Fix visibility modifiers when combined with reverse modifiers
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@@ -169,9 +169,10 @@ NoteDisplay::~NoteDisplay()
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delete cache;
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}
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void NoteDisplay::Load( int iColNum, PlayerNumber pn )
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void NoteDisplay::Load( int iColNum, PlayerNumber pn, float fYReverseOffsetPixels )
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{
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m_PlayerNumber = pn;
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m_fYReverseOffsetPixels = fYReverseOffsetPixels;
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/* Normally, this is empty and we use the style table entry via ColToButtonName. */
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CString Button = g_NoteFieldMode[m_PlayerNumber].NoteButtonNames[iColNum];
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@@ -479,10 +480,10 @@ void NoteDisplay::DrawHoldTopCap( const HoldNote& hn, const bool bActive, float
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ASSERT( fTexCoordTop>=-0.0001 && fTexCoordBottom<=1.0001 ); /* allow for rounding error */
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const float fTexCoordLeft = pRect->left;
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const float fTexCoordRight = pRect->right;
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const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, iCol, fYTop, fPercentFadeToFail );
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const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, iCol, fYBottom, fPercentFadeToFail );
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const float fGlowTop = ArrowGetGlow( m_PlayerNumber, iCol, fYTop, fPercentFadeToFail );
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const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, iCol, fYBottom, fPercentFadeToFail );
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const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, iCol, fYTop, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, iCol, fYBottom, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlowTop = ArrowGetGlow( m_PlayerNumber, iCol, fYTop, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, iCol, fYBottom, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const RageColor colorDiffuseTop = RageColor(fColorScale,fColorScale,fColorScale,fAlphaTop);
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const RageColor colorDiffuseBottom = RageColor(fColorScale,fColorScale,fColorScale,fAlphaBottom);
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const RageColor colorGlowTop = RageColor(1,1,1,fGlowTop);
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@@ -562,10 +563,10 @@ void NoteDisplay::DrawHoldBody( const HoldNote& hn, const bool bActive, float fY
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ASSERT( fTexCoordTop<=2 && fTexCoordBottom<=2 );
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const float fTexCoordLeft = pRect->left;
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const float fTexCoordRight = pRect->right;
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const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, iCol, fYTop, fPercentFadeToFail );
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const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, iCol, fYBottom, fPercentFadeToFail );
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const float fGlowTop = ArrowGetGlow( m_PlayerNumber, iCol, fYTop, fPercentFadeToFail );
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const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, iCol, fYBottom, fPercentFadeToFail );
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const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, iCol, fYTop, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, iCol, fYBottom, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlowTop = ArrowGetGlow( m_PlayerNumber, iCol, fYTop, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, iCol, fYBottom, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const RageColor colorDiffuseTop = RageColor(fColorScale,fColorScale,fColorScale,fAlphaTop);
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const RageColor colorDiffuseBottom = RageColor(fColorScale,fColorScale,fColorScale,fAlphaBottom);
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const RageColor colorGlowTop = RageColor(1,1,1,fGlowTop);
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@@ -632,10 +633,10 @@ void NoteDisplay::DrawHoldBottomCap( const HoldNote& hn, const bool bActive, flo
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const float fTexCoordBottom = SCALE( fBottomDistFromTailTop, 0, fFrameHeight, pRect->top, pRect->bottom );
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const float fTexCoordLeft = pRect->left;
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const float fTexCoordRight = pRect->right;
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const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, iCol, fYTop, fPercentFadeToFail );
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const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, iCol, fYBottom, fPercentFadeToFail );
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const float fGlowTop = ArrowGetGlow( m_PlayerNumber, iCol, fYTop, fPercentFadeToFail );
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const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, iCol, fYBottom, fPercentFadeToFail );
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const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, iCol, fYTop, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, iCol, fYBottom, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlowTop = ArrowGetGlow( m_PlayerNumber, iCol, fYTop, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, iCol, fYBottom, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const RageColor colorDiffuseTop = RageColor(fColorScale,fColorScale,fColorScale,fAlphaTop);
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const RageColor colorDiffuseBottom = RageColor(fColorScale,fColorScale,fColorScale,fAlphaBottom);
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const RageColor colorGlowTop = RageColor(1,1,1,fGlowTop);
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@@ -667,8 +668,8 @@ void NoteDisplay::DrawHoldTail( const HoldNote& hn, bool bActive, float fYTail,
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const float fY = fYTail;
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const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fY );
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const float fZ = ArrowGetZPos( m_PlayerNumber, iCol, fY );
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const float fAlpha = ArrowGetAlpha( m_PlayerNumber, iCol, fY, fPercentFadeToFail );
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const float fGlow = ArrowGetGlow( m_PlayerNumber, iCol, fY, fPercentFadeToFail );
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const float fAlpha = ArrowGetAlpha( m_PlayerNumber, iCol, fY, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlow = ArrowGetGlow( m_PlayerNumber, iCol, fY, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const RageColor colorDiffuse= RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
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const RageColor colorGlow = RageColor(1,1,1,fGlow);
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@@ -717,8 +718,8 @@ void NoteDisplay::DrawHoldHead( const HoldNote& hn, bool bActive, float fYHead,
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const float fY = fYHead;
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const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fY );
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const float fZ = ArrowGetZPos( m_PlayerNumber, iCol, fY );
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const float fAlpha = ArrowGetAlpha( m_PlayerNumber, iCol, fY, fPercentFadeToFail );
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const float fGlow = ArrowGetGlow( m_PlayerNumber, iCol, fY, fPercentFadeToFail );
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const float fAlpha = ArrowGetAlpha( m_PlayerNumber, iCol, fY, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlow = ArrowGetGlow( m_PlayerNumber, iCol, fY, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const RageColor colorDiffuse= RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
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const RageColor colorGlow = RageColor(1,1,1,fGlow);
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@@ -811,8 +812,8 @@ void NoteDisplay::DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bo
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const float fRotation = ArrowGetRotation( m_PlayerNumber, fBeat );
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const float fXPos = ArrowGetXPos( m_PlayerNumber, iCol, fYPos );
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const float fZPos = ArrowGetZPos( m_PlayerNumber, iCol, fYPos );
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const float fAlpha = ArrowGetAlpha( m_PlayerNumber, iCol, fYPos, fPercentFadeToFail );
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const float fGlow = ArrowGetGlow( m_PlayerNumber, iCol, fYPos, fPercentFadeToFail );
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const float fAlpha = ArrowGetAlpha( m_PlayerNumber, iCol, fYPos, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlow = ArrowGetGlow( m_PlayerNumber, iCol, fYPos, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fColorScale = ArrowGetBrightness( m_PlayerNumber, fBeat ) * SCALE(fLife,0,1,0.2f,1);
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RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
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RageColor glow = RageColor(1,1,1,fGlow);
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