#include "global.h" #include "ReceptorArrow.h" #include "PrefsManager.h" #include "GameState.h" #include "ThemeManager.h" #include "NoteFieldPositioning.h" #include "NoteSkinManager.h" #include "RageLog.h" #include "RageUtil.h" #include "Game.h" #include "PlayerState.h" // eventually, these will replace the pressblocks const CString PRESS_COMMAND_NAME = "Press"; const CString LIFT_COMMAND_NAME = "Lift"; ReceptorArrow::ReceptorArrow() { m_bIsPressed = false; m_bWasPressed = false; StopAnimating(); } bool ReceptorArrow::Load( const PlayerState* pPlayerState, int iColNo ) { m_pPlayerState = pPlayerState; m_iColNo = iColNo; CString sButton = GAMESTATE->GetCurrentGame()->ColToButtonName( iColNo ); m_pReceptorWaiting.Load( NOTESKIN->GetPath(sButton,"receptor waiting") ); m_pReceptorGo.Load( NOTESKIN->GetPath(sButton,"receptor go") ); FOREACH_TapNoteScore( i ) { CString sJudge = TapNoteScoreToString( i ); CString sCommand = Capitalize(sJudge)+"Command"; m_sScoreCommand[i] = NOTESKIN->GetMetricA(m_sName,sCommand); } m_pPressBlock.Load( NOTESKIN->GetPath(sButton,"KeypressBlock") ); m_pReceptorWaiting->SetEffectClock( Actor::CLOCK_BGM_BEAT ); m_pReceptorGo->SetEffectClock( Actor::CLOCK_BGM_BEAT ); m_pPressBlock->SetEffectClock( Actor::CLOCK_BGM_BEAT ); // draw pressblock before receptors this->AddChild( m_pPressBlock ); this->AddChild( m_pReceptorWaiting ); this->AddChild( m_pReceptorGo ); return true; } void ReceptorArrow::Update( float fDeltaTime ) { ActorFrame::Update( fDeltaTime ); // update pressblock alignment based on scroll direction bool bReverse = m_pPlayerState->m_PlayerOptions.GetReversePercentForColumn(m_iColNo) > 0.5; m_pPressBlock->SetVertAlign( bReverse ? Actor::align_bottom : Actor::align_top ); m_pReceptorGo->SetHidden( !GAMESTATE->m_bPastHereWeGo ); m_pReceptorWaiting->SetHidden( GAMESTATE->m_bPastHereWeGo ); m_pPressBlock->SetHidden( !m_bIsPressed ); if( m_bWasPressed && !m_bIsPressed ) { m_pReceptorGo->PlayCommand( LIFT_COMMAND_NAME ); m_pReceptorWaiting->PlayCommand( LIFT_COMMAND_NAME ); } m_bWasPressed = m_bIsPressed; m_bIsPressed = false; // it may get turned back on next update } void ReceptorArrow::DrawPrimitives() { ActorFrame::DrawPrimitives(); } void ReceptorArrow::Step( TapNoteScore score ) { m_bIsPressed = true; m_pReceptorGo->FinishTweening(); m_pReceptorWaiting->FinishTweening(); m_pReceptorGo->RunCommands( *m_sScoreCommand[score] ); m_pReceptorWaiting->RunCommands( *m_sScoreCommand[score] ); m_pReceptorGo->PlayCommand( PRESS_COMMAND_NAME ); m_pReceptorWaiting->PlayCommand( PRESS_COMMAND_NAME ); } /* * (c) 2001-2004 Ben Nordstrom, Chris Danford * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */