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@@ -25,17 +25,18 @@
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#include "RageDisplay.h"
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bool g_bDrawHoldHeadForTapsOnSameRow, g_bDrawTapOnTopOfHoldHead, g_bDrawTapOnTopOfHoldTail; // cache
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// cache
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bool g_bDrawHoldHeadForTapsOnSameRow, g_bDrawTapOnTopOfHoldHead, g_bDrawTapOnTopOfHoldTail;
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float g_fTapAnimationLengthInBeats;
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float g_bAllowVivid;
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NoteDisplay::NoteDisplay()
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{
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g_bDrawHoldHeadForTapsOnSameRow = GAMEMAN->GetMetricB( "NoteDisplay", "DrawHoldHeadForTapsOnSameRow" );
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g_bDrawTapOnTopOfHoldHead = GAMEMAN->GetMetricB( "NoteDisplay", "DrawTapOnTopOfHoldHead" );
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g_bDrawTapOnTopOfHoldTail = GAMEMAN->GetMetricB( "NoteDisplay", "DrawTapOnTopOfHoldTail" );
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// the owner of the NoteDisplay must call load on the gray and color parts
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// m_sprHoldParts.Load( THEME->GetPathTo(GRAPHIC_COLOR_ARROW_GRAY_PART) );
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// m_sprTapParts.Load( THEME->GetPathTo(GRAPHIC_COLOR_ARROW_COLOR_PART) );
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g_fTapAnimationLengthInBeats = GAMEMAN->GetMetricF( "NoteDisplay", "TapAnimationLengthInBeats" );
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g_bAllowVivid = GAMEMAN->GetMetricB( "NoteDisplay", "AllowVivid" );
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}
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@@ -43,154 +44,65 @@ void NoteDisplay::Load( int iColNum, PlayerNumber pn )
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{
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m_PlayerNumber = pn;
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CString sTapPartsPath = GAMEMAN->GetPathTo(iColNum, "tap parts");
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m_sprTapParts.Load( sTapPartsPath );
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if( m_sprTapParts.GetNumStates() % 2 != 0 )
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RageException::Throw( "Tap Parts '%s' must have an even number of frames.", sTapPartsPath.GetString() );
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m_sprTapParts.StopAnimating();
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m_sprTapParts.TurnShadowOff();
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CString sTapPath = GAMEMAN->GetPathTo(iColNum, "tap");
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m_sprTap.Load( sTapPath );
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m_sprTap.StopAnimating();
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m_sprTap.TurnShadowOff();
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CString sHoldPartsPath = GAMEMAN->GetPathTo(iColNum, "hold parts");
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CString sHoldPartsPath = GAMEMAN->GetPathTo(iColNum, "hold parts 4x2");
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m_sprHoldParts.Load( sHoldPartsPath );
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if( m_sprHoldParts.GetTexture()->GetFramesWide() != 4 || m_sprHoldParts.GetTexture()->GetFramesHigh() != 2 )
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RageException::Throw( "Hold Parts '%s' must have 4x2 frames.", sHoldPartsPath.GetString() );
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m_sprHoldParts.StopAnimating();
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m_sprHoldParts.TurnShadowOff();
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m_colorTapTweens.clear();
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const CString sColorsFilePath = GAMEMAN->GetPathTo( iColNum, "Tap.colors" );
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FILE* fp = fopen( sColorsFilePath, "r" );
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if( fp == NULL )
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RageException::Throw( "Couldn't open .colors file '%s'", sColorsFilePath.GetString() );
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bool bSuccess;
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do
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{
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RageColor color;
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int retval = fscanf( fp, "%f,%f,%f,%f\n", &color.r, &color.g, &color.b, &color.a );
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bSuccess = (retval == 4);
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if( bSuccess )
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m_colorTapTweens.push_back( color );
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} while( bSuccess );
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if( m_colorTapTweens.empty() )
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m_colorTapTweens.push_back( RageColor(1,1,1,1) );
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fclose( fp );
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return;
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}
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int NoteDisplay::GetTapGrayFrameNo( const float fNoteBeat )
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int NoteDisplay::GetTapFrameNo( const float fNoteBeat )
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{
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const int iNumGrayPartFrames = m_sprTapParts.GetNumStates()/2;
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const int iNumFrames = m_sprTap.GetNumStates();
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float fSongBeat = GAMESTATE->m_fSongBeat;
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float fPercentIntoMeasure = fmodf( fSongBeat, g_fTapAnimationLengthInBeats ) / g_fTapAnimationLengthInBeats;
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fPercentIntoMeasure += 1/(iNumFrames*2.f); // fudge factor so that the "full white" frame shows when the arrow overlaps the receptors
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int iSongBeatFrameContrib = fPercentIntoMeasure * iNumFrames;
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float fBeatFraction = fmodf( fNoteBeat, 1.0f );
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fBeatFraction = froundf( fBeatFraction, 0.25f );
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int iBeatFractionContrib = fBeatFraction * iNumFrames;
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g_bAllowVivid = GAMEMAN->GetMetricB( "NoteDisplay", "AllowVivid" );
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int iFrameNo;
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if( g_bAllowVivid && GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_ColorType == PlayerOptions::COLOR_VIVID )
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iFrameNo = (iSongBeatFrameContrib + iBeatFractionContrib) % iNumFrames;
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else
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iFrameNo = (iSongBeatFrameContrib) % iNumFrames;
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const float fSongBeat = GAMESTATE->m_fSongBeat;
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const float fPercentIntoBeat = fSongBeat - (int)fSongBeat;
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int iFrameNo = int(fPercentIntoBeat * iNumGrayPartFrames) % iNumGrayPartFrames;
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if( iFrameNo < 0 )
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iFrameNo += iNumGrayPartFrames;
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iFrameNo += iNumFrames;
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return iFrameNo * 2;
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return iFrameNo;
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}
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int NoteDisplay::GetTapColorFrameNo( const float fNoteBeat )
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{
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return GetTapGrayFrameNo(fNoteBeat) + 1;
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}
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void NoteDisplay::GetTapEdgeColors( const float fNoteBeat, RageColor &colorLeadingOut, RageColor &colorTrailingOut )
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{
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// Chris: If EZ2 doesn't use a color part, leave that part of the NoteSkin graphic empty
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//
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// Andy:
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// if (GAMESTATE->m_CurGame == GAME_EZ2)
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// if( ct == PlayerOptions::COLOR_NOTE )
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// {
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// return; // Get out of this, as it breaks EZ2, and besides, Ez2 doesn't use COLOR ARROWS
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// RageColor color = GetNoteColorFromBeat( fNoteBeat );
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// colorLeadingOut = color;
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// colorTrailingOut = color;
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//
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// // add a little bit of white so the note doesn't look so plain
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// colorLeadingOut.r += 0.3f * fabsf( fPercentThroughColorsLeading - 0.5f );
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// colorLeadingOut.g += 0.3f * fabsf( fPercentThroughColorsLeading - 0.5f );
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// colorLeadingOut.b += 0.3f * fabsf( fPercentThroughColorsLeading - 0.5f );
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// colorTrailingOut.r += 0.3f * fabsf( fPercentThroughColorsTrailing - 0.5f );
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// colorTrailingOut.g += 0.3f * fabsf( fPercentThroughColorsTrailing - 0.5f );
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// colorTrailingOut.b += 0.3f * fabsf( fPercentThroughColorsTrailing - 0.5f );
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// return;
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// }
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////////////////////////////////////////////////////////////
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// ADDED 2-14-2002 - BrianB
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//
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// This section has been added for the different arrow
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// display types:
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//
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// Note: Each note has a different color, but does not tween
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// Flat: Each note has the same color, and does tween
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// Plain: Each note has the same color, but does not tween
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//
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////////////////////////////////////////////////////////////
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const PlayerOptions::ColorType ct = GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_ColorType;
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const float fNotePercentIntoBeat = fNoteBeat - (int)fNoteBeat;
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const float fSongBeat = GAMESTATE->m_fSongBeat;
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float fPercentThroughColors = fmodf( fSongBeat, (float)BEATS_PER_MEASURE ) / BEATS_PER_MEASURE;
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switch( ct )
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{
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case PlayerOptions::COLOR_VIVID:
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case PlayerOptions::COLOR_NOTE:
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fPercentThroughColors += fNotePercentIntoBeat;
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break;
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}
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if( fPercentThroughColors < 0 )
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fPercentThroughColors += 1;
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else
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fPercentThroughColors -= (int)fPercentThroughColors;
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float fPercentThroughColorsLeading=0.f; // fill these in below
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float fPercentThroughColorsTrailing=0.f;
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switch( ct )
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{
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case PlayerOptions::COLOR_VIVID:
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case PlayerOptions::COLOR_NOTE:
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case PlayerOptions::COLOR_FLAT:
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// use different edge colors so that the arrows look more colorful
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fPercentThroughColorsLeading = fPercentThroughColors;
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fPercentThroughColorsTrailing = fmodf( fPercentThroughColors + 0.20f, 1 );
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break;
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case PlayerOptions::COLOR_PLAIN:
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// use same colors for both edges, making it look "plain"
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fPercentThroughColorsLeading = fPercentThroughColors;
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fPercentThroughColorsTrailing = fPercentThroughColors;
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break;
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default:
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ASSERT(0);
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}
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if( ct == PlayerOptions::COLOR_NOTE )
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{
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RageColor color = GetNoteColorFromBeat( fNoteBeat );
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colorLeadingOut = color;
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colorTrailingOut = color;
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// add a little bit of white so the note doesn't look so plain
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colorLeadingOut.r += 0.3f * fabsf( fPercentThroughColorsLeading - 0.5f );
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colorLeadingOut.g += 0.3f * fabsf( fPercentThroughColorsLeading - 0.5f );
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colorLeadingOut.b += 0.3f * fabsf( fPercentThroughColorsLeading - 0.5f );
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colorTrailingOut.r += 0.3f * fabsf( fPercentThroughColorsTrailing - 0.5f );
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colorTrailingOut.g += 0.3f * fabsf( fPercentThroughColorsTrailing - 0.5f );
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colorTrailingOut.b += 0.3f * fabsf( fPercentThroughColorsTrailing - 0.5f );
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return;
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}
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float fLeadingColorIndex = fPercentThroughColorsLeading * m_colorTapTweens.size();
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float fTrailingColorIndex = fPercentThroughColorsTrailing* m_colorTapTweens.size();
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float fLeadingColorWeightOf2 = fLeadingColorIndex - int(fLeadingColorIndex);
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int iLeadingColor1 = int(fLeadingColorIndex);
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int iLeadingColor2 = (iLeadingColor1 + 1) % m_colorTapTweens.size();
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colorLeadingOut = m_colorTapTweens[iLeadingColor1] * (1-fLeadingColorWeightOf2) + m_colorTapTweens[iLeadingColor2] * fLeadingColorWeightOf2;
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float fTrailingColorWeightOf2 = fTrailingColorIndex - int(fTrailingColorIndex);
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int iTrailingColor1 = int(fTrailingColorIndex);
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int iTrailingColor2 = (iTrailingColor1 + 1) % m_colorTapTweens.size();
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colorTrailingOut = m_colorTapTweens[iTrailingColor1] * (1-fTrailingColorWeightOf2) + m_colorTapTweens[iTrailingColor2] * fTrailingColorWeightOf2;
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}
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void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float fLife, const float fPercentFadeToFail, bool bDrawGlowOnly )
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{
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@@ -221,7 +133,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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const float fYBodyTop = g_bDrawTapOnTopOfHoldHead ? fYHeadBottom : fYHead; // middle of head
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const float fYBodyBottom = fYTailTop; // top of tail
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const int fYStep = 8; // draw a segment every 8 pixels // this requires that the texture dimensions be a multiple of 8
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const int fYStep = fFrameHeight/4.f; // 4 segments per frame
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DISPLAY->SetTexture( m_sprHoldParts.GetTexture() );
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DISPLAY->SetBlendModeNormal();
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@@ -428,24 +340,9 @@ void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bOnSame
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const float fXPos = ArrowGetXPos( m_PlayerNumber, iCol, fYPos );
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const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fYPos, fPercentFadeToFail );
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const float fGlow = ArrowGetGlow( m_PlayerNumber, fYPos, fPercentFadeToFail );
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const int iGrayPartFrameNo = GetTapGrayFrameNo( fBeat );
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const int iColorPartFrameNo = GetTapColorFrameNo( fBeat );
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const int iTapFrameNo = GetTapFrameNo( fBeat );
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const float fColorScale = SCALE(fLife,0,1,0.2f,1);
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RageColor colorGrayPart = RageColor(fColorScale,fColorScale,fColorScale,1);
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RageColor colorLeadingEdge;
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RageColor colorTrailingEdge;
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GetTapEdgeColors( fBeat, colorLeadingEdge, colorTrailingEdge );
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colorGrayPart.a *= fAlpha;
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colorLeadingEdge.a *= fAlpha;
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colorTrailingEdge.a *= fAlpha;
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colorLeadingEdge.r *= fColorScale;
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colorLeadingEdge.g *= fColorScale;
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colorLeadingEdge.b *= fColorScale;
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colorTrailingEdge.r *= fColorScale;
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colorTrailingEdge.g *= fColorScale;
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colorTrailingEdge.b *= fColorScale;
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RageColor color = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
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if( bOnSameRowAsHoldStart && g_bDrawHoldHeadForTapsOnSameRow )
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{
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@@ -453,7 +350,7 @@ void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bOnSame
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// draw hold head
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//
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m_sprHoldParts.SetXY( fXPos, fYPos );
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m_sprHoldParts.SetDiffuse( colorGrayPart );
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m_sprHoldParts.SetDiffuse( color );
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m_sprHoldParts.SetGlow( RageColor(1,1,1,fGlow) );
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m_sprHoldParts.StopUsingCustomCoords();
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m_sprHoldParts.SetState( 0 );
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@@ -461,23 +358,11 @@ void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bOnSame
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}
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else
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{
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m_sprTapParts.SetXY( fXPos, fYPos );
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m_sprTapParts.SetRotation( fRotation );
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m_sprTapParts.SetGlow( RageColor(1,1,1,fGlow) );
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//
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// draw gray part
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//
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m_sprTapParts.SetState( iGrayPartFrameNo );
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m_sprTapParts.SetDiffuse( colorGrayPart );
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m_sprTapParts.Draw();
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//
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// draw color part
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//
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m_sprTapParts.SetState( iColorPartFrameNo );
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m_sprTapParts.SetDiffuseTopEdge( colorLeadingEdge );
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m_sprTapParts.SetDiffuseBottomEdge( colorTrailingEdge );
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m_sprTapParts.Draw();
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m_sprTap.SetXY( fXPos, fYPos );
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m_sprTap.SetRotation( fRotation );
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m_sprTap.SetGlow( RageColor(1,1,1,fGlow) );
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m_sprTap.SetDiffuse( color );
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m_sprTap.SetState( iTapFrameNo );
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m_sprTap.Draw();
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}
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}
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