#ifndef NOTEDISPLAY_H #define NOTEDISPLAY_H /* ----------------------------------------------------------------------------- Class: NoteDisplay Desc: Draws TapNotes and HoldNotes. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Brian Bugh Ben Nordstrom Chris Danford ----------------------------------------------------------------------------- */ #include "Sprite.h" #include "Model.h" #include "NoteTypes.h" #include "PlayerNumber.h" struct NoteMetricCache_t; class NoteDisplay { public: NoteDisplay(); ~NoteDisplay(); void Load( int iColNum, PlayerNumber pn ); void DrawTap( const int iCol, const float fBeat, const bool bOnSameRowAsHoldStart, const float fPercentFadeToFail, const float fLife = 1 ); void DrawHold( const HoldNote& hn, const bool bActive, const float fLife, const float fPercentFadeToFail, bool bDrawGlowOnly = false ); protected: void SetActiveFrame( float fNoteBeat, Actor &actorToSet, float fAnimationLengthInBeats, bool bVivid, bool bNoteColor ); Actor *GetTapNoteActor( float fNoteBeat ); Actor *GetHoldHeadActor( float fNoteBeat, bool bActive ); Actor* GetHoldTailActor( float fNoteBeat, bool bActive ); Sprite *GetHoldTopCapSprite( float fNoteBeat, bool bActive ); Sprite *GetHoldBodySprite( float fNoteBeat, bool bActive ); Sprite *GetHoldBottomCapSprite( float fNoteBeat, bool bActive ); void DrawHoldBottomCap( const HoldNote& hn, const bool bActive, float fYHead, float fYTail, int fYStep, int iCol, float fPercentFadeToFail, float fColorScale, bool bGlow ); void DrawHoldTopCap( const HoldNote& hn, const bool bActive, float fYHead, float fYTail, int fYStep, int iCol, float fPercentFadeToFail, float fColorScale, bool bGlow ); void DrawHoldBody( const HoldNote& hn, const bool bActive, float fYHead, float fYTail, int fYStep, int iCol, float fPercentFadeToFail, float fColorScale, bool bGlow ); void DrawHoldTail( const HoldNote& hn, const bool bActive, float fYTail, int iCol, float fPercentFadeToFail, float fColorScale, bool bGlow ); void DrawHoldHead( const HoldNote& hn, const bool bActive, float fYHead, int iCol, float fPercentFadeToFail, float fColorScale, bool bGlow ); PlayerNumber m_PlayerNumber; // to look up PlayerOptions struct NoteMetricCache_t *cache; #define NOTE_COLOR_IMAGES 6 Actor* m_pTapNote[NOTE_COLOR_IMAGES]; Actor* m_pHoldHeadActive[NOTE_COLOR_IMAGES]; Actor* m_pHoldHeadInactive[NOTE_COLOR_IMAGES]; Sprite m_sprHoldTopCapActive[NOTE_COLOR_IMAGES]; Sprite m_sprHoldTopCapInactive[NOTE_COLOR_IMAGES]; Sprite m_sprHoldBodyActive[NOTE_COLOR_IMAGES]; Sprite m_sprHoldBodyInactive[NOTE_COLOR_IMAGES]; Sprite m_sprHoldBottomCapActive[NOTE_COLOR_IMAGES]; Sprite m_sprHoldBottomCapInactive[NOTE_COLOR_IMAGES]; Actor* m_pHoldTailActive[NOTE_COLOR_IMAGES]; Actor* m_pHoldTailInactive[NOTE_COLOR_IMAGES]; }; #endif