store a current NoteSkin in NoteSkinManager so that NoteSkin elements can use NOTESKIN:GetPath()
This commit is contained in:
+27
-23
@@ -17,7 +17,7 @@ struct NoteColorActor
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{
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NoteColorActor();
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~NoteColorActor();
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void Load( bool bIsNoteColor, const CString &sNoteSkin, const CString &sButton, const CString &sElement );
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void Load( bool bIsNoteColor, const CString &sButton, const CString &sElement );
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Actor* Get( NoteType nt );
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private:
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Actor* m_p[NOTE_COLOR_IMAGES];
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@@ -28,20 +28,29 @@ struct NoteColorSprite
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{
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NoteColorSprite();
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~NoteColorSprite();
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void Load( bool bIsNoteColor, const CString &sNoteSkin, const CString &sButton, const CString &sElement );
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void Load( bool bIsNoteColor, const CString &sButton, const CString &sElement );
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Sprite* Get( NoteType nt );
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private:
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Sprite* m_p[NOTE_COLOR_IMAGES];
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bool m_bIsNoteColor;
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};
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enum HoldType { hold, roll, NUM_HOLD_TYPES };
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#define FOREACH_HoldType( i ) FOREACH_ENUM( HoldType, NUM_HOLD_TYPES, i )
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const CString &HoldTypeToString( HoldType ht );
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enum ActiveType { active, inactive, NUM_ACTIVE_TYPES };
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#define FOREACH_ActiveType( i ) FOREACH_ENUM( ActiveType, NUM_ACTIVE_TYPES, i )
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const CString &ActiveTypeToString( ActiveType at );
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class NoteDisplay
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{
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public:
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NoteDisplay();
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~NoteDisplay();
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void Load( int iColNum, const PlayerState* pPlayerState, const CString &sNoteSkin, float fYReverseOffsetPixels );
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void Load( int iColNum, const PlayerState* pPlayerState, float fYReverseOffsetPixels );
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static void Update( float fDeltaTime );
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@@ -56,17 +65,17 @@ protected:
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Actor *GetTapNoteActor( float fNoteBeat );
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Actor *GetTapAdditionActor( float fNoteBeat );
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Actor *GetTapMineActor( float fNoteBeat );
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Actor *GetHoldHeadActor( float fNoteBeat, bool bIsBeingHeld );
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Actor* GetHoldTailActor( float fNoteBeat, bool bIsBeingHeld );
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Sprite *GetHoldTopCapSprite( float fNoteBeat, bool bIsBeingHeld );
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Sprite *GetHoldBodySprite( float fNoteBeat, bool bIsBeingHeld );
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Sprite *GetHoldBottomCapSprite( float fNoteBeat, bool bIsBeingHeld );
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Actor *GetHoldHeadActor( float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
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Actor *GetHoldTailActor( float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
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Sprite *GetHoldTopCapSprite( float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
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Sprite *GetHoldBodySprite( float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
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Sprite *GetHoldBottomCapSprite( float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
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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 );
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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 );
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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 );
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void DrawHoldTail( const TapNote& tn, int iCol, int iRow, const bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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void DrawHoldHead( const TapNote& tn, int iCol, int iRow, const bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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void DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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void DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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void DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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void DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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void DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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const PlayerState* m_pPlayerState; // to look up PlayerOptions
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@@ -75,16 +84,11 @@ protected:
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NoteColorActor m_TapNote;
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NoteColorActor m_TapAddition;
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NoteColorActor m_TapMine;
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NoteColorActor m_HoldHeadActive;
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NoteColorActor m_HoldHeadInactive;
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NoteColorSprite m_HoldTopCapActive;
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NoteColorSprite m_HoldTopCapInactive;
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NoteColorSprite m_HoldBodyActive;
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NoteColorSprite m_HoldBodyInactive;
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NoteColorSprite m_HoldBottomCapActive;
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NoteColorSprite m_HoldBottomCapInactive;
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NoteColorActor m_HoldTailActive;
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NoteColorActor m_HoldTailInactive;
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NoteColorActor m_HoldHead[NUM_HOLD_TYPES][NUM_ACTIVE_TYPES];
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NoteColorSprite m_HoldTopCap[NUM_HOLD_TYPES][NUM_ACTIVE_TYPES];
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NoteColorSprite m_HoldBody[NUM_HOLD_TYPES][NUM_ACTIVE_TYPES];
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NoteColorSprite m_HoldBottomCap[NUM_HOLD_TYPES][NUM_ACTIVE_TYPES];
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NoteColorActor m_HoldTail[NUM_HOLD_TYPES][NUM_ACTIVE_TYPES];
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float m_fYReverseOffsetPixels;
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};
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