Files
itgmania212121/stepmania/src/GrayArrowRow.cpp
T
2003-07-12 20:10:48 +00:00

85 lines
2.0 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: GrayArrowRow
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "GrayArrowRow.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "ArrowEffects.h"
#include "NoteSkinManager.h"
#include "GameState.h"
#include "PrefsManager.h"
#include "NoteFieldPositioning.h"
GrayArrowRow::GrayArrowRow()
{
m_iNumCols = 0;
}
void GrayArrowRow::Load( PlayerNumber pn )
{
m_PlayerNumber = pn;
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
m_iNumCols = pStyleDef->m_iColsPerPlayer;
for( int c=0; c<m_iNumCols; c++ )
{
CString Button = g_NoteFieldMode[m_PlayerNumber].GrayButtonNames[c];
if(Button == "")
Button = NoteSkinManager::ColToButtonName(c);
CString sPath = NOTESKIN->GetPathTo(pn, Button, "receptor");
m_GrayArrow[c].Load( sPath );
// XXX
if( m_GrayArrow[c].GetNumStates() != 2 &&
m_GrayArrow[c].GetNumStates() != 3 )
RageException::Throw( "'%s' must have 2 or 3 frames", sPath.c_str() );
m_GrayArrow[c].SetX( pStyleDef->m_ColumnInfo[pn][c].fXOffset );
}
}
void GrayArrowRow::Update( float fDeltaTime )
{
for( int c=0; c<m_iNumCols; c++ )
{
m_GrayArrow[c].Update( fDeltaTime );
m_GrayArrow[c].SetDiffuse( RageColor(1,1,1,1 - GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fDark) );
}
}
void GrayArrowRow::DrawPrimitives()
{
for( int c=0; c<m_iNumCols; c++ )
{
g_NoteFieldMode[m_PlayerNumber].BeginDrawTrack(c);
// set arrow X
float fX = ArrowGetXPos( m_PlayerNumber, c, 0 );
m_GrayArrow[c].SetX( fX );
float fZ = ArrowGetZPos( m_PlayerNumber, c, 0 );
m_GrayArrow[c].SetZ( fZ );
m_GrayArrow[c].Draw();
g_NoteFieldMode[m_PlayerNumber].EndDrawTrack(c);
}
}
void GrayArrowRow::Step( int iCol )
{
ASSERT( iCol >= 0 && iCol < m_iNumCols );
m_GrayArrow[iCol].Step();
}