7a16ba9c0f
This properly resolves bug tracker issue 190.
169 lines
6.9 KiB
C++
169 lines
6.9 KiB
C++
#ifndef NOTE_DISPLAY_H
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#define NOTE_DISPLAY_H
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class Actor;
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class Sprite;
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class Model;
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class PlayerState;
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struct TapNote;
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struct HoldNoteResult;
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struct NoteMetricCache_t;
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/** @brief the various parts of a Note. */
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enum NotePart
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{
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NotePart_Tap, /**< The part representing a traditional TapNote. */
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NotePart_Mine, /**< The part representing a mine. */
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NotePart_Lift, /**< The part representing a lift note. */
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NotePart_Fake, /**< The part representing a fake note. */
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NotePart_HoldHead, /**< The part representing a hold head. */
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NotePart_HoldTail, /**< The part representing a hold tail. */
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NotePart_HoldTopCap, /**< The part representing a hold's top cap. */
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NotePart_HoldBody, /**< The part representing a hold's body. */
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NotePart_HoldBottomCap, /**< The part representing a hold's bottom cap. */
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NUM_NotePart,
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NotePart_Invalid
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};
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struct NoteResource;
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struct NoteColorActor
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{
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NoteColorActor();
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~NoteColorActor();
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void Load( const RString &sButton, const RString &sElement );
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Actor *Get();
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private:
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NoteResource *m_p;
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};
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struct NoteColorSprite
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{
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NoteColorSprite();
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~NoteColorSprite();
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void Load( const RString &sButton, const RString &sElement );
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Sprite *Get();
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private:
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NoteResource *m_p;
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};
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/** @brief What types of holds are there? */
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enum HoldType
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{
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hold, /**< Merely keep your foot held on the body for it to count. */
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roll, /**< Keep hitting the hold body for it to stay alive. */
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// minefield,
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NUM_HoldType,
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HoldType_Invalid
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};
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/** @brief Loop through each HoldType. */
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#define FOREACH_HoldType( i ) FOREACH_ENUM( HoldType, i )
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const RString &HoldTypeToString( HoldType ht );
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enum ActiveType
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{
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active,
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inactive,
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NUM_ActiveType,
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ActiveType_Invalid
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};
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/** @brief Loop through each ActiveType. */
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#define FOREACH_ActiveType( i ) FOREACH_ENUM( ActiveType, i )
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const RString &ActiveTypeToString( ActiveType at );
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/** @brief Draws TapNotes and HoldNotes. */
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class NoteDisplay
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{
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public:
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NoteDisplay();
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~NoteDisplay();
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void Load( int iColNum, const PlayerState* pPlayerState, float fYReverseOffsetPixels );
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static void Update( float fDeltaTime );
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/**
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* @brief Draw the TapNote onto the NoteField.
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* @param tn the TapNote in question.
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* @param iCol the column.
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* @param float fBeat the beat to draw them on.
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* @param bOnSameRowAsHoldStart a flag to see if a hold is on the same beat.
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* @param bOnSameRowAsRollStart a flag to see if a roll is on the same beat.
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* @param bIsAddition a flag to see if this note was added via mods.
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* @param fPercentFadeToFail at what point do the notes fade on failure?
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* @param fReverseOffsetPixels How are the notes adjusted on Reverse?
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* @param fDrawDistanceAfterTargetsPixels how much to draw after the receptors.
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* @param fDrawDistanceBeforeTargetsPixels how much ot draw before the receptors.
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* @param fFadeInPercentOfDrawFar when to start fading in. */
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void DrawTap(const TapNote& tn, int iCol, float fBeat,
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bool bOnSameRowAsHoldStart, bool bOnSameRowAsRollBeat,
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bool bIsAddition, float fPercentFadeToFail,
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float fReverseOffsetPixels,
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float fDrawDistanceAfterTargetsPixels,
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float fDrawDistanceBeforeTargetsPixels,
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float fFadeInPercentOfDrawFar );
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void DrawHold( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, const HoldNoteResult &Result,
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bool bIsAddition, float fPercentFadeToFail, float fReverseOffsetPixels, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels,
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float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar );
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bool DrawHoldHeadForTapsOnSameRow() const;
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bool DrawRollHeadForTapsOnSameRow() const;
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private:
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void SetActiveFrame( float fNoteBeat, Actor &actorToSet, float fAnimationLength, bool bVivid );
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Actor *GetTapActor( NoteColorActor &nca, NotePart part, float fNoteBeat );
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Actor *GetHoldActor( NoteColorActor nca[NUM_HoldType][NUM_ActiveType], NotePart part, float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
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Sprite *GetHoldSprite( NoteColorSprite ncs[NUM_HoldType][NUM_ActiveType], NotePart part, float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
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void DrawActor( const TapNote& tn, Actor* pActor, NotePart part, int iCol, float fYOffset, float fBeat, bool bIsAddition, float fPercentFadeToFail,
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float fReverseOffsetPixels, float fColorScale, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
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void DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool bIsBeingHeld, float fYHead, float fYTail, bool bIsAddition, float fPercentFadeToFail,
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float fColorScale,
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
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void DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow,
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float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar, float fOverlappedTime,
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float fYTop, float fYBottom, float fYStartPos, float fYEndPos, bool bWrapping, bool bAnchorToTop, bool bFlipTextureVertically );
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const PlayerState *m_pPlayerState; // to look up PlayerOptions
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NoteMetricCache_t *cache;
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NoteColorActor m_TapNote;
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NoteColorActor m_TapMine;
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NoteColorActor m_TapLift;
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NoteColorActor m_TapFake;
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NoteColorActor m_HoldHead[NUM_HoldType][NUM_ActiveType];
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NoteColorSprite m_HoldTopCap[NUM_HoldType][NUM_ActiveType];
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NoteColorSprite m_HoldBody[NUM_HoldType][NUM_ActiveType];
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NoteColorSprite m_HoldBottomCap[NUM_HoldType][NUM_ActiveType];
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NoteColorActor m_HoldTail[NUM_HoldType][NUM_ActiveType];
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float m_fYReverseOffsetPixels;
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};
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#endif
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/**
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* @file
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* @author Brian Bugh, Ben Nordstrom, Chris Danford, Steve Checkoway (c) 2001-2006
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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