Fixed missing/wrong theme elements

This commit is contained in:
Chris Danford
2002-09-05 03:45:07 +00:00
parent 41d4db5e6f
commit d7626f6004
19 changed files with 157 additions and 155 deletions
+43 -32
View File
@@ -225,10 +225,10 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
ASSERT( fBottomDistFromTailTop-0.0001 <= fFrameHeight );
const float fTexCoordLeft = bActive ? 0.25f : 0.00f;
const float fTexCoordRight = bActive ? 0.50f : 0.25f;
const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, fYTop );
const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, fYBottom );
const float fGlowTop = ArrowGetGlow( m_PlayerNumber, fYTop );
const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, fYBottom );
const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, fYTop, fPercentFadeToFail );
const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, fYBottom, fPercentFadeToFail );
const float fGlowTop = ArrowGetGlow( m_PlayerNumber, fYTop, fPercentFadeToFail );
const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, fYBottom, fPercentFadeToFail );
const float fColorScale = SCALE(fLife,0,1,0.5f,1);
const D3DXCOLOR colorDiffuseTop = D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlphaTop);
const D3DXCOLOR colorDiffuseBottom = D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlphaBottom);
@@ -268,10 +268,10 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
const float fTexCoordBottom = SCALE( fBottomDistFromTailTop, 0, fBodyHeight, 1, 0 );
const float fTexCoordLeft = bActive ? 0.75f : 0.50f;
const float fTexCoordRight = bActive ? 1.00f : 0.75f;
const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, fYTop );
const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, fYBottom );
const float fGlowTop = ArrowGetGlow( m_PlayerNumber, fYTop );
const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, fYBottom );
const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, fYTop, fPercentFadeToFail );
const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, fYBottom, fPercentFadeToFail );
const float fGlowTop = ArrowGetGlow( m_PlayerNumber, fYTop, fPercentFadeToFail );
const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, fYBottom, fPercentFadeToFail );
const float fColorScale = SCALE(fLife,0,1,0.5f,1);
const D3DXCOLOR colorDiffuseTop = D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlphaTop);
const D3DXCOLOR colorDiffuseBottom = D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlphaBottom);
@@ -299,8 +299,8 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
{
fY = fYHead;
const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fY );
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fY );
const float fGlow = ArrowGetGlow( m_PlayerNumber, fY );
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fY, fPercentFadeToFail );
const float fGlow = ArrowGetGlow( m_PlayerNumber, fY, fPercentFadeToFail );
const float fColorScale = SCALE(fLife,0,1,0.5f,1);
const D3DXCOLOR colorDiffuse= D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlpha);
const D3DXCOLOR colorGlow = D3DXCOLOR(1,1,1,fGlow);
@@ -331,38 +331,49 @@ void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bUseHol
const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
const float fRotation = ArrowGetRotation( m_PlayerNumber, iCol, fYOffset );
const float fXPos = ArrowGetXPos( m_PlayerNumber, iCol, fYPos );
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fYPos );
const float fGlow = ArrowGetGlow( m_PlayerNumber, fYPos );
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fYPos, fPercentFadeToFail );
const float fGlow = ArrowGetGlow( m_PlayerNumber, fYPos, fPercentFadeToFail );
const int iGrayPartFrameNo = GetTapGrayFrameNo( fBeat );
const int iColorPartFrameNo = GetTapColorFrameNo( fBeat );
D3DXCOLOR colorGrayPart = D3DXCOLOR(1,1,1,1);
D3DXCOLOR colorLeadingEdge;
D3DXCOLOR colorTrailingEdge;
if( bUseHoldColor )
colorLeadingEdge = colorTrailingEdge = D3DXCOLOR(0,1,0,1); // HACK: green. Move this into the note skin
else
GetTapEdgeColors( fBeat, colorLeadingEdge, colorTrailingEdge );
GetTapEdgeColors( fBeat, colorLeadingEdge, colorTrailingEdge );
colorGrayPart.a *= fAlpha;
colorLeadingEdge.a *= fAlpha;
colorTrailingEdge.a *= fAlpha;
m_sprTapParts.SetXY( fXPos, fYPos );
m_sprTapParts.SetRotation( fRotation );
m_sprTapParts.SetGlow( D3DXCOLOR(1,1,1,fGlow) );
if( bUseHoldColor )
{
//
// draw hold head
//
m_sprHoldParts.SetXY( fXPos, fYPos );
m_sprHoldParts.SetDiffuse( colorGrayPart );
m_sprHoldParts.SetGlow( D3DXCOLOR(1,1,1,fGlow) );
m_sprHoldParts.SetState( 0 );
m_sprHoldParts.Draw();
}
else
{
m_sprTapParts.SetXY( fXPos, fYPos );
m_sprTapParts.SetRotation( fRotation );
m_sprTapParts.SetGlow( D3DXCOLOR(1,1,1,fGlow) );
//
// draw gray part
//
m_sprTapParts.SetState( iGrayPartFrameNo );
m_sprTapParts.SetDiffuse( colorGrayPart );
m_sprTapParts.Draw();
//
// draw gray part
//
m_sprTapParts.SetState( iGrayPartFrameNo );
m_sprTapParts.SetDiffuse( colorGrayPart );
m_sprTapParts.Draw();
//
// draw color part
//
m_sprTapParts.SetState( iColorPartFrameNo );
m_sprTapParts.SetDiffuseTopEdge( colorLeadingEdge );
m_sprTapParts.SetDiffuseBottomEdge( colorTrailingEdge );
m_sprTapParts.Draw();
//
// draw color part
//
m_sprTapParts.SetState( iColorPartFrameNo );
m_sprTapParts.SetDiffuseTopEdge( colorLeadingEdge );
m_sprTapParts.SetDiffuseBottomEdge( colorTrailingEdge );
m_sprTapParts.Draw();
}
}