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itgmania212121/stepmania/src/NoteField.cpp
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#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: NoteField
Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
-----------------------------------------------------------------------------
*/
#include "NoteField.h"
#include "RageUtil.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "ArrowEffects.h"
#include "PrefsManager.h"
#include "GameManager.h"
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#include "GameState.h"
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#include "RageException.h"
#include "RageTimer.h"
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const float HOLD_NOTE_BITS_PER_BEAT = 6;
const float HOLD_NOTE_BITS_PER_ROW = HOLD_NOTE_BITS_PER_BEAT / ELEMENTS_PER_BEAT;
const float ROWS_BETWEEN_HOLD_BITS = 1 / HOLD_NOTE_BITS_PER_ROW;
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NoteField::NoteField()
{
m_rectMeasureBar.TurnShadowOff();
m_textMeasureNumber.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_textMeasureNumber.SetZoom( 1.0f );
m_rectMarkerBar.TurnShadowOff();
m_rectMarkerBar.SetEffectGlowing();
m_fBeginMarker = m_fEndMarker = -1;
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m_fPercentFadeToFail = -1;
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}
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void NoteField::Load( NoteData* pNoteData, PlayerNumber pn, int iPixelsToDrawBehind, int iPixelsToDrawAhead )
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{
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m_PlayerNumber = pn;
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m_iPixelsToDrawBehind = iPixelsToDrawBehind;
m_iPixelsToDrawAhead = iPixelsToDrawAhead;
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m_fPercentFadeToFail = -1;
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NoteDataWithScoring::Init();
for( int i=0; i<MAX_HOLD_NOTES; i++ )
m_bIsHoldingHoldNote[i] = false;
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StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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this->CopyAll( pNoteData );
// init note displays
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for( int c=0; c<m_iNumTracks; c++ )
m_NoteDisplay[c].Load( c, pn );
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for( i=0; i<MAX_HOLD_NOTES; i++ )
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m_fHoldNoteLife[i] = 1; // start with full life
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ASSERT( m_iNumTracks == GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer );
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}
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void NoteField::Update( float fDeltaTime )
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{
m_rectMarkerBar.Update( fDeltaTime );
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if( m_fPercentFadeToFail >= 0 )
m_fPercentFadeToFail = min( m_fPercentFadeToFail + fDeltaTime/3, 1 ); // take 3 seconds to totally fade
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}
/*
void NoteField::CreateTapNoteInstance( ColorNoteInstance &cni, const int iCol, const float fIndex, const bool bUseHoldNoteBeginColor )
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{
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const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fIndex );
const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
const float fRotation = ArrowGetRotation( m_PlayerNumber, iCol, fYOffset );
const float fXPos = ArrowGetXPos( m_PlayerNumber, iCol, fYOffset );
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float fAlpha = ArrowGetAlpha( m_PlayerNumber, fYPos );
if( m_fPercentFadeToFail != -1 )
fAlpha = 1-m_fPercentFadeToFail;
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D3DXCOLOR colorLeading, colorTrailing; // of the color part. Alpha here be overwritten with fAlpha!
if( bUseHoldNoteBeginColor )
colorLeading = colorTrailing = m_ColorNote[iCol].GetHoldColorFromPercentIntoHold( 0 );
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else
m_ColorNote[iCol].GetEdgeColorsFromIndexAndBeat( roundf(fIndex), colorLeading, colorTrailing );
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float fAddAlpha = m_ColorNote[iCol].GetAddAlphaFromDiffuseAlpha( fAlpha );
int iColorPartFrameNo = m_ColorNote[iCol].GetColorPartFrameNoFromIndexAndBeat( roundf(fIndex), GAMESTATE->m_fSongBeat );
int iGrayPartFrameNo = m_ColorNote[iCol].GetGrayPartFrameNoFromIndexAndBeat( roundf(fIndex), GAMESTATE->m_fSongBeat );
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if( iCol == 2 )
printf( "iColorPartFrameNo = %d\n", iColorPartFrameNo );
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cni = ColorNoteInstance( fXPos, fYPos, fRotation, fAlpha, colorLeading, colorTrailing, fAddAlpha, iColorPartFrameNo, iGrayPartFrameNo );
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}
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void NoteField::CreateHoldNoteInstance( ColorNoteInstance &cni, const bool bActive, const float fIndex, const HoldNote &hn, const float fHoldNoteLife )
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{
}
*/
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void NoteField::DrawMeasureBar( int iMeasureIndex )
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{
const int iMeasureNoDisplay = iMeasureIndex+1;
const float fBeat = float(iMeasureIndex * BEATS_PER_MEASURE);
const float fYOffset = ArrowGetYOffset2( m_PlayerNumber, fBeat );
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const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
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m_rectMeasureBar.SetXY( 0, fYPos );
m_rectMeasureBar.SetWidth( (float)(m_iNumTracks+1) * ARROW_SIZE );
m_rectMeasureBar.SetHeight( 20 );
m_rectMeasureBar.SetDiffuseColor( D3DXCOLOR(0,0,0,0.5f) );
m_rectMeasureBar.Draw();
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m_textMeasureNumber.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textMeasureNumber.SetAddColor( D3DXCOLOR(1,1,1,0) );
m_textMeasureNumber.SetText( ssprintf("%d", iMeasureNoDisplay) );
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m_textMeasureNumber.SetXY( -m_rectMeasureBar.GetZoomedWidth()/2 + 10, fYPos );
m_textMeasureNumber.Draw();
}
void NoteField::DrawMarkerBar( const float fBeat )
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{
const float fYOffset = ArrowGetYOffset2( m_PlayerNumber, fBeat );
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const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
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m_rectMarkerBar.SetXY( 0, fYPos );
m_rectMarkerBar.SetWidth( (float)(m_iNumTracks+1) * ARROW_SIZE );
m_rectMarkerBar.SetHeight( 20 );
m_rectMarkerBar.SetDiffuseColor( D3DXCOLOR(0,0,0,0.5f) );
m_rectMarkerBar.Draw();
}
void NoteField::DrawBPMText( const float fBeat, const float fBPM )
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{
const float fYOffset = ArrowGetYOffset2( m_PlayerNumber, fBeat );
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const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
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m_textMeasureNumber.SetDiffuseColor( D3DXCOLOR(1,0,0,1) );
m_textMeasureNumber.SetAddColor( D3DXCOLOR(1,1,1,cosf(TIMER->GetTimeSinceStart()*2)/2+0.5f) );
m_textMeasureNumber.SetText( ssprintf("%.2f", fBPM) );
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m_textMeasureNumber.SetXY( -m_rectMeasureBar.GetZoomedWidth()/2 - 60, fYPos );
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m_textMeasureNumber.Draw();
}
void NoteField::DrawFreezeText( const float fBeat, const float fSecs )
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{
const float fYOffset = ArrowGetYOffset2( m_PlayerNumber, fBeat );
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const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
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m_textMeasureNumber.SetDiffuseColor( D3DXCOLOR(0.8f,0.8f,0,1) );
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m_textMeasureNumber.SetAddColor( D3DXCOLOR(1,1,1,cosf(TIMER->GetTimeSinceStart()*2)/2+0.5f) );
m_textMeasureNumber.SetText( ssprintf("%.2f", fSecs) );
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m_textMeasureNumber.SetXY( -m_rectMeasureBar.GetZoomedWidth()/2 - 10, fYPos );
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m_textMeasureNumber.Draw();
}
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void NoteField::DrawPrimitives()
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{
//LOG->Trace( "NoteField::DrawPrimitives()" );
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float fSongBeat = max( 0, GAMESTATE->m_fSongBeat );
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const float fBeatsToDrawBehind = m_iPixelsToDrawBehind * (1/(float)ARROW_SIZE) * (1/GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fArrowScrollSpeed);
const float fBeatsToDrawAhead = m_iPixelsToDrawAhead * (1/(float)ARROW_SIZE) * (1/GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fArrowScrollSpeed);
const float fFirstBeatToDraw = max( 0, fSongBeat - fBeatsToDrawBehind );
const float fLastBeatToDraw = fSongBeat + fBeatsToDrawAhead;
const int iFirstIndexToDraw = BeatToNoteRow(fFirstBeatToDraw);
const int iLastIndexToDraw = BeatToNoteRow(fLastBeatToDraw);
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//LOG->Trace( "Drawing elements %d through %d", iIndexFirstArrowToDraw, iIndexLastArrowToDraw );
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if( GAMESTATE->m_bEditing )
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{
int i;
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//
// Draw measure bars
//
for( float b=fFirstBeatToDraw; b<=fLastBeatToDraw; b+=1 )
DrawMeasureBar( int(b) );
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//
// BPM text
//
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CArray<BPMSegment,BPMSegment&> &aBPMSegments = GAMESTATE->m_pCurSong->m_BPMSegments;
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for( i=0; i<aBPMSegments.GetSize(); i++ )
DrawBPMText( aBPMSegments[i].m_fStartBeat, aBPMSegments[i].m_fBPM );
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//
// Freeze text
//
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CArray<StopSegment,StopSegment&> &aStopSegments = GAMESTATE->m_pCurSong->m_StopSegments;
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for( i=0; i<aStopSegments.GetSize(); i++ )
DrawFreezeText( aStopSegments[i].m_fStartBeat, aStopSegments[i].m_fStopSeconds );
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//
// Draw marker bars
//
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if( m_fBeginMarker != -1 )
DrawMarkerBar( m_fBeginMarker );
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if( m_fEndMarker != -1 )
DrawMarkerBar( m_fEndMarker );
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}
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//
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// Optimization is very important here because there are so many arrows to draw. We're going
// to draw the arrows in order of column. This will let us fill up a vertex buffer of arrows
// so we can draw them in one swoop without texture or state changes.
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//
// Change: Optimization made this code very unreadable and unmanagable, so we're going to
// try a more global, higher-level optimization. Our goal is to make fewer calls to
// DrawPrimitive. Instead of filling the vertex buffer all at once (the old optimization)
// we'll add something to Display that will automatically group together DrawPrimitive
// calls as long as the texture or render states have not changed.
//
// To mimimize state and texture changes, we're going to draw one column at a time:
// HoldNotes, then TapNotes.
//
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for( int c=0; c<m_iNumTracks; c++ ) // for each arrow column
{
// const int MAX_COLOR_NOTE_INSTANCES = 300;
// ColorNoteInstance instances[MAX_COLOR_NOTE_INSTANCES];
// int iCount = 0; // number of valid elements in the instances array
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/////////////////////////////////
// Draw all HoldNotes in this column (so that they appear under the tap notes)
/////////////////////////////////
for( int i=0; i<m_iNumHoldNotes; i++ )
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{
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HoldNote &hn = m_HoldNotes[i];
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HoldNoteScore &hns = m_HoldNoteScores[i];
const float fLife = m_fHoldNoteLife[i];
const bool bIsHoldingNote = m_bIsHoldingHoldNote[i]; // hack: added -1 because hn.m_iStartIndex changes as note is held
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if( hns == HNS_OK ) // if this HoldNote was completed
continue; // don't draw anything
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if( hn.m_iTrack != c ) // this HoldNote doesn't belong to this column
continue;
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// If no part of this HoldNote is on the screen, skip it
if( !( fFirstBeatToDraw <= hn.m_fEndBeat && hn.m_fEndBeat <= fLastBeatToDraw ||
fFirstBeatToDraw <= hn.m_fStartBeat && hn.m_fStartBeat <= fLastBeatToDraw ||
hn.m_fStartBeat < fFirstBeatToDraw && hn.m_fEndBeat > fLastBeatToDraw ) )
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{
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continue; // skip
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}
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m_NoteDisplay[c].DrawHold( hn, bIsHoldingNote, fLife, m_fPercentFadeToFail );
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// // If this note was in the past and has life > 0, then it was completed and don't draw it!
// if( hn.m_iEndIndex < BeatToNoteRow(fSongBeat) && fLife > 0 && m_bIsHoldingHoldNote[i] )
// continue; // skip
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/*
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// parts of the hold
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const float fStartDrawingAtBeat = froundf( (float)hn.m_iStartIndex, ROWS_BETWEEN_HOLD_BITS/GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fArrowScrollSpeed );
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for( float j=fStartDrawingAtBeat;
j<=hn.m_iEndIndex;
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j+=ROWS_BETWEEN_HOLD_BITS/GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fArrowScrollSpeed ) // for each bit of the hold
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{
// check if this arrow is off the the screen
if( j < iIndexFirstArrowToDraw || iIndexLastArrowToDraw < j)
continue; // skip this arrow
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if( bActive && NoteRowToBeat(j) < fSongBeat )
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continue;
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CreateHoldNoteInstance( instances[iCount++], bActive, (float)j, hn, fHoldNoteLife );
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}
*/
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}
// const bool bDrawAddPass = GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_AppearanceType != PlayerOptions::APPEARANCE_VISIBLE;
// if( iCount > 0 )
// m_ColorNote[c].DrawList( iCount, instances, bDrawAddPass );
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// iCount = 0; // reset count
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///////////////////////////////////
// Draw all TapNotes in this column
///////////////////////////////////
for( i=iFirstIndexToDraw; i<=iLastIndexToDraw; i++ ) // for each row
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{
if( m_TapNotes[c][i] == '0' ) // no note here
continue; // skip
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if( m_TapNotes[c][i] == '2' ) // this is a HoldNote begin marker. Grade it, but don't draw
continue; // skip
// See if there is a hold step that begins on this index.
bool bHoldNoteBeginsOnThisBeat = false;
for( int c2=0; c2<m_iNumTracks; c2++ )
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{
if( m_TapNotes[c2][i] == '2' )
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{
bHoldNoteBeginsOnThisBeat = true;
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break;
}
}
m_NoteDisplay[c].DrawTap( c, NoteRowToBeat(i), bHoldNoteBeginsOnThisBeat, m_fPercentFadeToFail );
}
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}
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}
void NoteField::RemoveTapNoteRow( int iIndex )
{
for( int c=0; c<m_iNumTracks; c++ )
m_TapNotes[c][iIndex] = '0';
}
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void NoteField::FadeToFail()
{
m_fPercentFadeToFail = max( 0.0f, m_fPercentFadeToFail ); // this will slowly increase every Update()
// don't fade all over again if this is called twice
}