big checkin - new noteskin format and XY positioning. I probably broke a lot of things.
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@@ -13,60 +13,6 @@
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#include "GameConstantsAndTypes.h"
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D3DXCOLOR NoteTypeToColor( NoteType nt )
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{
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switch( nt )
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{
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case NOTE_4TH: return D3DXCOLOR(1,0,0,1); // red
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case NOTE_8TH: return D3DXCOLOR(0,0,1,1); // blue
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case NOTE_12TH: return D3DXCOLOR(1,0,1,1); // purple
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case NOTE_16TH: return D3DXCOLOR(1,1,0,1); // yellow
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default: ASSERT( false ); return D3DXCOLOR(1,1,1,1);
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}
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};
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float NoteTypeToBeat( NoteType nt )
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{
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switch( nt )
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{
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case NOTE_4TH: return 1.0f; // quarter notes
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case NOTE_8TH: return 1.0f/2; // eighth notes
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case NOTE_12TH: return 1.0f/3; // triplets
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case NOTE_16TH: return 1.0f/4; // sixteenth notes
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default: ASSERT( false ); return 0;
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}
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};
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NoteType GetNoteType( int iNoteIndex )
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{
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if( iNoteIndex % (ELEMENTS_PER_MEASURE/4) == 0)
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return NOTE_4TH;
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else if( iNoteIndex % (ELEMENTS_PER_MEASURE/8) == 0)
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return NOTE_8TH;
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else if( iNoteIndex % (ELEMENTS_PER_MEASURE/12) == 0)
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return NOTE_12TH;
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else if( iNoteIndex % (ELEMENTS_PER_MEASURE/16) == 0)
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return NOTE_16TH;
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// ASSERT(0);
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return NOTE_INVALID;
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};
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bool IsNoteOfType( int iNoteIndex, NoteType t )
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{
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return GetNoteType(iNoteIndex) == t;
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};
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D3DXCOLOR GetNoteColorFromIndex( int iStepIndex )
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{
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for( int t=0; t<NUM_NOTE_TYPES; t++ )
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{
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if( IsNoteOfType( iStepIndex, (NoteType)t ) )
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return NoteTypeToColor( (NoteType)t );
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}
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return D3DXCOLOR(0.5f,0.5f,0.5f,1);
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};
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D3DXCOLOR DifficultyClassToColor( DifficultyClass dc )
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{
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@@ -106,19 +52,19 @@ int NotesTypeToNumTracks( NotesType nt )
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{
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switch( nt )
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{
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case NOTES_TYPE_DANCE_SINGLE: return 4;
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case NOTES_TYPE_DANCE_DOUBLE: return 8;
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case NOTES_TYPE_DANCE_COUPLE: return 8;
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case NOTES_TYPE_DANCE_SOLO: return 6;
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case NOTES_TYPE_PUMP_SINGLE: return 5;
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case NOTES_TYPE_PUMP_DOUBLE: return 10;
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case NOTES_TYPE_EZ2_SINGLE: return 5; // Single: TL,LHH,D,RHH,TR
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case NOTES_TYPE_EZ2_SINGLE_HARD: return 5; // Single: TL,LHH,D,RHH,TR
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case NOTES_TYPE_EZ2_DOUBLE: return 10; // Double: Single x2
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case NOTES_TYPE_EZ2_REAL: return 7; // Real: TL,LHH,LHL,D,RHL,RHH,TR
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case NOTES_TYPE_EZ2_SINGLE_VERSUS: return 10;
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case NOTES_TYPE_EZ2_SINGLE_HARD_VERSUS: return 10;
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case NOTES_TYPE_EZ2_REAL_VERSUS: return 10;
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case NOTES_TYPE_DANCE_SINGLE: return 4;
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case NOTES_TYPE_DANCE_DOUBLE: return 8;
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case NOTES_TYPE_DANCE_COUPLE: return 8;
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case NOTES_TYPE_DANCE_SOLO: return 6;
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case NOTES_TYPE_PUMP_SINGLE: return 5;
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case NOTES_TYPE_PUMP_DOUBLE: return 10;
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case NOTES_TYPE_EZ2_SINGLE: return 5; // Single: TL,LHH,D,RHH,TR
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case NOTES_TYPE_EZ2_SINGLE_HARD: return 5; // Single: TL,LHH,D,RHH,TR
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case NOTES_TYPE_EZ2_DOUBLE: return 10; // Double: Single x2
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case NOTES_TYPE_EZ2_REAL: return 7; // Real: TL,LHH,LHL,D,RHL,RHH,TR
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// case NOTES_TYPE_EZ2_SINGLE_VERSUS: return 10;
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// case NOTES_TYPE_EZ2_SINGLE_HARD_VERSUS: return 10;
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// case NOTES_TYPE_EZ2_REAL_VERSUS: return 10;
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default: ASSERT(0); return -1; // invalid NotesType
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}
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}
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@@ -155,8 +101,9 @@ CString NotesTypeToString( NotesType nt )
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case NOTES_TYPE_EZ2_SINGLE_HARD: return "ez2-single-hard";
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case NOTES_TYPE_EZ2_DOUBLE: return "ez2-double";
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case NOTES_TYPE_EZ2_REAL: return "ez2-real";
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// case NOTES_TYPE_EZ2_REAL_VERSUS: return "ez2-real-versus";
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// case NOTES_TYPE_EZ2_SINGLE_VERSUS: return "ez2-single-versus";
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// case NOTES_TYPE_EZ2_REAL_VERSUS: return "ez2-real-versus";
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// case NOTES_TYPE_EZ2_SINGLE_VERSUS: return "ez2-single-versus";
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// case NOTES_TYPE_EZ2_SINGLE_HARD_VERSUS: return "ez2-single-hard-versus";
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default: ASSERT(0); return ""; // invalid NotesType
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}
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}
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@@ -181,6 +128,8 @@ D3DXCOLOR PlayerToColor( int p )
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/* This was a dumb idea. I'm change Style so that it knows what game it belongs to.
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Game StyleToGame( Style s )
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{
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switch( s )
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@@ -208,3 +157,4 @@ Game StyleToGame( Style s )
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return GAME_DANCE;
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}
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}
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*/
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