From 77e33f21e042a7cefcb8b729c495c2c68637a09c Mon Sep 17 00:00:00 2001 From: Chris Danford Date: Thu, 7 Apr 2005 01:41:16 +0000 Subject: [PATCH] fix param name: iBeat -> iRow --- stepmania/src/NoteDisplay.cpp | 42 +++++++++++++++++------------------ stepmania/src/NoteDisplay.h | 12 +++++----- 2 files changed, 27 insertions(+), 27 deletions(-) diff --git a/stepmania/src/NoteDisplay.cpp b/stepmania/src/NoteDisplay.cpp index 6d24060954..3114644b01 100644 --- a/stepmania/src/NoteDisplay.cpp +++ b/stepmania/src/NoteDisplay.cpp @@ -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 ) diff --git a/stepmania/src/NoteDisplay.h b/stepmania/src/NoteDisplay.h index a38b881b44..a0cea2a555 100644 --- a/stepmania/src/NoteDisplay.h +++ b/stepmania/src/NoteDisplay.h @@ -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