add note color support for Tap Addition
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@@ -17,6 +17,7 @@ HoldBodyAnimationIsVivid=0
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HoldBottomCapAnimationIsVivid=0
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HoldTailAnimationIsVivid=0
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TapNoteAnimationIsNoteColor=0
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TapAdditionAnimationIsNoteColor=0
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HoldHeadAnimationIsNoteColor=0
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HoldTopCapAnimationIsNoteColor=0
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HoldBodyAnimationIsNoteColor=0
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@@ -47,6 +47,7 @@
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#define HOLD_BOTTOMCAP_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(skin,name,"HoldBottomCapAnimationIsVivid")
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#define HOLD_TAIL_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(skin,name,"HoldTailAnimationIsVivid")
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#define TAP_NOTE_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(skin,name,"TapNoteAnimationIsNoteColor")
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#define TAP_ADDITION_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(skin,name,"TapAdditionAnimationIsNoteColor")
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#define HOLD_HEAD_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(skin,name,"HoldHeadAnimationIsNoteColor")
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#define HOLD_TOPCAP_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(skin,name,"HoldTopCapAnimationIsNoteColor")
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#define HOLD_BODY_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(skin,name,"HoldBodyAnimationIsNoteColor")
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@@ -80,6 +81,7 @@ struct NoteMetricCache_t {
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bool m_bHoldBottomCapAnimationIsVivid;
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bool m_bHoldTailAnimationIsVivid;
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bool m_bTapNoteAnimationIsNoteColor;
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bool m_bTapAdditionAnimationIsNoteColor;
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bool m_bHoldHeadAnimationIsNoteColor;
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bool m_bHoldTopCapAnimationIsNoteColor;
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bool m_bHoldBodyAnimationIsNoteColor;
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@@ -116,6 +118,7 @@ void NoteMetricCache_t::Load(CString skin, const CString &name)
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m_bHoldBottomCapAnimationIsVivid = HOLD_BOTTOMCAP_ANIMATION_IS_VIVID;
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m_bHoldTailAnimationIsVivid = HOLD_TAIL_ANIMATION_IS_VIVID;
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m_bTapNoteAnimationIsNoteColor = TAP_NOTE_ANIMATION_IS_NOTE_COLOR;
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m_bTapAdditionAnimationIsNoteColor = TAP_ADDITION_ANIMATION_IS_NOTE_COLOR;
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m_bHoldHeadAnimationIsNoteColor = HOLD_HEAD_ANIMATION_IS_NOTE_COLOR;
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m_bHoldTopCapAnimationIsNoteColor = HOLD_TOPCAP_ANIMATION_IS_NOTE_COLOR;
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m_bHoldBodyAnimationIsNoteColor = HOLD_BODY_ANIMATION_IS_NOTE_COLOR;
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@@ -135,12 +138,12 @@ NoteDisplay::NoteDisplay()
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for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
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{
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m_pTapNote[i] = NULL;
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m_pTapAddition[i] = NULL;
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m_pHoldHeadActive[i] = NULL;
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m_pHoldHeadInactive[i] = NULL;
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m_pHoldTailActive[i] = NULL;
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m_pHoldTailInactive[i] = NULL;
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}
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m_pTapAddition = NULL;
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m_pTapMine = NULL;
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cache = new NoteMetricCache_t;
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@@ -151,12 +154,12 @@ NoteDisplay::~NoteDisplay()
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for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
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{
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delete m_pTapNote[i];
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delete m_pTapAddition[i];
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delete m_pHoldHeadActive[i];
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delete m_pHoldHeadInactive[i];
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delete m_pHoldTailActive[i];
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delete m_pHoldTailInactive[i];
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}
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delete m_pTapAddition;
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delete m_pTapMine;
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delete cache;
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@@ -190,7 +193,15 @@ void NoteDisplay::Load( int iColNum, PlayerNumber pn, CString NoteSkin, float fY
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m_pTapNote[0] = MakeActor( NOTESKIN->GetPathTo(NoteSkin, Button, "tap note") );
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}
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m_pTapAddition = MakeActor( NOTESKIN->GetPathTo(NoteSkin, Button, "tap addition") );
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if( cache->m_bTapAdditionAnimationIsNoteColor )
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{
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for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
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m_pTapAddition[i] = MakeActor( NOTESKIN->GetPathTo(NoteSkin, Button, "tap addition "+sNoteType[i]) );
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}
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else
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{
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m_pTapAddition[0] = MakeActor( NOTESKIN->GetPathTo(NoteSkin, Button, "tap addition") );
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}
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m_pTapMine = MakeActor( NOTESKIN->GetPathTo(NoteSkin, Button, "tap mine") );
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@@ -312,14 +323,24 @@ Actor * NoteDisplay::GetTapNoteActor( float fNoteBeat )
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Actor * NoteDisplay::GetTapAdditionActor( float fNoteBeat )
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{
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NoteType nt = NoteType(0);
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if( cache->m_bTapAdditionAnimationIsNoteColor )
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nt = BeatToNoteType( fNoteBeat );
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// NOTE_TYPE_INVALID is 192nds at this point.
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if( nt == NOTE_TYPE_INVALID )
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nt = NOTE_TYPE_192ND;
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nt = min( nt, (NoteType) (NOTE_COLOR_IMAGES-1) );
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Actor *pActorOut = m_pTapAddition[nt];
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SetActiveFrame(
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fNoteBeat,
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*m_pTapAddition,
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*pActorOut,
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cache->m_fTapAdditionAnimationLengthInBeats,
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cache->m_bTapAdditionAnimationIsVivid,
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false );
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cache->m_bTapAdditionAnimationIsNoteColor );
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return m_pTapAddition;
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return pActorOut;
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}
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Actor * NoteDisplay::GetTapMineActor( float fNoteBeat )
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@@ -57,7 +57,7 @@ protected:
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#define NOTE_COLOR_IMAGES 8
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Actor* m_pTapNote[NOTE_COLOR_IMAGES];
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Actor* m_pTapAddition;
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Actor* m_pTapAddition[NOTE_COLOR_IMAGES];
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Actor* m_pTapMine;
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Actor* m_pHoldHeadActive[NOTE_COLOR_IMAGES];
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Actor* m_pHoldHeadInactive[NOTE_COLOR_IMAGES];
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@@ -58,14 +58,14 @@ BSC32=bscmake.exe
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LINK32=link.exe
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# ADD BASE LINK32 $(intdir)\verstub.obj kernel32.lib shell32.lib user32.lib gdi32.lib advapi32.lib winmm.lib /nologo /subsystem:windows /pdb:"../debug6/StepMania-debug.pdb" /map /debug /machine:I386 /nodefaultlib:"libcmtd.lib" /out:"../StepMania-debug.exe"
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# SUBTRACT BASE LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
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# ADD LINK32 $(intdir)\verstub.obj kernel32.lib gdi32.lib shell32.lib user32.lib advapi32.lib winmm.lib /nologo /subsystem:windows /map /debug /machine:I386 /nodefaultlib:"libcmtd.lib" /out:"../Program/StepMania-debug.exe"
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# ADD LINK32 $(intdir)\verstub.obj kernel32.lib gdi32.lib shell32.lib user32.lib advapi32.lib winmm.lib /nologo /subsystem:windows /map /debug /machine:I386 /nodefaultlib:"libcmtd.lib" /out:"../../itg/Program/StepMania-debug.exe"
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# SUBTRACT LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
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# Begin Special Build Tool
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IntDir=.\../Debug6
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TargetDir=\stepmania\stepmania\Program
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TargetDir=\stepmania\itg\Program
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TargetName=StepMania-debug
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SOURCE="$(InputPath)"
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi
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# End Special Build Tool
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@@ -102,8 +102,8 @@ IntDir=.\Debug
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TargetDir=\stepmania\stepmania
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TargetName=default
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SOURCE="$(InputPath)"
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c \
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verstub.cpp /Fo$(IntDir)\
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c \
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verstub.cpp /Fo$(IntDir)\
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
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# End Special Build Tool
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@@ -143,7 +143,7 @@ IntDir=.\../Release6
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TargetDir=\stepmania\stepmania\Program
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TargetName=StepMania
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SOURCE="$(InputPath)"
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi
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# End Special Build Tool
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@@ -184,8 +184,8 @@ IntDir=.\StepMania___Xbox_Release
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TargetDir=\stepmania\stepmania
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TargetName=default
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SOURCE="$(InputPath)"
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c \
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verstub.cpp /Fo$(IntDir)\
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c \
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verstub.cpp /Fo$(IntDir)\
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
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# End Special Build Tool
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