369 lines
13 KiB
C++
369 lines
13 KiB
C++
#ifndef NOTE_DISPLAY_H
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#define NOTE_DISPLAY_H
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#include "ActorFrame.h"
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#include "CubicSpline.h"
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#include "NoteData.h"
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#include "PlayerNumber.h"
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#include "GameInput.h"
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class Sprite;
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class Model;
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class PlayerState;
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class GhostArrowRow;
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class ReceptorArrowRow;
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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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/** @brief the color type of a Note. */
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enum NoteColorType
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{
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NoteColorType_Denominator, /**< Color by note type. */
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NoteColorType_Progress, /**< Color by progress. */
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NUM_NoteColorType,
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NoteColorType_Invalid
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};
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const RString& NoteColorTypeToString( NoteColorType nct );
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NoteColorType StringToNoteColorType( const RString& s );
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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, PlayerNumber, GameController );
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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, PlayerNumber, GameController );
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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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enum NoteColumnSplineMode
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{
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NCSM_Disabled,
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NCSM_Offset,
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NCSM_Position,
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NUM_NoteColumnSplineMode,
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NoteColumnSplineMode_Invalid
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};
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const RString& NoteColumnSplineModeToString(NoteColumnSplineMode ncsm);
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LuaDeclareType(NoteColumnSplineMode);
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// A little pod struct to carry the data the NoteField needs to pass to the
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// NoteDisplay during rendering.
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struct NoteFieldRenderArgs
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{
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const PlayerState* player_state; // to look up PlayerOptions
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float reverse_offset_pixels;
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ReceptorArrowRow* receptor_row;
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GhostArrowRow* ghost_row;
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const NoteData* note_data;
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float first_beat;
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float last_beat;
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int first_row;
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int last_row;
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float draw_pixels_before_targets;
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float draw_pixels_after_targets;
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int* selection_begin_marker;
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int* selection_end_marker;
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float selection_glow;
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float fail_fade;
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float fade_before_targets;
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};
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// NCSplineHandler exists to allow NoteColumnRenderer to have separate
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// splines for position, rotation, and zoom, while concisely presenting the
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// same interface for all three.
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struct NCSplineHandler
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{
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NCSplineHandler()
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{
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m_spline.redimension(3);
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m_spline.m_owned_by_actor= true;
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m_spline_mode= NCSM_Disabled;
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m_receptor_t= 0.0f;
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m_beats_per_t= 1.0f;
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m_subtract_song_beat_from_curr= true;
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}
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float BeatToTValue(float song_beat, float note_beat) const;
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void EvalForBeat(float song_beat, float note_beat, RageVector3& ret) const;
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void EvalDerivForBeat(float song_beat, float note_beat, RageVector3& ret) const;
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void EvalForReceptor(float song_beat, RageVector3& ret) const;
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static void MakeWeightedAverage(NCSplineHandler& out,
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const NCSplineHandler& from, const NCSplineHandler& to, float between);
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CubicSplineN m_spline;
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NoteColumnSplineMode m_spline_mode;
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float m_receptor_t;
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float m_beats_per_t;
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bool m_subtract_song_beat_from_curr;
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void PushSelf(lua_State* L);
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};
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struct NoteColumnRenderArgs
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{
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void spae_pos_for_beat(const PlayerState* player_state,
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float beat, float y_offset, float y_reverse_offset,
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RageVector3& sp_pos, RageVector3& ae_pos) const;
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void spae_zoom_for_beat(const PlayerState* state, float beat,
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RageVector3& sp_zoom, RageVector3& ae_zoom) const;
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void SetPRZForActor(Actor* actor,
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const RageVector3& sp_pos, const RageVector3& ae_pos,
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const RageVector3& sp_rot, const RageVector3& ae_rot,
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const RageVector3& sp_zoom, const RageVector3& ae_zoom) const;
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const NCSplineHandler* pos_handler;
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const NCSplineHandler* rot_handler;
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const NCSplineHandler* zoom_handler;
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RageColor diffuse;
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RageColor glow;
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float song_beat;
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int column;
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};
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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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bool IsOnScreen( float fBeat, int iCol, int iDrawDistanceAfterTargetsPixels, int iDrawDistanceBeforeTargetsPixels ) const;
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bool DrawHoldsInRange(const NoteFieldRenderArgs& field_args,
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const NoteColumnRenderArgs& column_args,
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const vector<NoteData::TrackMap::const_iterator>& tap_set);
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bool DrawTapsInRange(const NoteFieldRenderArgs& field_args,
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const NoteColumnRenderArgs& column_args,
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const vector<NoteData::TrackMap::const_iterator>& tap_set);
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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, const NoteFieldRenderArgs& field_args,
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const NoteColumnRenderArgs& column_args, float fBeat,
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bool bOnSameRowAsHoldStart,
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bool bOnSameRowAsRollBeat, bool bIsAddition, float fPercentFadeToFail);
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void DrawHold(const TapNote& tn, const NoteFieldRenderArgs& field_args,
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const NoteColumnRenderArgs& column_args, int iRow, bool bIsBeingHeld,
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const HoldNoteResult &Result,
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bool bIsAddition, float fPercentFadeToFail);
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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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struct draw_hold_part_args
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{
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int y_step;
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float percent_fade_to_fail;
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float color_scale;
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float overlapped_time;
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float y_top;
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float y_bottom;
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float y_start_pos;
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float y_end_pos;
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float top_beat;
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float bottom_beat;
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bool wrapping;
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bool anchor_to_top;
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bool flip_texture_vertically;
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};
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void DrawActor(const TapNote& tn, Actor* pActor, NotePart part,
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const NoteFieldRenderArgs& field_args,
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const NoteColumnRenderArgs& column_args, float fYOffset, float fBeat,
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bool bIsAddition, float fPercentFadeToFail, float fColorScale,
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bool is_being_held);
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void DrawHoldPart(vector<Sprite*> &vpSpr,
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const NoteFieldRenderArgs& field_args,
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const NoteColumnRenderArgs& column_args,
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const draw_hold_part_args& part_args, bool glow, int part_type);
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void DrawHoldBodyInternal(vector<Sprite*>& sprite_top,
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vector<Sprite*>& sprite_body, vector<Sprite*>& sprite_bottom,
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const NoteFieldRenderArgs& field_args,
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const NoteColumnRenderArgs& column_args,
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draw_hold_part_args& part_args,
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const float head_minus_top, const float tail_plus_bottom,
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const float y_head, const float y_tail, const float top_beat,
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const float bottom_beat, bool glow);
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void DrawHoldBody(const TapNote& tn, const NoteFieldRenderArgs& field_args,
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const NoteColumnRenderArgs& column_args, float beat, bool being_held,
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float y_head, float y_tail, float percent_fade_to_fail,
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float color_scale, float top_beat, float bottom_beat);
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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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// So, this is a bit screwy, and it's partly because routine forces rendering
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// notes from different noteskins in the same column.
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// NoteColumnRenderer exists to hold all the data needed for rendering a
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// column and apply any transforms from that column's actor to the
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// NoteDisplays that render the notes.
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// NoteColumnRenderer is also used as a fake parent for the receptor and ghost
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// actors so they can move with the rest of the column. I didn't use
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// ActorProxy because the receptor/ghost actors need to pull in the parent
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// state of their rows and the parent state of the column. -Kyz
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struct NoteColumnRenderer : public Actor
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{
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NoteDisplay* m_displays[PLAYER_INVALID+1];
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NoteFieldRenderArgs* m_field_render_args;
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NoteColumnRenderArgs m_column_render_args;
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int m_column;
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// UpdateReceptorGhostStuff takes care of the logic for making the ghost
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// and receptor positions follow the splines. It's called by their row
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// update functions. -Kyz
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void UpdateReceptorGhostStuff(Actor* receptor) const;
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virtual void DrawPrimitives();
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virtual void PushSelf(lua_State* L);
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struct NCR_TweenState
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{
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NCR_TweenState();
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NCSplineHandler m_pos_handler;
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NCSplineHandler m_rot_handler;
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NCSplineHandler m_zoom_handler;
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static void MakeWeightedAverage(NCR_TweenState& out,
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const NCR_TweenState& from, const NCR_TweenState& to, float between);
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bool operator==(const NCR_TweenState& other) const;
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bool operator!=(const NCR_TweenState& other) const { return !operator==(other); }
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};
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NCR_TweenState& NCR_DestTweenState()
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{
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if(NCR_Tweens.empty())
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{ return NCR_current; }
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else
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{ return NCR_Tweens.back(); }
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}
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const NCR_TweenState& NCR_DestTweenState() const { return const_cast<NoteColumnRenderer*>(this)->NCR_DestTweenState(); }
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virtual void SetCurrentTweenStart();
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virtual void EraseHeadTween();
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virtual void UpdatePercentThroughTween(float between);
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virtual void BeginTweening(float time, ITween* interp);
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virtual void StopTweening();
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virtual void FinishTweening();
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NCSplineHandler* GetPosHandler() { return &NCR_DestTweenState().m_pos_handler; }
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NCSplineHandler* GetRotHandler() { return &NCR_DestTweenState().m_rot_handler; }
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NCSplineHandler* GetZoomHandler() { return &NCR_DestTweenState().m_zoom_handler; }
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private:
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vector<NCR_TweenState> NCR_Tweens;
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NCR_TweenState NCR_current;
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NCR_TweenState NCR_start;
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};
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#endif
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/**
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* NoteColumnRenderer and associated spline stuff (c) Eric Reese 2014-2015
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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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