pass tn to tap rendering, like hold rendering

simplify
This commit is contained in:
Glenn Maynard
2007-01-04 00:45:47 +00:00
parent b4aeab5403
commit 644eaec3a3
3 changed files with 9 additions and 11 deletions
+5 -5
View File
@@ -926,7 +926,7 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
DrawHold( tn, iCol, iRow, bIsBeingHeld, bIsActive, Result, bIsAddition, fPercentFadeToFail, true, fReverseOffsetPixels, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
}
void NoteDisplay::DrawActor( Actor* pActor, int iCol, float fBeat, bool bIsAddition, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, bool bUseLighting, NotePart part, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
void NoteDisplay::DrawActor( const TapNote& tn, Actor* pActor, int iCol, float fBeat, bool bIsAddition, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, bool bUseLighting, NotePart part, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{
const float fYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fBeat );
const float fYPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYOffset, fReverseOffsetPixels );
@@ -981,19 +981,19 @@ void NoteDisplay::DrawActor( Actor* pActor, int iCol, float fBeat, bool bIsAddit
}
}
void NoteDisplay::DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, bool bIsLift, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
void NoteDisplay::DrawTap( const TapNote& tn, int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{
Actor* pActor = NULL;
bool bUseLighting = false;
NotePart part = NotePart_Tap;
if( bIsLift )
if( tn.type == TapNote::lift )
{
pActor = GetTapActor( m_TapLift, NotePart_Lift, fBeat );
bUseLighting = cache->m_bTapLiftUseLighting;
part = NotePart_Lift;
}
else if( bIsMine )
else if( tn.type == TapNote::mine )
{
pActor = GetTapActor( m_TapMine, NotePart_Mine, fBeat );
bUseLighting = cache->m_bTapMineUseLighting;
@@ -1010,7 +1010,7 @@ void NoteDisplay::DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bo
bUseLighting = cache->m_bTapNoteUseLighting;
}
DrawActor( pActor, iCol, fBeat, bIsAddition, fPercentFadeToFail, fLife, fReverseOffsetPixels, bUseLighting, part, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
DrawActor( tn, pActor, iCol, fBeat, bIsAddition, fPercentFadeToFail, fLife, fReverseOffsetPixels, bUseLighting, part, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
}
/*
+2 -2
View File
@@ -77,9 +77,9 @@ public:
static void Update( float fDeltaTime );
void DrawActor( Actor* pActor, int iCol, float fBeat, bool bIsAddition, float fPercentFadeToFail, float fLife,
void DrawActor( const TapNote& tn, Actor* pActor, int iCol, float fBeat, bool bIsAddition, float fPercentFadeToFail, float fLife,
float fReverseOffsetPixels, bool bUseLighting, NotePart part, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
void DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, bool bIsLift,
void DrawTap( const TapNote& tn, int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition,
float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
void DrawHold( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result,
bool bIsAddition, float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels,
+2 -4
View File
@@ -858,9 +858,7 @@ void NoteField::DrawPrimitives()
bool bIsAddition = (tn.source == TapNote::addition);
bool bIsHopoPossible = (tn.bHopoPossible);
bool bUseAdditionColoring = bIsAddition || bIsHopoPossible;
bool bIsMine = (tn.type == TapNote::mine);
bool bIsAttack = (tn.type == TapNote::attack);
bool bIsLift = (tn.type == TapNote::lift);
NoteDisplayCols *displayCols = tn.pn == PLAYER_INVALID ? m_pCurDisplay : m_pDisplays[tn.pn];
if( bIsAttack )
@@ -868,11 +866,11 @@ void NoteField::DrawPrimitives()
Sprite sprite;
sprite.Load( THEME->GetPathG("NoteField","attack "+tn.sAttackModifiers) );
float fBeat = NoteRowToBeat(i);
displayCols->display[c].DrawActor( &sprite, c, fBeat, bUseAdditionColoring, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail, 1, m_fYReverseOffsetPixels, false, NotePart_Tap, iDrawDistanceBeforeTargetsPixels, FADE_BEFORE_TARGETS_PERCENT );
displayCols->display[c].DrawActor( tn, &sprite, c, fBeat, bUseAdditionColoring, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail, 1, m_fYReverseOffsetPixels, false, NotePart_Tap, iDrawDistanceBeforeTargetsPixels, FADE_BEFORE_TARGETS_PERCENT );
}
else
{
displayCols->display[c].DrawTap( c, NoteRowToBeat(i), bHoldNoteBeginsOnThisBeat, bUseAdditionColoring, bIsMine, bIsLift, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail, 1, m_fYReverseOffsetPixels, iDrawDistanceBeforeTargetsPixels, FADE_BEFORE_TARGETS_PERCENT );
displayCols->display[c].DrawTap( tn, c, NoteRowToBeat(i), bHoldNoteBeginsOnThisBeat, bUseAdditionColoring, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail, 1, m_fYReverseOffsetPixels, iDrawDistanceBeforeTargetsPixels, FADE_BEFORE_TARGETS_PERCENT );
}
}
}