fix param name: iBeat -> iRow

This commit is contained in:
Chris Danford
2005-04-07 01:41:16 +00:00
parent d0b19cf5e2
commit 77e33f21e0
2 changed files with 27 additions and 27 deletions
+21 -21
View File
@@ -603,14 +603,14 @@ struct StripBuffer
int Free() const { return size - Used(); }
};
void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset )
void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, const bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset )
{
//
// Draw the top cap (always wavy)
//
StripBuffer queue;
Sprite* pSprTopCap = GetHoldTopCapSprite( NoteRowToBeat(iBeat), bIsBeingHeld );
Sprite* pSprTopCap = GetHoldTopCapSprite( NoteRowToBeat(iRow), bIsBeingHeld );
pSprTopCap->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
@@ -691,7 +691,7 @@ void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iBeat, const
}
void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow,
void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, const bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow,
float fYStartOffset, float fYEndOffset )
{
//
@@ -699,7 +699,7 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iBeat, const bo
//
StripBuffer queue;
Sprite* pSprBody = GetHoldBodySprite( NoteRowToBeat(iBeat), bIsBeingHeld );
Sprite* pSprBody = GetHoldBodySprite( NoteRowToBeat(iRow), bIsBeingHeld );
pSprBody->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
@@ -790,14 +790,14 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iBeat, const bo
queue.Draw();
}
void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset )
void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, const bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset )
{
//
// Draw the bottom cap (always wavy)
//
StripBuffer queue;
Sprite* pBottomCap = GetHoldBottomCapSprite( NoteRowToBeat(iBeat), bIsBeingHeld );
Sprite* pBottomCap = GetHoldBottomCapSprite( NoteRowToBeat(iRow), bIsBeingHeld );
pBottomCap->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
@@ -874,12 +874,12 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iBeat, con
queue.Draw();
}
void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset )
void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, const bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset )
{
//
// Draw the tail
//
Actor* pSprTail = GetHoldTailActor( NoteRowToBeat(iBeat), bIsBeingHeld );
Actor* pSprTail = GetHoldTailActor( NoteRowToBeat(iRow), bIsBeingHeld );
pSprTail->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
@@ -928,12 +928,12 @@ void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iBeat, const bo
}
}
void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset )
void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iRow, const bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset )
{
//
// Draw the head
//
Actor* pActor = GetHoldHeadActor( NoteRowToBeat(iBeat), bIsBeingHeld );
Actor* pActor = GetHoldHeadActor( NoteRowToBeat(iRow), bIsBeingHeld );
pActor->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
@@ -984,14 +984,14 @@ void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iBeat, const bo
}
}
void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iBeat, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result, float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels, float fYStartOffset, float fYEndOffset )
void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result, float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels, float fYStartOffset, float fYEndOffset )
{
int iEndBeat = iBeat + tn.iDuration;
int iEndBeat = iRow + tn.iDuration;
// bDrawGlowOnly is a little hacky. We need to draw the diffuse part and the glow part one pass at a time to minimize state changes
bool bReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(iCol) > 0.5f;
float fStartBeat = NoteRowToBeat( max(tn.HoldResult.iLastHeldRow, iBeat) );
float fStartBeat = NoteRowToBeat( max(tn.HoldResult.iLastHeldRow, iRow) );
float fStartYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fStartBeat );
// HACK: If active, don't allow the top of the hold to go above the receptor
@@ -1017,9 +1017,9 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iBeat, bool bIsBein
/* The body and caps should have no overlap, so their order doesn't matter.
* Draw the head last, so it appears on top. */
if( !cache->m_bHoldHeadIsAboveWavyParts )
DrawHoldHead( tn, iCol, iBeat, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
DrawHoldHead( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
if( !cache->m_bHoldTailIsAboveWavyParts )
DrawHoldTail( tn, iCol, iBeat, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
if( bDrawGlowOnly )
DISPLAY->SetTextureModeGlow();
@@ -1029,20 +1029,20 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iBeat, bool bIsBein
DISPLAY->SetZWrite( WavyPartsNeedZBuffer );
if( !bFlipHeadAndTail )
DrawHoldBottomCap( tn, iCol, iBeat, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
DrawHoldBody( tn, iCol, iBeat, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
DrawHoldBottomCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
DrawHoldBody( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
if( bFlipHeadAndTail )
DrawHoldTopCap( tn, iCol, iBeat, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
DrawHoldTopCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
/* These set the texture mode themselves. */
if( cache->m_bHoldTailIsAboveWavyParts )
DrawHoldTail( tn, iCol, iBeat, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
if( cache->m_bHoldHeadIsAboveWavyParts )
DrawHoldHead( tn, iCol, iBeat, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
DrawHoldHead( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
// now, draw the glow pass
if( !bDrawGlowOnly )
DrawHold( tn, iCol, iBeat, bIsBeingHeld, bIsActive, Result, fPercentFadeToFail, true, fReverseOffsetPixels, fYStartOffset, fYEndOffset );
DrawHold( tn, iCol, iRow, bIsBeingHeld, bIsActive, Result, fPercentFadeToFail, true, fReverseOffsetPixels, fYStartOffset, fYEndOffset );
}
void NoteDisplay::DrawActor( Actor* pActor, int iCol, float fBeat, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, bool bUseLighting )
+6 -6
View File
@@ -23,7 +23,7 @@ public:
void DrawActor( Actor* pActor, int iCol, float fBeat, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, bool bUseLighting );
void DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels );
void DrawHold( const TapNote& tn, int iCol, int iBeat, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result, float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels, float fYStartOffset, float fYEndOffset );
void DrawHold( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result, float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels, float fYStartOffset, float fYEndOffset );
bool DrawHoldHeadForTapsOnSameRow() const;
@@ -38,11 +38,11 @@ protected:
Sprite *GetHoldBodySprite( float fNoteBeat, bool bIsBeingHeld );
Sprite *GetHoldBottomCapSprite( float fNoteBeat, bool bIsBeingHeld );
void DrawHoldBottomCap( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
void DrawHoldTopCap( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
void DrawHoldBody( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
void DrawHoldTail( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
void DrawHoldHead( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
void DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, const bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
void DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, const bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
void DrawHoldBody( const TapNote& tn, int iCol, int iRow, const bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
void DrawHoldTail( const TapNote& tn, int iCol, int iRow, const bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
void DrawHoldHead( const TapNote& tn, int iCol, int iRow, const bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
const PlayerState* m_pPlayerState; // to look up PlayerOptions