Files
itgmania212121/src/ReceptorArrowRow.cpp
T
Kyzentun 2656123464 RageTextureManager now keeps a map of textures by pointer for quicker lookup when deleting.
RageTextureManager now keeps a map of textures that need updating, which is none of them because I couldn't find a class that inherits from RageTexture that doesn't have an empty Update function.
ArrowEffects now requires setting the current PlayerOptions before calling any functions.  This might make moving to per-column mods easier, and reduces the direct usage of PlayerState.
Tipsy calculations for each column are done in ArrowEffects::Update instead of GetYPos and GetYOffset.
DrawHold changed to only call DrawHoldBody once.  DrawHoldBody now does the normal and glow passes together instead of needing to be called twice.
DrawHoldPart changed to take most of its args in a struct.
Giant copy paste mess that NoteField was using to draw timing segment text replaced with a couple functions and a macro.
Selection glow for notefield is only calculated if a section is selected.
Added RageVector3 functions to CubicSplineN for NoteDisplay to use.
Actor effect period is cached now.  Sprites and Models cache their animation length now.
ReceptorArrowRow no longer calls ArrowEffects::Update in gameplay.
2015-04-24 15:55:54 -06:00

141 lines
4.5 KiB
C++

#include "global.h"
#include "ReceptorArrowRow.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "ArrowEffects.h"
#include "GameState.h"
#include "PlayerState.h"
#include "Style.h"
ReceptorArrowRow::ReceptorArrowRow()
{
m_pPlayerState = NULL;
m_fYReverseOffsetPixels = 0;
m_fFadeToFailPercent = 0;
m_renderers= NULL;
}
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; c<pStyle->m_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(vector<NoteColumnRenderer>& renderers)
{
ASSERT_M(renderers.size() == m_ReceptorArrow.size(), "Notefield has different number of columns than receptor row.");
for(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 == NULL)
{
ArrowEffects::Update();
}
for( unsigned c=0; c<m_ReceptorArrow.size(); c++ )
{
// m_fDark==1 or m_fFadeToFailPercent==1 should make fBaseAlpha==0
float fBaseAlpha = (1 - m_pPlayerState->m_PlayerOptions.GetCurrent().m_fDark);
if( m_fFadeToFailPercent != -1 )
{
fBaseAlpha *= (1 - m_fFadeToFailPercent);
}
CLAMP( fBaseAlpha, 0.0f, 1.0f );
m_ReceptorArrow[c]->SetBaseAlpha( fBaseAlpha );
if(m_renderers != NULL)
{
// 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; i<m_ReceptorArrow.size(); i++ )
{
const int c = pStyle->m_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
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*
* Permission is hereby granted, free of charge, to any person obtaining a
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* 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
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