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itgmania212121/stepmania/src/ArrowEffects.h
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#ifndef ARROWEFFECTS_H
#define ARROWEFFECTS_H
/*
-----------------------------------------------------------------------------
File: ArrowEffects.h
Desc: Functions that return properties of arrows based on StyleDef and PlayerOptions
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "GameConstantsAndTypes.h"
#include "StyleDef.h"
// fYOffset is a vertical position in pixels relative to the center.
// (positive if has not yet been stepped on, negative if has already passed).
// The ArrowEffect and ScrollSpeed is applied in this stage.
float ArrowGetYOffset( PlayerNumber pn, int iCol, float fNoteBeat );
/* Actual display position, with reverse and post-reverse-effects factored in
* (fYOffset -> YPos). */
float ArrowGetYPos( PlayerNumber pn, int iCol, float fYOffset, float fYReverseOffsetPixels, bool WithReverse = true );
// Inverse of ArrowGetYPos (YPos -> fYOffset).
float ArrowGetYOffsetFromYPos( PlayerNumber pn, int iCol, float YPos, float fYReverseOffsetPixels );
// fRotation is Z rotation of an arrow. This will depend on the column of
// the arrow and possibly the Arrow effect and the fYOffset (in the case of
// EFFECT_DIZZY).
float ArrowGetRotation( PlayerNumber pn, float fNoteBeat );
// fXPos is a horizontal position in pixels relative to the center of the field.
// This depends on the column of the arrow and possibly the Arrow effect and
// fYPos (in the case of EFFECT_DRUNK).
float ArrowGetXPos( PlayerNumber pn, int iCol, float fYOffset );
// Z position; normally 0. Only visible in perspective modes.
float ArrowGetZPos( PlayerNumber pn, int iCol, float fYPos );
// Enable this if any ZPos effects are enabled.
bool ArrowsNeedZBuffer( PlayerNumber pn );
// fAlpha is the transparency of the arrow. It depends on fYPos and the
// AppearanceType.
float ArrowGetAlpha( PlayerNumber pn, int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels );
// fAlpha is the transparency of the arrow. It depends on fYPos and the
// AppearanceType.
float ArrowGetGlow( PlayerNumber pn, int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels );
// Depends on fYOffset.
float ArrowGetBrightness( PlayerNumber pn, float fNoteBeat );
#endif