allow using a model for hold tails
This commit is contained in:
@@ -232,14 +232,14 @@ void NoteDisplay::Load( int iColNum, PlayerNumber pn )
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{
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for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
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{
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m_sprHoldTailActive[i].Load( NOTESKIN->GetPathTo(pn, Button, "hold tail active "+sNoteType[i]) );
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m_sprHoldTailInactive[i].Load( NOTESKIN->GetPathTo(pn, Button, "hold tail inactive "+sNoteType[i]) );
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m_pHoldTailActive[i] = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "hold tail active "+sNoteType[i]) );
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m_pHoldTailInactive[i] = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "hold tail inactive "+sNoteType[i]) );
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}
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}
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else
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{
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m_sprHoldTailActive[0].Load( NOTESKIN->GetPathTo(pn, Button, "hold tail active") );
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m_sprHoldTailInactive[0].Load( NOTESKIN->GetPathTo(pn, Button, "hold tail inactive") );
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m_pHoldTailActive[0] = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "hold tail active") );
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m_pHoldTailInactive[0] = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "hold tail inactive") );
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}
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}
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@@ -363,7 +363,7 @@ Sprite *NoteDisplay::GetHoldBodySprite( float fNoteBeat, bool bActive )
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return pSpriteOut;
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}
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Sprite * NoteDisplay::GetHoldTailSprite( float fNoteBeat, bool bActive )
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Actor* NoteDisplay::GetHoldTailActor( float fNoteBeat, bool bActive )
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{
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NoteType nt = NoteType(0);
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if( cache->m_bHoldTailAnimationIsNoteColor )
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@@ -371,16 +371,16 @@ Sprite * NoteDisplay::GetHoldTailSprite( float fNoteBeat, bool bActive )
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if( nt == NOTE_TYPE_INVALID )
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nt = NOTE_TYPE_32ND;
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Sprite *pSpriteOut = bActive ? &m_sprHoldTailActive[nt] : &m_sprHoldTailInactive[nt];
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Actor *pActorOut = bActive ? m_pHoldTailActive[nt] : m_pHoldTailInactive[nt];
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SetActiveFrame(
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fNoteBeat,
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*pSpriteOut,
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*pActorOut,
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cache->m_fHoldTailAnimationLengthInBeats,
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cache->m_bHoldTailAnimationIsVivid,
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cache->m_bHoldTailAnimationIsNoteColor );
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return pSpriteOut;
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return pActorOut;
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}
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@@ -645,7 +645,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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// Draw the tail
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//
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{
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Sprite* pSprTail = GetHoldTailSprite( hn.fStartBeat, bActive );
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Actor* pSprTail = GetHoldTailActor( hn.fStartBeat, bActive );
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const float fY = fYTail;
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const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fY );
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@@ -36,10 +36,10 @@ protected:
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void SetActiveFrame( float fNoteBeat, Actor &actorToSet, float fAnimationLengthInBeats, bool bVivid, bool bNoteColor );
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Actor *GetTapNoteActor( float fNoteBeat );
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Actor *GetHoldHeadActor( float fNoteBeat, bool bActive );
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Actor* GetHoldTailActor( float fNoteBeat, bool bActive );
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Sprite *GetHoldTopCapSprite( float fNoteBeat, bool bActive );
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Sprite *GetHoldBodySprite( float fNoteBeat, bool bActive );
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Sprite *GetHoldBottomCapSprite( float fNoteBeat, bool bActive );
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Sprite *GetHoldTailSprite( float fNoteBeat, bool bActive );
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PlayerNumber m_PlayerNumber; // to look up PlayerOptions
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@@ -56,8 +56,8 @@ protected:
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Sprite m_sprHoldBodyInactive[NOTE_COLOR_IMAGES];
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Sprite m_sprHoldBottomCapActive[NOTE_COLOR_IMAGES];
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Sprite m_sprHoldBottomCapInactive[NOTE_COLOR_IMAGES];
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Sprite m_sprHoldTailActive[NOTE_COLOR_IMAGES];
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Sprite m_sprHoldTailInactive[NOTE_COLOR_IMAGES];
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Actor* m_pHoldTailActive[NOTE_COLOR_IMAGES];
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Actor* m_pHoldTailInactive[NOTE_COLOR_IMAGES];
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};
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#endif
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