageColor colorGlow = RageColor(1,1,1,fGlow);
pSprTail->SetXY( fX, fY );
pSprTail->SetZ( fZ );
if( bGlow )
{
pSprTail->SetDiffuse( RageColor(1,1,1,0) );
pSprTail->SetGlow( colorGlow );
}
else
{
pSprTail->SetDiffuse( colorDiffuse );
pSprTail->SetGlow( RageColor(0,0,0,0) );
}
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if( cache->m_bHoldTailUseLighting )
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{
DISPLAY->SetLighting( true );
DISPLAY->SetLightDirectional(
0,
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RageColor(1,1,1,1),
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RageColor(1,1,1,1),
RageColor(1,1,1,1),
RageVector3(1, 0, +1) );
}
pSprTail->Draw();
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if( cache->m_bHoldTailUseLighting )
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{
DISPLAY->SetLightOff( 0 );
DISPLAY->SetLighting( false );
}
}
void NoteDisplay::DrawHoldHead( const HoldNote& hn, bool bIsBeingHeld, float fYHead, int iCol, float fPercentFadeToFail, float fColorScale, bool bGlow )
{
//
// Draw the head
//
Actor* pActor = GetHoldHeadActor( hn.GetStartBeat(), bIsBeingHeld );
pActor->SetZoom( ArrowGetZoom( m_PlayerNumber ) );
// draw with normal Sprite
const float fY = fYHead;
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const float fYOffset = ArrowGetYOffsetFromYPos( m_PlayerNumber, iCol, fY, m_fYReverseOffsetPixels );
const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fYOffset );
const float fZ = ArrowGetZPos( m_PlayerNumber, iCol, fYOffset );
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
const float fGlow = ArrowGetGlow( m_PlayerNumber, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
const RageColor colorDiffuse= RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
const RageColor colorGlow = RageColor(1,1,1,fGlow);
pActor->SetRotationZ( 0 );
pActor->SetXY( fX, fY );
pActor->SetZ( fZ );
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if( bGlow )
{
pActor->SetDiffuse( RageColor(1,1,1,0) );
pActor->SetGlow( colorGlow );
}
else
{
pActor->SetDiffuse( colorDiffuse );
pActor->SetGlow( RageColor(0,0,0,0) );
}
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if( cache->m_bHoldHeadUseLighting )
{
DISPLAY->SetLighting( true );
DISPLAY->SetLightDirectional(
0,
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RageColor(1,1,1,1),
RageColor(1,1,1,1),
RageColor(1,1,1,1),
RageVector3(1, 0, +1) );
}
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pActor->Draw();
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if( cache->m_bHoldHeadUseLighting )
{
DISPLAY->SetLightOff( 0 );
DISPLAY->SetLighting( false );
}
}
void NoteDisplay::DrawHold( const HoldNote& hn, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result, float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels )
{
// 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
int iCol = hn.iTrack;
bool bReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].GetReversePercentForColumn(iCol) > 0.5;
float fStartYOffset = ArrowGetYOffset( m_PlayerNumber, iCol, Result.GetLastHeldBeat() );
// HACK: If active, don't allow the top of the hold to go above the receptor
if( bIsActive )
fStartYOffset = 0;
float fStartYPos = ArrowGetYPos( m_PlayerNumber, iCol, fStartYOffset, fReverseOffsetPixels );
float fEndYOffset = ArrowGetYOffset( m_PlayerNumber, iCol, hn.GetEndBeat() );
float fEndYPos = ArrowGetYPos( m_PlayerNumber, iCol, fEndYOffset, fReverseOffsetPixels );
const float fYHead = bReverse ? fEndYPos : fStartYPos; // the center of the head
const float fYTail = bReverse ? fStartYPos : fEndYPos; // the center the tail
// const bool bWavy = GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fEffects[PlayerOptions::EFFECT_DRUNK] > 0;
const bool WavyPartsNeedZBuffer = ArrowsNeedZBuffer( m_PlayerNumber );
/* Hack: Z effects need a finer grain step. */
const int fYStep = WavyPartsNeedZBuffer? 4: 16; //bWavy ? 16 : 128; // use small steps only if wavy
const float fColorScale = 1*Result.fLife + (1-Result.fLife)*cache->m_fHoldNGGrayPercent;
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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. */
if( !cache->m_bHoldHeadIsAboveWavyParts )
DrawHoldHead( hn, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, iCol, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
if( !cache->m_bHoldTailIsAboveWavyParts )
DrawHoldTail( hn, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, iCol, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
if( bDrawGlowOnly )
DISPLAY->SetTextureModeGlow();
else
DISPLAY->SetTextureModeModulate();
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DISPLAY->SetZTestMode( WavyPartsNeedZBuffer?ZTEST_WRITE_ON_PASS:ZTEST_OFF );
DISPLAY->SetZWrite( WavyPartsNeedZBuffer );
if( !bFlipHeadAndTail )
DrawHoldBottomCap( hn, bIsBeingHeld, fYHead, fYTail, fYStep, iCol, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
DrawHoldBody( hn, bIsBeingHeld, fYHead, fYTail, fYStep, iCol, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
if( bFlipHeadAndTail )
DrawHoldTopCap( hn, bIsBeingHeld, fYHead, fYTail, fYStep, iCol, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
/* These set the texture mode themselves. */
if( cache->m_bHoldTailIsAboveWavyParts )
DrawHoldTail( hn, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, iCol, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
if( cache->m_bHoldHeadIsAboveWavyParts )
DrawHoldHead( hn, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, iCol, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
// now, draw the glow pass
if( !bDrawGlowOnly )
DrawHold( hn, bIsBeingHeld, bIsActive, Result, fPercentFadeToFail, true, fReverseOffsetPixels );
}
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void NoteDisplay::DrawActor( Actor* pActor, int iCol, float fBeat, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, bool bUseLighting )
{
const float fYOffset = ArrowGetYOffset( m_PlayerNumber, iCol, fBeat );
const float fYPos = ArrowGetYPos( m_PlayerNumber, iCol, fYOffset, fReverseOffsetPixels );
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const float fRotation = ArrowGetRotation( m_PlayerNumber, fBeat );
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const float fXPos = ArrowGetXPos( m_PlayerNumber, iCol, fYOffset );
const float fZPos = ArrowGetZPos( m_PlayerNumber, iCol, fYOffset );
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
const float fGlow = ArrowGetGlow( m_PlayerNumber, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
const float fColorScale = ArrowGetBrightness( m_PlayerNumber, fBeat ) * SCALE(fLife,0,1,0.2f,1);
const float fZoom = ArrowGetZoom( m_PlayerNumber );
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RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
RageColor glow = RageColor(1,1,1,fGlow);
pActor->SetRotationZ( fRotation );
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pActor->SetXY( fXPos, fYPos );
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pActor->SetZ( fZPos );
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pActor->SetDiffuse( diffuse );
pActor->SetGlow( glow );
pActor->SetZoom( fZoom );
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if( bUseLighting )
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{
DISPLAY->SetLighting( true );
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DISPLAY->SetLightDirectional(
0,
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RageColor(1,1,1,1),
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RageColor(1,1,1,1),
RageColor(1,1,1,1),
RageVector3(1, 0, +1) );
}
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pActor->Draw();
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if( bUseLighting )
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{
DISPLAY->SetLightOff( 0 );
DISPLAY->SetLighting( false );
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}
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}
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void NoteDisplay::DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels )
{
Actor* pActor = NULL;
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bool bUseLighting = false;
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if( bIsMine )
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{
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pActor = GetTapMineActor( fBeat );
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bUseLighting = cache->m_bTapMineUseLighting;
}
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else if( bIsAddition )
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{
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pActor = GetTapAdditionActor( fBeat );
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bUseLighting = cache->m_bTapAdditionUseLighting;
}
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else if( bOnSameRowAsHoldStart && cache->m_bDrawHoldHeadForTapsOnSameRow )
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{
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pActor = GetHoldHeadActor( fBeat, false );
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bUseLighting = cache->m_bHoldHeadUseLighting;
}
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else
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{
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pActor = GetTapNoteActor( fBeat );
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bUseLighting = cache->m_bTapNoteUseLighting;
}
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DrawActor( pActor, iCol, fBeat, fPercentFadeToFail, fLife, fReverseOffsetPixels, bUseLighting );
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}
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/*
* (c) 2001-2004 Brian Bugh, 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.
*/