Created NoteColumnRenderer to handle column rendering. Added m_FakeParent to Actor to solve part of the problem.
This commit is contained in:
+89
-102
@@ -61,9 +61,13 @@ NoteField::NoteField()
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m_sprBeatBars.Load( THEME->GetPathG("NoteField","bars") );
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m_sprBeatBars.StopAnimating();
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// I decided to do it this way because I don't want to dig through
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// ScreenEdit to change all the places it touches the markers. -Kyz
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m_ColumnRenderArgs.selection_begin_marker= &m_iBeginMarker;
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m_ColumnRenderArgs.selection_end_marker= &m_iEndMarker;
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m_iBeginMarker = m_iEndMarker = -1;
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m_fPercentFadeToFail = -1;
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m_ColumnRenderArgs.fail_fade = -1;
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m_StepCallback.SetFromNil();
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m_SetPressedCallback.SetFromNil();
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@@ -166,6 +170,8 @@ void NoteField::CacheAllUsedNoteSkins()
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ASSERT_M( it != m_NoteDisplays.end(), sNoteSkinLower );
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m_pDisplays[pn] = it->second;
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}
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InitColumnRenderers();
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}
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void NoteField::Init( const PlayerState* pPlayerState, float fYReverseOffsetPixels )
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@@ -186,7 +192,7 @@ void NoteField::Load(
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m_iDrawDistanceBeforeTargetsPixels = iDrawDistanceBeforeTargetsPixels;
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ASSERT( m_iDrawDistanceBeforeTargetsPixels >= m_iDrawDistanceAfterTargetsPixels );
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m_fPercentFadeToFail = -1;
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m_ColumnRenderArgs.fail_fade = -1;
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//int i1 = m_pNoteData->GetNumTracks();
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//int i2 = GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer;
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@@ -237,6 +243,27 @@ void NoteField::Load(
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ASSERT_M( it != m_NoteDisplays.end(), sNoteSkinLower );
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m_pDisplays[pn] = it->second;
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}
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InitColumnRenderers();
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}
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void NoteField::InitColumnRenderers()
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{
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m_ColumnRenderArgs.receptor_row= &(m_pCurDisplay->m_ReceptorArrowRow);
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m_ColumnRenderArgs.ghost_row= &(m_pCurDisplay->m_GhostArrowRow);
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m_ColumnRenderArgs.note_data= m_pNoteData;
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m_ColumnRenderers.resize(GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer);
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for(size_t ncr= 0; ncr < m_ColumnRenderers.size(); ++ncr)
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{
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FOREACH_EnabledPlayer(pn)
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{
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m_ColumnRenderers[ncr].m_displays[pn]= &(m_pDisplays[pn]->display[ncr]);
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}
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m_ColumnRenderers[ncr].m_displays[PLAYER_INVALID]= &(m_pCurDisplay->display[ncr]);
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m_ColumnRenderers[ncr].m_column= ncr;
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m_ColumnRenderers[ncr].m_render_args= &m_ColumnRenderArgs;
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}
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m_pCurDisplay->m_ReceptorArrowRow.SetColumnRenderers(m_ColumnRenderers);
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m_pCurDisplay->m_GhostArrowRow.SetColumnRenderers(m_ColumnRenderers);
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}
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void NoteField::Update( float fDeltaTime )
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@@ -248,6 +275,11 @@ void NoteField::Update( float fDeltaTime )
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ActorFrame::Update( fDeltaTime );
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for(size_t c= 0; c < m_ColumnRenderers.size(); ++c)
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{
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m_ColumnRenderers[c].Update(fDeltaTime);
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}
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// update m_fBoardOffsetPixels, m_fCurrentBeatLastUpdate, m_fYPosCurrentBeatLastUpdate
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const float fCurrentBeat = m_pPlayerState->GetDisplayedPosition().m_fSongBeat;
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bool bTweeningOn = m_sprBoard->GetCurrentDiffuseAlpha() >= 0.98 && m_sprBoard->GetCurrentDiffuseAlpha() < 1.00; // HACK
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@@ -273,11 +305,11 @@ void NoteField::Update( float fDeltaTime )
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cur->m_ReceptorArrowRow.Update( fDeltaTime );
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cur->m_GhostArrowRow.Update( fDeltaTime );
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if( m_fPercentFadeToFail >= 0 )
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m_fPercentFadeToFail = min( m_fPercentFadeToFail + fDeltaTime/FADE_FAIL_TIME, 1 );
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if( m_ColumnRenderArgs.fail_fade >= 0 )
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m_ColumnRenderArgs.fail_fade = min( m_ColumnRenderArgs.fail_fade + fDeltaTime/FADE_FAIL_TIME, 1 );
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// Update fade to failed
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m_pCurDisplay->m_ReceptorArrowRow.SetFadeToFailPercent( m_fPercentFadeToFail );
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m_pCurDisplay->m_ReceptorArrowRow.SetFadeToFailPercent( m_ColumnRenderArgs.fail_fade );
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NoteDisplay::Update( fDeltaTime );
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/* Update all NoteDisplays. Hack: We need to call this once per frame, not
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@@ -829,41 +861,41 @@ void NoteField::DrawPrimitives()
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const PlayerOptions ¤t_po = m_pPlayerState->m_PlayerOptions.GetCurrent();
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// Adjust draw range depending on some effects
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int iDrawDistanceAfterTargetsPixels = m_iDrawDistanceAfterTargetsPixels;
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m_ColumnRenderArgs.draw_pixels_after_targets= m_iDrawDistanceAfterTargetsPixels;
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// HACK: If boomerang and centered are on, then we want to draw much
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// earlier so that the notes don't pop on screen.
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float fCenteredTimesBoomerang =
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current_po.m_fScrolls[PlayerOptions::SCROLL_CENTERED] *
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current_po.m_fAccels[PlayerOptions::ACCEL_BOOMERANG];
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iDrawDistanceAfterTargetsPixels += int(SCALE( fCenteredTimesBoomerang, 0.f, 1.f, 0.f, -SCREEN_HEIGHT/2 ));
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int iDrawDistanceBeforeTargetsPixels = m_iDrawDistanceBeforeTargetsPixels;
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m_ColumnRenderArgs.draw_pixels_after_targets += int(SCALE( fCenteredTimesBoomerang, 0.f, 1.f, 0.f, -SCREEN_HEIGHT/2 ));
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m_ColumnRenderArgs.draw_pixels_before_targets = m_iDrawDistanceBeforeTargetsPixels;
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float fDrawScale = 1;
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fDrawScale *= 1 + 0.5f * fabsf( current_po.m_fPerspectiveTilt );
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fDrawScale *= 1 + fabsf( current_po.m_fEffects[PlayerOptions::EFFECT_MINI] );
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iDrawDistanceAfterTargetsPixels = (int)(iDrawDistanceAfterTargetsPixels * fDrawScale);
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iDrawDistanceBeforeTargetsPixels = (int)(iDrawDistanceBeforeTargetsPixels * fDrawScale);
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m_ColumnRenderArgs.draw_pixels_after_targets = (int)(m_ColumnRenderArgs.draw_pixels_after_targets * fDrawScale);
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m_ColumnRenderArgs.draw_pixels_before_targets = (int)(m_ColumnRenderArgs.draw_pixels_before_targets * fDrawScale);
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// Probe for first and last notes on the screen
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float fFirstBeatToDraw = FindFirstDisplayedBeat( m_pPlayerState, iDrawDistanceAfterTargetsPixels );
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float fLastBeatToDraw = FindLastDisplayedBeat( m_pPlayerState, iDrawDistanceBeforeTargetsPixels );
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float fFirstBeatToDraw = FindFirstDisplayedBeat( m_pPlayerState, m_ColumnRenderArgs.draw_pixels_after_targets );
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float fLastBeatToDraw = FindLastDisplayedBeat( m_pPlayerState, m_ColumnRenderArgs.draw_pixels_before_targets );
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m_pPlayerState->m_fLastDrawnBeat = fLastBeatToDraw;
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const int iFirstRowToDraw = BeatToNoteRow(fFirstBeatToDraw);
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const int iLastRowToDraw = BeatToNoteRow(fLastBeatToDraw);
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m_ColumnRenderArgs.first_row = BeatToNoteRow(fFirstBeatToDraw);
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m_ColumnRenderArgs.last_row = BeatToNoteRow(fLastBeatToDraw);
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//LOG->Trace( "start = %f.1, end = %f.1", fFirstBeatToDraw-fSongBeat, fLastBeatToDraw-fSongBeat );
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//LOG->Trace( "Drawing elements %d through %d", iFirstRowToDraw, iLastRowToDraw );
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//LOG->Trace( "Drawing elements %d through %d", m_ColumnRenderArgs.first_row, m_ColumnRenderArgs.last_row );
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#define IS_ON_SCREEN( fBeat ) ( fFirstBeatToDraw <= (fBeat) && (fBeat) <= fLastBeatToDraw && IsOnScreen( fBeat, 0, iDrawDistanceAfterTargetsPixels, iDrawDistanceBeforeTargetsPixels ) )
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#define IS_ON_SCREEN( fBeat ) ( fFirstBeatToDraw <= (fBeat) && (fBeat) <= fLastBeatToDraw && IsOnScreen( fBeat, 0, m_ColumnRenderArgs.draw_pixels_after_targets, m_ColumnRenderArgs.draw_pixels_before_targets ) )
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// Draw board
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if( SHOW_BOARD )
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{
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DrawBoard( iDrawDistanceAfterTargetsPixels, iDrawDistanceBeforeTargetsPixels );
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DrawBoard( m_ColumnRenderArgs.draw_pixels_after_targets, m_ColumnRenderArgs.draw_pixels_before_targets );
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}
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// Draw Receptors
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@@ -886,7 +918,7 @@ void NoteField::DrawPrimitives()
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for (i = 0; i < tSigs.size(); i++)
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{
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const TimeSignatureSegment *ts = ToTimeSignature(tSigs[i]);
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int iSegmentEndRow = (i + 1 == tSigs.size()) ? iLastRowToDraw : tSigs[i+1]->GetRow();
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int iSegmentEndRow = (i + 1 == tSigs.size()) ? m_ColumnRenderArgs.last_row : tSigs[i+1]->GetRow();
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// beat bars every 16th note
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int iDrawBeatBarsEveryRows = BeatToNoteRow( ((float)ts->GetDen()) / 4 ) / 4;
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@@ -929,7 +961,7 @@ void NoteField::DrawPrimitives()
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for (i = 0; i < segs[SEGMENT_SCROLL]->size(); i++)
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{
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ScrollSegment *seg = ToScroll( segs[SEGMENT_SCROLL]->at(i) );
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if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
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if( seg->GetRow() >= m_ColumnRenderArgs.first_row && seg->GetRow() <= m_ColumnRenderArgs.last_row )
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{
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float fBeat = seg->GetBeat();
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if( IS_ON_SCREEN(fBeat) )
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@@ -941,7 +973,7 @@ void NoteField::DrawPrimitives()
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for (i = 0; i < segs[SEGMENT_BPM]->size(); i++)
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{
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const BPMSegment *seg = ToBPM( segs[SEGMENT_BPM]->at(i) );
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if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
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if( seg->GetRow() >= m_ColumnRenderArgs.first_row && seg->GetRow() <= m_ColumnRenderArgs.last_row )
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{
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float fBeat = seg->GetBeat();
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if( IS_ON_SCREEN(fBeat) )
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@@ -953,7 +985,7 @@ void NoteField::DrawPrimitives()
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for (i = 0; i < segs[SEGMENT_STOP]->size(); i++)
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{
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const StopSegment *seg = ToStop( segs[SEGMENT_STOP]->at(i) );
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if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
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if( seg->GetRow() >= m_ColumnRenderArgs.first_row && seg->GetRow() <= m_ColumnRenderArgs.last_row )
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{
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float fBeat = seg->GetBeat();
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if( IS_ON_SCREEN(fBeat) )
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@@ -965,7 +997,7 @@ void NoteField::DrawPrimitives()
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for (i = 0; i < segs[SEGMENT_DELAY]->size(); i++)
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{
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const DelaySegment *seg = ToDelay( segs[SEGMENT_DELAY]->at(i) );
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if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
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if( seg->GetRow() >= m_ColumnRenderArgs.first_row && seg->GetRow() <= m_ColumnRenderArgs.last_row )
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{
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float fBeat = seg->GetBeat();
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if( IS_ON_SCREEN(fBeat) )
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@@ -977,7 +1009,7 @@ void NoteField::DrawPrimitives()
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for (i = 0; i < segs[SEGMENT_WARP]->size(); i++)
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{
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const WarpSegment *seg = ToWarp( segs[SEGMENT_WARP]->at(i) );
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if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
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if( seg->GetRow() >= m_ColumnRenderArgs.first_row && seg->GetRow() <= m_ColumnRenderArgs.last_row )
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{
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float fBeat = seg->GetBeat();
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if( IS_ON_SCREEN(fBeat) )
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@@ -989,7 +1021,7 @@ void NoteField::DrawPrimitives()
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for (i = 0; i < segs[SEGMENT_TIME_SIG]->size(); i++)
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{
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const TimeSignatureSegment *seg = ToTimeSignature( segs[SEGMENT_TIME_SIG]->at(i) );
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if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
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if( seg->GetRow() >= m_ColumnRenderArgs.first_row && seg->GetRow() <= m_ColumnRenderArgs.last_row )
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{
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float fBeat = seg->GetBeat();
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if( IS_ON_SCREEN(fBeat) )
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@@ -1001,7 +1033,7 @@ void NoteField::DrawPrimitives()
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for (i = 0; i < segs[SEGMENT_TICKCOUNT]->size(); i++)
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{
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const TickcountSegment *seg = ToTickcount( segs[SEGMENT_TICKCOUNT]->at(i) );
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if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
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if( seg->GetRow() >= m_ColumnRenderArgs.first_row && seg->GetRow() <= m_ColumnRenderArgs.last_row )
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{
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float fBeat = seg->GetBeat();
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if( IS_ON_SCREEN(fBeat) )
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@@ -1013,7 +1045,7 @@ void NoteField::DrawPrimitives()
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for (i = 0; i < segs[SEGMENT_COMBO]->size(); i++)
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{
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const ComboSegment *seg = ToCombo( segs[SEGMENT_COMBO]->at(i) );
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if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
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if( seg->GetRow() >= m_ColumnRenderArgs.first_row && seg->GetRow() <= m_ColumnRenderArgs.last_row )
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{
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float fBeat = seg->GetBeat();
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if( IS_ON_SCREEN(fBeat) )
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@@ -1025,7 +1057,7 @@ void NoteField::DrawPrimitives()
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for (i = 0; i < segs[SEGMENT_LABEL]->size(); i++)
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{
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const LabelSegment *seg = ToLabel( segs[SEGMENT_LABEL]->at(i) );
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if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
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if( seg->GetRow() >= m_ColumnRenderArgs.first_row && seg->GetRow() <= m_ColumnRenderArgs.last_row )
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{
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float fBeat = seg->GetBeat();
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if( IS_ON_SCREEN(fBeat) )
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@@ -1037,7 +1069,7 @@ void NoteField::DrawPrimitives()
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for (i = 0; i < segs[SEGMENT_SPEED]->size(); i++)
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{
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const SpeedSegment *seg = ToSpeed( segs[SEGMENT_SPEED]->at(i) );
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if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
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if( seg->GetRow() >= m_ColumnRenderArgs.first_row && seg->GetRow() <= m_ColumnRenderArgs.last_row )
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{
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float fBeat = seg->GetBeat();
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if( IS_ON_SCREEN(fBeat) )
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@@ -1050,7 +1082,7 @@ void NoteField::DrawPrimitives()
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for (i = 0; i < segs[SEGMENT_FAKE]->size(); i++)
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{
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const FakeSegment *seg = ToFake( segs[SEGMENT_FAKE]->at(i) );
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if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
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if( seg->GetRow() >= m_ColumnRenderArgs.first_row && seg->GetRow() <= m_ColumnRenderArgs.last_row )
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{
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float fBeat = seg->GetBeat();
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if( IS_ON_SCREEN(fBeat) )
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@@ -1070,8 +1102,8 @@ void NoteField::DrawPrimitives()
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float fSecond = a->fStartSecond;
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float fBeat = timing.GetBeatFromElapsedTime( fSecond );
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if( BeatToNoteRow(fBeat) >= iFirstRowToDraw &&
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BeatToNoteRow(fBeat) <= iLastRowToDraw)
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if( BeatToNoteRow(fBeat) >= m_ColumnRenderArgs.first_row &&
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BeatToNoteRow(fBeat) <= m_ColumnRenderArgs.last_row)
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{
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if( IS_ON_SCREEN(fBeat) )
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DrawAttackText( fBeat, *a );
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@@ -1089,8 +1121,8 @@ void NoteField::DrawPrimitives()
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FOREACH_CONST(Attack, attacks, a)
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{
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float fBeat = timing.GetBeatFromElapsedTime(a->fStartSecond);
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if (BeatToNoteRow(fBeat) >= iFirstRowToDraw &&
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BeatToNoteRow(fBeat) <= iLastRowToDraw &&
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if (BeatToNoteRow(fBeat) >= m_ColumnRenderArgs.first_row &&
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BeatToNoteRow(fBeat) <= m_ColumnRenderArgs.last_row &&
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IS_ON_SCREEN(fBeat))
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{
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this->DrawAttackText(fBeat, *a);
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@@ -1174,20 +1206,20 @@ void NoteField::DrawPrimitives()
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{
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int iBegin = m_iBeginMarker;
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int iEnd = m_iEndMarker;
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CLAMP( iBegin, iFirstRowToDraw, iLastRowToDraw );
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CLAMP( iEnd, iFirstRowToDraw, iLastRowToDraw );
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CLAMP( iBegin, m_ColumnRenderArgs.first_row, m_ColumnRenderArgs.last_row );
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CLAMP( iEnd, m_ColumnRenderArgs.first_row, m_ColumnRenderArgs.last_row );
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DrawAreaHighlight( iBegin, iEnd );
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}
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else if( m_iBeginMarker != -1 )
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{
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if( m_iBeginMarker >= iFirstRowToDraw &&
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m_iBeginMarker <= iLastRowToDraw )
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if( m_iBeginMarker >= m_ColumnRenderArgs.first_row &&
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m_iBeginMarker <= m_ColumnRenderArgs.last_row )
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DrawMarkerBar( m_iBeginMarker );
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}
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else if( m_iEndMarker != -1 )
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{
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if( m_iEndMarker >= iFirstRowToDraw &&
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m_iEndMarker <= iLastRowToDraw )
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if( m_iEndMarker >= m_ColumnRenderArgs.first_row &&
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m_iEndMarker <= m_ColumnRenderArgs.last_row )
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DrawMarkerBar( m_iEndMarker );
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}
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}
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@@ -1196,76 +1228,19 @@ void NoteField::DrawPrimitives()
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// Draw the arrows in order of column. This minimizes texture switches and
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// lets us draw in big batches.
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float fSelectedRangeGlow = SCALE( RageFastCos(RageTimer::GetTimeSinceStartFast()*2), -1, 1, 0.1f, 0.3f );
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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ASSERT_M(m_pNoteData->GetNumTracks() == GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer,
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ssprintf("NumTracks %d != ColsPerPlayer %d",m_pNoteData->GetNumTracks(),
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GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer));
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NoteDisplayRenderArgs display_args(*m_pNoteData,
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iDrawDistanceBeforeTargetsPixels,
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iDrawDistanceAfterTargetsPixels, m_iBeginMarker, m_iEndMarker,
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fSelectedRangeGlow, m_fPercentFadeToFail, FADE_BEFORE_TARGETS_PERCENT,
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m_pCurDisplay->m_GhostArrowRow);
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m_ColumnRenderArgs.selection_glow= SCALE(
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RageFastCos(RageTimer::GetTimeSinceStartFast()*2), -1, 1, 0.1f, 0.3f);
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m_ColumnRenderArgs.fade_before_targets= FADE_BEFORE_TARGETS_PERCENT;
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for( int j=0; j<m_pNoteData->GetNumTracks(); j++ ) // for each arrow column
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{
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const int c = pStyle->m_iColumnDrawOrder[j];
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display_args.column= c;
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bool any_upcoming= false;
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// Build lists of holds and taps for each player number, then pass those
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// lists to the displays to draw.
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// The vector in the NUM_PlayerNumber slot should stay empty, not worth
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// optimizing it out. -Kyz
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vector<vector<NoteData::TrackMap::const_iterator> > holds(PLAYER_INVALID+1);
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vector<vector<NoteData::TrackMap::const_iterator> > taps(PLAYER_INVALID+1);
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NoteData::TrackMap::const_iterator begin, end;
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m_pNoteData->GetTapNoteRangeInclusive(c, iFirstRowToDraw,
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iLastRowToDraw+1, begin, end);
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for(; begin != end; ++begin)
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||||
{
|
||||
TapNote const& tn= begin->second;
|
||||
switch(tn.type)
|
||||
{
|
||||
case TapNoteType_Empty:
|
||||
continue;
|
||||
case TapNoteType_Tap:
|
||||
case TapNoteType_HoldTail:
|
||||
case TapNoteType_Mine:
|
||||
case TapNoteType_Lift:
|
||||
case TapNoteType_Attack:
|
||||
case TapNoteType_AutoKeysound:
|
||||
case TapNoteType_Fake:
|
||||
if(!tn.result.bHidden)
|
||||
{
|
||||
taps[tn.pn].push_back(begin);
|
||||
}
|
||||
break;
|
||||
case TapNoteType_HoldHead:
|
||||
if(tn.HoldResult.hns != HNS_Held)
|
||||
{
|
||||
holds[tn.pn].push_back(begin);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
#define DTS_INNER(pn, tap_set, draw_func, disp) \
|
||||
if(!tap_set[pn].empty()) \
|
||||
{ \
|
||||
any_upcoming|= disp->display[c].draw_func(display_args, tap_set[pn]); \
|
||||
}
|
||||
#define DRAW_TAP_SET(tap_set, draw_func) \
|
||||
FOREACH_PlayerNumber(pn) \
|
||||
{ \
|
||||
DTS_INNER(pn, tap_set, draw_func, m_pDisplays[pn]); \
|
||||
}
|
||||
DRAW_TAP_SET(holds, DrawHoldsInRange);
|
||||
DTS_INNER(PLAYER_INVALID, holds, DrawHoldsInRange, m_pCurDisplay);
|
||||
DRAW_TAP_SET(taps, DrawTapsInRange);
|
||||
DTS_INNER(PLAYER_INVALID, taps, DrawTapsInRange, m_pCurDisplay);
|
||||
#undef DTS_INNER
|
||||
#undef DRAW_TAP_SET
|
||||
cur->m_ReceptorArrowRow.SetNoteUpcoming(c, any_upcoming);
|
||||
m_ColumnRenderers[c].Draw();
|
||||
}
|
||||
|
||||
cur->m_GhostArrowRow.Draw();
|
||||
@@ -1273,7 +1248,7 @@ void NoteField::DrawPrimitives()
|
||||
|
||||
void NoteField::FadeToFail()
|
||||
{
|
||||
m_fPercentFadeToFail = max( 0.0f, m_fPercentFadeToFail ); // this will slowly increase every Update()
|
||||
m_ColumnRenderArgs.fail_fade = max( 0.0f, m_ColumnRenderArgs.fail_fade ); // this will slowly increase every Update()
|
||||
// don't fade all over again if this is called twice
|
||||
}
|
||||
|
||||
@@ -1471,6 +1446,17 @@ public:
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int GetColumnActors(T* p, lua_State* L)
|
||||
{
|
||||
lua_createtable(L, p->m_ColumnRenderers.size(), 0);
|
||||
for(size_t i= 0; i < p->m_ColumnRenderers.size(); ++i)
|
||||
{
|
||||
p->m_ColumnRenderers[i].PushSelf(L);
|
||||
lua_rawseti(L, -2, i+1);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
LunaNoteField()
|
||||
{
|
||||
ADD_METHOD(SetStepCallback);
|
||||
@@ -1481,6 +1467,7 @@ public:
|
||||
ADD_METHOD(SetPressed);
|
||||
ADD_METHOD(DidTapNote);
|
||||
ADD_METHOD(DidHoldNote);
|
||||
ADD_METHOD(GetColumnActors);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user