row -> beat for consistency

This commit is contained in:
Glenn Maynard
2007-01-04 02:14:03 +00:00
parent 8672e0eadb
commit 3406e5d4c3
2 changed files with 23 additions and 22 deletions
+19 -18
View File
@@ -367,7 +367,7 @@ struct StripBuffer
int Free() const { return size - Used(); } int Free() const { return size - Used(); }
}; };
void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale, void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, float fBeat, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar ) bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{ {
// //
@@ -376,12 +376,12 @@ void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bI
StripBuffer queue; StripBuffer queue;
vector<Sprite*> vpSpr; vector<Sprite*> vpSpr;
Sprite *pSprTopCap = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer ); Sprite *pSprTopCap = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, fBeat, tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
pSprTopCap->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) ); pSprTopCap->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
vpSpr.push_back( pSprTopCap ); vpSpr.push_back( pSprTopCap );
if( bIsBeingHeld && cache->m_bHoldActiveIsAddLayer ) if( bIsBeingHeld && cache->m_bHoldActiveIsAddLayer )
{ {
Sprite *pSpr = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, true ); Sprite *pSpr = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, fBeat, tn.subType == TapNote::hold_head_roll, true );
ASSERT( pSpr->GetUnzoomedWidth() == pSprTopCap->GetUnzoomedWidth() ); ASSERT( pSpr->GetUnzoomedWidth() == pSprTopCap->GetUnzoomedWidth() );
ASSERT( pSpr->GetUnzoomedHeight() == pSprTopCap->GetUnzoomedHeight() ); ASSERT( pSpr->GetUnzoomedHeight() == pSprTopCap->GetUnzoomedHeight() );
pSpr->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) ); pSpr->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
@@ -479,7 +479,7 @@ void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bI
} }
void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale, bool bGlow, void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale, bool bGlow,
float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar ) float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{ {
// //
@@ -488,12 +488,12 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsB
StripBuffer queue; StripBuffer queue;
vector<Sprite*> vpSpr; vector<Sprite*> vpSpr;
Sprite *pSprBody = GetHoldSprite( m_HoldBody, NotePart_HoldBody, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer ); Sprite *pSprBody = GetHoldSprite( m_HoldBody, NotePart_HoldBody, fBeat, tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
pSprBody->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) ); pSprBody->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
vpSpr.push_back( pSprBody ); vpSpr.push_back( pSprBody );
if( bIsBeingHeld && cache->m_bHoldActiveIsAddLayer ) if( bIsBeingHeld && cache->m_bHoldActiveIsAddLayer )
{ {
Sprite *pSpr = GetHoldSprite( m_HoldBody, NotePart_HoldBody, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, true ); Sprite *pSpr = GetHoldSprite( m_HoldBody, NotePart_HoldBody, fBeat, tn.subType == TapNote::hold_head_roll, true );
ASSERT( pSpr->GetUnzoomedWidth() == pSprBody->GetUnzoomedWidth() ); ASSERT( pSpr->GetUnzoomedWidth() == pSprBody->GetUnzoomedWidth() );
ASSERT( pSpr->GetUnzoomedHeight() == pSprBody->GetUnzoomedHeight() ); ASSERT( pSpr->GetUnzoomedHeight() == pSprBody->GetUnzoomedHeight() );
pSpr->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) ); pSpr->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
@@ -602,7 +602,7 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsB
} }
} }
void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale, void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, float fBeat, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar ) bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{ {
// //
@@ -611,12 +611,12 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool
StripBuffer queue; StripBuffer queue;
vector<Sprite*> vpSpr; vector<Sprite*> vpSpr;
Sprite* pBottomCap = GetHoldSprite( m_HoldBottomCap, NotePart_HoldBottomCap, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer ); Sprite* pBottomCap = GetHoldSprite( m_HoldBottomCap, NotePart_HoldBottomCap, fBeat, tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
pBottomCap->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) ); pBottomCap->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
vpSpr.push_back( pBottomCap ); vpSpr.push_back( pBottomCap );
if( bIsBeingHeld && cache->m_bHoldActiveIsAddLayer ) if( bIsBeingHeld && cache->m_bHoldActiveIsAddLayer )
{ {
Sprite *pSpr = GetHoldSprite( m_HoldBody, NotePart_HoldBody, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, true ); Sprite *pSpr = GetHoldSprite( m_HoldBody, NotePart_HoldBody, fBeat, tn.subType == TapNote::hold_head_roll, true );
ASSERT( pSpr->GetUnzoomedWidth() == pBottomCap->GetUnzoomedWidth() ); ASSERT( pSpr->GetUnzoomedWidth() == pBottomCap->GetUnzoomedWidth() );
ASSERT( pSpr->GetUnzoomedHeight() == pBottomCap->GetUnzoomedHeight() ); ASSERT( pSpr->GetUnzoomedHeight() == pBottomCap->GetUnzoomedHeight() );
pSpr->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) ); pSpr->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
@@ -710,7 +710,7 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool
} }
} }
void NoteDisplay::DrawHoldHeadTail( const TapNote& tn, Actor* pActor, NotePart part, int iCol, int iRow, float fY, bool bIsAddition, float fPercentFadeToFail, float fColorScale, void NoteDisplay::DrawHoldHeadTail( const TapNote& tn, Actor* pActor, NotePart part, int iCol, float fBeat, float fY, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
bool bGlow, bool bUseLighting, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar ) bool bGlow, bool bUseLighting, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{ {
// //
@@ -736,7 +736,7 @@ void NoteDisplay::DrawHoldHeadTail( const TapNote& tn, Actor* pActor, NotePart p
if( bNeedsTranslate ) if( bNeedsTranslate )
{ {
DISPLAY->TexturePushMatrix(); DISPLAY->TexturePushMatrix();
NoteType nt = GetNoteType( iRow ); NoteType nt = GetNoteType( fBeat );
ENUM_CLAMP( nt, (NoteType)0, MAX_DISPLAY_NOTE_TYPE ); ENUM_CLAMP( nt, (NoteType)0, MAX_DISPLAY_NOTE_TYPE );
DISPLAY->TextureTranslate( (bIsAddition ? cache->m_fAdditionTextureCoordOffset[part] : RageVector2(0,0)) + cache->m_fNoteColorTextureCoordSpacing[part]*(float)nt ); DISPLAY->TextureTranslate( (bIsAddition ? cache->m_fAdditionTextureCoordOffset[part] : RageVector2(0,0)) + cache->m_fNoteColorTextureCoordSpacing[part]*(float)nt );
} }
@@ -824,15 +824,16 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
/* The body and caps should have no overlap, so their order doesn't matter. /* The body and caps should have no overlap, so their order doesn't matter.
* Draw the head last, so it appears on top. */ * Draw the head last, so it appears on top. */
float fBeat = NoteRowToBeat(iRow);
if( !cache->m_bHoldHeadIsAboveWavyParts ) if( !cache->m_bHoldHeadIsAboveWavyParts )
{ {
Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld ); Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
DrawHoldHeadTail( tn, pActor, NotePart_HoldHead, iCol, iRow, bFlipHeadAndTail ? fYTail : fYHead, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, cache->m_bHoldHeadUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar ); DrawHoldHeadTail( tn, pActor, NotePart_HoldHead, iCol, fBeat, bFlipHeadAndTail ? fYTail : fYHead, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, cache->m_bHoldHeadUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
} }
if( !cache->m_bHoldTailIsAboveWavyParts ) if( !cache->m_bHoldTailIsAboveWavyParts )
{ {
Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld ); Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
DrawHoldHeadTail( tn, pActor, NotePart_HoldTail, iCol, iRow, bFlipHeadAndTail ? fYHead : fYTail, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, cache->m_bHoldTailUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar ); DrawHoldHeadTail( tn, pActor, NotePart_HoldTail, iCol, fBeat, bFlipHeadAndTail ? fYHead : fYTail, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, cache->m_bHoldTailUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
} }
if( bDrawGlowOnly ) if( bDrawGlowOnly )
@@ -843,21 +844,21 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
DISPLAY->SetZWrite( WavyPartsNeedZBuffer ); DISPLAY->SetZWrite( WavyPartsNeedZBuffer );
if( !bFlipHeadAndTail ) if( !bFlipHeadAndTail )
DrawHoldBottomCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar ); DrawHoldBottomCap( tn, iCol, fBeat, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
DrawHoldBody( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar ); DrawHoldBody( tn, iCol, fBeat, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
if( bFlipHeadAndTail ) if( bFlipHeadAndTail )
DrawHoldTopCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar ); DrawHoldTopCap( tn, iCol, fBeat, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
/* These set the texture mode themselves. */ /* These set the texture mode themselves. */
if( cache->m_bHoldTailIsAboveWavyParts ) if( cache->m_bHoldTailIsAboveWavyParts )
{ {
Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld ); Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
DrawHoldHeadTail( tn, pActor, NotePart_HoldTail, iCol, iRow, bFlipHeadAndTail ? fYHead : fYTail, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, cache->m_bHoldTailUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar ); DrawHoldHeadTail( tn, pActor, NotePart_HoldTail, iCol, fBeat, bFlipHeadAndTail ? fYHead : fYTail, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, cache->m_bHoldTailUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
} }
if( cache->m_bHoldHeadIsAboveWavyParts ) if( cache->m_bHoldHeadIsAboveWavyParts )
{ {
Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld ); Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
DrawHoldHeadTail( tn, pActor, NotePart_HoldHead, iCol, iRow, bFlipHeadAndTail ? fYTail : fYHead, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, cache->m_bHoldHeadUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar ); DrawHoldHeadTail( tn, pActor, NotePart_HoldHead, iCol, fBeat, bFlipHeadAndTail ? fYTail : fYHead, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, cache->m_bHoldHeadUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
} }
// now, draw the glow pass // now, draw the glow pass
+4 -4
View File
@@ -93,16 +93,16 @@ private:
Actor *GetHoldActor( NoteColorActor nca[NUM_HoldType][NUM_ActiveType], NotePart part, float fNoteBeat, bool bIsRoll, bool bIsBeingHeld ); Actor *GetHoldActor( NoteColorActor nca[NUM_HoldType][NUM_ActiveType], NotePart part, float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
Sprite *GetHoldSprite( NoteColorSprite ncs[NUM_HoldType][NUM_ActiveType], NotePart part, float fNoteBeat, bool bIsRoll, bool bIsBeingHeld ); Sprite *GetHoldSprite( NoteColorSprite ncs[NUM_HoldType][NUM_ActiveType], NotePart part, float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
void DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, void DrawHoldBottomCap( const TapNote& tn, int iCol, float fBeat, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep,
bool bIsAddition, float fPercentFadeToFail, float fColorScale, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar ); bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
void DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, void DrawHoldTopCap( const TapNote& tn, int iCol, float fBeat, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep,
bool bIsAddition, float fPercentFadeToFail, float fColorScale, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar ); bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
void DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, void DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail,
float fColorScale, float fColorScale,
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar ); bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
void DrawHoldHeadTail( const TapNote& tn, Actor* pActor, NotePart part, int iCol, int iRow, float fYHead, bool bIsAddition, float fPercentFadeToFail, float fColorScale, void DrawHoldHeadTail( const TapNote& tn, Actor* pActor, NotePart part, int iCol, float fBeat, float fYHead, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
bool bGlow, bool bUseLighting, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar ); bool bGlow, bool bUseLighting, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
const PlayerState *m_pPlayerState; // to look up PlayerOptions const PlayerState *m_pPlayerState; // to look up PlayerOptions