/* NoteDisplay - Draws TapNotes and HoldNotes. */ #ifndef NOTE_DISPLAY_H #define NOTE_DISPLAY_H class Actor; class Sprite; class Model; class PlayerState; struct TapNote; struct HoldNoteResult; struct NoteMetricCache_t; enum NotePart { NotePart_Tap, NotePart_Addition, NotePart_Mine, NotePart_Lift, NotePart_HoldHead, NotePart_HoldTail, NotePart_HoldTopCap, NotePart_HoldBody, NotePart_HoldBottomCap, NUM_NotePart }; struct NoteColorActor { NoteColorActor(); ~NoteColorActor(); void Load( const RString &sButton, const RString &sElement ); Actor *Get() { return m_p; } private: Actor *m_p; }; struct NoteColorSprite { NoteColorSprite(); ~NoteColorSprite(); void Load( const RString &sButton, const RString &sElement ); Sprite *Get() { return m_p; } private: Sprite *m_p; }; enum HoldType { hold, roll, NUM_HoldType, HoldType_Invalid }; #define FOREACH_HoldType( i ) FOREACH_ENUM2( HoldType, i ) const RString &HoldTypeToString( HoldType ht ); enum ActiveType { active, inactive, NUM_ActiveType, ActiveType_Invalid }; #define FOREACH_ActiveType( i ) FOREACH_ENUM2( ActiveType, i ) const RString &ActiveTypeToString( ActiveType at ); class NoteDisplay { public: NoteDisplay(); ~NoteDisplay(); void Load( int iColNum, const PlayerState* pPlayerState, float fYReverseOffsetPixels ); static void Update( float fDeltaTime ); void DrawActor( Actor* pActor, int iCol, float fBeat, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, bool bUseLighting, NotePart part ); void DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, bool bIsLift, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels ); void DrawHold( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result, float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels, float fYStartOffset, float fYEndOffset ); bool DrawHoldHeadForTapsOnSameRow() const; private: void SetActiveFrame( float fNoteBeat, Actor &actorToSet, float fAnimationLengthInBeats, bool bVivid ); Actor *GetTapActor( NoteColorActor &nca, NotePart part, float fNoteBeat ); Actor *GetHoldActor( NoteColorActor nca[NUM_HoldType][NUM_ActiveType], NotePart part, float fNoteBeat, bool bIsRoll, bool bIsBeingHeld ); Sprite *GetHoldSprite( NoteColorSprite ncs[NUM_HoldType][NUM_ActiveType], NotePart part, float fNoteBeat, bool bIsRoll, bool bIsBeingHeld ); void DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset ); void DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset ); void DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset ); void DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset ); void DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset ); const PlayerState *m_pPlayerState; // to look up PlayerOptions NoteMetricCache_t *cache; NoteColorActor m_TapNote; NoteColorActor m_TapAddition; NoteColorActor m_TapMine; NoteColorActor m_TapLift; NoteColorActor m_HoldHead[NUM_HoldType][NUM_ActiveType]; NoteColorSprite m_HoldTopCap[NUM_HoldType][NUM_ActiveType]; NoteColorSprite m_HoldBody[NUM_HoldType][NUM_ActiveType]; NoteColorSprite m_HoldBottomCap[NUM_HoldType][NUM_ActiveType]; NoteColorActor m_HoldTail[NUM_HoldType][NUM_ActiveType]; float m_fYReverseOffsetPixels; }; #endif /* * (c) 2001-2006 Brian Bugh, Ben Nordstrom, Chris Danford, Steve Checkoway * 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. */