support fading in of notes from 0 alpha at farthest draw point to 1 alpha closer

This commit is contained in:
Chris Danford
2006-11-13 02:27:23 +00:00
parent d11cc96c80
commit 06e30d1f45
5 changed files with 75 additions and 49 deletions
+14 -2
View File
@@ -512,17 +512,29 @@ float ArrowGetPercentVisible( const PlayerState* pPlayerState, int iCol, float f
return clamp( 1+fVisibleAdjust, 0, 1 );
}
float ArrowEffects::GetAlpha( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels )
float ArrowEffects::GetAlpha( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawFarY, float fFadeInPercentOfDrawFar )
{
float fPercentVisible = ArrowGetPercentVisible(pPlayerState,iCol,fYOffset,fYReverseOffsetPixels);
if( fPercentFadeToFail != -1 )
fPercentVisible = 1 - fPercentFadeToFail;
/* Get the YPos without reverse (that is, factor in EFFECT_TIPSY). */
float fYPos = ArrowEffects::GetYPos( pPlayerState, iCol, fYOffset, fYReverseOffsetPixels, false );
float fFullAlphaY = fDrawFarY*(1-fFadeInPercentOfDrawFar);
if( fYPos > fFullAlphaY )
{
float f = SCALE( fYPos, fFullAlphaY, fDrawFarY, 1.0f, 0.0f );
return f;
}
return (fPercentVisible>0.5f) ? 1.0f : 0.0f;
}
float ArrowEffects::GetGlow( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels )
float ArrowEffects::GetGlow( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawFarY, float fFadeInPercentOfDrawFar )
{
float fPercentVisible = ArrowGetPercentVisible(pPlayerState,iCol,fYOffset,fYReverseOffsetPixels);
+2 -2
View File
@@ -48,12 +48,12 @@ public:
// fAlpha is the transparency of the arrow. It depends on fYPos and the
// AppearanceType.
static float GetAlpha( const PlayerState* pPlayerState, int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels );
static float GetAlpha( const PlayerState* pPlayerState, int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawFarY, float fFadeInPercentOfDrawFar );
// fAlpha is the transparency of the arrow. It depends on fYPos and the
// AppearanceType.
static float GetGlow( const PlayerState* pPlayerState, int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels );
static float GetGlow( const PlayerState* pPlayerState, int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawFarY, float fFadeInPercentOfDrawFar );
// Depends on fYOffset.
+37 -34
View File
@@ -329,12 +329,12 @@ Sprite *NoteDisplay::GetHoldSprite( NoteColorSprite ncs[NUM_HoldType][NUM_Active
return pSpriteOut;
}
static float ArrowGetAlphaOrGlow( bool bGlow, const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels )
static float ArrowGetAlphaOrGlow( bool bGlow, const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawFarY, float fFadeInPercentOfDrawFar )
{
if( bGlow )
return ArrowEffects::GetGlow( pPlayerState, iCol, fYOffset, fPercentFadeToFail, fYReverseOffsetPixels );
return ArrowEffects::GetGlow( pPlayerState, iCol, fYOffset, fPercentFadeToFail, fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
else
return ArrowEffects::GetAlpha( pPlayerState, iCol, fYOffset, fPercentFadeToFail, fYReverseOffsetPixels );
return ArrowEffects::GetAlpha( pPlayerState, iCol, fYOffset, fPercentFadeToFail, fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
}
struct StripBuffer
@@ -364,7 +364,8 @@ struct StripBuffer
int Free() const { return size - Used(); }
};
void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset )
void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale,
bool bGlow, float fYStartOffset, float fYEndOffset, float fDrawFarY, float fFadeInPercentOfDrawFar )
{
//
// Draw the top cap (always wavy)
@@ -433,7 +434,7 @@ void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bI
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_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
const RageColor color = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
if( fAlpha > 0 )
@@ -476,7 +477,7 @@ void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bI
void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow,
float fYStartOffset, float fYEndOffset )
float fYStartOffset, float fYEndOffset, float fDrawFarY, float fFadeInPercentOfDrawFar )
{
//
// Draw the body (always wavy)
@@ -553,7 +554,7 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsB
fTexCoordTop -= fVertTexCoordOffset;
const float fTexCoordLeft = pRect->left;
const float fTexCoordRight = pRect->right;
const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
const RageColor color = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
if( fAlpha > 0 )
@@ -598,7 +599,7 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsB
}
}
void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset )
void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset, float fDrawFarY, float fFadeInPercentOfDrawFar )
{
//
// Draw the bottom cap (always wavy)
@@ -664,7 +665,7 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool
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_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
const RageColor color = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
if( fAlpha > 0 )
@@ -705,7 +706,7 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool
}
}
void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset )
void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset, float fDrawFarY, float fFadeInPercentOfDrawFar )
{
//
// Draw the tail
@@ -720,8 +721,8 @@ void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsB
return;
const float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
const RageColor colorDiffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
const RageColor colorGlow = RageColor(1,1,1,fGlow);
@@ -772,7 +773,7 @@ void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsB
}
}
void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset )
void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset, float fDrawFarY, float fFadeInPercentOfDrawFar )
{
//
// Draw the head
@@ -782,14 +783,14 @@ void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsB
pActor->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
// draw with normal Sprite
const float fY = fYHead;
const float fYOffset = ArrowEffects::GetYOffsetFromYPos( m_pPlayerState, iCol, fY, m_fYReverseOffsetPixels );
const float fY = fYHead;
const float fYOffset = ArrowEffects::GetYOffsetFromYPos( m_pPlayerState, iCol, fY, m_fYReverseOffsetPixels );
if( fYOffset < fYStartOffset || fYOffset > fYEndOffset )
return;
const float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
return;
const float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
const RageColor colorDiffuse= RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
const RageColor colorGlow = RageColor(1,1,1,fGlow);
@@ -841,7 +842,9 @@ void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsB
}
}
void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result, float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels, float fYStartOffset, float fYEndOffset )
void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result,
float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels, float fYStartOffset, float fYEndOffset,
float fDrawFarY, float fFadeInPercentOfDrawFar )
{
int iEndRow = iRow + tn.iDuration;
@@ -888,9 +891,9 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
/* 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( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
DrawHoldHead( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset, fDrawFarY, fFadeInPercentOfDrawFar );
if( !cache->m_bHoldTailIsAboveWavyParts )
DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset, fDrawFarY, fFadeInPercentOfDrawFar );
if( bDrawGlowOnly )
DISPLAY->SetTextureModeGlow();
@@ -900,31 +903,31 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
DISPLAY->SetZWrite( WavyPartsNeedZBuffer );
if( !bFlipHeadAndTail )
DrawHoldBottomCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
DrawHoldBody( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
DrawHoldBottomCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset, fDrawFarY, fFadeInPercentOfDrawFar );
DrawHoldBody( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset, fDrawFarY, fFadeInPercentOfDrawFar );
if( bFlipHeadAndTail )
DrawHoldTopCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
DrawHoldTopCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset, fDrawFarY, fFadeInPercentOfDrawFar );
/* These set the texture mode themselves. */
if( cache->m_bHoldTailIsAboveWavyParts )
DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset, fDrawFarY, fFadeInPercentOfDrawFar );
if( cache->m_bHoldHeadIsAboveWavyParts )
DrawHoldHead( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
DrawHoldHead( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset, fDrawFarY, fFadeInPercentOfDrawFar );
// now, draw the glow pass
if( !bDrawGlowOnly )
DrawHold( tn, iCol, iRow, bIsBeingHeld, bIsActive, Result, fPercentFadeToFail, true, fReverseOffsetPixels, fYStartOffset, fYEndOffset );
DrawHold( tn, iCol, iRow, bIsBeingHeld, bIsActive, Result, fPercentFadeToFail, true, fReverseOffsetPixels, fYStartOffset, fYEndOffset, fDrawFarY, fFadeInPercentOfDrawFar );
}
void NoteDisplay::DrawActor( Actor* pActor, int iCol, float fBeat, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, bool bUseLighting, NotePart part )
void NoteDisplay::DrawActor( Actor* pActor, int iCol, float fBeat, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, bool bUseLighting, NotePart part, float fDrawFarY, float fFadeInPercentOfDrawFar )
{
const float fYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fBeat );
const float fYPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYOffset, fReverseOffsetPixels );
const float fRotation = ArrowEffects::GetRotation( m_pPlayerState, fBeat );
const float fXPos = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
const float fZPos = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
const float fColorScale = ArrowEffects::GetBrightness( m_pPlayerState, fBeat ) * SCALE(fLife,0,1,0.2f,1);
const float fZoom = ArrowEffects::GetZoom( m_pPlayerState );
RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
@@ -970,7 +973,7 @@ void NoteDisplay::DrawActor( Actor* pActor, int iCol, float fBeat, float fPercen
}
}
void NoteDisplay::DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, bool bIsLift, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels )
void NoteDisplay::DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, bool bIsLift, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, float fDrawFarY, float fFadeInPercentOfDrawFar )
{
Actor* pActor = NULL;
bool bUseLighting = false;
@@ -1004,7 +1007,7 @@ void NoteDisplay::DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bo
bUseLighting = cache->m_bTapNoteUseLighting;
}
DrawActor( pActor, iCol, fBeat, fPercentFadeToFail, fLife, fReverseOffsetPixels, bUseLighting, part );
DrawActor( pActor, iCol, fBeat, fPercentFadeToFail, fLife, fReverseOffsetPixels, bUseLighting, part, fDrawFarY, fFadeInPercentOfDrawFar );
}
/*
+15 -8
View File
@@ -78,9 +78,13 @@ public:
static void Update( float fDeltaTime );
void DrawActor( Actor* pActor, int iCol, float fBeat, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, bool bUseLighting, NotePart part );
void DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, bool bIsLift, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels );
void DrawHold( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result, float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels, float fYStartOffset, float fYEndOffset );
void DrawActor( Actor* pActor, int iCol, float fBeat, float fPercentFadeToFail, float fLife,
float fReverseOffsetPixels, bool bUseLighting, NotePart part, float fDrawFarY, float fFadeInPercentOfDrawFar );
void DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, bool bIsLift,
float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, float fDrawFarY, float fFadeInPercentOfDrawFar );
void DrawHold( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result,
float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels, float fYStartOffset, float fYEndOffset,
float fDrawFarY, float fFadeInPercentOfDrawFar );
bool DrawHoldHeadForTapsOnSameRow() const;
@@ -91,15 +95,18 @@ private:
Sprite *GetHoldSprite( NoteColorSprite ncs[NUM_HoldType][NUM_ActiveType], NotePart part, float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
void DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep,
float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
float fPercentFadeToFail, float fColorScale,
bool bGlow, float fYStartOffset, float fYEndOffset, float fDrawFarY, float fFadeInPercentOfDrawFar );
void DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep,
float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
float fPercentFadeToFail, float fColorScale,
bool bGlow, float fYStartOffset, float fYEndOffset, float fDrawFarY, float fFadeInPercentOfDrawFar );
void DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail,
float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
float fColorScale,
bool bGlow, float fYStartOffset, float fYEndOffset, float fDrawFarY, float fFadeInPercentOfDrawFar );
void DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale,
bool bGlow, float fYStartOffset, float fYEndOffset );
bool bGlow, float fYStartOffset, float fYEndOffset, float fDrawFarY, float fFadeInPercentOfDrawFar );
void DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale,
bool bGlow, float fYStartOffset, float fYEndOffset );
bool bGlow, float fYStartOffset, float fYEndOffset, float fDrawFarY, float fFadeInPercentOfDrawFar );
const PlayerState *m_pPlayerState; // to look up PlayerOptions
NoteMetricCache_t *cache;
+7 -3
View File
@@ -22,6 +22,7 @@
static ThemeMetric<bool> SHOW_BOARD( "NoteField", "ShowBoard" );
static ThemeMetric<bool> SHOW_BEAT_BARS( "NoteField", "ShowBeatBars" );
static ThemeMetric<float> FADE_IN_PERCENT( "NoteField", "FadeInPercent" );
NoteField::NoteField()
{
@@ -73,6 +74,7 @@ void NoteField::CacheNoteSkin( const RString &sNoteSkin_ )
LOG->Trace("NoteField::CacheNoteSkin: cache %s", sNoteSkin.c_str() );
NoteDisplayCols *nd = new NoteDisplayCols( GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer );
for( int c=0; c<GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; c++ )
nd->display[c].Load( c, m_pPlayerState, m_fYReverseOffsetPixels );
nd->m_ReceptorArrowRow.Load( m_pPlayerState, m_fYReverseOffsetPixels );
@@ -143,6 +145,7 @@ void NoteField::Load(
m_pNoteData = pNoteData;
m_iStartDrawingPixel = iFirstPixelToDraw;
m_iEndDrawingPixel = iLastPixelToDraw;
ASSERT( m_iEndDrawingPixel >= m_iStartDrawingPixel );
m_fPercentFadeToFail = -1;
@@ -780,7 +783,8 @@ void NoteField::DrawPrimitives()
bIsInSelectionRange = (m_iBeginMarker <= iStartRow && iEndRow < m_iEndMarker);
NoteDisplayCols *displayCols = tn.pn == PLAYER_INVALID ? m_pCurDisplay : m_pDisplays[tn.pn];
displayCols->display[c].DrawHold( tn, c, iStartRow, bIsHoldingNote, bIsActive, Result, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail, false, m_fYReverseOffsetPixels, (float) iFirstPixelToDraw, (float) iLastPixelToDraw );
displayCols->display[c].DrawHold( tn, c, iStartRow, bIsHoldingNote, bIsActive, Result, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail,
false, m_fYReverseOffsetPixels, (float) iFirstPixelToDraw, (float) iLastPixelToDraw, iLastPixelToDraw, FADE_IN_PERCENT );
}
}
@@ -848,11 +852,11 @@ void NoteField::DrawPrimitives()
Sprite sprite;
sprite.Load( THEME->GetPathG("NoteField","attack "+tn.sAttackModifiers) );
float fBeat = NoteRowToBeat(i);
displayCols->display[c].DrawActor( &sprite, c, fBeat, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail, 1, m_fYReverseOffsetPixels, false, NotePart_Tap );
displayCols->display[c].DrawActor( &sprite, c, fBeat, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail, 1, m_fYReverseOffsetPixels, false, NotePart_Tap, iLastPixelToDraw, FADE_IN_PERCENT );
}
else
{
displayCols->display[c].DrawTap( c, NoteRowToBeat(i), bHoldNoteBeginsOnThisBeat, bIsAddition, bIsMine, bIsLift, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail, 1, m_fYReverseOffsetPixels );
displayCols->display[c].DrawTap( c, NoteRowToBeat(i), bHoldNoteBeginsOnThisBeat, bIsAddition, bIsMine, bIsLift, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail, 1, m_fYReverseOffsetPixels, iLastPixelToDraw, FADE_IN_PERCENT );
}
}
}