#include "global.h" #include "ReceptorArrowRow.h" #include "RageUtil.h" #include "GameConstantsAndTypes.h" #include "ArrowEffects.h" #include "GameState.h" #include "PlayerState.h" #include "Style.h" #include #include ReceptorArrowRow::ReceptorArrowRow() { m_pPlayerState = nullptr; m_fYReverseOffsetPixels = 0; m_fFadeToFailPercent = 0; m_renderers= nullptr; } void ReceptorArrowRow::Load( const PlayerState* pPlayerState, float fYReverseOffset ) { m_pPlayerState = pPlayerState; m_fYReverseOffsetPixels = fYReverseOffset; const Style* pStyle = GAMESTATE->GetCurrentStyle(pPlayerState->m_PlayerNumber); for( int c=0; cm_iColsPerPlayer; c++ ) { m_ReceptorArrow.push_back( new ReceptorArrow ); m_ReceptorArrow[c]->SetName( "ReceptorArrow" ); m_ReceptorArrow[c]->Load( m_pPlayerState, c ); this->AddChild( m_ReceptorArrow[c] ); } } void ReceptorArrowRow::SetColumnRenderers(std::vector& renderers) { ASSERT_M(renderers.size() == m_ReceptorArrow.size(), "Notefield has different number of columns than receptor row."); for(std::size_t c= 0; c < m_ReceptorArrow.size(); ++c) { m_ReceptorArrow[c]->SetFakeParent(&(renderers[c])); } m_renderers= &renderers; } ReceptorArrowRow::~ReceptorArrowRow() { for( unsigned i = 0; i < m_ReceptorArrow.size(); ++i ) delete m_ReceptorArrow[i]; } void ReceptorArrowRow::Update( float fDeltaTime ) { ActorFrame::Update( fDeltaTime ); // If we're on gameplay, then the notefield will take care of updating // ArrowEffects. But if we're on ScreenNameEntry, there is no notefield, // Checking whether m_renderers is null is a proxy for checking whether // there is a notefield. -Kyz if(m_renderers == nullptr) { ArrowEffects::Update(); } for( unsigned c=0; cm_PlayerOptions.GetCurrent().m_fDark - m_pPlayerState->m_PlayerOptions.GetCurrent().m_fDarks[c] ); if( m_fFadeToFailPercent != -1 ) { fBaseAlpha *= (1 - m_fFadeToFailPercent); } CLAMP( fBaseAlpha, 0.0f, 1.0f ); m_ReceptorArrow[c]->SetBaseAlpha( fBaseAlpha ); if(m_renderers != nullptr) { // set arrow XYZ (*m_renderers)[c].UpdateReceptorGhostStuff(m_ReceptorArrow[c]); } else { // ScreenNameEntry uses ReceptorArrowRow but doesn't have or need // column renderers. Just do the lazy thing and offset x. -Kyz const Style* style= GAMESTATE->GetCurrentStyle(m_pPlayerState->m_PlayerNumber); m_ReceptorArrow[c]->SetX(style->m_ColumnInfo[m_pPlayerState->m_PlayerNumber][c].fXOffset); } } } void ReceptorArrowRow::DrawPrimitives() { const Style* pStyle = GAMESTATE->GetCurrentStyle(m_pPlayerState->m_PlayerNumber); for( unsigned i=0; im_iColumnDrawOrder[i]; m_ReceptorArrow[c]->Draw(); } } void ReceptorArrowRow::Step( int iCol, TapNoteScore score ) { ASSERT( iCol >= 0 && iCol < (int) m_ReceptorArrow.size() ); m_ReceptorArrow[iCol]->Step( score ); } void ReceptorArrowRow::SetPressed( int iCol ) { ASSERT( iCol >= 0 && iCol < (int) m_ReceptorArrow.size() ); m_ReceptorArrow[iCol]->SetPressed(); } void ReceptorArrowRow::SetNoteUpcoming( int iCol, bool b ) { ASSERT( iCol >= 0 && iCol < (int) m_ReceptorArrow.size() ); m_ReceptorArrow[iCol]->SetNoteUpcoming(b); } /* * (c) 2001-2003 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. */