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itgmania212121/src/NoteDisplay.cpp
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#include "global.h"
#include "NoteDisplay.h"
#include "GameState.h"
#include "GhostArrowRow.h"
#include "NoteData.h"
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#include "NoteSkinManager.h"
#include "ArrowEffects.h"
#include "RageLog.h"
#include "RageDisplay.h"
#include "ReceptorArrowRow.h"
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#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;
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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);
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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;
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bool m_bDrawRollHeadForTapsOnSameRow;
bool m_bTapHoldRollOnRowMeansHold;
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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];
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//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");
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m_bDrawRollHeadForTapsOnSameRow = NOTESKIN->GetMetricB(sButton,"DrawRollHeadForTapsOnSameRow");
m_bTapHoldRollOnRowMeansHold = NOTESKIN->GetMetricB(sButton,"TapHoldRollOnRowMeansHold");
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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);
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}
//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_) { }
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RString sNoteSkin;
RString sPath;
PlayerNumber pn;
GameController gc;
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bool operator<( const NoteSkinAndPath &other ) const
{
int cmp = strcmp(sNoteSkin, other.sNoteSkin);
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if( cmp < 0 )
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{
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return true;
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}
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else if( cmp == 0 )
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{
if( sPath < other.sPath )
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{
return true;
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}
else if( sPath == other.sPath )
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{
if ( pn < other.pn )
return true;
else if ( pn == other.pn )
return gc < other.gc;
else
return false;
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}
else
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{
return false;
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}
}
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else
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{
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return false;
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}
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}
};
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 )
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{
RString sElementAndType = ssprintf( "%s, %s", sButton.c_str(), sElement.c_str() );
NoteSkinAndPath nsap( NOTESKIN->GetCurrentNoteSkin(), sElementAndType, pn, gc );
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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 );
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pRes->m_pActor = NOTESKIN->LoadActor( sButton, sElement, NULL, bSpriteOnly );
ASSERT( pRes->m_pActor != NULL );
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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 )
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{
m_p = MakeNoteResource( sButton, sElement, pn, gc, false );
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}
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 )
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{
m_p = MakeNoteResource( sButton, sElement, pn, gc, true );
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}
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, vector<float>& 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, vector<float>& ret) const
{
float t_value= BeatToTValue(song_beat, note_beat);
m_spline.evaluate_derivative(t_value, ret);
}
void NCSplineHandler::EvalForReceptor(float song_beat, vector<float>& 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,
NCSplineHandler const& from, NCSplineHandler const& 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(PlayerState const* state,
float beat, float y_offset, float y_reverse_offset,
vector<float>& sp_pos, vector<float>& ae_pos) const
{
switch(pos_handler->m_spline_mode)
{
case NCSM_Disabled:
ArrowEffects::GetXYZPos(state, column, y_offset, y_reverse_offset, ae_pos);
sp_pos.resize(3);
// Sure, resize is supposed to call the default constructor, and for
// numbers the default constructor is supposed to set it to zero, but
// I got bit for relying on that once. -Kyz
sp_pos[0]= sp_pos[1]= sp_pos[2]= 0.0f;
break;
case NCSM_Offset:
ArrowEffects::GetXYZPos(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(PlayerState const* state, float beat,
vector<float>& sp_zoom, vector<float>& ae_zoom) const
{
switch(zoom_handler->m_spline_mode)
{
case NCSM_Disabled:
ae_zoom[0]= ae_zoom[1]= ae_zoom[2]= ArrowEffects::GetZoom(state);
sp_zoom.resize(3);
sp_zoom[0]= sp_zoom[1]= sp_zoom[2]= 0.0f;
break;
case NCSM_Offset:
ae_zoom[0]= ae_zoom[1]= ae_zoom[2]= 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,
vector<float> const& sp_pos, vector<float> const& ae_pos,
vector<float> const& sp_rot, vector<float> const& ae_rot,
vector<float> const& sp_zoom, vector<float> const& ae_zoom) const
{
actor->SetX(sp_pos[0] + ae_pos[0]);
actor->SetY(sp_pos[1] + ae_pos[1]);
actor->SetZ(sp_pos[2] + ae_pos[2]);
actor->SetRotationX(sp_rot[0] * PI_180R + ae_rot[0]);
actor->SetRotationY(sp_rot[1] * PI_180R + ae_rot[1]);
actor->SetRotationZ(sp_rot[2] * PI_180R + ae_rot[2]);
actor->SetZoomX(sp_zoom[0] + ae_zoom[0]);
actor->SetZoomY(sp_zoom[1] + ae_zoom[1]);
actor->SetZoomZ(sp_zoom[2] + ae_zoom[2]);
}
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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;
const GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iColNum, pn );
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const RString &sButton = GAMESTATE->GetCurrentStyle()->ColToButtonName( iColNum );
cache->Load( sButton );
// "normal" note types
m_TapNote.Load( sButton, "Tap Note", pn, GameI.controller );
//m_TapAdd.Load( sButton, "Tap Addition", pn, GameI.controller );
m_TapMine.Load( sButton, "Tap Mine", pn, GameI.controller );
m_TapLift.Load( sButton, "Tap Lift", pn, GameI.controller );
m_TapFake.Load( sButton, "Tap Fake", pn, GameI.controller );
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// hold types
FOREACH_HoldType( ht )
{
FOREACH_ActiveType( at )
{
m_HoldHead[ht][at].Load( sButton, HoldTypeToString(ht)+" Head "+ActiveTypeToString(at), pn, GameI.controller );
m_HoldTopCap[ht][at].Load( sButton, HoldTypeToString(ht)+" Topcap "+ActiveTypeToString(at), pn, GameI.controller );
m_HoldBody[ht][at].Load( sButton, HoldTypeToString(ht)+" Body "+ActiveTypeToString(at), pn, GameI.controller );
m_HoldBottomCap[ht][at].Load( sButton, HoldTypeToString(ht)+" Bottomcap "+ActiveTypeToString(at), pn, GameI.controller );
m_HoldTail[ht][at].Load( sButton, HoldTypeToString(ht)+" Tail "+ActiveTypeToString(at), pn, GameI.controller );
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}
}
}
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(NoteFieldRenderArgs const& field_args,
NoteColumnRenderArgs const& column_args,
vector<NoteData::TrackMap::const_iterator> const& tap_set)
{
bool any_upcoming = false;
for(vector<NoteData::TrackMap::const_iterator>::const_iterator tapit=
tap_set.begin(); tapit != tap_set.end(); ++tapit)
{
TapNote const& tn= (*tapit)->second;
HoldNoteResult const& 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(NoteFieldRenderArgs const& field_args,
NoteColumnRenderArgs const& column_args,
vector<NoteData::TrackMap::const_iterator> const& 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;
TapNote const& 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;
}
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bool NoteDisplay::DrawHoldHeadForTapsOnSameRow() const
{
return cache->m_bDrawHoldHeadForTapsOnSameRow;
}
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bool NoteDisplay::DrawRollHeadForTapsOnSameRow() const
{
return cache->m_bDrawRollHeadForTapsOnSameRow;
}
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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;
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/* -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( pPlayerState, iCol, fYOffset, fPercentFadeToFail, fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
else
return ArrowEffects::GetAlpha( pPlayerState, iCol, fYOffset, fPercentFadeToFail, fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
}
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(); }
};
void NoteDisplay::DrawHoldPart(vector<Sprite*> &vpSpr,
NoteFieldRenderArgs const& field_args,
NoteColumnRenderArgs const& column_args, int fYStep,
float fPercentFadeToFail, float fColorScale, bool bGlow,
float fOverlappedTime, float fYTop, float fYBottom, float fYStartPos,
float fYEndPos, bool bWrapping, bool bAnchorToTop,
bool bFlipTextureVertically, float top_beat, float bottom_beat)
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{
ASSERT( !vpSpr.empty() );
float ae_zoom= ArrowEffects::GetZoom(m_pPlayerState);
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Sprite *pSprite = vpSpr.front();
// draw manually in small segments
RectF rect = *pSprite->GetCurrentTextureCoordRect();
if( bFlipTextureVertically )
swap( rect.top, rect.bottom );
const float fFrameWidth = pSprite->GetUnzoomedWidth();
const float fFrameHeight = pSprite->GetUnzoomedHeight() * ae_zoom;
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/* 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
* fYTop or fYBottom; they need to be left alone to calculate texture coordinates. */
fYStartPos = max( fYTop, fYStartPos );
fYEndPos = min( fYBottom, fYEndPos );
if( bGlow )
fColorScale = 1;
// top to bottom
bool bAllAreTransparent = true;
bool bLast = false;
float fAddToTexCoord = 0;
if( !bAnchorToTop )
{
float fTexCoordBottom = SCALE( fYBottom - fYTop, 0, fFrameHeight, rect.top, rect.bottom );
float fWantTexCoordBottom = ceilf( fTexCoordBottom - 0.0001f );
fAddToTexCoord = fWantTexCoordBottom - fTexCoordBottom;
}
if( bWrapping )
{
/* For very large hold notes, shift the texture coordinates to be near 0, so we
* don't send very large values to the renderer. */
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const float fDistFromTop = fYStartPos - fYTop;
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float fTexCoordTop = SCALE( fDistFromTop, 0, fFrameHeight, rect.top, rect.bottom );
fTexCoordTop += fAddToTexCoord;
fAddToTexCoord -= floorf( fTexCoordTop );
}
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 RageVector3 const pos_z_vec(0.0f, 0.0f, 1.0f);
static RageVector3 const pos_y_vec(0.0f, 1.0f, 0.0f);
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StripBuffer queue;
for( float fY = fYStartPos; !bLast; fY += fYStep )
{
if( fY >= fYEndPos )
{
fY = fYEndPos;
bLast = true;
}
const float fYOffset = ArrowEffects::GetYOffsetFromYPos( m_pPlayerState, column_args.column, fY, m_fYReverseOffsetPixels );
float cur_beat= top_beat;
if(top_beat != bottom_beat)
{
cur_beat= SCALE(fY, fYTop, fYBottom, top_beat, 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.
vector<float> sp_pos;
vector<float> sp_pos_forward;
vector<float> sp_rot;
vector<float> sp_zoom;
vector<float> ae_pos(3, 0.0f);
vector<float> ae_rot(3, 0.0f);
// (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[0] + ae_pos[0] and sp_pos[2] + ae_pos[2]. -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[1]= fY;
sp_pos_forward.resize(3);
sp_pos_forward[0]= sp_pos_forward[1]= sp_pos_forward[2]= 0.0f;
break;
case NCSM_Offset:
ae_pos[1]= fY;
column_args.pos_handler->EvalDerivForBeat(column_args.song_beat, cur_beat, sp_pos_forward);
VectorFloatNormalize(sp_pos_forward);
break;
case NCSM_Position:
ae_pos[1]= 0.0f;
render_forward.y= 0.0f;
column_args.pos_handler->EvalDerivForBeat(column_args.song_beat, cur_beat, sp_pos_forward);
VectorFloatNormalize(sp_pos_forward);
break;
}
render_forward.x+= sp_pos_forward[0];
render_forward.y+= sp_pos_forward[1];
render_forward.z+= sp_pos_forward[2];
// 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[0]);
break;
case NCSM_Position:
column_args.zoom_handler->EvalForBeat(column_args.song_beat, cur_beat, sp_zoom);
render_width= fFrameWidth * sp_zoom[0];
break;
}
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const float fFrameWidthScale = ArrowEffects::GetFrameWidthScale( m_pPlayerState, fYOffset, fOverlappedTime );
const float fScaledFrameWidth = render_width * fFrameWidthScale;
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// 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[1]= ArrowEffects::GetRotationY(m_pPlayerState, fYOffset) * PI_180;
sp_rot.resize(3);
sp_rot[0]= sp_rot[1]= sp_rot[2]= 0.0f;
break;
case NCSM_Offset:
ae_rot[1]= ArrowEffects::GetRotationY(m_pPlayerState, 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;
}
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RageVector3 center_vert(sp_pos[0] + ae_pos[0],
sp_pos[1] + ae_pos[1], sp_pos[2] + ae_pos[2]);
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// Special case for hold caps, which have the same top and bottom beat.
if(top_beat == bottom_beat && fY != fYStartPos)
{
center_vert.x+= render_forward.x;
center_vert.y+= render_forward.y;
center_vert.z+= render_forward.z;
}
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const float render_roty= (sp_rot[1] + ae_rot[1]);
// (step 2 of vector handling)
RageVector3 render_left;
if(abs(render_forward.z) > 0.9f) // 0.9 arbitrariliy picked.
{
RageVec3Cross(&render_left, &render_forward, &pos_y_vec);
}
else
{
RageVec3Cross(&render_left, &render_forward, &pos_z_vec);
}
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;
RageVector3 const left_vert(center_vert.x + render_left.x,
center_vert.y + render_left.y, center_vert.z + render_left.z);
RageVector3 const right_vert(center_vert.x - render_left.x,
center_vert.y - render_left.y, center_vert.z - render_left.z);
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const float fDistFromTop = fY - fYTop;
float fTexCoordTop = SCALE( fDistFromTop, 0, fFrameHeight, rect.top, rect.bottom );
fTexCoordTop += fAddToTexCoord;
const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, column_args.column, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, field_args.draw_pixels_before_targets, field_args.fade_before_targets );
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const RageColor color = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
if( fAlpha > 0 )
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);
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queue.v+=3;
if( queue.Free() < 3 || bLast )
{
/* The queue is full. Render it, clear the buffer, and move back a step to
* start off the strip again. */
if( !bAllAreTransparent )
{
FOREACH( Sprite*, vpSpr, spr )
{
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, bWrapping );
queue.Draw();
}
}
queue.Init();
bAllAreTransparent = true;
fY -= fYStep;
}
}
}
void NoteDisplay::DrawHoldBody(const TapNote& tn,
NoteFieldRenderArgs const& field_args,
NoteColumnRenderArgs const& column_args, float fBeat,
bool bIsBeingHeld, float fYHead, float fYTail, bool bIsAddition,
float fPercentFadeToFail, float fColorScale, bool bGlow,
float top_beat, float bottom_beat)
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{
vector<Sprite*> vpSprTop;
Sprite *pSpriteTop = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, fBeat, tn.subType == TapNoteSubType_Roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
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vpSprTop.push_back( pSpriteTop );
vector<Sprite*> vpSprBody;
Sprite *pSpriteBody = GetHoldSprite( m_HoldBody, NotePart_HoldBody, fBeat, tn.subType == TapNoteSubType_Roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
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vpSprBody.push_back( pSpriteBody );
vector<Sprite*> vpSprBottom;
Sprite *pSpriteBottom = GetHoldSprite( m_HoldBottomCap, NotePart_HoldBottomCap, fBeat, tn.subType == TapNoteSubType_Roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
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vpSprBottom.push_back( pSpriteBottom );
if( bIsBeingHeld && cache->m_bHoldActiveIsAddLayer )
{
Sprite *pSprTop = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, fBeat, tn.subType == TapNoteSubType_Roll, true );
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vpSprTop.push_back( pSprTop );
Sprite *pSprBody = GetHoldSprite( m_HoldBody, NotePart_HoldBody, fBeat, tn.subType == TapNoteSubType_Roll, true );
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vpSprBody.push_back( pSprBody );
Sprite *pSprBottom = GetHoldSprite( m_HoldBottomCap, NotePart_HoldBottomCap, fBeat, tn.subType == TapNoteSubType_Roll, true );
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vpSprBottom.push_back( pSprBottom );
}
const bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(column_args.column) > 0.5f;
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bool bFlipHoldBody = bReverse && cache->m_bFlipHoldBodyWhenReverse;
if( bFlipHoldBody )
{
swap( vpSprTop, vpSprBottom );
swap( pSpriteTop, pSpriteBottom );
}
if( bGlow )
DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Glow );
else
DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Modulate );
const bool bWavyPartsNeedZBuffer = ArrowEffects::NeedZBuffer( m_pPlayerState );
DISPLAY->SetZTestMode( bWavyPartsNeedZBuffer?ZTEST_WRITE_ON_PASS:ZTEST_OFF );
DISPLAY->SetZWrite( bWavyPartsNeedZBuffer );
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// Hack: Z effects need a finer grain step.
const int fYStep = bWavyPartsNeedZBuffer? 4: 16; // use small steps only if wavy
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if( bFlipHoldBody )
{
fYHead -= cache->m_iStopDrawingHoldBodyOffsetFromTail;
fYTail -= cache->m_iStartDrawingHoldBodyOffsetFromHead;
}
else
{
fYHead += cache->m_iStartDrawingHoldBodyOffsetFromHead;
fYTail += cache->m_iStopDrawingHoldBodyOffsetFromTail;
}
const float fFrameHeightTop = pSpriteTop->GetUnzoomedHeight();
const float fFrameHeightBottom = pSpriteBottom->GetUnzoomedHeight();
float fYStartPos = ArrowEffects::GetYPos( m_pPlayerState, column_args.column,
field_args.draw_pixels_after_targets, m_fYReverseOffsetPixels );
float fYEndPos = ArrowEffects::GetYPos( m_pPlayerState, column_args.column,
field_args.draw_pixels_before_targets, m_fYReverseOffsetPixels );
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if( bReverse )
swap( fYStartPos, fYEndPos );
bool bTopAnchor = bReverse && cache->m_bTopHoldAnchorWhenReverse;
// Draw the top cap
DrawHoldPart(vpSprTop, field_args, column_args, fYStep, fPercentFadeToFail,
fColorScale, bGlow,
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tn.HoldResult.fOverlappedTime,
fYHead-fFrameHeightTop, fYHead,
fYStartPos, fYEndPos,
false, bTopAnchor, bFlipHoldBody, top_beat, top_beat);
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// Draw the body
DrawHoldPart(vpSprBody, field_args, column_args, fYStep, fPercentFadeToFail,
fColorScale, bGlow,
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tn.HoldResult.fOverlappedTime,
fYHead, fYTail,
fYStartPos, fYEndPos,
true, bTopAnchor, bFlipHoldBody, top_beat, bottom_beat);
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// Draw the bottom cap
DrawHoldPart(vpSprBottom, field_args, column_args, fYStep, fPercentFadeToFail,
fColorScale, bGlow,
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tn.HoldResult.fOverlappedTime,
fYTail, fYTail+fFrameHeightBottom,
max(fYStartPos, fYHead), fYEndPos,
false, bTopAnchor, bFlipHoldBody, bottom_beat, bottom_beat);
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}
void NoteDisplay::DrawHold(const TapNote& tn,
NoteFieldRenderArgs const& field_args,
NoteColumnRenderArgs const& column_args, int iRow, bool bIsBeingHeld,
const HoldNoteResult &Result, bool bIsAddition, float fPercentFadeToFail)
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{
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;
}
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// 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;
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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 );
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float fEndPeakYOffset = 0;
bool bEndIsPastPeak = false;
float fEndYOffset = ArrowEffects::GetYOffset( m_pPlayerState, column_args.column, NoteRowToBeat(iEndRow), fEndPeakYOffset, bEndIsPastPeak );
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// 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( m_pPlayerState, column_args.column, fStartYOffset, m_fYReverseOffsetPixels );
const float fYTail = ArrowEffects::GetYPos( m_pPlayerState, column_args.column, fEndYOffset, m_fYReverseOffsetPixels );
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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 );
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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 );
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DrawActor( tn, pActor, NotePart_HoldTail, iCol, bFlipHeadAndTail ? fStartYOffset : fEndYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
}
*/
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DrawHoldBody(tn, field_args, column_args, fBeat, bIsBeingHeld, fYHead, fYTail, bIsAddition, fPercentFadeToFail, fColorScale, false, top_beat, bottom_beat);
DrawHoldBody(tn, field_args, column_args, fBeat, bIsBeingHeld, fYHead, fYTail, bIsAddition, fPercentFadeToFail, fColorScale, true, top_beat, bottom_beat);
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/* 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);
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}
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);
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}
}
void NoteDisplay::DrawActor(const TapNote& tn, Actor* pActor, NotePart part,
NoteFieldRenderArgs const& field_args, NoteColumnRenderArgs const& column_args, float fYOffset, float fBeat,
bool bIsAddition, float fPercentFadeToFail, float fColorScale,
bool is_being_held)
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{
if (tn.type == TapNoteType_AutoKeysound && !GAMESTATE->m_bInStepEditor) return;
if(fYOffset < field_args.draw_pixels_after_targets ||
fYOffset > field_args.draw_pixels_before_targets)
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return;
float spline_beat= fBeat;
if(is_being_held) { spline_beat= column_args.song_beat; }
const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, column_args.column, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, field_args.draw_pixels_before_targets, field_args.fade_before_targets );
const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, column_args.column, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, field_args.draw_pixels_before_targets, field_args.fade_before_targets );
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const RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
const RageColor glow = RageColor(1,1,1,fGlow);
bool bIsHoldHead = tn.type == TapNoteType_HoldHead;
bool bIsHoldCap = bIsHoldHead || tn.type == TapNoteType_HoldTail;
if( tn.type != TapNoteType_HoldHead )
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fColorScale *= ArrowEffects::GetBrightness( m_pPlayerState, fBeat );
// same logical structure as in UpdateReceptorGhostStuff, I just haven't
// figured out a good way to combine them. -Kyz
vector<float> sp_pos;
vector<float> sp_rot;
vector<float> sp_zoom;
vector<float> ae_pos(3, 0.0f);
vector<float> ae_rot(3, 0.0f);
vector<float> ae_zoom(3, 0.0f);
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[0]= ArrowEffects::GetRotationX(m_pPlayerState, fYOffset);
}
ae_rot[1]= ArrowEffects::GetRotationY(m_pPlayerState, fYOffset);
ae_rot[2]= ArrowEffects::GetRotationZ(m_pPlayerState, fBeat, bIsHoldHead);
sp_rot.resize(3);
sp_rot[0]= sp_rot[1]= sp_rot[2]= 0.0f;
break;
case NCSM_Offset:
if(!bIsHoldCap)
{
ae_rot[0]= ArrowEffects::GetRotationX(m_pPlayerState, fYOffset);
}
ae_rot[1]= ArrowEffects::GetRotationY(m_pPlayerState, fYOffset);
ae_rot[2]= 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);
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// [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 );
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}
pActor->Draw();
if( bNeedsTranslate )
{
DISPLAY->TexturePopMatrix();
}
}
void NoteDisplay::DrawTap(const TapNote& tn,
NoteFieldRenderArgs const& field_args,
NoteColumnRenderArgs const& column_args, float fBeat,
bool bOnSameRowAsHoldStart, bool bOnSameRowAsRollStart,
bool bIsAddition, float fPercentFadeToFail)
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{
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 )
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{
pActor = GetTapActor( m_TapLift, NotePart_Lift, fBeat );
part = NotePart_Lift;
}
else if( tn.type == TapNoteType_Mine )
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{
pActor = GetTapActor( m_TapMine, NotePart_Mine, fBeat );
part = NotePart_Mine;
}
else if( tn.type == TapNoteType_Fake )
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{
pActor = GetTapActor( m_TapFake, NotePart_Fake, fBeat );
part = NotePart_Fake;
}
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// 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 );
}
}
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else if( bOnSameRowAsHoldStart && cache->m_bDrawHoldHeadForTapsOnSameRow )
{
pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, fBeat, false, false );
}
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else if( bOnSameRowAsRollStart && cache->m_bDrawRollHeadForTapsOnSameRow )
{
pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, fBeat, true, false );
}
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else
{
pActor = GetTapActor( m_TapNote, NotePart_Tap, fBeat );
}
if( tn.type == TapNoteType_Attack )
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{
Message msg( "SetAttack" );
msg.SetParam( "Modifiers", tn.sAttackModifiers );
pActor->HandleMessage( msg );
}
const float fYOffset = ArrowEffects::GetYOffset( m_pPlayerState, column_args.column, fBeat );
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// 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);
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if( tn.type == TapNoteType_Attack )
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pActor->PlayCommand( "UnsetAttack" );
}
void NoteColumnRenderer::UpdateReceptorGhostStuff(Actor* receptor) const
{
PlayerState const* 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.
vector<float> sp_pos;
vector<float> sp_rot;
vector<float> sp_zoom;
vector<float> ae_pos(3, 0.0f);
vector<float> ae_rot(3, 0.0f);
vector<float> ae_zoom(3, 0.0f);
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);
sp_pos.resize(3);
// Sure, resize is supposed to call the default constructor, and for
// numbers the default constructor is supposed to set it to zero, but
// I got bit for relying on that once. -Kyz
sp_pos[0]= sp_pos[1]= sp_pos[2]= 0.0f;
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[2]= ArrowEffects::ReceptorGetRotationZ(player_state);
sp_rot.resize(3);
sp_rot[0]= sp_rot[1]= sp_rot[2]= 0.0f;
break;
case NCSM_Offset:
ae_rot[2]= 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[0]= ae_zoom[1]= ae_zoom[2]= ArrowEffects::GetZoom(player_state);
sp_zoom.resize(3);
sp_zoom[0]= sp_zoom[1]= sp_zoom[2]= 0.0f;
break;
case NCSM_Offset:
ae_zoom[0]= ae_zoom[1]= ae_zoom[2]= 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);
}
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_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)
{
TapNote const& 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();
}
void NoteColumnRenderer::NCR_TweenState::MakeWeightedAverage(
NCR_TweenState& out, NCR_TweenState const& from, NCR_TweenState const& 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)
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/*
* 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.
*/