start merging NoteDataWithScoring and NoteField per-hold and per-tap

data into TapNote and HoldNote.  This reduces lookup costs significantly.
It's a bit simpler, though I'm not entirely happy with the resulting encapsulation ...
This commit is contained in:
Glenn Maynard
2005-01-22 01:37:32 +00:00
parent 5407f0998e
commit c321bbe196
8 changed files with 91 additions and 137 deletions
+3 -2
View File
@@ -928,7 +928,8 @@ void NoteDisplay::DrawHold( const HoldNote& hn, bool bIsBeingHeld, bool bIsActiv
int iCol = hn.iTrack;
bool bReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(iCol) > 0.5;
float fStartYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, Result.GetLastHeldBeat() );
float fStartBeat = NoteRowToBeat( max(hn.result.iLastHeldRow, hn.iStartRow) );
float fStartYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fStartBeat );
// HACK: If active, don't allow the top of the hold to go above the receptor
if( bIsActive )
@@ -946,7 +947,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, bool bIsBeingHeld, bool bIsActiv
/* Hack: Z effects need a finer grain step. */
const int fYStep = WavyPartsNeedZBuffer? 4: 16; //bWavy ? 16 : 128; // use small steps only if wavy
const float fColorScale = 1*Result.fLife + (1-Result.fLife)*cache->m_fHoldNGGrayPercent;
const float fColorScale = 1*hn.result.fLife + (1-hn.result.fLife)*cache->m_fHoldNGGrayPercent;
bool bFlipHeadAndTail = bReverse && cache->m_bFlipHeadAndTailWhenReverse;