Moved tap and hold rendering logic out of NoteField and into NoteDisplay.
This commit is contained in:
+54
-158
@@ -36,11 +36,8 @@ static ThemeMetric<float> FADE_FAIL_TIME( "NoteField", "FadeFailTime" );
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static RString RoutineNoteSkinName( size_t i ) { return ssprintf("RoutineNoteSkinP%i",int(i+1)); }
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static ThemeMetric1D<RString> ROUTINE_NOTESKIN( "NoteField", RoutineNoteSkinName, NUM_PLAYERS );
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static bool FAST_NOTE_RENDERING_PREF_CACHED= false;
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NoteField::NoteField()
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{
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FAST_NOTE_RENDERING_PREF_CACHED= PREFSMAN->m_FastNoteRendering;
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m_pNoteData = NULL;
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m_pCurDisplay = NULL;
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@@ -801,13 +798,11 @@ float FindLastDisplayedBeat( const PlayerState* pPlayerState, int iDrawDistanceB
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return fLastBeatToDraw;
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}
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inline float NoteRowToVisibleBeat( const PlayerState *pPlayerState, int iRow )
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{
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return NoteRowToBeat(iRow);
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}
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bool NoteField::IsOnScreen( float fBeat, int iCol, int iDrawDistanceAfterTargetsPixels, int iDrawDistanceBeforeTargetsPixels ) const
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{
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// IMPORTANT: Do not modify this function without also modifying the
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// version that is in NoteDisplay.cpp or coming up with a good way to
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// merge them. -Kyz
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// TRICKY: If boomerang is on, then ones in the range
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// [iFirstRowToDraw,iLastRowToDraw] aren't necessarily visible.
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// Test to see if this beat is visible before drawing.
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@@ -1208,168 +1203,69 @@ void NoteField::DrawPrimitives()
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ssprintf("NumTracks %d != ColsPerPlayer %d",m_pNoteData->GetNumTracks(),
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GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer));
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NoteDisplayRenderArgs display_args(*m_pNoteData,
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iDrawDistanceBeforeTargetsPixels,
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iDrawDistanceAfterTargetsPixels, m_iBeginMarker, m_iEndMarker,
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fSelectedRangeGlow, m_fPercentFadeToFail, FADE_BEFORE_TARGETS_PERCENT,
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m_pCurDisplay->m_GhostArrowRow);
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for( int j=0; j<m_pNoteData->GetNumTracks(); j++ ) // for each arrow column
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{
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const int c = pStyle->m_iColumnDrawOrder[j];
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bool bAnyUpcomingInThisCol = false;
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// Draw all HoldNotes in this column (so that they appear under the tap notes)
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{
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NoteData::TrackMap::const_iterator begin, end;
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m_pNoteData->GetTapNoteRangeInclusive( c, iFirstRowToDraw, iLastRowToDraw+1, begin, end );
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for( ; begin != end; ++begin )
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{
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const TapNote &tn = begin->second; //m_pNoteData->GetTapNote(c, j);
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if( tn.type != TapNoteType_HoldHead )
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continue; // skip
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const HoldNoteResult &Result = tn.HoldResult;
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if( Result.hns == HNS_Held ) // if this HoldNote was completed
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continue; // don't draw anything
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int iStartRow = begin->first;
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int iEndRow = iStartRow + tn.iDuration;
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// TRICKY: If boomerang is on, then all notes in the range
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// [iFirstRowToDraw,iLastRowToDraw] aren't necessarily visible.
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// Test every note to make sure it's on screen before drawing
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float fThrowAway;
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bool bStartIsPastPeak = false;
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bool bEndIsPastPeak = false;
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float fStartYOffset = ArrowEffects::GetYOffset( m_pPlayerState, c, NoteRowToVisibleBeat(m_pPlayerState, iStartRow), fThrowAway, bStartIsPastPeak );
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float fEndYOffset = ArrowEffects::GetYOffset( m_pPlayerState, c, NoteRowToVisibleBeat(m_pPlayerState, iEndRow), fThrowAway, bEndIsPastPeak );
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bool bTailIsOnVisible = iDrawDistanceAfterTargetsPixels <= fEndYOffset && fEndYOffset <= iDrawDistanceBeforeTargetsPixels;
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bool bHeadIsVisible = iDrawDistanceAfterTargetsPixels <= fStartYOffset && fStartYOffset <= iDrawDistanceBeforeTargetsPixels;
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bool bStraddlingVisible = fStartYOffset <= iDrawDistanceAfterTargetsPixels && iDrawDistanceBeforeTargetsPixels <= fEndYOffset;
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bool bStaddlingPeak = bStartIsPastPeak && !bEndIsPastPeak;
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if( !(bTailIsOnVisible || bHeadIsVisible || bStraddlingVisible || bStaddlingPeak) )
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{
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//LOG->Trace( "skip drawing this hold." );
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continue; // skip
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}
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bool bIsAddition = (tn.source == TapNoteSource_Addition);
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bool bIsHopoPossible = (tn.bHopoPossible);
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bool bUseAdditionColoring = bIsAddition || bIsHopoPossible;
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const bool bHoldGhostShowing = tn.HoldResult.bActive && tn.HoldResult.fLife > 0;
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const bool bIsHoldingNote = tn.HoldResult.bHeld;
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if( bHoldGhostShowing )
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m_pCurDisplay->m_GhostArrowRow.SetHoldShowing( c, tn );
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ASSERT_M( NoteRowToBeat(iStartRow) > -2000, ssprintf("%i %i %i", iStartRow, iEndRow, c) );
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bool bIsInSelectionRange = false;
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if( m_iBeginMarker!=-1 && m_iEndMarker!=-1 )
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bIsInSelectionRange = (m_iBeginMarker <= iStartRow && iEndRow < m_iEndMarker);
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NoteDisplayCols *displayCols = tn.pn == PLAYER_INVALID ? m_pCurDisplay : m_pDisplays[tn.pn];
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displayCols->display[c].DrawHold( tn, c, iStartRow, bIsHoldingNote, Result, bUseAdditionColoring, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail,
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m_fYReverseOffsetPixels, (float) iDrawDistanceAfterTargetsPixels, (float) iDrawDistanceBeforeTargetsPixels, iDrawDistanceBeforeTargetsPixels, FADE_BEFORE_TARGETS_PERCENT );
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bool bNoteIsUpcoming = NoteRowToBeat(iStartRow) > m_pPlayerState->GetDisplayedPosition().m_fSongBeat;
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bAnyUpcomingInThisCol |= bNoteIsUpcoming;
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}
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}
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// Draw all TapNotes in this column
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// draw notes from furthest to closest
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display_args.column= c;
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bool any_upcoming= false;
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// Build lists of holds and taps for each player number, then pass those
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// lists to the displays to draw.
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// The vector in the NUM_PlayerNumber slot should stay empty, not worth
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// optimizing it out. -Kyz
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vector<vector<NoteData::TrackMap::const_iterator> > holds(PLAYER_INVALID+1);
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vector<vector<NoteData::TrackMap::const_iterator> > taps(PLAYER_INVALID+1);
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NoteData::TrackMap::const_iterator begin, end;
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m_pNoteData->GetTapNoteRange( c, iFirstRowToDraw, iLastRowToDraw+1, begin, end );
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for( ; begin != end; ++begin )
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m_pNoteData->GetTapNoteRangeInclusive(c, iFirstRowToDraw,
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iLastRowToDraw+1, begin, end);
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for(; begin != end; ++begin)
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{
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int q = begin->first;
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const TapNote &tn = begin->second; //m_pNoteData->GetTapNote(c, q);
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// Switch modified by Wolfman2000, tested by Saturn2888
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// Fixes hold head overlapping issue, but not the rolls.
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switch( tn.type )
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TapNote const& tn= begin->second;
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switch(tn.type)
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{
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case TapNoteType_Empty: // no note here
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{
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case TapNoteType_Empty:
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continue;
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}
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case TapNoteType_Tap:
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case TapNoteType_HoldTail:
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case TapNoteType_Mine:
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case TapNoteType_Lift:
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case TapNoteType_Attack:
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case TapNoteType_AutoKeysound:
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case TapNoteType_Fake:
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if(!tn.result.bHidden)
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{
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taps[tn.pn].push_back(begin);
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}
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break;
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case TapNoteType_HoldHead:
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{
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//if (tn.subType == TapNoteSubType_Roll)
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continue; // skip
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}
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default: break;
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}
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// Don't draw hidden (fully judged) steps.
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if( tn.result.bHidden )
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continue;
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// TRICKY: If boomerang is on, then all notes in the range
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// [iFirstRowToDraw,iLastRowToDraw] aren't necessarily visible.
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// Test every note to make sure it's on screen before drawing.
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if( !IsOnScreen( NoteRowToBeat(q), c, iDrawDistanceAfterTargetsPixels, iDrawDistanceBeforeTargetsPixels ) )
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continue; // skip
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ASSERT_M( NoteRowToBeat(q) > -2000, ssprintf("%i %i %i, %f %f", q, iLastRowToDraw,
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iFirstRowToDraw, m_pPlayerState->GetDisplayedPosition().m_fSongBeat, m_pPlayerState->GetDisplayedPosition().m_fMusicSeconds) );
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// See if there is a hold step that begins on this index.
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// Only do this if the noteskin cares.
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bool bHoldNoteBeginsOnThisBeat = false;
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if( m_pCurDisplay->display[c].DrawHoldHeadForTapsOnSameRow() )
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{
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for( int c2=0; c2<m_pNoteData->GetNumTracks(); c2++ )
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{
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const TapNote &tmp = m_pNoteData->GetTapNote(c2, q);
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if(tmp.type == TapNoteType_HoldHead &&
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tmp.subType == TapNoteSubType_Hold)
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if(tn.HoldResult.hns != HNS_Held)
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{
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bHoldNoteBeginsOnThisBeat = true;
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break;
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holds[tn.pn].push_back(begin);
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}
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}
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}
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// do the same for a roll.
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bool bRollNoteBeginsOnThisBeat = false;
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if (m_pCurDisplay->display[c].DrawRollHeadForTapsOnSameRow() )
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{
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for( int c2=0; c2<m_pNoteData->GetNumTracks(); c2++ )
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{
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const TapNote &tmp = m_pNoteData->GetTapNote(c2, q);
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if(tmp.type == TapNoteType_HoldHead &&
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tmp.subType == TapNoteSubType_Roll)
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{
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bRollNoteBeginsOnThisBeat = true;
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break;
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}
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}
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}
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bool bIsInSelectionRange = false;
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if( m_iBeginMarker!=-1 && m_iEndMarker!=-1 )
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bIsInSelectionRange = m_iBeginMarker<=q && q<m_iEndMarker;
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bool bIsAddition = (tn.source == TapNoteSource_Addition);
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bool bIsHopoPossible = (tn.bHopoPossible);
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bool bUseAdditionColoring = bIsAddition || bIsHopoPossible;
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NoteDisplayCols *displayCols = tn.pn == PLAYER_INVALID ? m_pCurDisplay : m_pDisplays[tn.pn];
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displayCols->display[c].DrawTap(tn, c, NoteRowToVisibleBeat(m_pPlayerState, q),
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bHoldNoteBeginsOnThisBeat, bRollNoteBeginsOnThisBeat,
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bUseAdditionColoring, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail,
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m_fYReverseOffsetPixels, iDrawDistanceAfterTargetsPixels, iDrawDistanceBeforeTargetsPixels,
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FADE_BEFORE_TARGETS_PERCENT );
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bool bNoteIsUpcoming = NoteRowToBeat(q) > m_pPlayerState->GetDisplayedPosition().m_fSongBeat;
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bAnyUpcomingInThisCol |= bNoteIsUpcoming;
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if(!FAST_NOTE_RENDERING_PREF_CACHED)
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{
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DISPLAY->ClearZBuffer();
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break;
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}
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}
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cur->m_ReceptorArrowRow.SetNoteUpcoming( c, bAnyUpcomingInThisCol );
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#define DTS_INNER(pn, tap_set, draw_func, disp) \
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if(!tap_set[pn].empty()) \
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{ \
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any_upcoming|= disp->display[c].draw_func(display_args, tap_set[pn]); \
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}
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#define DRAW_TAP_SET(tap_set, draw_func) \
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FOREACH_PlayerNumber(pn) \
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{ \
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DTS_INNER(pn, tap_set, draw_func, m_pDisplays[pn]); \
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}
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DRAW_TAP_SET(holds, DrawHoldsInRange);
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DTS_INNER(PLAYER_INVALID, holds, DrawHoldsInRange, m_pCurDisplay);
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DRAW_TAP_SET(taps, DrawTapsInRange);
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DTS_INNER(PLAYER_INVALID, taps, DrawTapsInRange, m_pCurDisplay);
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#undef DTS_INNER
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#undef DRAW_TAP_SET
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cur->m_ReceptorArrowRow.SetNoteUpcoming(c, any_upcoming);
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}
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cur->m_GhostArrowRow.Draw();
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