name cleanup. Replace:

StartDrawingAtPixels
 FirstPixelToDraw
 YStartOffset
 DrawFarY
with:
 DrawDistanceAfterTargetsPixels
This commit is contained in:
Chris Danford
2006-11-13 06:12:38 +00:00
parent 06e30d1f45
commit bf20880ba9
9 changed files with 108 additions and 105 deletions
+9 -9
View File
@@ -79,12 +79,12 @@ public:
static void Update( float fDeltaTime );
void DrawActor( Actor* pActor, int iCol, float fBeat, float fPercentFadeToFail, float fLife,
float fReverseOffsetPixels, bool bUseLighting, NotePart part, float fDrawFarY, float fFadeInPercentOfDrawFar );
float fReverseOffsetPixels, bool bUseLighting, NotePart part, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
void DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, bool bIsLift,
float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, float fDrawFarY, float fFadeInPercentOfDrawFar );
float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
void DrawHold( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result,
float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels, float fYStartOffset, float fYEndOffset,
float fDrawFarY, float fFadeInPercentOfDrawFar );
float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels,
float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar );
bool DrawHoldHeadForTapsOnSameRow() const;
@@ -96,17 +96,17 @@ private:
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, float fDrawFarY, float fFadeInPercentOfDrawFar );
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar );
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, float fDrawFarY, float fFadeInPercentOfDrawFar );
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar );
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, float fDrawFarY, float fFadeInPercentOfDrawFar );
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar );
void DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale,
bool bGlow, float fYStartOffset, float fYEndOffset, float fDrawFarY, float fFadeInPercentOfDrawFar );
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar );
void DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale,
bool bGlow, float fYStartOffset, float fYEndOffset, float fDrawFarY, float fFadeInPercentOfDrawFar );
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar );
const PlayerState *m_pPlayerState; // to look up PlayerOptions
NoteMetricCache_t *cache;