cosmetic to bring these wavy parts closer together

This commit is contained in:
Glenn Maynard
2007-01-04 03:58:08 +00:00
parent eb1cd3d2f1
commit 0b462d207b
+26 -26
View File
@@ -376,28 +376,28 @@ void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, float fBeat, bool
StripBuffer queue;
vector<Sprite*> vpSpr;
Sprite *pSprTopCap = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, fBeat, tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
pSprTopCap->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
vpSpr.push_back( pSprTopCap );
Sprite *pSprite = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, fBeat, tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
pSprite->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
vpSpr.push_back( pSprite );
if( bIsBeingHeld && cache->m_bHoldActiveIsAddLayer )
{
Sprite *pSpr = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, fBeat, tn.subType == TapNote::hold_head_roll, true );
ASSERT( pSpr->GetUnzoomedWidth() == pSprTopCap->GetUnzoomedWidth() );
ASSERT( pSpr->GetUnzoomedHeight() == pSprTopCap->GetUnzoomedHeight() );
ASSERT( pSpr->GetUnzoomedWidth() == pSprite->GetUnzoomedWidth() );
ASSERT( pSpr->GetUnzoomedHeight() == pSprite->GetUnzoomedHeight() );
pSpr->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
vpSpr.push_back( pSpr );
}
// draw manually in small segments
const RectF *pRect = pSprTopCap->GetCurrentTextureCoordRect();
const RectF *pRect = pSprite->GetCurrentTextureCoordRect();
DISPLAY->ClearAllTextures();
DISPLAY->SetCullMode( CULL_NONE );
DISPLAY->SetTextureWrapping(false);
const float fFrameWidth = pSprTopCap->GetZoomedWidth();
const float fFrameHeight = pSprTopCap->GetZoomedHeight();
const float fYCapTop = fYHead+cache->m_iStartDrawingHoldBodyOffsetFromHead-fFrameHeight;
const float fYCapBottom = fYHead+cache->m_iStartDrawingHoldBodyOffsetFromHead;
const float fFrameWidth = pSprite->GetZoomedWidth();
const float fFrameHeight = pSprite->GetZoomedHeight();
const float fYCapTop = fYHead+cache->m_iStartDrawingHoldBodyOffsetFromHead-fFrameHeight;
const float fYCapBottom = fYHead+cache->m_iStartDrawingHoldBodyOffsetFromHead;
bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(iCol) > 0.5f;
@@ -477,14 +477,14 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool b
StripBuffer queue;
vector<Sprite*> vpSpr;
Sprite *pSprBody = GetHoldSprite( m_HoldBody, NotePart_HoldBody, fBeat, tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
pSprBody->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
vpSpr.push_back( pSprBody );
Sprite *pSprite = GetHoldSprite( m_HoldBody, NotePart_HoldBody, fBeat, tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
pSprite->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
vpSpr.push_back( pSprite );
if( bIsBeingHeld && cache->m_bHoldActiveIsAddLayer )
{
Sprite *pSpr = GetHoldSprite( m_HoldBody, NotePart_HoldBody, fBeat, tn.subType == TapNote::hold_head_roll, true );
ASSERT( pSpr->GetUnzoomedWidth() == pSprBody->GetUnzoomedWidth() );
ASSERT( pSpr->GetUnzoomedHeight() == pSprBody->GetUnzoomedHeight() );
ASSERT( pSpr->GetUnzoomedWidth() == pSprite->GetUnzoomedWidth() );
ASSERT( pSpr->GetUnzoomedHeight() == pSprite->GetUnzoomedHeight() );
pSpr->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
vpSpr.push_back( pSpr );
}
@@ -493,9 +493,9 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool b
DISPLAY->ClearAllTextures();
// draw manually in small segments
const RectF *pRect = pSprBody->GetCurrentTextureCoordRect();
const float fFrameWidth = pSprBody->GetZoomedWidth();
const float fFrameHeight = pSprBody->GetZoomedHeight();
const RectF *pRect = pSprite->GetCurrentTextureCoordRect();
const float fFrameWidth = pSprite->GetZoomedWidth();
const float fFrameHeight = pSprite->GetZoomedHeight();
const float fYBodyTop = fYHead + cache->m_iStartDrawingHoldBodyOffsetFromHead;
const float fYBodyBottom = fYTail + cache->m_iStopDrawingHoldBodyOffsetFromTail;
@@ -587,26 +587,26 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, float fBeat, b
StripBuffer queue;
vector<Sprite*> vpSpr;
Sprite* pBottomCap = GetHoldSprite( m_HoldBottomCap, NotePart_HoldBottomCap, fBeat, tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
pBottomCap->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
vpSpr.push_back( pBottomCap );
Sprite* pSprite = GetHoldSprite( m_HoldBottomCap, NotePart_HoldBottomCap, fBeat, tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
pSprite->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
vpSpr.push_back( pSprite );
if( bIsBeingHeld && cache->m_bHoldActiveIsAddLayer )
{
Sprite *pSpr = GetHoldSprite( m_HoldBody, NotePart_HoldBody, fBeat, tn.subType == TapNote::hold_head_roll, true );
ASSERT( pSpr->GetUnzoomedWidth() == pBottomCap->GetUnzoomedWidth() );
ASSERT( pSpr->GetUnzoomedHeight() == pBottomCap->GetUnzoomedHeight() );
ASSERT( pSpr->GetUnzoomedWidth() == pSprite->GetUnzoomedWidth() );
ASSERT( pSpr->GetUnzoomedHeight() == pSprite->GetUnzoomedHeight() );
pSpr->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
vpSpr.push_back( pSpr );
}
// draw manually in small segments
const RectF *pRect = pBottomCap->GetCurrentTextureCoordRect();
const RectF *pRect = pSprite->GetCurrentTextureCoordRect();
DISPLAY->ClearAllTextures();
DISPLAY->SetCullMode( CULL_NONE );
DISPLAY->SetTextureWrapping(false);
const float fFrameWidth = pBottomCap->GetZoomedWidth();
const float fFrameHeight = pBottomCap->GetZoomedHeight();
const float fFrameWidth = pSprite->GetZoomedWidth();
const float fFrameHeight = pSprite->GetZoomedHeight();
const float fYCapTop = fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail;
const float fYCapBottom = fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail+fFrameHeight;