Implement RADAR_NUM_HANDS result.

Change hold note contents to rows (from beats).  This makes it
consistent with tap note data.  Row numbers are also generally
more precise, since they're integers, not floats.
This commit is contained in:
Glenn Maynard
2003-12-16 04:00:39 +00:00
parent ad3057baea
commit 7003e2b157
10 changed files with 158 additions and 113 deletions
+7 -7
View File
@@ -453,7 +453,7 @@ void NoteDisplay::DrawHoldTopCap( const HoldNote& hn, const bool bActive, float
//
const int size = 4096;
static RageSpriteVertex queue[size];
Sprite* pSprTopCap = GetHoldTopCapSprite( hn.fStartBeat, bActive );
Sprite* pSprTopCap = GetHoldTopCapSprite( hn.GetStartBeat(), bActive );
// draw manually in small segments
RageSpriteVertex *v = &queue[0];
@@ -524,7 +524,7 @@ void NoteDisplay::DrawHoldBody( const HoldNote& hn, const bool bActive, float fY
const int size = 4096;
static RageSpriteVertex queue[size];
Sprite* pSprBody = GetHoldBodySprite( hn.fStartBeat, bActive );
Sprite* pSprBody = GetHoldBodySprite( hn.GetStartBeat(), bActive );
// draw manually in small segments
RageSpriteVertex *v = &queue[0];
@@ -609,7 +609,7 @@ void NoteDisplay::DrawHoldBottomCap( const HoldNote& hn, const bool bActive, flo
const int size = 4096;
static RageSpriteVertex queue[size];
Sprite* pBottomCap = GetHoldBottomCapSprite( hn.fStartBeat, bActive );
Sprite* pBottomCap = GetHoldBottomCapSprite( hn.GetStartBeat(), bActive );
// draw manually in small segments
RageSpriteVertex *v = &queue[0];
@@ -678,7 +678,7 @@ void NoteDisplay::DrawHoldTail( const HoldNote& hn, bool bActive, float fYTail,
//
// Draw the tail
//
Actor* pSprTail = GetHoldTailActor( hn.fStartBeat, bActive );
Actor* pSprTail = GetHoldTailActor( hn.GetStartBeat(), bActive );
const float fY = fYTail;
const float fYOffset = ArrowGetYOffsetFromYPos( m_PlayerNumber, iCol, fY, m_fYReverseOffsetPixels );
@@ -728,7 +728,7 @@ void NoteDisplay::DrawHoldHead( const HoldNote& hn, bool bActive, float fYHead,
//
// Draw the head
//
Actor* pActor = GetHoldHeadActor( hn.fStartBeat, bActive );
Actor* pActor = GetHoldHeadActor( hn.GetStartBeat(), bActive );
// draw with normal Sprite
const float fY = fYHead;
@@ -780,9 +780,9 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
const int iCol = hn.iTrack;
const bool bReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].GetReversePercentForColumn(iCol) > 0.5;
const float fStartYOffset = ArrowGetYOffset( m_PlayerNumber, iCol, hn.fStartBeat );
const float fStartYOffset = ArrowGetYOffset( m_PlayerNumber, iCol, hn.GetStartBeat() );
const float fStartYPos = ArrowGetYPos( m_PlayerNumber, iCol, fStartYOffset, fReverseOffsetPixels );
const float fEndYOffset = ArrowGetYOffset( m_PlayerNumber, iCol, hn.fEndBeat );
const float fEndYOffset = ArrowGetYOffset( m_PlayerNumber, iCol, hn.GetEndBeat() );
const float fEndYPos = ArrowGetYPos( m_PlayerNumber, iCol, fEndYOffset, fReverseOffsetPixels );
const float fYHead = bReverse ? fEndYPos : fStartYPos; // the center of the head