handle NoteField reloading inside NoteField; this fixes note skins in

the editor
This commit is contained in:
Glenn Maynard
2003-05-30 20:23:57 +00:00
parent 9354eb8e5b
commit b631efc312
3 changed files with 13 additions and 3 deletions
+8
View File
@@ -67,6 +67,8 @@ void NoteField::Load( NoteData* pNoteData, PlayerNumber pn, int iFirstPixelToDra
for( int c=0; c<GetNumTracks(); c++ )
m_NoteDisplay[c].Load( c, pn );
m_sLastSeenNoteSkin = GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_sNoteSkin;
ASSERT( GetNumTracks() == GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer );
}
@@ -79,6 +81,12 @@ void NoteField::ReloadNoteSkin()
void NoteField::Update( float fDeltaTime )
{
if( m_sLastSeenNoteSkin != GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_sNoteSkin )
{
ReloadNoteSkin();
m_sLastSeenNoteSkin = GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_sNoteSkin;
}
m_rectMarkerBar.Update( fDeltaTime );
if( m_fPercentFadeToFail >= 0 )
+2 -1
View File
@@ -33,7 +33,6 @@ public:
virtual void DrawPrimitives();
void Load( NoteData* pNoteData, PlayerNumber pn, int iFirstPixelToDraw, int iLastPixelToDraw );
void ReloadNoteSkin();
void RemoveTapNoteRow( int iIndex );
vector<bool> m_bIsHoldingHoldNote; // hack: Need this to know when to "light up" the center of hold notes
@@ -43,6 +42,7 @@ public:
void FadeToFail();
protected:
void ReloadNoteSkin();
void DrawBeatBar( const float fBeat );
void DrawMarkerBar( const float fBeat );
void DrawAreaHighlight( const float fStartBeat, const float fEndBeat );
@@ -65,6 +65,7 @@ protected:
BitmapText m_textMeasureNumber;
Quad m_rectMarkerBar;
Quad m_rectAreaHighlight;
CString m_sLastSeenNoteSkin;
};
#endif
+3 -2
View File
@@ -280,11 +280,12 @@ void Player::Update( float fDeltaTime )
SetHoldNoteScore(i, hns);
}
if( m_sLastSeenNoteSkin != GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_sNoteSkin )
/* Is there a reason this wasn't done within NoteField to begin with? */
/* if( m_sLastSeenNoteSkin != GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_sNoteSkin )
{
m_NoteField.ReloadNoteSkin();
m_sLastSeenNoteSkin = GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_sNoteSkin;
}
} */
ActorFrame::Update( fDeltaTime );
}