remove some old experimental stuff
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@@ -33,10 +33,7 @@ void GhostArrowRow::Load( const PlayerState* pPlayerState, CString NoteSkin, flo
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{
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// TODO: Remove indexing by PlayerNumber;
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PlayerNumber pn = pPlayerState->m_PlayerNumber;
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NoteFieldMode &mode = g_NoteFieldMode[pn];
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CString Button = mode.GhostButtonNames[c];
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if( Button == "" )
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Button = GAMESTATE->GetCurrentGame()->ColToButtonName( c );
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CString Button = GAMESTATE->GetCurrentGame()->ColToButtonName( c );
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m_GhostDim.push_back( new GhostArrow );
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m_GhostBright.push_back( new GhostArrow );
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@@ -230,13 +230,7 @@ void NoteDisplay::Load( int iColNum, const PlayerState* pPlayerState, CString No
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m_pPlayerState = pPlayerState;
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m_fYReverseOffsetPixels = fYReverseOffsetPixels;
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/* Normally, this is empty and we use the style table entry via ColToButtonName. */
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// TODO: Remove indexing with PlayerNumber.
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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NoteFieldMode &mode = g_NoteFieldMode[pn];
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CString Button = mode.NoteButtonNames[iColNum];
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if( Button == "" )
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Button = GAMESTATE->GetCurrentGame()->ColToButtonName( iColNum );
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CString Button = GAMESTATE->GetCurrentGame()->ColToButtonName( iColNum );
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cache->Load( NoteSkin, Button );
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@@ -19,9 +19,6 @@ NoteFieldMode g_NoteFieldMode[NUM_PLAYERS];
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NoteFieldMode::NoteFieldMode()
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{
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m_fFov = 0;
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m_fNear = 5;
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m_fFar = 1000;
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m_fFirstPixelToDrawScale = m_fLastPixelToDrawScale = 1.0f;
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}
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@@ -29,12 +26,6 @@ void NoteFieldMode::BeginDrawTrack(int tn)
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{
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DISPLAY->CameraPushMatrix();
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/* It's useful to be able to use Actors like this, functioning only
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* for a transformation. However, this is a big waste of matrix
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* stack space, as each of these will push. Profile this. XXX */
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if(m_fFov)
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DISPLAY->LoadMenuPerspective(m_fFov, SCREEN_CENTER_X, SCREEN_CENTER_Y);
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if(tn != -1)
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{
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DISPLAY->PushMatrix();
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@@ -69,32 +60,12 @@ void NoteFieldMode::Load(const XNode *pNode, int pn)
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if(pn == -1)
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return;
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GetValue( pNode, pn, "Backdrop", m_Backdrop );
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GetValue( pNode, pn, "FOV", m_fFov );
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GetValue( pNode, pn, "NearClipDistance", m_fNear );
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GetValue( pNode, pn, "FarClipDistance", m_fFar );
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GetValue( pNode, pn, "PixelsDrawAheadScale", m_fFirstPixelToDrawScale );
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GetValue( pNode, pn, "PixelsDrawBehindScale", m_fLastPixelToDrawScale );
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CString s;
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if( GetValue( pNode, pn, "Judgment", s ) ) m_JudgmentCmd = ParseCommands(s);
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if( GetValue( pNode, pn, "Combo", s ) ) m_ComboCmd = ParseCommands(s);
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/* Load per-track data: */
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for( int t = 0; t < MAX_NOTE_TRACKS; ++t )
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{
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GetValue( pNode, pn, ssprintf("GrayButton"), GrayButtonNames[t] );
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GetValue( pNode, pn, ssprintf("GrayButton%i", t+1), GrayButtonNames[t] );
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GetValue( pNode, pn, ssprintf("NoteButton"), NoteButtonNames[t] );
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GetValue( pNode, pn, ssprintf("NoteButton%i", t+1), NoteButtonNames[t] );
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GetValue( pNode, pn, ssprintf("GhostButton"), GhostButtonNames[t] );
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GetValue( pNode, pn, ssprintf("GhostButton%i", t+1), GhostButtonNames[t] );
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if( GetValue( pNode, pn, ssprintf("HoldJudgment"), s ) ) m_HoldJudgmentCmd[t] = ParseCommands(s);
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if( GetValue( pNode, pn, ssprintf("HoldJudgment%i",t+1), s ) ) m_HoldJudgmentCmd[t] = ParseCommands(s);
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}
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}
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NoteFieldPositioning::NoteFieldPositioning(CString fn)
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@@ -23,19 +23,11 @@ struct NoteFieldMode
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/* Unique ID from the INI. */
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CString m_Id;
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CString GrayButtonNames[MAX_NOTE_TRACKS];
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CString NoteButtonNames[MAX_NOTE_TRACKS];
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CString GhostButtonNames[MAX_NOTE_TRACKS];
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/* 0 = no perspective */
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float m_fFov, m_fNear, m_fFar;
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float m_fPositionTrackX[MAX_NOTE_TRACKS];
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float m_fFirstPixelToDrawScale, m_fLastPixelToDrawScale;
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CString m_Backdrop;
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Commands m_JudgmentCmd, m_ComboCmd, m_AttackDisplayCmd;
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Commands m_HoldJudgmentCmd[MAX_NOTE_TRACKS];
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};
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class NoteFieldPositioning
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@@ -76,7 +76,6 @@ Player::Player()
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m_iOffsetSample = 0;
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this->AddChild( &m_ArrowBackdrop );
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this->AddChild( &m_Judgment );
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this->AddChild( &m_ProTimingDisplay );
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this->AddChild( &m_Combo );
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@@ -160,8 +159,6 @@ void Player::Load( const NoteData& noteData )
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/* Ensure that this is up-to-date. */
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GAMESTATE->m_pPosition->Load(pn);
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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// init steps
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m_NoteData.Init();
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bool bOniDead = GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY &&
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@@ -220,11 +217,6 @@ void Player::Load( const NoteData& noteData )
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int iStartDrawingAtPixels = GAMESTATE->m_bEditing ? -100 : START_DRAWING_AT_PIXELS;
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int iStopDrawingAtPixels = GAMESTATE->m_bEditing ? 400 : STOP_DRAWING_AT_PIXELS;
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m_ArrowBackdrop.Unload();
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CString BackdropName = g_NoteFieldMode[pn].m_Backdrop;
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if( !BackdropName.empty() )
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m_ArrowBackdrop.LoadFromAniDir( THEME->GetPathToB( BackdropName ) );
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float fNoteFieldMiddle = (GRAY_ARROWS_Y_STANDARD+GRAY_ARROWS_Y_REVERSE)/2;
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if( m_pNoteField )
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@@ -232,7 +224,6 @@ void Player::Load( const NoteData& noteData )
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m_fNoteFieldHeight = GRAY_ARROWS_Y_REVERSE-GRAY_ARROWS_Y_STANDARD;
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if( m_pNoteField )
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m_pNoteField->Load( &m_NoteData, m_pPlayerState, iStartDrawingAtPixels, iStopDrawingAtPixels, m_fNoteFieldHeight );
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m_ArrowBackdrop.SetPlayer( pn );
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const bool bReverse = GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetReversePercentForColumn(0) == 1;
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bool bPlayerUsingBothSides = GAMESTATE->GetCurrentStyle()->m_StyleType==ONE_PLAYER_TWO_SIDES;
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@@ -251,12 +242,6 @@ void Player::Load( const NoteData& noteData )
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m_Combo.RunCommands( g_NoteFieldMode[pn].m_ComboCmd );
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m_AttackDisplay.RunCommands( g_NoteFieldMode[pn].m_AttackDisplayCmd );
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for( int c=0; c<pStyle->m_iColsPerPlayer; c++ )
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{
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NoteFieldMode &mode = g_NoteFieldMode[pn];
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m_HoldJudgment[c].RunCommands( mode.m_HoldJudgmentCmd[c] );
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}
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// Need to set Y positions of all these elements in Update since
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// they change depending on PlayerOptions.
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@@ -317,10 +302,6 @@ void Player::Update( float fDeltaTime )
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}
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}
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float fPercentReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(0);
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float fGrayYPos = SCALE( fPercentReverse, 0.f, 1.f, GRAY_ARROWS_Y_STANDARD, GRAY_ARROWS_Y_REVERSE );
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m_ArrowBackdrop.SetY( fGrayYPos );
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// NoteField accounts for reverse on its own now.
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//if( m_pNoteField )
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// m_pNoteField->SetY( fGrayYPos );
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@@ -563,7 +544,6 @@ void Player::DrawPrimitives()
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// Draw these below everything else.
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m_ArrowBackdrop.Draw();
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if( m_pPlayerState->m_PlayerOptions.m_fBlind == 0 )
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m_Combo.Draw();
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