926 lines
39 KiB
C++
926 lines
39 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: NoteDisplay
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Brian Bugh
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Ben Nordstrom
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "NoteDisplay.h"
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#include "Steps.h"
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#include "PrefsManager.h"
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#include "GameState.h"
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#include "NoteSkinManager.h"
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#include "RageException.h"
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#include "ArrowEffects.h"
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#include "RageLog.h"
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#include <math.h>
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#include "RageDisplay.h"
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#include "NoteTypes.h"
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#include "NoteFieldPositioning.h"
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#include "ActorUtil.h"
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#define DRAW_HOLD_HEAD_FOR_TAPS_ON_SAME_ROW NOTESKIN->GetMetricB(skin,name,"DrawHoldHeadForTapsOnSameRow")
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#define TAP_NOTE_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(skin,name,"TapNoteAnimationLengthInBeats")
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#define TAP_ADDITION_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(skin,name,"TapAdditionAnimationLengthInBeats")
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#define TAP_MINE_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(skin,name,"TapMineAnimationLengthInBeats")
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#define HOLD_HEAD_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(skin,name,"HoldHeadAnimationLengthInBeats")
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#define HOLD_TOPCAP_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(skin,name,"HoldTopCapAnimationLengthInBeats")
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#define HOLD_BODY_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(skin,name,"HoldBodyAnimationLengthInBeats")
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#define HOLD_BOTTOMCAP_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(skin,name,"HoldBottomCapAnimationLengthInBeats")
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#define HOLD_TAIL_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(skin,name,"HoldTailAnimationLengthInBeats")
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#define TAP_NOTE_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(skin,name,"TapNoteAnimationIsVivid")
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#define TAP_ADDITION_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(skin,name,"TapAdditionAnimationIsVivid")
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#define TAP_MINE_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(skin,name,"TapMineAnimationIsVivid")
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#define HOLD_HEAD_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(skin,name,"HoldHeadAnimationIsVivid")
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#define HOLD_TOPCAP_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(skin,name,"HoldTopCapAnimationIsVivid")
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#define HOLD_BODY_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(skin,name,"HoldBodyAnimationIsVivid")
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#define HOLD_BOTTOMCAP_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(skin,name,"HoldBottomCapAnimationIsVivid")
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#define HOLD_TAIL_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(skin,name,"HoldTailAnimationIsVivid")
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#define TAP_NOTE_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(skin,name,"TapNoteAnimationIsNoteColor")
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#define TAP_ADDITION_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(skin,name,"TapAdditionAnimationIsNoteColor")
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#define HOLD_HEAD_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(skin,name,"HoldHeadAnimationIsNoteColor")
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#define HOLD_TOPCAP_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(skin,name,"HoldTopCapAnimationIsNoteColor")
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#define HOLD_BODY_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(skin,name,"HoldBodyAnimationIsNoteColor")
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#define HOLD_BOTTOMCAP_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(skin,name,"HoldBottomCapAnimationIsNoteColor")
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#define HOLD_TAIL_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(skin,name,"HoldTailAnimationIsNoteColor")
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#define HOLD_HEAD_IS_ABOVE_WAVY_PARTS NOTESKIN->GetMetricB(skin,name,"HoldHeadIsAboveWavyParts")
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#define HOLD_TAIL_IS_ABOVE_WAVY_PARTS NOTESKIN->GetMetricB(skin,name,"HoldTailIsAboveWavyParts")
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#define START_DRAWING_HOLD_BODY_OFFSET_FROM_HEAD NOTESKIN->GetMetricI(skin,name,"StartDrawingHoldBodyOffsetFromHead")
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#define STOP_DRAWING_HOLD_BODY_OFFSET_FROM_TAIL NOTESKIN->GetMetricI(skin,name,"StopDrawingHoldBodyOffsetFromTail")
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#define HOLD_NG_GRAY_PERCENT NOTESKIN->GetMetricF(skin,name,"HoldNGGrayPercent")
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#define TAP_NOTE_USE_LIGHTING NOTESKIN->GetMetricB(skin,name,"TapNoteUseLighting")
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#define TAP_ADDITION_USE_LIGHTING NOTESKIN->GetMetricB(skin,name,"TapAdditionUseLighting")
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#define TAP_MINE_USE_LIGHTING NOTESKIN->GetMetricB(skin,name,"TapMineUseLighting")
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#define HOLD_HEAD_USE_LIGHTING NOTESKIN->GetMetricB(skin,name,"HoldHeadUseLighting")
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#define HOLD_TAIL_USE_LIGHTING NOTESKIN->GetMetricB(skin,name,"HoldTailUseLighting")
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#define FLIP_HEAD_AND_TAIL_WHEN_REVERSE NOTESKIN->GetMetricB(skin,name,"FlipHeadAndTailWhenReverse")
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// cache
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struct NoteMetricCache_t {
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bool m_bDrawHoldHeadForTapsOnSameRow;
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float m_fTapNoteAnimationLengthInBeats;
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float m_fTapAdditionAnimationLengthInBeats;
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float m_fTapMineAnimationLengthInBeats;
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float m_fHoldHeadAnimationLengthInBeats;
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float m_fHoldTopCapAnimationLengthInBeats;
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float m_fHoldBodyAnimationLengthInBeats;
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float m_fHoldBottomCapAnimationLengthInBeats;
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float m_fHoldTailAnimationLengthInBeats;
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bool m_bTapNoteAnimationIsVivid;
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bool m_bTapAdditionAnimationIsVivid;
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bool m_bTapMineAnimationIsVivid;
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bool m_bHoldHeadAnimationIsVivid;
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bool m_bHoldTopCapAnimationIsVivid;
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bool m_bHoldBodyAnimationIsVivid;
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bool m_bHoldBottomCapAnimationIsVivid;
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bool m_bHoldTailAnimationIsVivid;
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bool m_bTapNoteAnimationIsNoteColor;
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bool m_bTapAdditionAnimationIsNoteColor;
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bool m_bHoldHeadAnimationIsNoteColor;
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bool m_bHoldTopCapAnimationIsNoteColor;
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bool m_bHoldBodyAnimationIsNoteColor;
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bool m_bHoldBottomCapAnimationIsNoteColor;
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bool m_bHoldTailAnimationIsNoteColor;
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bool m_bHoldHeadIsAboveWavyParts;
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bool m_bHoldTailIsAboveWavyParts;
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int m_iStartDrawingHoldBodyOffsetFromHead;
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int m_iStopDrawingHoldBodyOffsetFromTail;
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float m_fHoldNGGrayPercent;
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bool m_bTapNoteUseLighting;
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bool m_bTapAdditionUseLighting;
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bool m_bTapMineUseLighting;
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bool m_bHoldHeadUseLighting;
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bool m_bHoldTailUseLighting;
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bool m_bFlipHeadAndTailWhenReverse;
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void Load(CString skin, const CString &name);
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} *NoteMetricCache;
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void NoteMetricCache_t::Load(CString skin, const CString &name)
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{
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m_bDrawHoldHeadForTapsOnSameRow = DRAW_HOLD_HEAD_FOR_TAPS_ON_SAME_ROW;
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m_fTapNoteAnimationLengthInBeats = TAP_NOTE_ANIMATION_LENGTH_IN_BEATS;
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m_fTapAdditionAnimationLengthInBeats = TAP_ADDITION_ANIMATION_LENGTH_IN_BEATS;
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m_fTapMineAnimationLengthInBeats = TAP_MINE_ANIMATION_LENGTH_IN_BEATS;
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m_fHoldHeadAnimationLengthInBeats = HOLD_HEAD_ANIMATION_LENGTH_IN_BEATS;
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m_fHoldTopCapAnimationLengthInBeats = HOLD_TOPCAP_ANIMATION_LENGTH_IN_BEATS;
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m_fHoldBodyAnimationLengthInBeats = HOLD_BODY_ANIMATION_LENGTH_IN_BEATS;
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m_fHoldBottomCapAnimationLengthInBeats = HOLD_BOTTOMCAP_ANIMATION_LENGTH_IN_BEATS;
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m_fHoldTailAnimationLengthInBeats = HOLD_TAIL_ANIMATION_LENGTH_IN_BEATS;
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m_bTapNoteAnimationIsVivid = TAP_NOTE_ANIMATION_IS_VIVID;
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m_bTapAdditionAnimationIsVivid = TAP_ADDITION_ANIMATION_IS_VIVID;
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m_bTapMineAnimationIsVivid = TAP_MINE_ANIMATION_IS_VIVID;
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m_bHoldHeadAnimationIsVivid = HOLD_HEAD_ANIMATION_IS_VIVID;
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m_bHoldTopCapAnimationIsVivid = HOLD_TOPCAP_ANIMATION_IS_VIVID;
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m_bHoldBodyAnimationIsVivid = HOLD_BODY_ANIMATION_IS_VIVID;
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m_bHoldBottomCapAnimationIsVivid = HOLD_BOTTOMCAP_ANIMATION_IS_VIVID;
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m_bHoldTailAnimationIsVivid = HOLD_TAIL_ANIMATION_IS_VIVID;
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m_bTapNoteAnimationIsNoteColor = TAP_NOTE_ANIMATION_IS_NOTE_COLOR;
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m_bTapAdditionAnimationIsNoteColor = TAP_ADDITION_ANIMATION_IS_NOTE_COLOR;
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m_bHoldHeadAnimationIsNoteColor = HOLD_HEAD_ANIMATION_IS_NOTE_COLOR;
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m_bHoldTopCapAnimationIsNoteColor = HOLD_TOPCAP_ANIMATION_IS_NOTE_COLOR;
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m_bHoldBodyAnimationIsNoteColor = HOLD_BODY_ANIMATION_IS_NOTE_COLOR;
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m_bHoldBottomCapAnimationIsNoteColor = HOLD_BOTTOMCAP_ANIMATION_IS_NOTE_COLOR;
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m_bHoldTailAnimationIsNoteColor = HOLD_TAIL_ANIMATION_IS_NOTE_COLOR;
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m_bHoldHeadIsAboveWavyParts = HOLD_HEAD_IS_ABOVE_WAVY_PARTS;
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m_bHoldTailIsAboveWavyParts = HOLD_TAIL_IS_ABOVE_WAVY_PARTS;
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m_iStartDrawingHoldBodyOffsetFromHead = START_DRAWING_HOLD_BODY_OFFSET_FROM_HEAD;
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m_iStopDrawingHoldBodyOffsetFromTail = STOP_DRAWING_HOLD_BODY_OFFSET_FROM_TAIL;
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m_fHoldNGGrayPercent = HOLD_NG_GRAY_PERCENT;
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m_bTapNoteUseLighting = TAP_NOTE_USE_LIGHTING;
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m_bTapAdditionUseLighting = TAP_ADDITION_USE_LIGHTING;
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m_bTapMineUseLighting = TAP_MINE_USE_LIGHTING;
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m_bHoldHeadUseLighting = HOLD_HEAD_USE_LIGHTING;
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m_bHoldTailUseLighting = HOLD_TAIL_USE_LIGHTING;
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m_bFlipHeadAndTailWhenReverse = FLIP_HEAD_AND_TAIL_WHEN_REVERSE;
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}
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NoteDisplay::NoteDisplay()
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{
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for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
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{
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m_pTapNote[i] = NULL;
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m_pTapAddition[i] = NULL;
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m_pHoldHeadActive[i] = NULL;
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m_pHoldHeadInactive[i] = NULL;
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m_pHoldTailActive[i] = NULL;
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m_pHoldTailInactive[i] = NULL;
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}
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m_pTapMine = NULL;
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cache = new NoteMetricCache_t;
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}
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NoteDisplay::~NoteDisplay()
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{
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for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
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{
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delete m_pTapNote[i];
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delete m_pTapAddition[i];
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delete m_pHoldHeadActive[i];
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delete m_pHoldHeadInactive[i];
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delete m_pHoldTailActive[i];
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delete m_pHoldTailInactive[i];
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}
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delete m_pTapMine;
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delete cache;
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}
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void NoteDisplay::Load( int iColNum, PlayerNumber pn, CString NoteSkin, float fYReverseOffsetPixels )
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{
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m_PlayerNumber = pn;
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m_fYReverseOffsetPixels = fYReverseOffsetPixels;
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/* Normally, this is empty and we use the style table entry via ColToButtonName. */
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CString Button = g_NoteFieldMode[m_PlayerNumber].NoteButtonNames[iColNum];
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if(Button == "")
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Button = NoteSkinManager::ColToButtonName(iColNum);
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cache->Load( NoteSkin, Button );
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// Look up note names once and store them here.
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CString sNoteType[ NOTE_COLOR_IMAGES ];
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for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
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sNoteType[i] = NoteTypeToString( (NoteType)i );
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if( cache->m_bTapNoteAnimationIsNoteColor )
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{
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for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
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m_pTapNote[i] = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "tap note "+sNoteType[i]) );
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}
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else
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{
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m_pTapNote[0] = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "tap note") );
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}
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if( cache->m_bTapAdditionAnimationIsNoteColor )
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{
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for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
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m_pTapAddition[i] = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "tap addition "+sNoteType[i]) );
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}
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else
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{
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m_pTapAddition[0] = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "tap addition") );
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}
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m_pTapMine = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "tap mine") );
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if( cache->m_bHoldHeadAnimationIsNoteColor )
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{
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for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
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{
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m_pHoldHeadActive[i] = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold head active "+sNoteType[i]) );
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m_pHoldHeadInactive[i] = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold head inactive "+sNoteType[i]) );
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}
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}
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else
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{
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m_pHoldHeadActive[0] = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold head active") );
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m_pHoldHeadInactive[0] = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold head inactive") );
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}
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if( cache->m_bHoldTopCapAnimationIsNoteColor )
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{
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for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
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{
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m_sprHoldTopCapActive[i].Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold topcap active "+sNoteType[i]) );
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m_sprHoldTopCapInactive[i].Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold topcap inactive "+sNoteType[i]) );
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}
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}
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else
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{
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m_sprHoldTopCapActive[0].Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold topcap active") );
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m_sprHoldTopCapInactive[0].Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold topcap inactive") );
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}
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if( cache->m_bHoldBodyAnimationIsNoteColor )
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{
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for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
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{
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m_sprHoldBodyActive[i].Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold body active "+sNoteType[i]) );
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m_sprHoldBodyInactive[i].Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold body inactive "+sNoteType[i]) );
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}
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}
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else
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{
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m_sprHoldBodyActive[0].Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold body active") );
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m_sprHoldBodyInactive[0].Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold body inactive") );
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}
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if( cache->m_bHoldBottomCapAnimationIsNoteColor )
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{
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for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
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{
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m_sprHoldBottomCapActive[i].Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold bottomcap active "+sNoteType[i]) );
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m_sprHoldBottomCapInactive[i].Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold bottomcap inactive "+sNoteType[i]) );
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}
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}
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else
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{
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m_sprHoldBottomCapActive[0].Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold bottomcap active") );
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m_sprHoldBottomCapInactive[0].Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold bottomcap inactive") );
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}
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if( cache->m_bHoldTailAnimationIsNoteColor )
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{
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for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
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{
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m_pHoldTailActive[i] = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold tail active "+sNoteType[i]) );
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m_pHoldTailInactive[i] = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold tail inactive "+sNoteType[i]) );
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}
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}
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else
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{
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m_pHoldTailActive[0] = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold tail active") );
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m_pHoldTailInactive[0] = MakeActor( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin, Button, "hold tail inactive") );
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}
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}
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void NoteDisplay::SetActiveFrame( float fNoteBeat, Actor &actorToSet, float fAnimationLengthInBeats, bool bVivid, bool bNoteColor )
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{
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const int iNumFrames = actorToSet.GetNumStates();
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if( iNumFrames == 0 ) // Model with no textures
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return;
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float fSongBeat = GAMESTATE->m_fSongBeat;
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float fPrecentIntoAnimation = fmodf(fSongBeat,fAnimationLengthInBeats) / fAnimationLengthInBeats;
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float fNoteBeatFraction = fmodf( fNoteBeat, 1.0f );
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int iFrameNo = (int)(fPrecentIntoAnimation*iNumFrames);
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if( bVivid )
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iFrameNo += (int)( froundf(fNoteBeatFraction,1.f/fAnimationLengthInBeats)*iNumFrames );
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iFrameNo += iNumFrames;
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iFrameNo %= iNumFrames;
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ASSERT( iFrameNo>=0 && iFrameNo<iNumFrames );
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actorToSet.SetState( iFrameNo );
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}
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Actor * NoteDisplay::GetTapNoteActor( float fNoteBeat )
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{
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NoteType nt = NoteType(0);
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if( cache->m_bTapNoteAnimationIsNoteColor )
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nt = BeatToNoteType( fNoteBeat );
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// NOTE_TYPE_INVALID is 192nds at this point.
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if( nt == NOTE_TYPE_INVALID )
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nt = NOTE_TYPE_192ND;
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nt = min( nt, (NoteType) (NOTE_COLOR_IMAGES-1) );
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Actor *pActorOut = m_pTapNote[nt];
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SetActiveFrame(
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fNoteBeat,
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*pActorOut,
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cache->m_fTapNoteAnimationLengthInBeats,
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cache->m_bTapNoteAnimationIsVivid,
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cache->m_bTapNoteAnimationIsNoteColor );
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return pActorOut;
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}
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Actor * NoteDisplay::GetTapAdditionActor( float fNoteBeat )
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{
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NoteType nt = NoteType(0);
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if( cache->m_bTapAdditionAnimationIsNoteColor )
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nt = BeatToNoteType( fNoteBeat );
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// NOTE_TYPE_INVALID is 192nds at this point.
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if( nt == NOTE_TYPE_INVALID )
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nt = NOTE_TYPE_192ND;
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nt = min( nt, (NoteType) (NOTE_COLOR_IMAGES-1) );
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Actor *pActorOut = m_pTapAddition[nt];
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SetActiveFrame(
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fNoteBeat,
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*pActorOut,
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cache->m_fTapAdditionAnimationLengthInBeats,
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cache->m_bTapAdditionAnimationIsVivid,
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cache->m_bTapAdditionAnimationIsNoteColor );
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return pActorOut;
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}
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Actor * NoteDisplay::GetTapMineActor( float fNoteBeat )
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{
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SetActiveFrame(
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fNoteBeat,
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*m_pTapMine,
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cache->m_fTapMineAnimationLengthInBeats,
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cache->m_bTapMineAnimationIsVivid,
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false );
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return m_pTapMine;
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}
|
|
|
|
Sprite * NoteDisplay::GetHoldTopCapSprite( float fNoteBeat, bool bActive )
|
|
{
|
|
NoteType nt = NoteType(0);
|
|
if( cache->m_bHoldTopCapAnimationIsNoteColor )
|
|
nt = BeatToNoteType( fNoteBeat );
|
|
// NOTE_TYPE_INVALID is 192nds at this point.
|
|
if( nt == NOTE_TYPE_INVALID )
|
|
nt = NOTE_TYPE_192ND;
|
|
nt = min( nt, (NoteType) (NOTE_COLOR_IMAGES-1) );
|
|
|
|
Sprite *pSpriteOut = bActive ? &m_sprHoldTopCapActive[nt] : &m_sprHoldTopCapInactive[nt];
|
|
|
|
SetActiveFrame(
|
|
fNoteBeat,
|
|
*pSpriteOut,
|
|
cache->m_fHoldTopCapAnimationLengthInBeats,
|
|
cache->m_bHoldTopCapAnimationIsVivid,
|
|
cache->m_bHoldTopCapAnimationIsNoteColor );
|
|
|
|
return pSpriteOut;
|
|
}
|
|
|
|
Sprite * NoteDisplay::GetHoldBottomCapSprite( float fNoteBeat, bool bActive )
|
|
{
|
|
NoteType nt = NoteType(0);
|
|
if( cache->m_bHoldBottomCapAnimationIsNoteColor )
|
|
nt = BeatToNoteType( fNoteBeat );
|
|
// NOTE_TYPE_INVALID is 192nds at this point.
|
|
if( nt == NOTE_TYPE_INVALID )
|
|
nt = NOTE_TYPE_192ND;
|
|
nt = min( nt, (NoteType) (NOTE_COLOR_IMAGES-1) );
|
|
|
|
Sprite *pSpriteOut = bActive ? &m_sprHoldBottomCapActive[nt] : &m_sprHoldBottomCapInactive[nt];
|
|
|
|
SetActiveFrame(
|
|
fNoteBeat,
|
|
*pSpriteOut,
|
|
cache->m_fHoldBottomCapAnimationLengthInBeats,
|
|
cache->m_bHoldBottomCapAnimationIsVivid,
|
|
cache->m_bHoldBottomCapAnimationIsNoteColor );
|
|
|
|
return pSpriteOut;
|
|
}
|
|
|
|
|
|
Actor* NoteDisplay::GetHoldHeadActor( float fNoteBeat, bool bActive )
|
|
{
|
|
NoteType nt = NoteType(0);
|
|
if( cache->m_bHoldHeadAnimationIsNoteColor )
|
|
nt = BeatToNoteType( fNoteBeat );
|
|
// NOTE_TYPE_INVALID is 192nds at this point.
|
|
if( nt == NOTE_TYPE_INVALID )
|
|
nt = NOTE_TYPE_192ND;
|
|
nt = min( nt, (NoteType) (NOTE_COLOR_IMAGES-1) );
|
|
|
|
Actor *pActorOut = bActive ? m_pHoldHeadActive[nt] : m_pHoldHeadInactive[nt];
|
|
|
|
SetActiveFrame(
|
|
fNoteBeat,
|
|
*pActorOut,
|
|
cache->m_fHoldHeadAnimationLengthInBeats,
|
|
cache->m_bHoldHeadAnimationIsVivid,
|
|
cache->m_bHoldHeadAnimationIsNoteColor );
|
|
|
|
return pActorOut;
|
|
}
|
|
|
|
Sprite *NoteDisplay::GetHoldBodySprite( float fNoteBeat, bool bActive )
|
|
{
|
|
NoteType nt = NoteType(0);
|
|
if( cache->m_bHoldBodyAnimationIsNoteColor )
|
|
nt = BeatToNoteType( fNoteBeat );
|
|
// NOTE_TYPE_INVALID is 192nds at this point.
|
|
if( nt == NOTE_TYPE_INVALID )
|
|
nt = NOTE_TYPE_192ND;
|
|
nt = min( nt, (NoteType) (NOTE_COLOR_IMAGES-1) );
|
|
|
|
Sprite *pSpriteOut = bActive ? &m_sprHoldBodyActive[nt] : &m_sprHoldBodyInactive[nt];
|
|
|
|
SetActiveFrame(
|
|
fNoteBeat,
|
|
*pSpriteOut,
|
|
cache->m_fHoldBodyAnimationLengthInBeats,
|
|
cache->m_bHoldBodyAnimationIsVivid,
|
|
cache->m_bHoldBodyAnimationIsNoteColor );
|
|
|
|
return pSpriteOut;
|
|
}
|
|
|
|
Actor* NoteDisplay::GetHoldTailActor( float fNoteBeat, bool bActive )
|
|
{
|
|
NoteType nt = NoteType(0);
|
|
if( cache->m_bHoldTailAnimationIsNoteColor )
|
|
nt = BeatToNoteType( fNoteBeat );
|
|
// NOTE_TYPE_INVALID is 192nds at this point.
|
|
if( nt == NOTE_TYPE_INVALID )
|
|
nt = NOTE_TYPE_192ND;
|
|
nt = min( nt, (NoteType) (NOTE_COLOR_IMAGES-1) );
|
|
|
|
Actor *pActorOut = bActive ? m_pHoldTailActive[nt] : m_pHoldTailInactive[nt];
|
|
|
|
SetActiveFrame(
|
|
fNoteBeat,
|
|
*pActorOut,
|
|
cache->m_fHoldTailAnimationLengthInBeats,
|
|
cache->m_bHoldTailAnimationIsVivid,
|
|
cache->m_bHoldTailAnimationIsNoteColor );
|
|
|
|
return pActorOut;
|
|
}
|
|
|
|
|
|
void NoteDisplay::DrawHoldTopCap( const HoldNote& hn, const bool bActive, float fYHead, float fYTail, int fYStep, int iCol, float fPercentFadeToFail, float fColorScale, bool bGlow )
|
|
{
|
|
//
|
|
// Draw the top cap (always wavy)
|
|
//
|
|
const int size = 4096;
|
|
static RageSpriteVertex queue[size];
|
|
Sprite* pSprTopCap = GetHoldTopCapSprite( hn.GetStartBeat(), bActive );
|
|
|
|
// draw manually in small segments
|
|
RageSpriteVertex *v = &queue[0];
|
|
RageTexture* pTexture = pSprTopCap->GetTexture();
|
|
const RectF *pRect = pSprTopCap->GetCurrentTextureCoordRect();
|
|
DISPLAY->SetTexture( pTexture );
|
|
DISPLAY->SetBlendMode( BLEND_NORMAL );
|
|
DISPLAY->SetBackfaceCull( false );
|
|
DISPLAY->SetTextureWrapping(false);
|
|
|
|
const float fFrameWidth = pSprTopCap->GetUnzoomedWidth();
|
|
const float fFrameHeight = pSprTopCap->GetUnzoomedHeight();
|
|
const float fYCapTop = fYHead+cache->m_iStartDrawingHoldBodyOffsetFromHead-fFrameHeight;
|
|
const float fYCapBottom = fYHead+cache->m_iStartDrawingHoldBodyOffsetFromHead;
|
|
|
|
for( float fY=fYCapTop; fY<fYCapBottom; fY+=fYStep )
|
|
{
|
|
const float fYTop = fY;
|
|
const float fYOffsetTop = ArrowGetYOffsetFromYPos( m_PlayerNumber, iCol, fYTop, m_fYReverseOffsetPixels );
|
|
const float fStepHeight = min( fYStep, fFrameHeight );
|
|
const float fYBottom = min( fY+fStepHeight, fYCapBottom );
|
|
const float fYOffsetBottom = ArrowGetYOffsetFromYPos( m_PlayerNumber, iCol, fYBottom, m_fYReverseOffsetPixels );
|
|
const float fZTop = ArrowGetZPos( m_PlayerNumber, iCol, fYOffsetTop );
|
|
const float fZBottom = ArrowGetZPos( m_PlayerNumber, iCol, fYOffsetBottom );
|
|
const float fXTop = ArrowGetXPos( m_PlayerNumber, iCol, fYOffsetTop );
|
|
const float fXBottom = ArrowGetXPos( m_PlayerNumber, iCol, fYOffsetBottom );
|
|
const float fXTopLeft = fXTop - fFrameWidth/2;
|
|
const float fXTopRight = fXTop + fFrameWidth/2;
|
|
const float fXBottomLeft = fXBottom - fFrameWidth/2;
|
|
const float fXBottomRight = fXBottom + fFrameWidth/2;
|
|
const float fTopDistFromHeadTop = fYTop - fYCapTop;
|
|
const float fBottomDistFromHeadTop = fYBottom - fYCapTop;
|
|
const float fTexCoordTop = SCALE( fTopDistFromHeadTop, 0, fFrameHeight, pRect->top, pRect->bottom );
|
|
const float fTexCoordBottom = SCALE( fBottomDistFromHeadTop, 0, fFrameHeight, pRect->top, pRect->bottom );
|
|
ASSERT( fTexCoordTop>=-0.0001 && fTexCoordBottom<=1.0001 ); /* allow for rounding error */
|
|
const float fTexCoordLeft = pRect->left;
|
|
const float fTexCoordRight = pRect->right;
|
|
const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, iCol, fYOffsetTop, fPercentFadeToFail, m_fYReverseOffsetPixels );
|
|
const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, iCol, fYOffsetBottom, fPercentFadeToFail, m_fYReverseOffsetPixels );
|
|
const float fGlowTop = ArrowGetGlow( m_PlayerNumber, iCol, fYOffsetTop, fPercentFadeToFail, m_fYReverseOffsetPixels );
|
|
const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, iCol, fYOffsetBottom, fPercentFadeToFail, m_fYReverseOffsetPixels );
|
|
const RageColor colorDiffuseTop = RageColor(fColorScale,fColorScale,fColorScale,fAlphaTop);
|
|
const RageColor colorDiffuseBottom = RageColor(fColorScale,fColorScale,fColorScale,fAlphaBottom);
|
|
const RageColor colorGlowTop = RageColor(1,1,1,fGlowTop);
|
|
const RageColor colorGlowBottom = RageColor(1,1,1,fGlowBottom);
|
|
|
|
if( bGlow && colorGlowTop.a==0 && colorGlowBottom.a==0 )
|
|
continue;
|
|
if( !bGlow && colorDiffuseTop.a==0 && colorDiffuseBottom.a==0 )
|
|
continue;
|
|
|
|
v[0].p = RageVector3(fXTopLeft, fYTop, fZTop); v[0].c = bGlow? colorGlowTop : colorDiffuseTop; v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop),
|
|
v[1].p = RageVector3(fXTopRight, fYTop, fZTop); v[1].c = bGlow? colorGlowTop : colorDiffuseTop; v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);
|
|
v[2].p = RageVector3(fXBottomRight,fYBottom,fZBottom); v[2].c = bGlow? colorGlowBottom : colorDiffuseBottom; v[2].t = RageVector2(fTexCoordRight, fTexCoordBottom);
|
|
v[3].p = RageVector3(fXBottomLeft, fYBottom,fZBottom); v[3].c = bGlow? colorGlowBottom : colorDiffuseBottom; v[3].t = RageVector2(fTexCoordLeft, fTexCoordBottom);
|
|
v+=4;
|
|
if( v-queue >= size )
|
|
break;
|
|
}
|
|
DISPLAY->DrawQuads( queue, v-queue );
|
|
}
|
|
|
|
void NoteDisplay::DrawHoldBody( const HoldNote& hn, const bool bActive, float fYHead, float fYTail, int fYStep, int iCol, float fPercentFadeToFail, float fColorScale, bool bGlow )
|
|
{
|
|
//
|
|
// Draw the body (always wavy)
|
|
//
|
|
const int size = 4096;
|
|
static RageSpriteVertex queue[size];
|
|
|
|
Sprite* pSprBody = GetHoldBodySprite( hn.GetStartBeat(), bActive );
|
|
|
|
// draw manually in small segments
|
|
RageSpriteVertex *v = &queue[0];
|
|
RageTexture* pTexture = pSprBody->GetTexture();
|
|
const RectF *pRect = pSprBody->GetCurrentTextureCoordRect();
|
|
DISPLAY->SetTexture( pTexture );
|
|
DISPLAY->SetBlendMode( BLEND_NORMAL );
|
|
DISPLAY->SetBackfaceCull( false );
|
|
DISPLAY->SetTextureWrapping( true );
|
|
|
|
|
|
const float fFrameWidth = pSprBody->GetUnzoomedWidth();
|
|
const float fFrameHeight = pSprBody->GetUnzoomedHeight();
|
|
const float fYBodyTop = fYHead + cache->m_iStartDrawingHoldBodyOffsetFromHead;
|
|
const float fYBodyBottom = fYTail + cache->m_iStopDrawingHoldBodyOffsetFromTail;
|
|
|
|
// top to bottom
|
|
for( float fY=fYBodyTop; fY<=fYBodyBottom; fY+=fYStep )
|
|
{
|
|
const float fYTop = fY;
|
|
const float fYOffsetTop = ArrowGetYOffsetFromYPos( m_PlayerNumber, iCol, fYTop, m_fYReverseOffsetPixels );
|
|
const float fYBottom = min( fY+fYStep, fYBodyBottom );
|
|
const float fYOffsetBottom = ArrowGetYOffsetFromYPos( m_PlayerNumber, iCol, fYBottom, m_fYReverseOffsetPixels );
|
|
const float fZTop = ArrowGetZPos( m_PlayerNumber, iCol, fYOffsetTop );
|
|
const float fZBottom = ArrowGetZPos( m_PlayerNumber, iCol, fYOffsetBottom );
|
|
const float fXTop = ArrowGetXPos( m_PlayerNumber, iCol, fYOffsetTop );
|
|
const float fXBottom = ArrowGetXPos( m_PlayerNumber, iCol, fYOffsetBottom );
|
|
const float fXTopLeft = fXTop - fFrameWidth/2;
|
|
const float fXTopRight = fXTop + fFrameWidth/2;
|
|
const float fXBottomLeft = fXBottom - fFrameWidth/2;
|
|
const float fXBottomRight = fXBottom + fFrameWidth/2;
|
|
const float fTopDistFromBodyBottom = fYBodyBottom - fYTop;
|
|
const float fBottomDistFromBodyBottom = fYBodyBottom - fYBottom;
|
|
float fTexCoordTop = SCALE( fTopDistFromBodyBottom, 0, fFrameHeight, pRect->bottom, pRect->top );
|
|
float fTexCoordBottom = SCALE( fBottomDistFromBodyBottom, 0, fFrameHeight, pRect->bottom, pRect->top );
|
|
if( fTexCoordTop < 0 )
|
|
{
|
|
int iToSubtract = (int)fTexCoordTop - 1;
|
|
fTexCoordTop -= iToSubtract;
|
|
fTexCoordBottom -= iToSubtract;
|
|
}
|
|
else if( fTexCoordBottom > 2 )
|
|
{
|
|
int iToSubtract = (int)fTexCoordBottom;
|
|
fTexCoordTop -= iToSubtract;
|
|
fTexCoordBottom -= iToSubtract;
|
|
}
|
|
ASSERT( fTexCoordTop>=0 && fTexCoordBottom>=0 );
|
|
ASSERT( fTexCoordTop<=2 && fTexCoordBottom<=2 );
|
|
const float fTexCoordLeft = pRect->left;
|
|
const float fTexCoordRight = pRect->right;
|
|
const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, iCol, fYOffsetTop, fPercentFadeToFail, m_fYReverseOffsetPixels );
|
|
const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, iCol, fYOffsetBottom, fPercentFadeToFail, m_fYReverseOffsetPixels );
|
|
const float fGlowTop = ArrowGetGlow( m_PlayerNumber, iCol, fYOffsetTop, fPercentFadeToFail, m_fYReverseOffsetPixels );
|
|
const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, iCol, fYOffsetBottom, fPercentFadeToFail, m_fYReverseOffsetPixels );
|
|
const RageColor colorDiffuseTop = RageColor(fColorScale,fColorScale,fColorScale,fAlphaTop);
|
|
const RageColor colorDiffuseBottom = RageColor(fColorScale,fColorScale,fColorScale,fAlphaBottom);
|
|
const RageColor colorGlowTop = RageColor(1,1,1,fGlowTop);
|
|
const RageColor colorGlowBottom = RageColor(1,1,1,fGlowBottom);
|
|
|
|
if( bGlow && colorGlowTop.a==0 && colorGlowBottom.a==0 )
|
|
continue;
|
|
if( !bGlow && colorDiffuseTop.a==0 && colorDiffuseBottom.a==0 )
|
|
continue;
|
|
|
|
v[0].p = RageVector3(fXTopLeft, fYTop, fZTop); v[0].c = bGlow? colorGlowTop : colorDiffuseTop; v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop);
|
|
v[1].p = RageVector3(fXTopRight, fYTop, fZTop); v[1].c = bGlow? colorGlowTop : colorDiffuseTop; v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);
|
|
v[2].p = RageVector3(fXBottomRight,fYBottom,fZBottom); v[2].c = bGlow? colorGlowBottom : colorDiffuseBottom; v[2].t = RageVector2(fTexCoordRight, fTexCoordBottom);
|
|
v[3].p = RageVector3(fXBottomLeft, fYBottom,fZBottom); v[3].c = bGlow? colorGlowBottom : colorDiffuseBottom; v[3].t = RageVector2(fTexCoordLeft, fTexCoordBottom);
|
|
v+=4;
|
|
if( v-queue >= size )
|
|
break;
|
|
}
|
|
DISPLAY->DrawQuads( queue, v-queue );
|
|
}
|
|
|
|
void NoteDisplay::DrawHoldBottomCap( const HoldNote& hn, const bool bActive, float fYHead, float fYTail, int fYStep, int iCol, float fPercentFadeToFail, float fColorScale, bool bGlow )
|
|
{
|
|
//
|
|
// Draw the bottom cap (always wavy)
|
|
//
|
|
const int size = 4096;
|
|
static RageSpriteVertex queue[size];
|
|
|
|
Sprite* pBottomCap = GetHoldBottomCapSprite( hn.GetStartBeat(), bActive );
|
|
|
|
// draw manually in small segments
|
|
RageSpriteVertex *v = &queue[0];
|
|
RageTexture* pTexture = pBottomCap->GetTexture();
|
|
const RectF *pRect = pBottomCap->GetCurrentTextureCoordRect();
|
|
DISPLAY->SetTexture( pTexture );
|
|
DISPLAY->SetBlendMode( BLEND_NORMAL );
|
|
DISPLAY->SetBackfaceCull( false );
|
|
DISPLAY->SetTextureWrapping(false);
|
|
|
|
const float fFrameWidth = pBottomCap->GetUnzoomedWidth();
|
|
const float fFrameHeight = pBottomCap->GetUnzoomedHeight();
|
|
const float fYCapTop = fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail;
|
|
const float fYCapBottom = fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail+fFrameHeight;
|
|
|
|
// don't draw any part of the tail that is before the middle of the head
|
|
float fY=max( fYCapTop, fYHead );
|
|
for( ; fY<fYCapBottom; fY+=fYStep )
|
|
{
|
|
const float fYTop = fY;
|
|
const float fYOffsetTop = ArrowGetYOffsetFromYPos( m_PlayerNumber, iCol, fYTop, m_fYReverseOffsetPixels );
|
|
const float fStepHeight = min( fYStep, fFrameHeight );
|
|
const float fYBottom = min( fY+fStepHeight, fYCapBottom );
|
|
const float fYOffsetBottom = ArrowGetYOffsetFromYPos( m_PlayerNumber, iCol, fYBottom, m_fYReverseOffsetPixels );
|
|
const float fZTop = ArrowGetZPos( m_PlayerNumber, iCol, fYOffsetTop );
|
|
const float fZBottom = ArrowGetZPos( m_PlayerNumber, iCol, fYOffsetBottom );
|
|
const float fXTop = ArrowGetXPos( m_PlayerNumber, iCol, fYOffsetTop );
|
|
const float fXBottom = ArrowGetXPos( m_PlayerNumber, iCol, fYOffsetBottom );
|
|
const float fXTopLeft = fXTop - fFrameWidth/2;
|
|
const float fXTopRight = fXTop + fFrameWidth/2;
|
|
const float fXBottomLeft = fXBottom - fFrameWidth/2;
|
|
const float fXBottomRight = fXBottom + fFrameWidth/2;
|
|
const float fTopDistFromTailTop = fYTop - fYCapTop;
|
|
const float fBottomDistFromTailTop = fYBottom - fYCapTop;
|
|
const float fTexCoordTop = SCALE( fTopDistFromTailTop, 0, fFrameHeight, pRect->top, pRect->bottom );
|
|
const float fTexCoordBottom = SCALE( fBottomDistFromTailTop, 0, fFrameHeight, pRect->top, pRect->bottom );
|
|
const float fTexCoordLeft = pRect->left;
|
|
const float fTexCoordRight = pRect->right;
|
|
const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, iCol, fYOffsetTop, fPercentFadeToFail, m_fYReverseOffsetPixels );
|
|
const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, iCol, fYOffsetBottom, fPercentFadeToFail, m_fYReverseOffsetPixels );
|
|
const float fGlowTop = ArrowGetGlow( m_PlayerNumber, iCol, fYOffsetTop, fPercentFadeToFail, m_fYReverseOffsetPixels );
|
|
const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, iCol, fYOffsetBottom, fPercentFadeToFail, m_fYReverseOffsetPixels );
|
|
const RageColor colorDiffuseTop = RageColor(fColorScale,fColorScale,fColorScale,fAlphaTop);
|
|
const RageColor colorDiffuseBottom = RageColor(fColorScale,fColorScale,fColorScale,fAlphaBottom);
|
|
const RageColor colorGlowTop = RageColor(1,1,1,fGlowTop);
|
|
const RageColor colorGlowBottom = RageColor(1,1,1,fGlowBottom);
|
|
|
|
if( bGlow && colorGlowTop.a==0 && colorGlowBottom.a==0 )
|
|
continue;
|
|
if( !bGlow && colorDiffuseTop.a==0 && colorDiffuseBottom.a==0 )
|
|
continue;
|
|
|
|
v[0].p = RageVector3(fXTopLeft, fYTop, fZTop); v[0].c = bGlow ? colorGlowTop : colorDiffuseTop; v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop),
|
|
v[1].p = RageVector3(fXTopRight, fYTop, fZTop); v[1].c = bGlow ? colorGlowTop : colorDiffuseTop; v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);
|
|
v[2].p = RageVector3(fXBottomRight,fYBottom,fZBottom); v[2].c = bGlow ? colorGlowBottom : colorDiffuseBottom; v[2].t = RageVector2(fTexCoordRight, fTexCoordBottom);
|
|
v[3].p = RageVector3(fXBottomLeft, fYBottom,fZBottom); v[3].c = bGlow ? colorGlowBottom : colorDiffuseBottom; v[3].t = RageVector2(fTexCoordLeft, fTexCoordBottom);
|
|
v+=4;
|
|
if( v-queue >= size )
|
|
break;
|
|
}
|
|
DISPLAY->DrawQuads( queue, v-queue );
|
|
}
|
|
|
|
void NoteDisplay::DrawHoldTail( const HoldNote& hn, bool bActive, float fYTail, int iCol, float fPercentFadeToFail, float fColorScale, bool bGlow )
|
|
{
|
|
//
|
|
// Draw the tail
|
|
//
|
|
Actor* pSprTail = GetHoldTailActor( hn.GetStartBeat(), bActive );
|
|
|
|
const float fY = fYTail;
|
|
const float fYOffset = ArrowGetYOffsetFromYPos( m_PlayerNumber, iCol, fY, m_fYReverseOffsetPixels );
|
|
const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fYOffset );
|
|
const float fZ = ArrowGetZPos( m_PlayerNumber, iCol, fYOffset );
|
|
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
|
|
const float fGlow = ArrowGetGlow( m_PlayerNumber, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
|
|
const RageColor colorDiffuse= RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
|
|
const RageColor colorGlow = RageColor(1,1,1,fGlow);
|
|
|
|
pSprTail->SetXY( fX, fY );
|
|
pSprTail->SetZ( fZ );
|
|
|
|
if( bGlow )
|
|
{
|
|
pSprTail->SetDiffuse( RageColor(1,1,1,0) );
|
|
pSprTail->SetGlow( colorGlow );
|
|
}
|
|
else
|
|
{
|
|
pSprTail->SetDiffuse( colorDiffuse );
|
|
pSprTail->SetGlow( RageColor(0,0,0,0) );
|
|
}
|
|
|
|
if( cache->m_bHoldTailUseLighting )
|
|
{
|
|
DISPLAY->SetLighting( true );
|
|
DISPLAY->SetLightDirectional(
|
|
0,
|
|
RageColor(1,1,1,1),
|
|
RageColor(1,1,1,1),
|
|
RageColor(1,1,1,1),
|
|
RageVector3(1, 0, +1) );
|
|
}
|
|
|
|
pSprTail->Draw();
|
|
|
|
if( cache->m_bHoldTailUseLighting )
|
|
{
|
|
DISPLAY->SetLightOff( 0 );
|
|
DISPLAY->SetLighting( false );
|
|
}
|
|
}
|
|
|
|
void NoteDisplay::DrawHoldHead( const HoldNote& hn, bool bActive, float fYHead, int iCol, float fPercentFadeToFail, float fColorScale, bool bGlow )
|
|
{
|
|
//
|
|
// Draw the head
|
|
//
|
|
Actor* pActor = GetHoldHeadActor( hn.GetStartBeat(), bActive );
|
|
|
|
// draw with normal Sprite
|
|
const float fY = fYHead;
|
|
const float fYOffset = ArrowGetYOffsetFromYPos( m_PlayerNumber, iCol, fY, m_fYReverseOffsetPixels );
|
|
const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fYOffset );
|
|
const float fZ = ArrowGetZPos( m_PlayerNumber, iCol, fYOffset );
|
|
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
|
|
const float fGlow = ArrowGetGlow( m_PlayerNumber, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
|
|
const RageColor colorDiffuse= RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
|
|
const RageColor colorGlow = RageColor(1,1,1,fGlow);
|
|
|
|
pActor->SetXY( fX, fY );
|
|
pActor->SetZ( fZ );
|
|
|
|
if( bGlow )
|
|
{
|
|
pActor->SetDiffuse( RageColor(1,1,1,0) );
|
|
pActor->SetGlow( colorGlow );
|
|
}
|
|
else
|
|
{
|
|
pActor->SetDiffuse( colorDiffuse );
|
|
pActor->SetGlow( RageColor(0,0,0,0) );
|
|
}
|
|
|
|
if( cache->m_bHoldHeadUseLighting )
|
|
{
|
|
DISPLAY->SetLighting( true );
|
|
DISPLAY->SetLightDirectional(
|
|
0,
|
|
RageColor(1,1,1,1),
|
|
RageColor(1,1,1,1),
|
|
RageColor(1,1,1,1),
|
|
RageVector3(1, 0, +1) );
|
|
}
|
|
|
|
pActor->Draw();
|
|
|
|
if( cache->m_bHoldHeadUseLighting )
|
|
{
|
|
DISPLAY->SetLightOff( 0 );
|
|
DISPLAY->SetLighting( false );
|
|
}
|
|
}
|
|
|
|
void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float fLife, const float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels )
|
|
{
|
|
// bDrawGlowOnly is a little hacky. We need to draw the diffuse part and the glow part one pass at a time to minimize state changes
|
|
|
|
const int iCol = hn.iTrack;
|
|
const bool bReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].GetReversePercentForColumn(iCol) > 0.5;
|
|
const float fStartYOffset = ArrowGetYOffset( m_PlayerNumber, iCol, hn.GetStartBeat() );
|
|
const float fStartYPos = ArrowGetYPos( m_PlayerNumber, iCol, fStartYOffset, fReverseOffsetPixels );
|
|
const float fEndYOffset = ArrowGetYOffset( m_PlayerNumber, iCol, hn.GetEndBeat() );
|
|
const float fEndYPos = ArrowGetYPos( m_PlayerNumber, iCol, fEndYOffset, fReverseOffsetPixels );
|
|
|
|
const float fYHead = bReverse ? fEndYPos : fStartYPos; // the center of the head
|
|
const float fYTail = bReverse ? fStartYPos : fEndYPos; // the center the tail
|
|
|
|
// const bool bWavy = GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fEffects[PlayerOptions::EFFECT_DRUNK] > 0;
|
|
const bool WavyPartsNeedZBuffer = ArrowsNeedZBuffer( m_PlayerNumber );
|
|
/* Hack: Z effects need a finer grain step. */
|
|
const int fYStep = WavyPartsNeedZBuffer? 4: 16; //bWavy ? 16 : 128; // use small steps only if wavy
|
|
|
|
const float fColorScale = 1*fLife + (1-fLife)*cache->m_fHoldNGGrayPercent;
|
|
|
|
bool bFlipHeadAndTail = bReverse && cache->m_bFlipHeadAndTailWhenReverse;
|
|
|
|
/* The body and caps should have no overlap, so their order doesn't matter.
|
|
* Draw the head last, so it appears on top. */
|
|
if( !cache->m_bHoldHeadIsAboveWavyParts )
|
|
DrawHoldHead( hn, bActive, bFlipHeadAndTail ? fYTail : fYHead, iCol, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
|
|
if( !cache->m_bHoldTailIsAboveWavyParts )
|
|
DrawHoldTail( hn, bActive, bFlipHeadAndTail ? fYHead : fYTail, iCol, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
|
|
|
|
if( bDrawGlowOnly )
|
|
DISPLAY->SetTextureModeGlow();
|
|
else
|
|
DISPLAY->SetTextureModeModulate();
|
|
DISPLAY->SetZBuffer( WavyPartsNeedZBuffer );
|
|
DrawHoldBottomCap( hn, bActive, fYHead, fYTail, fYStep, iCol, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
|
|
DrawHoldBody( hn, bActive, fYHead, fYTail, fYStep, iCol, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
|
|
DrawHoldTopCap( hn, bActive, fYHead, fYTail, fYStep, iCol, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
|
|
|
|
/* These set the texture mode themselves. */
|
|
if( cache->m_bHoldTailIsAboveWavyParts )
|
|
DrawHoldTail( hn, bActive, bFlipHeadAndTail ? fYHead : fYTail, iCol, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
|
|
if( cache->m_bHoldHeadIsAboveWavyParts )
|
|
DrawHoldHead( hn, bActive, bFlipHeadAndTail ? fYTail : fYHead, iCol, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
|
|
|
|
// now, draw the glow pass
|
|
if( !bDrawGlowOnly )
|
|
DrawHold( hn, bActive, fLife, fPercentFadeToFail, true, fReverseOffsetPixels );
|
|
}
|
|
|
|
void NoteDisplay::DrawActor( Actor* pActor, int iCol, float fBeat, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, bool bUseLighting )
|
|
{
|
|
const float fYOffset = ArrowGetYOffset( m_PlayerNumber, iCol, fBeat );
|
|
const float fYPos = ArrowGetYPos( m_PlayerNumber, iCol, fYOffset, fReverseOffsetPixels );
|
|
const float fRotation = ArrowGetRotation( m_PlayerNumber, fBeat );
|
|
const float fXPos = ArrowGetXPos( m_PlayerNumber, iCol, fYOffset );
|
|
const float fZPos = ArrowGetZPos( m_PlayerNumber, iCol, fYOffset );
|
|
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
|
|
const float fGlow = ArrowGetGlow( m_PlayerNumber, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
|
|
const float fColorScale = ArrowGetBrightness( m_PlayerNumber, fBeat ) * SCALE(fLife,0,1,0.2f,1);
|
|
RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
|
|
RageColor glow = RageColor(1,1,1,fGlow);
|
|
|
|
pActor->SetRotationZ( fRotation );
|
|
pActor->SetXY( fXPos, fYPos );
|
|
pActor->SetZ( fZPos );
|
|
pActor->SetDiffuse( diffuse );
|
|
pActor->SetGlow( glow );
|
|
|
|
if( bUseLighting )
|
|
{
|
|
DISPLAY->SetLighting( true );
|
|
DISPLAY->SetLightDirectional(
|
|
0,
|
|
RageColor(1,1,1,1),
|
|
RageColor(1,1,1,1),
|
|
RageColor(1,1,1,1),
|
|
RageVector3(1, 0, +1) );
|
|
}
|
|
|
|
pActor->Draw();
|
|
|
|
if( bUseLighting )
|
|
{
|
|
DISPLAY->SetLightOff( 0 );
|
|
DISPLAY->SetLighting( false );
|
|
}
|
|
}
|
|
|
|
void NoteDisplay::DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels )
|
|
{
|
|
Actor* pActor = NULL;
|
|
bool bUseLighting = false;
|
|
if( bIsMine )
|
|
{
|
|
pActor = GetTapMineActor( fBeat );
|
|
bUseLighting = cache->m_bTapMineUseLighting;
|
|
}
|
|
else if( bIsAddition )
|
|
{
|
|
pActor = GetTapAdditionActor( fBeat );
|
|
bUseLighting = cache->m_bTapAdditionUseLighting;
|
|
}
|
|
else if( bOnSameRowAsHoldStart && cache->m_bDrawHoldHeadForTapsOnSameRow )
|
|
{
|
|
pActor = GetHoldHeadActor( fBeat, false );
|
|
bUseLighting = cache->m_bHoldHeadUseLighting;
|
|
}
|
|
else
|
|
{
|
|
pActor = GetTapNoteActor( fBeat );
|
|
bUseLighting = cache->m_bTapNoteUseLighting;
|
|
}
|
|
|
|
DrawActor( pActor, iCol, fBeat, fPercentFadeToFail, fLife, fReverseOffsetPixels, bUseLighting );
|
|
}
|