instead of toggling head/tail as wavy/not, have a wavy part (top cap

and bottom cap) and a solid part (head/tail).

allow overriding note skin metric values per-button

(rather larger patch than I intended to commit at once; sorry)
This commit is contained in:
Glenn Maynard
2003-02-08 23:47:47 +00:00
parent 8a9feafd62
commit 2c7db70f4b
4 changed files with 444 additions and 337 deletions
+396 -313
View File
@@ -26,79 +26,106 @@
#include "NoteTypes.h"
#define DRAW_HOLD_HEAD_FOR_TAPS_ON_SAME_ROW NOTESKIN->GetMetricB("NoteDisplay","DrawHoldHeadForTapsOnSameRow")
#define TAP_NOTE_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF("NoteDisplay","TapNoteAnimationLengthInBeats")
#define HOLD_HEAD_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF("NoteDisplay","HoldHeadAnimationLengthInBeats")
#define HOLD_BODY_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF("NoteDisplay","HoldBodyAnimationLengthInBeats")
#define HOLD_TAIL_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF("NoteDisplay","HoldTailAnimationLengthInBeats")
#define TAP_NOTE_ANIMATION_IS_VIVID NOTESKIN->GetMetricB("NoteDisplay","TapNoteAnimationIsVivid")
#define HOLD_HEAD_ANIMATION_IS_VIVID NOTESKIN->GetMetricB("NoteDisplay","HoldHeadAnimationIsVivid")
#define HOLD_BODY_ANIMATION_IS_VIVID NOTESKIN->GetMetricB("NoteDisplay","HoldBodyAnimationIsVivid")
#define HOLD_TAIL_ANIMATION_IS_VIVID NOTESKIN->GetMetricB("NoteDisplay","HoldTailAnimationIsVivid")
#define TAP_NOTE_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB("NoteDisplay","TapNoteAnimationIsNoteColor")
#define HOLD_HEAD_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB("NoteDisplay","HoldHeadAnimationIsNoteColor")
#define HOLD_BODY_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB("NoteDisplay","HoldBodyAnimationIsNoteColor")
#define HOLD_TAIL_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB("NoteDisplay","HoldTailAnimationIsNoteColor")
#define START_DRAWING_HOLD_BODY_OFFSET_FROM_HEAD NOTESKIN->GetMetricI("NoteDisplay","StartDrawingHoldBodyOffsetFromHead")
#define STOP_DRAWING_HOLD_BODY_OFFSET_FROM_TAIL NOTESKIN->GetMetricI("NoteDisplay","StopDrawingHoldBodyOffsetFromTail")
#define HOLD_HEAD_IS_WAVY NOTESKIN->GetMetricB("NoteDisplay","HoldHeadIsWavy")
#define HOLD_TAIL_IS_WAVY NOTESKIN->GetMetricB("NoteDisplay","HoldTailIsWavy")
#define HOLD_NG_GRAY_PERCENT NOTESKIN->GetMetricF("NoteDisplay","HoldNGGrayPercent")
#define DRAW_HOLD_HEAD_FOR_TAPS_ON_SAME_ROW NOTESKIN->GetMetricB(name,"DrawHoldHeadForTapsOnSameRow")
#define TAP_NOTE_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(name,"TapNoteAnimationLengthInBeats")
#define HOLD_HEAD_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(name,"HoldHeadAnimationLengthInBeats")
#define HOLD_TOPCAP_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(name,"HoldTopCapAnimationLengthInBeats")
#define HOLD_BODY_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(name,"HoldBodyAnimationLengthInBeats")
#define HOLD_BOTTOMCAP_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(name,"HoldBottomCapAnimationLengthInBeats")
#define HOLD_TAIL_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(name,"HoldTailAnimationLengthInBeats")
#define TAP_NOTE_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(name,"TapNoteAnimationIsVivid")
#define HOLD_HEAD_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(name,"HoldHeadAnimationIsVivid")
#define HOLD_TOPCAP_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(name,"HoldTopCapAnimationIsVivid")
#define HOLD_BODY_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(name,"HoldBodyAnimationIsVivid")
#define HOLD_BOTTOMCAP_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(name,"HoldBottomCapAnimationIsVivid")
#define HOLD_TAIL_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(name,"HoldTailAnimationIsVivid")
#define TAP_NOTE_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(name,"TapNoteAnimationIsNoteColor")
#define HOLD_HEAD_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(name,"HoldHeadAnimationIsNoteColor")
#define HOLD_TOPCAP_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(name,"HoldHeadAnimationIsNoteColor")
#define HOLD_BODY_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(name,"HoldBodyAnimationIsNoteColor")
#define HOLD_BOTTOMCAP_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(name,"HoldHeadAnimationIsNoteColor")
#define HOLD_TAIL_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(name,"HoldTailAnimationIsNoteColor")
#define START_DRAWING_HOLD_BODY_OFFSET_FROM_HEAD NOTESKIN->GetMetricI(name,"StartDrawingHoldBodyOffsetFromHead")
#define STOP_DRAWING_HOLD_BODY_OFFSET_FROM_TAIL NOTESKIN->GetMetricI(name,"StopDrawingHoldBodyOffsetFromTail")
#define HOLD_NG_GRAY_PERCENT NOTESKIN->GetMetricF(name,"HoldNGGrayPercent")
// cache
bool g_bDrawHoldHeadForTapsOnSameRow;
float g_fTapNoteAnimationLengthInBeats;
float g_fHoldHeadAnimationLengthInBeats;
float g_fHoldBodyAnimationLengthInBeats;
float g_fHoldTailAnimationLengthInBeats;
bool g_bTapNoteAnimationIsVivid;
bool g_bHoldHeadAnimationIsVivid;
bool g_bHoldBodyAnimationIsVivid;
bool g_bHoldTailAnimationIsVivid;
bool g_bTapNoteAnimationIsNoteColor;
bool g_bHoldHeadAnimationIsNoteColor;
bool g_bHoldBodyAnimationIsNoteColor;
bool g_bHoldTailAnimationIsNoteColor;
int g_iStartDrawingHoldBodyOffsetFromHead;
int g_iStopDrawingHoldBodyOffsetFromTail;
bool g_bHoldHeadIsWavy;
bool g_bHoldTailIsWavy;
float g_fHoldNGGrayPercent;
struct NoteMetricCache_t {
bool m_bDrawHoldHeadForTapsOnSameRow;
float m_fTapNoteAnimationLengthInBeats;
float m_fHoldHeadAnimationLengthInBeats;
float m_fHoldTopCapAnimationLengthInBeats;
float m_fHoldBodyAnimationLengthInBeats;
float m_fHoldBottomCapAnimationLengthInBeats;
float m_fHoldTailAnimationLengthInBeats;
bool m_bTapNoteAnimationIsVivid;
bool m_bHoldHeadAnimationIsVivid;
bool m_bHoldTopCapAnimationIsVivid;
bool m_bHoldBodyAnimationIsVivid;
bool m_bHoldBottomCapAnimationIsVivid;
bool m_bHoldTailAnimationIsVivid;
bool m_bTapNoteAnimationIsNoteColor;
bool m_bHoldHeadAnimationIsNoteColor;
bool m_bHoldTopCapAnimationIsNoteColor;
bool m_bHoldBodyAnimationIsNoteColor;
bool m_bHoldBottomCapAnimationIsNoteColor;
bool m_bHoldTailAnimationIsNoteColor;
int m_iStartDrawingHoldBodyOffsetFromHead;
int m_iStopDrawingHoldBodyOffsetFromTail;
float m_fHoldNGGrayPercent;
void Load(const CString &name);
} *NoteMetricCache;
void NoteMetricCache_t::Load(const CString &name)
{
m_bDrawHoldHeadForTapsOnSameRow = DRAW_HOLD_HEAD_FOR_TAPS_ON_SAME_ROW;
m_fTapNoteAnimationLengthInBeats = TAP_NOTE_ANIMATION_LENGTH_IN_BEATS;
m_fHoldHeadAnimationLengthInBeats = HOLD_HEAD_ANIMATION_LENGTH_IN_BEATS;
m_fHoldTopCapAnimationLengthInBeats = HOLD_TOPCAP_ANIMATION_LENGTH_IN_BEATS;
m_fHoldBodyAnimationLengthInBeats = HOLD_BODY_ANIMATION_LENGTH_IN_BEATS;
m_fHoldBottomCapAnimationLengthInBeats = HOLD_BOTTOMCAP_ANIMATION_LENGTH_IN_BEATS;
m_fHoldTailAnimationLengthInBeats = HOLD_TAIL_ANIMATION_LENGTH_IN_BEATS;
m_bTapNoteAnimationIsVivid = TAP_NOTE_ANIMATION_IS_VIVID;
m_bHoldHeadAnimationIsVivid = HOLD_HEAD_ANIMATION_IS_VIVID;
m_bHoldTopCapAnimationIsVivid = HOLD_TOPCAP_ANIMATION_IS_VIVID;
m_bHoldBodyAnimationIsVivid = HOLD_BODY_ANIMATION_IS_VIVID;
m_bHoldBottomCapAnimationIsVivid = HOLD_BOTTOMCAP_ANIMATION_IS_VIVID;
m_bHoldTailAnimationIsVivid = HOLD_TAIL_ANIMATION_IS_VIVID;
m_bTapNoteAnimationIsNoteColor = TAP_NOTE_ANIMATION_IS_NOTE_COLOR;
m_bHoldHeadAnimationIsNoteColor = HOLD_HEAD_ANIMATION_IS_NOTE_COLOR;
m_bHoldTopCapAnimationIsNoteColor = HOLD_TOPCAP_ANIMATION_IS_NOTE_COLOR;
m_bHoldBodyAnimationIsNoteColor = HOLD_BODY_ANIMATION_IS_NOTE_COLOR;
m_bHoldBottomCapAnimationIsNoteColor = HOLD_BOTTOMCAP_ANIMATION_IS_NOTE_COLOR;
m_bHoldTailAnimationIsNoteColor = HOLD_TAIL_ANIMATION_IS_NOTE_COLOR;
m_iStartDrawingHoldBodyOffsetFromHead = START_DRAWING_HOLD_BODY_OFFSET_FROM_HEAD;
m_iStopDrawingHoldBodyOffsetFromTail = STOP_DRAWING_HOLD_BODY_OFFSET_FROM_TAIL;
m_fHoldNGGrayPercent = HOLD_NG_GRAY_PERCENT;
}
NoteDisplay::NoteDisplay()
{
g_bDrawHoldHeadForTapsOnSameRow = DRAW_HOLD_HEAD_FOR_TAPS_ON_SAME_ROW;
g_fTapNoteAnimationLengthInBeats = TAP_NOTE_ANIMATION_LENGTH_IN_BEATS;
g_fHoldHeadAnimationLengthInBeats = HOLD_HEAD_ANIMATION_LENGTH_IN_BEATS;
g_fHoldBodyAnimationLengthInBeats = HOLD_BODY_ANIMATION_LENGTH_IN_BEATS;
g_fHoldTailAnimationLengthInBeats = HOLD_TAIL_ANIMATION_LENGTH_IN_BEATS;
g_bTapNoteAnimationIsVivid = TAP_NOTE_ANIMATION_IS_VIVID;
g_bHoldHeadAnimationIsVivid = HOLD_HEAD_ANIMATION_IS_VIVID;
g_bHoldBodyAnimationIsVivid = HOLD_BODY_ANIMATION_IS_VIVID;
g_bHoldTailAnimationIsVivid = HOLD_TAIL_ANIMATION_IS_VIVID;
g_bTapNoteAnimationIsNoteColor = TAP_NOTE_ANIMATION_IS_NOTE_COLOR;
g_bHoldHeadAnimationIsNoteColor = HOLD_HEAD_ANIMATION_IS_NOTE_COLOR;
g_bHoldBodyAnimationIsNoteColor = HOLD_BODY_ANIMATION_IS_NOTE_COLOR;
g_bHoldTailAnimationIsNoteColor = HOLD_TAIL_ANIMATION_IS_NOTE_COLOR;
g_iStartDrawingHoldBodyOffsetFromHead = START_DRAWING_HOLD_BODY_OFFSET_FROM_HEAD;
g_iStopDrawingHoldBodyOffsetFromTail = STOP_DRAWING_HOLD_BODY_OFFSET_FROM_TAIL;
g_bHoldHeadIsWavy = HOLD_HEAD_IS_WAVY;
g_bHoldTailIsWavy = HOLD_TAIL_IS_WAVY;
g_fHoldNGGrayPercent = HOLD_NG_GRAY_PERCENT;
cache = new NoteMetricCache_t;
}
NoteDisplay::~NoteDisplay()
{
delete cache;
}
void NoteDisplay::Load( int iColNum, PlayerNumber pn )
{
m_PlayerNumber = pn;
cache->Load(NoteSkinManager::ColToButtonName(iColNum));
// Look up note names once and store them here.
CString sNoteType[ NOTE_COLOR_IMAGES ];
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
sNoteType[i] = NoteTypeToString( (NoteType)i );
if( g_bTapNoteAnimationIsNoteColor )
if( cache->m_bTapNoteAnimationIsNoteColor )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
m_sprTapNote[i].Load( NOTESKIN->GetPathTo(iColNum, "tap note "+sNoteType[i]) );
@@ -108,7 +135,7 @@ void NoteDisplay::Load( int iColNum, PlayerNumber pn )
m_sprTapNote[0].Load( NOTESKIN->GetPathTo(iColNum, "tap note") );
}
if( g_bHoldHeadAnimationIsNoteColor )
if( cache->m_bHoldHeadAnimationIsNoteColor )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
{
@@ -122,7 +149,21 @@ void NoteDisplay::Load( int iColNum, PlayerNumber pn )
m_sprHoldHeadInactive[0].Load( NOTESKIN->GetPathTo(iColNum, "hold head inactive") );
}
if( g_bHoldBodyAnimationIsNoteColor )
if( cache->m_bHoldTopCapAnimationIsNoteColor )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
{
m_sprHoldTopCapActive[i].Load( NOTESKIN->GetPathTo(iColNum, "hold topcap active "+sNoteType[i]) );
m_sprHoldTopCapInactive[i].Load( NOTESKIN->GetPathTo(iColNum, "hold topcap inactive "+sNoteType[i]) );
}
}
else
{
m_sprHoldTopCapActive[0].Load( NOTESKIN->GetPathTo(iColNum, "hold topcap active") );
m_sprHoldTopCapInactive[0].Load( NOTESKIN->GetPathTo(iColNum, "hold topcap inactive") );
}
if( cache->m_bHoldBodyAnimationIsNoteColor )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
{
@@ -136,7 +177,21 @@ void NoteDisplay::Load( int iColNum, PlayerNumber pn )
m_sprHoldBodyInactive[0].Load( NOTESKIN->GetPathTo(iColNum, "hold body inactive") );
}
if( g_bHoldTailAnimationIsNoteColor )
if( cache->m_bHoldBottomCapAnimationIsNoteColor )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
{
m_sprHoldBottomCapActive[i].Load( NOTESKIN->GetPathTo(iColNum, "hold bottomcap active "+sNoteType[i]) );
m_sprHoldBottomCapInactive[i].Load( NOTESKIN->GetPathTo(iColNum, "hold bottomcap inactive "+sNoteType[i]) );
}
}
else
{
m_sprHoldBottomCapActive[0].Load( NOTESKIN->GetPathTo(iColNum, "hold bottomcap active") );
m_sprHoldBottomCapInactive[0].Load( NOTESKIN->GetPathTo(iColNum, "hold bottomcap inactive") );
}
if( cache->m_bHoldTailAnimationIsNoteColor )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
{
@@ -152,8 +207,9 @@ void NoteDisplay::Load( int iColNum, PlayerNumber pn )
}
int NoteDisplay::GetFrameNo( float fNoteBeat, int iNumFrames, float fAnimationLengthInBeats, bool bVivid, bool bNoteColor )
void NoteDisplay::SetActiveFrame( float fNoteBeat, Sprite &Spr, float fAnimationLengthInBeats, bool bVivid, bool bNoteColor )
{
const int iNumFrames = Spr.GetNumStates();
float fSongBeat = GAMESTATE->m_fSongBeat;
float fPrecentIntoAnimation = fmodf(fSongBeat,fAnimationLengthInBeats) / fAnimationLengthInBeats;
float fNoteBeatFraction = fmodf( fNoteBeat, 1.0f );
@@ -166,88 +222,128 @@ int NoteDisplay::GetFrameNo( float fNoteBeat, int iNumFrames, float fAnimationLe
iFrameNo %= iNumFrames;
ASSERT( iFrameNo>=0 && iFrameNo<iNumFrames );
return iFrameNo;
Spr.SetState( iFrameNo );
}
void NoteDisplay::GetTapNoteSpriteAndFrameNo( float fNoteBeat, Sprite*& pSpriteOut, int& iFrameNoOut )
Sprite * NoteDisplay::GetTapNoteSprite( float fNoteBeat )
{
if( g_bTapNoteAnimationIsNoteColor )
{
NoteType nt = BeatToNoteType( fNoteBeat );
if( nt == NOTE_TYPE_INVALID )
nt = NOTE_TYPE_32ND;
pSpriteOut = &m_sprTapNote[nt];
}
else
pSpriteOut = &m_sprTapNote[0];
NoteType nt = NoteType(0);
if( cache->m_bTapNoteAnimationIsNoteColor )
nt = BeatToNoteType( fNoteBeat );
if( nt == NOTE_TYPE_INVALID )
nt = NOTE_TYPE_32ND;
Sprite *pSpriteOut = &m_sprTapNote[nt];
iFrameNoOut = GetFrameNo(
SetActiveFrame(
fNoteBeat,
pSpriteOut->GetNumStates(),
g_fTapNoteAnimationLengthInBeats,
g_bTapNoteAnimationIsVivid,
g_bTapNoteAnimationIsNoteColor );
*pSpriteOut,
cache->m_fTapNoteAnimationLengthInBeats,
cache->m_bTapNoteAnimationIsVivid,
cache->m_bTapNoteAnimationIsNoteColor );
return pSpriteOut;
}
void NoteDisplay::GetHoldHeadSpriteAndFrameNo( float fNoteBeat, bool bActive, Sprite*& pSpriteOut, int& iFrameNoOut )
Sprite * NoteDisplay::GetHoldTopCapSprite( float fNoteBeat, bool bActive )
{
if( g_bHoldHeadAnimationIsNoteColor )
{
NoteType nt = BeatToNoteType( fNoteBeat );
if( nt == NOTE_TYPE_INVALID )
nt = NOTE_TYPE_32ND;
pSpriteOut = bActive ? &m_sprHoldHeadActive[nt] : &m_sprHoldHeadInactive[nt];
}
else
pSpriteOut = bActive ? &m_sprHoldHeadActive[0] : &m_sprHoldHeadInactive[0];
NoteType nt = NoteType(0);
if( cache->m_bHoldTopCapAnimationIsNoteColor )
nt = BeatToNoteType( fNoteBeat );
if( nt == NOTE_TYPE_INVALID )
nt = NOTE_TYPE_32ND;
Sprite *pSpriteOut = bActive ? &m_sprHoldTopCapActive[nt] : &m_sprHoldTopCapInactive[nt];
iFrameNoOut = GetFrameNo(
SetActiveFrame(
fNoteBeat,
pSpriteOut->GetNumStates(),
g_fHoldHeadAnimationLengthInBeats,
g_bHoldHeadAnimationIsVivid,
g_bHoldHeadAnimationIsNoteColor );
*pSpriteOut,
cache->m_fHoldTopCapAnimationLengthInBeats,
cache->m_bHoldTopCapAnimationIsVivid,
cache->m_bHoldTopCapAnimationIsNoteColor );
return pSpriteOut;
}
void NoteDisplay::GetHoldBodySpriteAndFrameNo( float fNoteBeat, bool bActive, Sprite*& pSpriteOut, int& iFrameNoOut )
Sprite * NoteDisplay::GetHoldBottomCapSprite( float fNoteBeat, bool bActive )
{
if( g_bHoldBodyAnimationIsNoteColor )
{
NoteType nt = BeatToNoteType( fNoteBeat );
if( nt == NOTE_TYPE_INVALID )
nt = NOTE_TYPE_32ND;
pSpriteOut = bActive ? &m_sprHoldBodyActive[nt] : &m_sprHoldBodyInactive[nt];
}
else
pSpriteOut = bActive ? &m_sprHoldBodyActive[0] : &m_sprHoldBodyInactive[0];
NoteType nt = NoteType(0);
if( cache->m_bHoldBottomCapAnimationIsNoteColor )
nt = BeatToNoteType( fNoteBeat );
if( nt == NOTE_TYPE_INVALID )
nt = NOTE_TYPE_32ND;
Sprite *pSpriteOut = bActive ? &m_sprHoldBottomCapActive[nt] : &m_sprHoldBottomCapInactive[nt];
iFrameNoOut = GetFrameNo(
SetActiveFrame(
fNoteBeat,
pSpriteOut->GetNumStates(),
g_fHoldBodyAnimationLengthInBeats,
g_bHoldBodyAnimationIsVivid,
g_bHoldBodyAnimationIsNoteColor );
*pSpriteOut,
cache->m_fHoldBottomCapAnimationLengthInBeats,
cache->m_bHoldBottomCapAnimationIsVivid,
cache->m_bHoldBottomCapAnimationIsNoteColor );
return pSpriteOut;
}
void NoteDisplay::GetHoldTailSpriteAndFrameNo( float fNoteBeat, bool bActive, Sprite*& pSpriteOut, int& iFrameNoOut )
Sprite * NoteDisplay::GetHoldHeadSprite( float fNoteBeat, bool bActive )
{
NoteType nt = NoteType(0);
if( cache->m_bHoldHeadAnimationIsNoteColor )
nt = BeatToNoteType( fNoteBeat );
if( nt == NOTE_TYPE_INVALID )
nt = NOTE_TYPE_32ND;
if( g_bHoldTailAnimationIsNoteColor )
{
NoteType nt = BeatToNoteType( fNoteBeat );
if( nt == NOTE_TYPE_INVALID )
nt = NOTE_TYPE_32ND;
pSpriteOut = bActive ? &m_sprHoldTailActive[nt] : &m_sprHoldTailInactive[nt];
}
else
pSpriteOut = bActive ? &m_sprHoldTailActive[0] : &m_sprHoldTailInactive[0];
Sprite *pSpriteOut = bActive ? &m_sprHoldHeadActive[nt] : &m_sprHoldHeadInactive[nt];
iFrameNoOut = GetFrameNo(
SetActiveFrame(
fNoteBeat,
pSpriteOut->GetNumStates(),
g_fHoldTailAnimationLengthInBeats,
g_bHoldTailAnimationIsVivid,
g_bHoldTailAnimationIsNoteColor );
*pSpriteOut,
cache->m_fHoldHeadAnimationLengthInBeats,
cache->m_bHoldHeadAnimationIsVivid,
cache->m_bHoldHeadAnimationIsNoteColor );
return pSpriteOut;
}
Sprite *NoteDisplay::GetHoldBodySprite( float fNoteBeat, bool bActive )
{
NoteType nt = NoteType(0);
if( cache->m_bHoldBodyAnimationIsNoteColor )
nt = BeatToNoteType( fNoteBeat );
if( nt == NOTE_TYPE_INVALID )
nt = NOTE_TYPE_32ND;
Sprite *pSpriteOut = bActive ? &m_sprHoldBodyActive[nt] : &m_sprHoldBodyInactive[nt];
SetActiveFrame(
fNoteBeat,
*pSpriteOut,
cache->m_fHoldBodyAnimationLengthInBeats,
cache->m_bHoldBodyAnimationIsVivid,
cache->m_bHoldBodyAnimationIsNoteColor );
return pSpriteOut;
}
Sprite * NoteDisplay::GetHoldTailSprite( float fNoteBeat, bool bActive )
{
NoteType nt = NoteType(0);
if( cache->m_bHoldTailAnimationIsNoteColor )
nt = BeatToNoteType( fNoteBeat );
if( nt == NOTE_TYPE_INVALID )
nt = NOTE_TYPE_32ND;
Sprite *pSpriteOut = bActive ? &m_sprHoldTailActive[nt] : &m_sprHoldTailInactive[nt];
SetActiveFrame(
fNoteBeat,
*pSpriteOut,
cache->m_fHoldTailAnimationLengthInBeats,
cache->m_bHoldTailAnimationIsVivid,
cache->m_bHoldTailAnimationIsNoteColor );
return pSpriteOut;
}
@@ -268,120 +364,92 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
const int fYStep = 16; // 16 logical pixels per segment
const float fColorScale = 1*fLife + (1-fLife)*g_fHoldNGGrayPercent;
const float fColorScale = 1*fLife + (1-fLife)*cache->m_fHoldNGGrayPercent;
//
// draw from tail to head (so head appears on top)
//
/* The body and caps should have no overlap, so their order doesn't matter.
* Draw the head last, so it appears on top. */
static RageVertex queue[4096];
//
// Draw the tail
// Draw the bottom cap (always wavy)
//
{
Sprite* pSprTail;
int iFrameNo;
GetHoldTailSpriteAndFrameNo( hn.m_fStartBeat, bActive, pSprTail, iFrameNo );
Sprite* pBottomCap = GetHoldBottomCapSprite( hn.m_fStartBeat, bActive );
if( g_bHoldTailIsWavy )
// draw manually in small segments
RageVertex *v = &queue[0];
RageTexture* pTexture = pBottomCap->GetTexture();
const RectF *pRect = pBottomCap->GetCurrentTextureCoordRect();
DISPLAY->SetTexture( pTexture );
DISPLAY->SetBlendModeNormal();
if( bDrawGlowOnly )
DISPLAY->SetTextureModeGlow();
else
DISPLAY->SetTextureModeModulate();
DISPLAY->DisableTextureWrapping();
const float fFrameWidth = pBottomCap->GetUnzoomedWidth();
const float fFrameHeight = pBottomCap->GetUnzoomedHeight();
const float fYCapTop = fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail;
const float fYCapBottom = fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail+fFrameHeight;
// don't draw any part of the tail that is before the middle of the head
float fY=max( fYCapTop, fYHead );
for( ; fY<fYCapBottom; fY+=fYStep )
{
// draw manually in small segments
RageVertex *v = &queue[0];
RageTexture* pTexture = pSprTail->GetTexture();
const RectF* pRect = pTexture->GetTextureCoordRect( iFrameNo );
DISPLAY->SetTexture( pTexture );
DISPLAY->SetBlendModeNormal();
if( bDrawGlowOnly )
DISPLAY->SetTextureModeGlow();
else
DISPLAY->SetTextureModeModulate();
DISPLAY->DisableTextureWrapping();
const float fYTop = fY;
const float fStepHeight = min( fYStep, fFrameHeight );
const float fYBottom = min( fY+fStepHeight, fYCapBottom );
const float fXTop = ArrowGetXPos( m_PlayerNumber, iCol, fYTop );
const float fXBottom = ArrowGetXPos( m_PlayerNumber, iCol, fYBottom );
const float fXTopLeft = fXTop - fFrameWidth/2;
const float fXTopRight = fXTop + fFrameWidth/2;
const float fXBottomLeft = fXBottom - fFrameWidth/2;
const float fXBottomRight = fXBottom + fFrameWidth/2;
const float fTopDistFromTailTop = fYTop - fYCapTop;
const float fBottomDistFromTailTop = fYBottom - fYCapTop;
const float fTexCoordTop = SCALE( fTopDistFromTailTop, 0, fFrameHeight, pRect->top, pRect->bottom );
const float fTexCoordBottom = SCALE( fBottomDistFromTailTop, 0, fFrameHeight, pRect->top, pRect->bottom );
const float fTexCoordLeft = pRect->left;
const float fTexCoordRight = pRect->right;
const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, fYTop, fPercentFadeToFail );
const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, fYBottom, fPercentFadeToFail );
const float fGlowTop = ArrowGetGlow( m_PlayerNumber, fYTop, fPercentFadeToFail );
const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, fYBottom, fPercentFadeToFail );
const RageColor colorDiffuseTop = RageColor(fColorScale,fColorScale,fColorScale,fAlphaTop);
const RageColor colorDiffuseBottom = RageColor(fColorScale,fColorScale,fColorScale,fAlphaBottom);
const RageColor colorGlowTop = RageColor(1,1,1,fGlowTop);
const RageColor colorGlowBottom = RageColor(1,1,1,fGlowBottom);
if( bDrawGlowOnly && colorGlowTop.a==0 && colorGlowBottom.a==0 )
continue;
if( !bDrawGlowOnly && colorDiffuseTop.a==0 && colorDiffuseBottom.a==0 )
continue;
const float fFrameWidth = pSprTail->GetUnzoomedWidth();
const float fFrameHeight = pSprTail->GetUnzoomedHeight();
const float fYTailTop = fYTail-fFrameHeight/2;
const float fYTailBottom = fYTail+fFrameHeight/2;
float fY=max( fYTailTop, fYHead ); // don't draw any part of the tail that is before the middle of the head
for( ; fY<fYTailBottom; fY+=fYStep )
{
const float fYTop = fY;
const float fYBottom = min( fY+fYStep, fYTailBottom );
const float fXTop = ArrowGetXPos( m_PlayerNumber, iCol, fYTop );
const float fXBottom = ArrowGetXPos( m_PlayerNumber, iCol, fYBottom );
const float fXTopLeft = fXTop - fFrameWidth/2;
const float fXTopRight = fXTop + fFrameWidth/2;
const float fXBottomLeft = fXBottom - fFrameWidth/2;
const float fXBottomRight = fXBottom + fFrameWidth/2;
const float fTopDistFromTailTop = fYTop - fYTailTop;
const float fBottomDistFromTailTop = fYBottom - fYTailTop;
const float fTexCoordTop = SCALE( fTopDistFromTailTop, 0, fFrameHeight, pRect->top, pRect->bottom );
const float fTexCoordBottom = SCALE( fBottomDistFromTailTop, 0, fFrameHeight, pRect->top, pRect->bottom );
const float fTexCoordLeft = pRect->left;
const float fTexCoordRight = pRect->right;
const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, fYTop, fPercentFadeToFail );
const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, fYBottom, fPercentFadeToFail );
const float fGlowTop = ArrowGetGlow( m_PlayerNumber, fYTop, fPercentFadeToFail );
const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, fYBottom, fPercentFadeToFail );
const RageColor colorDiffuseTop = RageColor(fColorScale,fColorScale,fColorScale,fAlphaTop);
const RageColor colorDiffuseBottom = RageColor(fColorScale,fColorScale,fColorScale,fAlphaBottom);
const RageColor colorGlowTop = RageColor(1,1,1,fGlowTop);
const RageColor colorGlowBottom = RageColor(1,1,1,fGlowBottom);
if( bDrawGlowOnly && colorGlowTop.a==0 && colorGlowBottom.a==0 )
continue;
if( !bDrawGlowOnly && colorDiffuseTop.a==0 && colorDiffuseBottom.a==0 )
continue;
v[0].p = RageVector3(fXTopLeft, fYTop, 0); v[0].c = bDrawGlowOnly ? colorGlowTop : colorDiffuseTop; v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop),
v[1].p = RageVector3(fXTopRight, fYTop, 0); v[1].c = bDrawGlowOnly ? colorGlowTop : colorDiffuseTop; v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);
v[2].p = RageVector3(fXBottomRight,fYBottom,0); v[2].c = bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom; v[2].t = RageVector2(fTexCoordRight, fTexCoordBottom);
v[3].p = RageVector3(fXBottomLeft, fYBottom,0); v[3].c = bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom; v[3].t = RageVector2(fTexCoordLeft, fTexCoordBottom);
v+=4;
}
DISPLAY->DrawQuads( queue, v-queue );
}
else // !g_bHoldTailIsWavy
{
// draw with normal Sprite
const float fY = fYTail;
const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fY );
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fY, fPercentFadeToFail );
const float fGlow = ArrowGetGlow( m_PlayerNumber, fY, fPercentFadeToFail );
const RageColor colorDiffuse= RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
const RageColor colorGlow = RageColor(1,1,1,fGlow);
pSprTail->SetXY( fX, fY );
pSprTail->SetState( iFrameNo );
if( bDrawGlowOnly )
{
pSprTail->SetDiffuse( RageColor(1,1,1,0) );
pSprTail->SetGlow( colorGlow );
}
else
{
pSprTail->SetDiffuse( colorDiffuse );
pSprTail->SetGlow( RageColor(0,0,0,0) );
}
pSprTail->Draw();
v[0].p = RageVector3(fXTopLeft, fYTop, 0); v[0].c = bDrawGlowOnly ? colorGlowTop : colorDiffuseTop; v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop),
v[1].p = RageVector3(fXTopRight, fYTop, 0); v[1].c = bDrawGlowOnly ? colorGlowTop : colorDiffuseTop; v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);
v[2].p = RageVector3(fXBottomRight,fYBottom,0); v[2].c = bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom; v[2].t = RageVector2(fTexCoordRight, fTexCoordBottom);
v[3].p = RageVector3(fXBottomLeft, fYBottom,0); v[3].c = bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom; v[3].t = RageVector2(fTexCoordLeft, fTexCoordBottom);
v+=4;
}
DISPLAY->DrawQuads( queue, v-queue );
}
//
// Draw the body (always wavy)
//
{
Sprite* pSprBody;
int iFrameNo;
GetHoldBodySpriteAndFrameNo( hn.m_fStartBeat, bActive, pSprBody, iFrameNo );
Sprite* pSprBody = GetHoldBodySprite( hn.m_fStartBeat, bActive );
// draw manually in small segments
RageVertex *v = &queue[0];
RageTexture* pTexture = pSprBody->GetTexture();
const RectF* pRect = pTexture->GetTextureCoordRect( iFrameNo );
const RectF *pRect = pSprBody->GetCurrentTextureCoordRect();
DISPLAY->SetTexture( pTexture );
DISPLAY->SetBlendModeNormal();
if( bDrawGlowOnly )
@@ -393,8 +461,8 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
const float fFrameWidth = pSprBody->GetUnzoomedWidth();
const float fFrameHeight = pSprBody->GetUnzoomedHeight();
const float fYBodyTop = fYHead + g_iStartDrawingHoldBodyOffsetFromHead;
const float fYBodyBottom = fYTail + g_iStopDrawingHoldBodyOffsetFromTail;
const float fYBodyTop = fYHead + cache->m_iStartDrawingHoldBodyOffsetFromHead;
const float fYBodyBottom = fYTail + cache->m_iStopDrawingHoldBodyOffsetFromTail;
// top to bottom
for( float fY=fYBodyTop; fY<=fYBodyBottom; fY+=fYStep )
@@ -450,100 +518,125 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
DISPLAY->DrawQuads( queue, v-queue );
}
//
// Draw the top cap (always wavy)
//
{
Sprite* pSprTopCap = GetHoldTopCapSprite( hn.m_fStartBeat, bActive );
// draw manually in small segments
RageVertex *v = &queue[0];
RageTexture* pTexture = pSprTopCap->GetTexture();
const RectF *pRect = pSprTopCap->GetCurrentTextureCoordRect();
DISPLAY->SetTexture( pTexture );
DISPLAY->SetBlendModeNormal();
if( bDrawGlowOnly )
DISPLAY->SetTextureModeGlow();
else
DISPLAY->SetTextureModeModulate();
DISPLAY->DisableTextureWrapping();
const float fFrameWidth = pSprTopCap->GetUnzoomedWidth();
const float fFrameHeight = pSprTopCap->GetUnzoomedHeight();
const float fYCapTop = fYHead+cache->m_iStartDrawingHoldBodyOffsetFromHead-fFrameHeight;
const float fYCapBottom = fYHead+cache->m_iStartDrawingHoldBodyOffsetFromHead;
for( float fY=fYCapTop; fY<fYCapBottom; fY+=fYStep )
{
const float fYTop = fY;
const float fStepHeight = min( fYStep, fFrameHeight );
const float fYBottom = min( fY+fStepHeight, fYCapBottom );
const float fXTop = ArrowGetXPos( m_PlayerNumber, iCol, fYTop );
const float fXBottom = ArrowGetXPos( m_PlayerNumber, iCol, fYBottom );
const float fXTopLeft = fXTop - fFrameWidth/2;
const float fXTopRight = fXTop + fFrameWidth/2;
const float fXBottomLeft = fXBottom - fFrameWidth/2;
const float fXBottomRight = fXBottom + fFrameWidth/2;
const float fTopDistFromHeadTop = fYTop - fYCapTop;
const float fBottomDistFromHeadTop = fYBottom - fYCapTop;
const float fTexCoordTop = SCALE( fTopDistFromHeadTop, 0, fFrameHeight, pRect->top, pRect->bottom );
const float fTexCoordBottom = SCALE( fBottomDistFromHeadTop, 0, fFrameHeight, pRect->top, pRect->bottom );
ASSERT( fTexCoordTop>=-0.0001 && fTexCoordBottom<=1.0001 ); /* allow for rounding error */
const float fTexCoordLeft = pRect->left;
const float fTexCoordRight = pRect->right;
const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, fYTop, fPercentFadeToFail );
const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, fYBottom, fPercentFadeToFail );
const float fGlowTop = ArrowGetGlow( m_PlayerNumber, fYTop, fPercentFadeToFail );
const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, fYBottom, fPercentFadeToFail );
const RageColor colorDiffuseTop = RageColor(fColorScale,fColorScale,fColorScale,fAlphaTop);
const RageColor colorDiffuseBottom = RageColor(fColorScale,fColorScale,fColorScale,fAlphaBottom);
const RageColor colorGlowTop = RageColor(1,1,1,fGlowTop);
const RageColor colorGlowBottom = RageColor(1,1,1,fGlowBottom);
if( bDrawGlowOnly && colorGlowTop.a==0 && colorGlowBottom.a==0 )
continue;
if( !bDrawGlowOnly && colorDiffuseTop.a==0 && colorDiffuseBottom.a==0 )
continue;
v[0].p = RageVector3(fXTopLeft, fYTop, 0); v[0].c = bDrawGlowOnly ? colorGlowTop : colorDiffuseTop; v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop),
v[1].p = RageVector3(fXTopRight, fYTop, 0); v[1].c = bDrawGlowOnly ? colorGlowTop : colorDiffuseTop; v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);
v[2].p = RageVector3(fXBottomRight,fYBottom,0); v[2].c = bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom; v[2].t = RageVector2(fTexCoordRight, fTexCoordBottom);
v[3].p = RageVector3(fXBottomLeft, fYBottom,0); v[3].c = bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom; v[3].t = RageVector2(fTexCoordLeft, fTexCoordBottom);
v+=4;
}
DISPLAY->DrawQuads( queue, v-queue );
}
//
// Draw the tail
//
{
Sprite* pSprTail = GetHoldTailSprite( hn.m_fStartBeat, bActive );
const float fY = fYTail;
const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fY );
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fY, fPercentFadeToFail );
const float fGlow = ArrowGetGlow( m_PlayerNumber, fY, fPercentFadeToFail );
const RageColor colorDiffuse= RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
const RageColor colorGlow = RageColor(1,1,1,fGlow);
pSprTail->SetXY( fX, fY );
if( bDrawGlowOnly )
{
pSprTail->SetDiffuse( RageColor(1,1,1,0) );
pSprTail->SetGlow( colorGlow );
}
else
{
pSprTail->SetDiffuse( colorDiffuse );
pSprTail->SetGlow( RageColor(0,0,0,0) );
}
pSprTail->Draw();
}
//
// Draw the head
//
{
Sprite* pSprHead;
int iFrameNo;
GetHoldHeadSpriteAndFrameNo( hn.m_fStartBeat, bActive, pSprHead, iFrameNo );
Sprite* pSprHead = GetHoldHeadSprite( hn.m_fStartBeat, bActive );
if( g_bHoldHeadIsWavy )
// draw with normal Sprite
const float fY = fYHead;
const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fY );
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fY, fPercentFadeToFail );
const float fGlow = ArrowGetGlow( m_PlayerNumber, fY, fPercentFadeToFail );
const RageColor colorDiffuse= RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
const RageColor colorGlow = RageColor(1,1,1,fGlow);
pSprHead->SetXY( fX, fY );
if( bDrawGlowOnly )
{
// draw manually in small segments
RageVertex *v = &queue[0];
RageTexture* pTexture = pSprHead->GetTexture();
const RectF* pRect = pTexture->GetTextureCoordRect( iFrameNo );
DISPLAY->SetTexture( pTexture );
DISPLAY->SetBlendModeNormal();
if( bDrawGlowOnly )
DISPLAY->SetTextureModeGlow();
else
DISPLAY->SetTextureModeModulate();
DISPLAY->EnableTextureWrapping();
const float fFrameWidth = pSprHead->GetUnzoomedWidth();
const float fFrameHeight = pSprHead->GetUnzoomedHeight();
const float fYHeadTop = fYHead-fFrameHeight/2;
const float fYHeadBottom = fYHead+fFrameHeight/2;
for( float fY=fYHeadTop; fY<fYHeadBottom; fY+=fYStep )
{
const float fYTop = fY;
const float fYBottom = fY+fYStep;
const float fXTop = ArrowGetXPos( m_PlayerNumber, iCol, fYTop );
const float fXBottom = ArrowGetXPos( m_PlayerNumber, iCol, fYBottom );
const float fXTopLeft = fXTop - fFrameWidth/2;
const float fXTopRight = fXTop + fFrameWidth/2;
const float fXBottomLeft = fXBottom - fFrameWidth/2;
const float fXBottomRight = fXBottom + fFrameWidth/2;
const float fTopDistFromHeadTop = fYTop - fYHeadTop;
const float fBottomDistFromHeadTop = fYBottom - fYHeadTop;
const float fTexCoordTop = SCALE( fTopDistFromHeadTop, 0, fFrameHeight, pRect->top, pRect->bottom );
const float fTexCoordBottom = SCALE( fBottomDistFromHeadTop, 0, fFrameHeight, pRect->top, pRect->bottom );
ASSERT( fTexCoordTop>=0 && fTexCoordBottom<=1 );
const float fTexCoordLeft = pRect->left;
const float fTexCoordRight = pRect->right;
const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, fYTop, fPercentFadeToFail );
const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, fYBottom, fPercentFadeToFail );
const float fGlowTop = ArrowGetGlow( m_PlayerNumber, fYTop, fPercentFadeToFail );
const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, fYBottom, fPercentFadeToFail );
const RageColor colorDiffuseTop = RageColor(fColorScale,fColorScale,fColorScale,fAlphaTop);
const RageColor colorDiffuseBottom = RageColor(fColorScale,fColorScale,fColorScale,fAlphaBottom);
const RageColor colorGlowTop = RageColor(1,1,1,fGlowTop);
const RageColor colorGlowBottom = RageColor(1,1,1,fGlowBottom);
if( bDrawGlowOnly && colorGlowTop.a==0 && colorGlowBottom.a==0 )
continue;
if( !bDrawGlowOnly && colorDiffuseTop.a==0 && colorDiffuseBottom.a==0 )
continue;
v[0].p = RageVector3(fXTopLeft, fYTop, 0); v[0].c = bDrawGlowOnly ? colorGlowTop : colorDiffuseTop; v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop),
v[1].p = RageVector3(fXTopRight, fYTop, 0); v[1].c = bDrawGlowOnly ? colorGlowTop : colorDiffuseTop; v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);
v[2].p = RageVector3(fXBottomRight,fYBottom,0); v[2].c = bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom; v[2].t = RageVector2(fTexCoordRight, fTexCoordBottom);
v[3].p = RageVector3(fXBottomLeft, fYBottom,0); v[3].c = bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom; v[3].t = RageVector2(fTexCoordLeft, fTexCoordBottom);
v+=4;
}
DISPLAY->DrawQuads( queue, v-queue );
pSprHead->SetDiffuse( RageColor(1,1,1,0) );
pSprHead->SetGlow( colorGlow );
}
else // !g_bHoldHeadIsWavy
else
{
// draw with normal Sprite
const float fY = fYHead;
const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fY );
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fY, fPercentFadeToFail );
const float fGlow = ArrowGetGlow( m_PlayerNumber, fY, fPercentFadeToFail );
const RageColor colorDiffuse= RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
const RageColor colorGlow = RageColor(1,1,1,fGlow);
pSprHead->SetXY( fX, fY );
pSprHead->SetState( iFrameNo );
if( bDrawGlowOnly )
{
pSprHead->SetDiffuse( RageColor(1,1,1,0) );
pSprHead->SetGlow( colorGlow );
}
else
{
pSprHead->SetDiffuse( colorDiffuse );
pSprHead->SetGlow( RageColor(0,0,0,0) );
}
pSprHead->Draw();
pSprHead->SetDiffuse( colorDiffuse );
pSprHead->SetGlow( RageColor(0,0,0,0) );
}
pSprHead->Draw();
}
// now, draw the glow pass
if( !bDrawGlowOnly )
DrawHold( hn, bActive, fLife, fPercentFadeToFail, true );
@@ -573,34 +666,24 @@ void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bOnSame
}
*/
if( bOnSameRowAsHoldStart && g_bDrawHoldHeadForTapsOnSameRow )
Sprite* pSprite;
if( bOnSameRowAsHoldStart && cache->m_bDrawHoldHeadForTapsOnSameRow )
{
// draw hold head
Sprite* pSprHead;
int iFrameNo;
GetHoldHeadSpriteAndFrameNo( fBeat, false, pSprHead, iFrameNo );
pSprHead->SetXY( fXPos, fYPos );
pSprHead->SetDiffuse( diffuse );
pSprHead->SetGlow( glow );
pSprHead->StopUsingCustomCoords();
pSprHead->SetState( iFrameNo );
pSprHead->Draw();
pSprite = GetHoldHeadSprite( fBeat, false );
pSprite->StopUsingCustomCoords();
}
else
{
// draw tap
Sprite* pSprTap;
int iFrameNo;
GetTapNoteSpriteAndFrameNo( fBeat, pSprTap, iFrameNo );
pSprTap->SetXY( fXPos, fYPos );
pSprTap->SetRotation( fRotation );
pSprTap->SetGlow( glow );
pSprTap->SetDiffuse( diffuse );
pSprTap->SetState( iFrameNo );
pSprTap->Draw();
pSprite = GetTapNoteSprite( fBeat );
pSprite->SetRotation( fRotation );
}
pSprite->SetXY( fXPos, fYPos );
pSprite->SetDiffuse( diffuse );
pSprite->SetGlow( glow );
pSprite->Draw();
}