store a current NoteSkin in NoteSkinManager so that NoteSkin elements can use NOTESKIN:GetPath()

This commit is contained in:
Chris Danford
2005-04-18 01:19:56 +00:00
parent 299e0a8f1a
commit abac6af93b
17 changed files with 281 additions and 204 deletions
+27 -23
View File
@@ -17,7 +17,7 @@ struct NoteColorActor
{
NoteColorActor();
~NoteColorActor();
void Load( bool bIsNoteColor, const CString &sNoteSkin, const CString &sButton, const CString &sElement );
void Load( bool bIsNoteColor, const CString &sButton, const CString &sElement );
Actor* Get( NoteType nt );
private:
Actor* m_p[NOTE_COLOR_IMAGES];
@@ -28,20 +28,29 @@ struct NoteColorSprite
{
NoteColorSprite();
~NoteColorSprite();
void Load( bool bIsNoteColor, const CString &sNoteSkin, const CString &sButton, const CString &sElement );
void Load( bool bIsNoteColor, const CString &sButton, const CString &sElement );
Sprite* Get( NoteType nt );
private:
Sprite* m_p[NOTE_COLOR_IMAGES];
bool m_bIsNoteColor;
};
enum HoldType { hold, roll, NUM_HOLD_TYPES };
#define FOREACH_HoldType( i ) FOREACH_ENUM( HoldType, NUM_HOLD_TYPES, i )
const CString &HoldTypeToString( HoldType ht );
enum ActiveType { active, inactive, NUM_ACTIVE_TYPES };
#define FOREACH_ActiveType( i ) FOREACH_ENUM( ActiveType, NUM_ACTIVE_TYPES, i )
const CString &ActiveTypeToString( ActiveType at );
class NoteDisplay
{
public:
NoteDisplay();
~NoteDisplay();
void Load( int iColNum, const PlayerState* pPlayerState, const CString &sNoteSkin, float fYReverseOffsetPixels );
void Load( int iColNum, const PlayerState* pPlayerState, float fYReverseOffsetPixels );
static void Update( float fDeltaTime );
@@ -56,17 +65,17 @@ protected:
Actor *GetTapNoteActor( float fNoteBeat );
Actor *GetTapAdditionActor( float fNoteBeat );
Actor *GetTapMineActor( float fNoteBeat );
Actor *GetHoldHeadActor( float fNoteBeat, bool bIsBeingHeld );
Actor* GetHoldTailActor( float fNoteBeat, bool bIsBeingHeld );
Sprite *GetHoldTopCapSprite( float fNoteBeat, bool bIsBeingHeld );
Sprite *GetHoldBodySprite( float fNoteBeat, bool bIsBeingHeld );
Sprite *GetHoldBottomCapSprite( float fNoteBeat, bool bIsBeingHeld );
Actor *GetHoldHeadActor( float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
Actor *GetHoldTailActor( float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
Sprite *GetHoldTopCapSprite( float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
Sprite *GetHoldBodySprite( float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
Sprite *GetHoldBottomCapSprite( float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
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 );
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 );
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 );
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 );
void DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
void DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
const PlayerState* m_pPlayerState; // to look up PlayerOptions
@@ -75,16 +84,11 @@ protected:
NoteColorActor m_TapNote;
NoteColorActor m_TapAddition;
NoteColorActor m_TapMine;
NoteColorActor m_HoldHeadActive;
NoteColorActor m_HoldHeadInactive;
NoteColorSprite m_HoldTopCapActive;
NoteColorSprite m_HoldTopCapInactive;
NoteColorSprite m_HoldBodyActive;
NoteColorSprite m_HoldBodyInactive;
NoteColorSprite m_HoldBottomCapActive;
NoteColorSprite m_HoldBottomCapInactive;
NoteColorActor m_HoldTailActive;
NoteColorActor m_HoldTailInactive;
NoteColorActor m_HoldHead[NUM_HOLD_TYPES][NUM_ACTIVE_TYPES];
NoteColorSprite m_HoldTopCap[NUM_HOLD_TYPES][NUM_ACTIVE_TYPES];
NoteColorSprite m_HoldBody[NUM_HOLD_TYPES][NUM_ACTIVE_TYPES];
NoteColorSprite m_HoldBottomCap[NUM_HOLD_TYPES][NUM_ACTIVE_TYPES];
NoteColorActor m_HoldTail[NUM_HOLD_TYPES][NUM_ACTIVE_TYPES];
float m_fYReverseOffsetPixels;
};