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)
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@@ -17,10 +17,13 @@
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#include "NoteTypes.h"
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struct NoteMetricCache_t;
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class NoteDisplay
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{
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public:
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NoteDisplay();
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~NoteDisplay();
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void Load( int iColNum, PlayerNumber pn );
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@@ -28,21 +31,29 @@ public:
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void DrawHold( const HoldNote& hn, const bool bActive, const float fLife, const float fPercentFadeToFail, bool bDrawGlowOnly = false );
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protected:
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int GetFrameNo( float fNoteBeat, int iNumFrames, float fAnimationLengthInBeats, bool bVivid, bool bNoteColor );
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void GetTapNoteSpriteAndFrameNo( float fNoteBeat, Sprite*& pSpriteOut, int& iFrameNoOut );
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void GetHoldHeadSpriteAndFrameNo( float fNoteBeat, bool bActive, Sprite*& pSpriteOut, int& iFrameNoOut );
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void GetHoldBodySpriteAndFrameNo( float fNoteBeat, bool bActive, Sprite*& pSpriteOut, int& iFrameNoOut );
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void GetHoldTailSpriteAndFrameNo( float fNoteBeat, bool bActive, Sprite*& pSpriteOut, int& iFrameNoOut );
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void SetActiveFrame( float fNoteBeat, Sprite &Spr, float fAnimationLengthInBeats, bool bVivid, bool bNoteColor );
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Sprite *GetTapNoteSprite( float fNoteBeat );
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Sprite *GetHoldHeadSprite( 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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struct NoteMetricCache_t *cache;
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#define NOTE_COLOR_IMAGES 6
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Sprite m_sprTapNote[NOTE_COLOR_IMAGES];
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Sprite m_sprHoldHeadActive[NOTE_COLOR_IMAGES];
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Sprite m_sprHoldHeadInactive[NOTE_COLOR_IMAGES];
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Sprite m_sprHoldTopCapActive[NOTE_COLOR_IMAGES];
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Sprite m_sprHoldTopCapInactive[NOTE_COLOR_IMAGES];
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Sprite m_sprHoldBodyActive[NOTE_COLOR_IMAGES];
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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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};
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