add board OnCommand, optimize board drawing
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+10
-17
@@ -23,6 +23,7 @@
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static ThemeMetric<bool> SHOW_BOARD( "NoteField", "ShowBoard" );
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static ThemeMetric<bool> SHOW_BEAT_BARS( "NoteField", "ShowBeatBars" );
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static ThemeMetric<float> FADE_BEFORE_TARGETS_PERCENT( "NoteField", "FadeBeforeTargetsPercent" );
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static ThemeMetric<apActorCommands> BOARD_ON_COMMAND( "NoteField", "BoardOnCommand" );
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NoteField::NoteField()
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{
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@@ -38,6 +39,7 @@ NoteField::NoteField()
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m_sprBoard.Load( THEME->GetPathG("NoteField","board") );
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m_sprBoard.StopAnimating();
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m_sprBoard.RunCommands( BOARD_ON_COMMAND );
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m_fBoardOffsetPixels = 0;
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m_fCurrentBeatLastUpdate = -1;
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@@ -182,7 +184,7 @@ void NoteField::Update( float fDeltaTime )
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// update m_fBoardOffsetPixels, m_fCurrentBeatLastUpdate, m_fYPosCurrentBeatLastUpdate
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const float fCurrentBeat = GAMESTATE->m_fSongBeat;
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if( m_fCurrentBeatLastUpdate != -1 )
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if( m_sprBoard.GetTweenTimeLeft() == 0 && m_fCurrentBeatLastUpdate != -1 )
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{
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const float fYOffsetLast = ArrowEffects::GetYOffset( m_pPlayerState, 0, m_fCurrentBeatLastUpdate );
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const float fYPosLast = ArrowEffects::GetYPos( m_pPlayerState, 0, fYOffsetLast, m_fYReverseOffsetPixels );
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@@ -307,31 +309,22 @@ void NoteField::DrawBoard( int iDrawDistanceAfterTargetsPixels, int iDrawDistanc
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// Draw the board centered on fYPosAt0 so that the board doesn't slide as the draw distance changes with modifiers.
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m_sprBoard.SetY( fYPosAt0 );
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RectF rect = *m_sprBoard.GetCurrentTextureCoordRect();
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const float fBoardGraphicHeightPixels = m_sprBoard.GetUnzoomedHeight();
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float fTexCoordOffset = m_fBoardOffsetPixels / fBoardGraphicHeightPixels;
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{
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// top half
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const float fHeight = iDrawDistanceBeforeTargetsPixels;
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m_sprBoard.ZoomToHeight( fHeight );
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const float fHeight = iDrawDistanceBeforeTargetsPixels - iDrawDistanceAfterTargetsPixels;
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const float fY = fYPosAt0 - ((iDrawDistanceBeforeTargetsPixels + iDrawDistanceAfterTargetsPixels) / 2.0f);
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rect.top = -fTexCoordOffset-(fHeight/fBoardGraphicHeightPixels);
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rect.bottom = -fTexCoordOffset;
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m_sprBoard.SetCustomTextureRect( rect );
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m_sprBoard.SetVertAlign( VertAlign_Bottom );
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m_sprBoard.SetFadeTop( FADE_BEFORE_TARGETS_PERCENT );
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m_sprBoard.Draw();
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}
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{
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const float fHeight = -iDrawDistanceAfterTargetsPixels;
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m_sprBoard.ZoomToHeight( fHeight );
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m_sprBoard.SetY( fY );
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rect.top = -fTexCoordOffset;
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rect.bottom = -fTexCoordOffset+(fHeight/fBoardGraphicHeightPixels);
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rect.top = -fTexCoordOffset-(iDrawDistanceBeforeTargetsPixels/fBoardGraphicHeightPixels);
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rect.bottom = -fTexCoordOffset+(-iDrawDistanceAfterTargetsPixels/fBoardGraphicHeightPixels);
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m_sprBoard.SetCustomTextureRect( rect );
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m_sprBoard.SetVertAlign( VertAlign_Top );
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m_sprBoard.SetFadeTop( 0 );
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float fFadeTop = FADE_BEFORE_TARGETS_PERCENT * iDrawDistanceBeforeTargetsPixels / (iDrawDistanceBeforeTargetsPixels-iDrawDistanceAfterTargetsPixels);
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m_sprBoard.SetFadeTop( fFadeTop );
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m_sprBoard.Draw();
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}
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}
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