147 lines
4.6 KiB
C++
147 lines
4.6 KiB
C++
#include "global.h"
|
|
#include "ReceptorArrowRow.h"
|
|
#include "RageUtil.h"
|
|
#include "GameConstantsAndTypes.h"
|
|
#include "ArrowEffects.h"
|
|
#include "GameState.h"
|
|
#include "PlayerState.h"
|
|
#include "Style.h"
|
|
|
|
#include <cstddef>
|
|
#include <vector>
|
|
|
|
|
|
ReceptorArrowRow::ReceptorArrowRow()
|
|
{
|
|
m_pPlayerState = nullptr;
|
|
m_fYReverseOffsetPixels = 0;
|
|
m_fFadeToFailPercent = 0;
|
|
m_renderers= nullptr;
|
|
}
|
|
|
|
void ReceptorArrowRow::Load( const PlayerState* pPlayerState, float fYReverseOffset )
|
|
{
|
|
m_pPlayerState = pPlayerState;
|
|
m_fYReverseOffsetPixels = fYReverseOffset;
|
|
|
|
const Style* pStyle = GAMESTATE->GetCurrentStyle(pPlayerState->m_PlayerNumber);
|
|
|
|
for( int c=0; c<pStyle->m_iColsPerPlayer; c++ )
|
|
{
|
|
m_ReceptorArrow.push_back( new ReceptorArrow );
|
|
m_ReceptorArrow[c]->SetName( "ReceptorArrow" );
|
|
m_ReceptorArrow[c]->Load( m_pPlayerState, c );
|
|
this->AddChild( m_ReceptorArrow[c] );
|
|
}
|
|
}
|
|
|
|
void ReceptorArrowRow::SetColumnRenderers(std::vector<NoteColumnRenderer>& renderers)
|
|
{
|
|
ASSERT_M(renderers.size() == m_ReceptorArrow.size(), "Notefield has different number of columns than receptor row.");
|
|
for(std::size_t c= 0; c < m_ReceptorArrow.size(); ++c)
|
|
{
|
|
m_ReceptorArrow[c]->SetFakeParent(&(renderers[c]));
|
|
}
|
|
m_renderers= &renderers;
|
|
}
|
|
|
|
ReceptorArrowRow::~ReceptorArrowRow()
|
|
{
|
|
for( unsigned i = 0; i < m_ReceptorArrow.size(); ++i )
|
|
delete m_ReceptorArrow[i];
|
|
}
|
|
|
|
void ReceptorArrowRow::Update( float fDeltaTime )
|
|
{
|
|
ActorFrame::Update( fDeltaTime );
|
|
// If we're on gameplay, then the notefield will take care of updating
|
|
// ArrowEffects. But if we're on ScreenNameEntry, there is no notefield,
|
|
// Checking whether m_renderers is null is a proxy for checking whether
|
|
// there is a notefield. -Kyz
|
|
if(m_renderers == nullptr)
|
|
{
|
|
ArrowEffects::Update();
|
|
}
|
|
|
|
for( unsigned c=0; c<m_ReceptorArrow.size(); c++ )
|
|
{
|
|
// m_fDark==1 or m_fFadeToFailPercent==1 should make fBaseAlpha==0
|
|
float fBaseAlpha = (1 - m_pPlayerState->m_PlayerOptions.GetCurrent().m_fDark
|
|
- m_pPlayerState->m_PlayerOptions.GetCurrent().m_fDarks[c]
|
|
);
|
|
if( m_fFadeToFailPercent != -1 )
|
|
{
|
|
fBaseAlpha *= (1 - m_fFadeToFailPercent);
|
|
}
|
|
CLAMP( fBaseAlpha, 0.0f, 1.0f );
|
|
m_ReceptorArrow[c]->SetBaseAlpha( fBaseAlpha );
|
|
|
|
if(m_renderers != nullptr)
|
|
{
|
|
// set arrow XYZ
|
|
(*m_renderers)[c].UpdateReceptorGhostStuff(m_ReceptorArrow[c]);
|
|
}
|
|
else
|
|
{
|
|
// ScreenNameEntry uses ReceptorArrowRow but doesn't have or need
|
|
// column renderers. Just do the lazy thing and offset x. -Kyz
|
|
const Style* style= GAMESTATE->GetCurrentStyle(m_pPlayerState->m_PlayerNumber);
|
|
m_ReceptorArrow[c]->SetX(style->m_ColumnInfo[m_pPlayerState->m_PlayerNumber][c].fXOffset);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ReceptorArrowRow::DrawPrimitives()
|
|
{
|
|
const Style* pStyle = GAMESTATE->GetCurrentStyle(m_pPlayerState->m_PlayerNumber);
|
|
for( unsigned i=0; i<m_ReceptorArrow.size(); i++ )
|
|
{
|
|
const int c = pStyle->m_iColumnDrawOrder[i];
|
|
m_ReceptorArrow[c]->Draw();
|
|
}
|
|
}
|
|
|
|
void ReceptorArrowRow::Step( int iCol, TapNoteScore score )
|
|
{
|
|
ASSERT( iCol >= 0 && iCol < (int) m_ReceptorArrow.size() );
|
|
m_ReceptorArrow[iCol]->Step( score );
|
|
}
|
|
|
|
void ReceptorArrowRow::SetPressed( int iCol )
|
|
{
|
|
ASSERT( iCol >= 0 && iCol < (int) m_ReceptorArrow.size() );
|
|
m_ReceptorArrow[iCol]->SetPressed();
|
|
}
|
|
|
|
void ReceptorArrowRow::SetNoteUpcoming( int iCol, bool b )
|
|
{
|
|
ASSERT( iCol >= 0 && iCol < (int) m_ReceptorArrow.size() );
|
|
m_ReceptorArrow[iCol]->SetNoteUpcoming(b);
|
|
}
|
|
|
|
|
|
/*
|
|
* (c) 2001-2003 Chris Danford
|
|
* 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.
|
|
*/
|