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itgmania212121/src/NoteDisplay.h
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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, int part_type);
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.
*/