Broke noteskin colors into " Tap.colors" and " Hold.colors"

This commit is contained in:
Chris Danford
2002-08-03 18:40:09 +00:00
parent f1861ba157
commit 4c3c43abcc
19 changed files with 134 additions and 109 deletions
+15 -12
View File
@@ -802,16 +802,6 @@ void GameManager::SwitchNoteSkin( CString sNewNoteSkin )
m_sCurNoteSkin = sNewNoteSkin;
}
CString GameManager::GetPathTo( Game g, CString sSkinName, CString sButtonName, const SkinElement gbg )
{
return GetGameDefForGame(g)->GetPathToGraphic( sSkinName, sButtonName, gbg );
}
void GameManager::GetTweenColors( Game g, CString sSkinName, CString sButtonName, CArray<D3DXCOLOR,D3DXCOLOR> &aTweenColorsAddTo )
{
GetGameDefForGame(g)->GetTweenColors( sSkinName, sButtonName, aTweenColorsAddTo );
}
CString GameManager::GetPathTo( const int col, const SkinElement gbg ) // looks in GAMESTATE for the current Style
{
StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
@@ -823,7 +813,7 @@ CString GameManager::GetPathTo( const int col, const SkinElement gbg ) // looks
return pGameDef->GetPathToGraphic( m_sCurNoteSkin, sButtonName, gbg );
}
void GameManager::GetTweenColors( const int col, CArray<D3DXCOLOR,D3DXCOLOR> &aTweenColorsAddTo ) // looks in GAMESTATE for the current Style
void GameManager::GetTapTweenColors( const int col, CArray<D3DXCOLOR,D3DXCOLOR> &aTapTweenColorsAddTo ) // looks in GAMESTATE for the current Style
{
ASSERT( m_sCurNoteSkin != "" ); // if this == NULL, SwitchGame() was never called
@@ -833,5 +823,18 @@ void GameManager::GetTweenColors( const int col, CArray<D3DXCOLOR,D3DXCOLOR> &aT
StyleInput SI( PLAYER_1, col );
GameInput GI = pStyleDef->StyleInputToGameInput( SI );
CString sButtonName = pGameDef->m_szButtonNames[GI.button];
pGameDef->GetTweenColors( m_sCurNoteSkin, sButtonName, aTweenColorsAddTo );
pGameDef->GetTapTweenColors( m_sCurNoteSkin, sButtonName, aTapTweenColorsAddTo );
}
void GameManager::GetHoldTweenColors( const int col, CArray<D3DXCOLOR,D3DXCOLOR> &aHoldTweenColorsAddTo ) // looks in GAMESTATE for the current Style
{
ASSERT( m_sCurNoteSkin != "" ); // if this == NULL, SwitchGame() was never called
StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
StyleInput SI( PLAYER_1, col );
GameInput GI = pStyleDef->StyleInputToGameInput( SI );
CString sButtonName = pGameDef->m_szButtonNames[GI.button];
pGameDef->GetHoldTweenColors( m_sCurNoteSkin, sButtonName, aHoldTweenColorsAddTo );
}