Files
itgmania212121/src/NoteDisplay.h
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

369 lines
13 KiB
C++

#ifndef NOTE_DISPLAY_H
#define NOTE_DISPLAY_H
#include "ActorFrame.h"
#include "CubicSpline.h"
#include "NoteData.h"
#include "PlayerNumber.h"
#include "GameInput.h"
class Sprite;
class Model;
class PlayerState;
class GhostArrowRow;
class ReceptorArrowRow;
struct TapNote;
struct HoldNoteResult;
struct NoteMetricCache_t;
/** @brief the various parts of a Note. */
enum NotePart
{
NotePart_Tap, /**< The part representing a traditional TapNote. */
NotePart_Mine, /**< The part representing a mine. */
NotePart_Lift, /**< The part representing a lift note. */
NotePart_Fake, /**< The part representing a fake note. */
NotePart_HoldHead, /**< The part representing a hold head. */
NotePart_HoldTail, /**< The part representing a hold tail. */
NotePart_HoldTopCap, /**< The part representing a hold's top cap. */
NotePart_HoldBody, /**< The part representing a hold's body. */
NotePart_HoldBottomCap, /**< The part representing a hold's bottom cap. */
NUM_NotePart,
NotePart_Invalid
};
/** @brief the color type of a Note. */
enum NoteColorType
{
NoteColorType_Denominator, /**< Color by note type. */
NoteColorType_Progress, /**< Color by progress. */
NUM_NoteColorType,
NoteColorType_Invalid
};
const RString& NoteColorTypeToString( NoteColorType nct );
NoteColorType StringToNoteColorType( const RString& s );
struct NoteResource;
struct NoteColorActor
{
NoteColorActor();
~NoteColorActor();
void Load( const RString &sButton, const RString &sElement, PlayerNumber, GameController );
Actor *Get();
private:
NoteResource *m_p;
};
struct NoteColorSprite
{
NoteColorSprite();
~NoteColorSprite();
void Load( const RString &sButton, const RString &sElement, PlayerNumber, GameController );
Sprite *Get();
private:
NoteResource *m_p;
};
/** @brief What types of holds are there? */
enum HoldType
{
hold, /**< Merely keep your foot held on the body for it to count. */
roll, /**< Keep hitting the hold body for it to stay alive. */
// minefield,
NUM_HoldType,
HoldType_Invalid
};
/** @brief Loop through each HoldType. */
#define FOREACH_HoldType( i ) FOREACH_ENUM( HoldType, i )
const RString &HoldTypeToString( HoldType ht );
enum ActiveType
{
active,
inactive,
NUM_ActiveType,
ActiveType_Invalid
};
/** @brief Loop through each ActiveType. */
#define FOREACH_ActiveType( i ) FOREACH_ENUM( ActiveType, i )
const RString &ActiveTypeToString( ActiveType at );
enum NoteColumnSplineMode
{
NCSM_Disabled,
NCSM_Offset,
NCSM_Position,
NUM_NoteColumnSplineMode,
NoteColumnSplineMode_Invalid
};
const RString& NoteColumnSplineModeToString(NoteColumnSplineMode ncsm);
LuaDeclareType(NoteColumnSplineMode);
// A little pod struct to carry the data the NoteField needs to pass to the
// NoteDisplay during rendering.
struct NoteFieldRenderArgs
{
const PlayerState* player_state; // to look up PlayerOptions
float reverse_offset_pixels;
ReceptorArrowRow* receptor_row;
GhostArrowRow* ghost_row;
const NoteData* note_data;
float first_beat;
float last_beat;
int first_row;
int last_row;
float draw_pixels_before_targets;
float draw_pixels_after_targets;
int* selection_begin_marker;
int* selection_end_marker;
float selection_glow;
float fail_fade;
float fade_before_targets;
};
// NCSplineHandler exists to allow NoteColumnRenderer to have separate
// splines for position, rotation, and zoom, while concisely presenting the
// same interface for all three.
struct NCSplineHandler
{
NCSplineHandler()
{
m_spline.redimension(3);
m_spline.m_owned_by_actor= true;
m_spline_mode= NCSM_Disabled;
m_receptor_t= 0.0f;
m_beats_per_t= 1.0f;
m_subtract_song_beat_from_curr= true;
}
float BeatToTValue(float song_beat, float note_beat) const;
void EvalForBeat(float song_beat, float note_beat, RageVector3& ret) const;
void EvalDerivForBeat(float song_beat, float note_beat, RageVector3& ret) const;
void EvalForReceptor(float song_beat, RageVector3& ret) const;
static void MakeWeightedAverage(NCSplineHandler& out,
const NCSplineHandler& from, const NCSplineHandler& to, float between);
CubicSplineN m_spline;
NoteColumnSplineMode m_spline_mode;
float m_receptor_t;
float m_beats_per_t;
bool m_subtract_song_beat_from_curr;
void PushSelf(lua_State* L);
};
struct NoteColumnRenderArgs
{
void spae_pos_for_beat(const PlayerState* player_state,
float beat, float y_offset, float y_reverse_offset,
RageVector3& sp_pos, RageVector3& ae_pos) const;
void spae_zoom_for_beat(const PlayerState* state, float beat,
RageVector3& sp_zoom, RageVector3& ae_zoom) const;
void SetPRZForActor(Actor* actor,
const RageVector3& sp_pos, const RageVector3& ae_pos,
const RageVector3& sp_rot, const RageVector3& ae_rot,
const RageVector3& sp_zoom, const RageVector3& ae_zoom) const;
const NCSplineHandler* pos_handler;
const NCSplineHandler* rot_handler;
const NCSplineHandler* zoom_handler;
RageColor diffuse;
RageColor glow;
float song_beat;
int column;
};
/** @brief Draws TapNotes and HoldNotes. */
class NoteDisplay
{
public:
NoteDisplay();
~NoteDisplay();
void Load( int iColNum, const PlayerState* pPlayerState, float fYReverseOffsetPixels );
static void Update( float fDeltaTime );
bool IsOnScreen( float fBeat, int iCol, int iDrawDistanceAfterTargetsPixels, int iDrawDistanceBeforeTargetsPixels ) const;
bool DrawHoldsInRange(const NoteFieldRenderArgs& field_args,
const NoteColumnRenderArgs& column_args,
const vector<NoteData::TrackMap::const_iterator>& tap_set);
bool DrawTapsInRange(const NoteFieldRenderArgs& field_args,
const NoteColumnRenderArgs& column_args,
const vector<NoteData::TrackMap::const_iterator>& tap_set);
/**
* @brief Draw the TapNote onto the NoteField.
* @param tn the TapNote in question.
* @param iCol the column.
* @param float fBeat the beat to draw them on.
* @param bOnSameRowAsHoldStart a flag to see if a hold is on the same beat.
* @param bOnSameRowAsRollStart a flag to see if a roll is on the same beat.
* @param bIsAddition a flag to see if this note was added via mods.
* @param fPercentFadeToFail at what point do the notes fade on failure?
* @param fReverseOffsetPixels How are the notes adjusted on Reverse?
* @param fDrawDistanceAfterTargetsPixels how much to draw after the receptors.
* @param fDrawDistanceBeforeTargetsPixels how much ot draw before the receptors.
* @param fFadeInPercentOfDrawFar when to start fading in. */
void DrawTap(const TapNote& tn, const NoteFieldRenderArgs& field_args,
const NoteColumnRenderArgs& column_args, float fBeat,
bool bOnSameRowAsHoldStart,
bool bOnSameRowAsRollBeat, bool bIsAddition, float fPercentFadeToFail);
void DrawHold(const TapNote& tn, const NoteFieldRenderArgs& field_args,
const NoteColumnRenderArgs& column_args, int iRow, bool bIsBeingHeld,
const HoldNoteResult &Result,
bool bIsAddition, float fPercentFadeToFail);
bool DrawHoldHeadForTapsOnSameRow() const;
bool DrawRollHeadForTapsOnSameRow() const;
private:
void SetActiveFrame( float fNoteBeat, Actor &actorToSet, float fAnimationLength, bool bVivid );
Actor *GetTapActor( NoteColorActor &nca, NotePart part, float fNoteBeat );
Actor *GetHoldActor( NoteColorActor nca[NUM_HoldType][NUM_ActiveType], NotePart part, float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
Sprite *GetHoldSprite( NoteColorSprite ncs[NUM_HoldType][NUM_ActiveType], NotePart part, float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
struct draw_hold_part_args
{
int y_step;
float percent_fade_to_fail;
float color_scale;
float overlapped_time;
float y_top;
float y_bottom;
float y_start_pos;
float y_end_pos;
float top_beat;
float bottom_beat;
bool wrapping;
bool anchor_to_top;
bool flip_texture_vertically;
};
void DrawActor(const TapNote& tn, Actor* pActor, NotePart part,
const NoteFieldRenderArgs& field_args,
const NoteColumnRenderArgs& column_args, float fYOffset, float fBeat,
bool bIsAddition, float fPercentFadeToFail, float fColorScale,
bool is_being_held);
void DrawHoldPart(vector<Sprite*> &vpSpr,
const NoteFieldRenderArgs& field_args,
const NoteColumnRenderArgs& column_args,
const draw_hold_part_args& part_args, bool glow);
void DrawHoldBodyInternal(vector<Sprite*>& sprite_top,
vector<Sprite*>& sprite_body, vector<Sprite*>& sprite_bottom,
const NoteFieldRenderArgs& field_args,
const NoteColumnRenderArgs& column_args,
draw_hold_part_args& part_args,
const float head_minus_top, const float tail_plus_bottom,
const float y_head, const float y_tail, const float top_beat,
const float bottom_beat, bool glow);
void DrawHoldBody(const TapNote& tn, const NoteFieldRenderArgs& field_args,
const NoteColumnRenderArgs& column_args, float beat, bool being_held,
float y_head, float y_tail, float percent_fade_to_fail,
float color_scale, float top_beat, float bottom_beat);
const PlayerState *m_pPlayerState; // to look up PlayerOptions
NoteMetricCache_t *cache;
NoteColorActor m_TapNote;
NoteColorActor m_TapMine;
NoteColorActor m_TapLift;
NoteColorActor m_TapFake;
NoteColorActor m_HoldHead[NUM_HoldType][NUM_ActiveType];
NoteColorSprite m_HoldTopCap[NUM_HoldType][NUM_ActiveType];
NoteColorSprite m_HoldBody[NUM_HoldType][NUM_ActiveType];
NoteColorSprite m_HoldBottomCap[NUM_HoldType][NUM_ActiveType];
NoteColorActor m_HoldTail[NUM_HoldType][NUM_ActiveType];
float m_fYReverseOffsetPixels;
};
// So, this is a bit screwy, and it's partly because routine forces rendering
// notes from different noteskins in the same column.
// NoteColumnRenderer exists to hold all the data needed for rendering a
// column and apply any transforms from that column's actor to the
// NoteDisplays that render the notes.
// NoteColumnRenderer is also used as a fake parent for the receptor and ghost
// actors so they can move with the rest of the column. I didn't use
// ActorProxy because the receptor/ghost actors need to pull in the parent
// state of their rows and the parent state of the column. -Kyz
struct NoteColumnRenderer : public Actor
{
NoteDisplay* m_displays[PLAYER_INVALID+1];
NoteFieldRenderArgs* m_field_render_args;
NoteColumnRenderArgs m_column_render_args;
int m_column;
// UpdateReceptorGhostStuff takes care of the logic for making the ghost
// and receptor positions follow the splines. It's called by their row
// update functions. -Kyz
void UpdateReceptorGhostStuff(Actor* receptor) const;
virtual void DrawPrimitives();
virtual void PushSelf(lua_State* L);
struct NCR_TweenState
{
NCR_TweenState();
NCSplineHandler m_pos_handler;
NCSplineHandler m_rot_handler;
NCSplineHandler m_zoom_handler;
static void MakeWeightedAverage(NCR_TweenState& out,
const NCR_TweenState& from, const NCR_TweenState& to, float between);
bool operator==(const NCR_TweenState& other) const;
bool operator!=(const NCR_TweenState& other) const { return !operator==(other); }
};
NCR_TweenState& NCR_DestTweenState()
{
if(NCR_Tweens.empty())
{ return NCR_current; }
else
{ return NCR_Tweens.back(); }
}
const NCR_TweenState& NCR_DestTweenState() const { return const_cast<NoteColumnRenderer*>(this)->NCR_DestTweenState(); }
virtual void SetCurrentTweenStart();
virtual void EraseHeadTween();
virtual void UpdatePercentThroughTween(float between);
virtual void BeginTweening(float time, ITween* interp);
virtual void StopTweening();
virtual void FinishTweening();
NCSplineHandler* GetPosHandler() { return &NCR_DestTweenState().m_pos_handler; }
NCSplineHandler* GetRotHandler() { return &NCR_DestTweenState().m_rot_handler; }
NCSplineHandler* GetZoomHandler() { return &NCR_DestTweenState().m_zoom_handler; }
private:
vector<NCR_TweenState> NCR_Tweens;
NCR_TweenState NCR_current;
NCR_TweenState NCR_start;
};
#endif
/**
* NoteColumnRenderer and associated spline stuff (c) Eric Reese 2014-2015
* @file
* @author Brian Bugh, Ben Nordstrom, Chris Danford, Steve Checkoway (c) 2001-2006
* @section LICENSE
* 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.
*/