use arrowbackdrop
Put everything that's aligned with arrows in a frame
This commit is contained in:
+14
-13
@@ -30,6 +30,7 @@
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#include "ScoreDisplay.h"
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#include "ScoreDisplay.h"
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#include "LifeMeter.h"
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#include "LifeMeter.h"
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#include "PlayerAI.h"
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#include "PlayerAI.h"
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#include "NoteFieldPositioning.h"
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#define GRAY_ARROWS_Y THEME->GetMetricF("Player","GrayArrowsY")
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#define GRAY_ARROWS_Y THEME->GetMetricF("Player","GrayArrowsY")
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#define JUDGMENT_X( p, both_sides ) THEME->GetMetricF("Player",both_sides ? "JudgmentXOffsetBothSides" : ssprintf("JudgmentXOffsetOneSideP%d",p+1))
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#define JUDGMENT_X( p, both_sides ) THEME->GetMetricF("Player",both_sides ? "JudgmentXOffsetBothSides" : ssprintf("JudgmentXOffsetOneSideP%d",p+1))
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@@ -61,9 +62,11 @@ Player::Player()
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m_iOffsetSample = 0;
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m_iOffsetSample = 0;
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this->AddChild( &m_GrayArrowRow );
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m_ArrowFrame.AddChild(&m_ArrowBackdrop);
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this->AddChild( &m_NoteField );
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m_ArrowFrame.AddChild(&m_NoteField);
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this->AddChild( &m_GhostArrowRow );
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m_ArrowFrame.AddChild(&m_GrayArrowRow);
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m_ArrowFrame.AddChild(&m_GhostArrowRow);
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this->AddChild( &m_ArrowFrame );
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this->AddChild( &m_Judgment );
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this->AddChild( &m_Judgment );
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this->AddChild( &m_Combo );
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this->AddChild( &m_Combo );
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for( int c=0; c<MAX_NOTE_TRACKS; c++ )
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for( int c=0; c<MAX_NOTE_TRACKS; c++ )
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@@ -133,15 +136,19 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
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int iStartDrawingAtPixels = GAMESTATE->m_bEditing ? -100 : START_DRAWING_AT_PIXELS;
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int iStartDrawingAtPixels = GAMESTATE->m_bEditing ? -100 : START_DRAWING_AT_PIXELS;
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int iStopDrawingAtPixels = GAMESTATE->m_bEditing ? 400 : STOP_DRAWING_AT_PIXELS;
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int iStopDrawingAtPixels = GAMESTATE->m_bEditing ? 400 : STOP_DRAWING_AT_PIXELS;
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m_ArrowBackdrop.Unload();
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CString BackdropName = GAMESTATE->m_Position->GetBackdropBGA(pn);
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if( !BackdropName.empty() )
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m_ArrowBackdrop.LoadFromAniDir( THEME->GetPathToB( BackdropName ) );
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m_NoteField.Load( (NoteData*)this, pn, iStartDrawingAtPixels, iStopDrawingAtPixels );
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m_NoteField.Load( (NoteData*)this, pn, iStartDrawingAtPixels, iStopDrawingAtPixels );
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m_ArrowBackdrop.SetPlayer( pn );
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m_GrayArrowRow.Load( pn );
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m_GrayArrowRow.Load( pn );
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m_GhostArrowRow.Load( pn );
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m_GhostArrowRow.Load( pn );
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bool bReverse = GAMESTATE->m_PlayerOptions[pn].m_fReverseScroll == 1;
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const bool bReverse = GAMESTATE->m_PlayerOptions[pn].m_fReverseScroll == 1;
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bool bPlayerUsingBothSides = GAMESTATE->GetCurrentStyleDef()->m_StyleType==StyleDef::ONE_PLAYER_TWO_CREDITS;
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bool bPlayerUsingBothSides = GAMESTATE->GetCurrentStyleDef()->m_StyleType==StyleDef::ONE_PLAYER_TWO_CREDITS;
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m_Combo.SetX( COMBO_X(m_PlayerNumber,bPlayerUsingBothSides) );
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m_Combo.SetX( COMBO_X(m_PlayerNumber,bPlayerUsingBothSides) );
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m_Combo.SetY( bReverse ? SCREEN_BOTTOM-COMBO_Y : SCREEN_TOP+COMBO_Y );
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m_Judgment.SetX( JUDGMENT_X(m_PlayerNumber,bPlayerUsingBothSides) );
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m_Judgment.SetX( JUDGMENT_X(m_PlayerNumber,bPlayerUsingBothSides) );
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m_Judgment.SetY( bReverse ? SCREEN_BOTTOM-JUDGMENT_Y : SCREEN_TOP+JUDGMENT_Y );
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m_Judgment.SetY( bReverse ? SCREEN_BOTTOM-JUDGMENT_Y : SCREEN_TOP+JUDGMENT_Y );
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@@ -152,9 +159,7 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
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m_HoldJudgment[c].SetX( (float)pStyleDef->m_ColumnInfo[pn][c].fXOffset );
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m_HoldJudgment[c].SetX( (float)pStyleDef->m_ColumnInfo[pn][c].fXOffset );
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}
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}
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m_NoteField.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
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m_ArrowFrame.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
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m_GrayArrowRow.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
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m_GhostArrowRow.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
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if( GAMESTATE->m_PlayerOptions[pn].m_fEffects[PlayerOptions::EFFECT_MINI] == 1 )
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if( GAMESTATE->m_PlayerOptions[pn].m_fEffects[PlayerOptions::EFFECT_MINI] == 1 )
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{
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{
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@@ -258,8 +263,6 @@ void Player::Update( float fDeltaTime )
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SetHoldNoteScore(i, hns);
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SetHoldNoteScore(i, hns);
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}
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}
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ActorFrame::Update( fDeltaTime );
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ActorFrame::Update( fDeltaTime );
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}
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}
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@@ -285,9 +288,7 @@ void Player::DrawPrimitives()
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DISPLAY->LookAt(Eye, At, Up);
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DISPLAY->LookAt(Eye, At, Up);
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}
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}
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m_GrayArrowRow.Draw();
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m_ArrowFrame.Draw();
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m_NoteField.Draw();
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m_GhostArrowRow.Draw();
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if( fTilt != 0 )
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if( fTilt != 0 )
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DISPLAY->ExitPerspective();
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DISPLAY->ExitPerspective();
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@@ -29,6 +29,7 @@
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#include "GrayArrowRow.h"
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#include "GrayArrowRow.h"
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#include "GhostArrowRow.h"
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#include "GhostArrowRow.h"
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#include "NoteDataWithScoring.h"
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#include "NoteDataWithScoring.h"
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#include "ArrowBackdrop.h"
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class ScoreDisplay;
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class ScoreDisplay;
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class LifeMeter;
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class LifeMeter;
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class ScoreKeeper;
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class ScoreKeeper;
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@@ -69,9 +70,11 @@ protected:
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float m_fOffset[SAMPLE_COUNT];//for AutoAdjust
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float m_fOffset[SAMPLE_COUNT];//for AutoAdjust
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int m_iOffsetSample; //
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int m_iOffsetSample; //
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ArrowBackdrop m_ArrowBackdrop;
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GrayArrowRow m_GrayArrowRow;
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GrayArrowRow m_GrayArrowRow;
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NoteField m_NoteField;
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NoteField m_NoteField;
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GhostArrowRow m_GhostArrowRow;
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GhostArrowRow m_GhostArrowRow;
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ActorFrame m_ArrowFrame;
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HoldJudgment m_HoldJudgment[MAX_NOTE_TRACKS];
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HoldJudgment m_HoldJudgment[MAX_NOTE_TRACKS];
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