Files
itgmania212121/stepmania/src/ReceptorArrow.cpp
T

88 lines
2.6 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ReceptorArrow
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Ben Nordstrom
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ReceptorArrow.h"
#include "PrefsManager.h"
#include "GameState.h"
#include "ThemeManager.h"
#include "NoteFieldPositioning.h"
#include "NoteSkinManager.h"
#include "RageLog.h"
#include "RageUtil.h"
ReceptorArrow::ReceptorArrow()
{
m_bIsPressed = false;
StopAnimating();
}
bool ReceptorArrow::Load( CString NoteSkin, PlayerNumber pn, int iColNo )
{
m_PlayerNumber = pn;
m_iColNo = iColNo;
CString sButton = g_NoteFieldMode[pn].GrayButtonNames[iColNo];
if( sButton == "" )
sButton = NoteSkinManager::ColToButtonName( iColNo );
CString sPath;
m_pReceptorWaiting.Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin,sButton,"receptor waiting") );
m_pReceptorGo.Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin,sButton,"receptor go") );
m_sStepCommand = NOTESKIN->GetMetric(GAMESTATE->m_PlayerOptions[pn].m_sNoteSkin,"ReceptorArrow","StepCommand");
m_pPressBlock.Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin,sButton,"KeypressBlock") );
// draw pressblock before receptors
this->AddChild( m_pPressBlock );
this->AddChild( m_pReceptorWaiting );
this->AddChild( m_pReceptorGo );
return true;
}
void ReceptorArrow::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
float fPercentIntoBeat = GAMESTATE->m_fSongBeat;
wrap(fPercentIntoBeat, 1); /* Beats can start in very negative territory */
// TODO: Generalize this to allow any actor to animate based on the beat.
m_pReceptorWaiting->SetSecondsIntoAnimation( fPercentIntoBeat );
m_pReceptorGo->SetSecondsIntoAnimation( fPercentIntoBeat );
m_pPressBlock->SetSecondsIntoAnimation( fPercentIntoBeat );
// update pressblock alignment based on scroll direction
bool bReverse = GAMESTATE->m_PlayerOptions[m_PlayerNumber].GetReversePercentForColumn(m_iColNo) > 0.5;
m_pPressBlock->SetVertAlign( bReverse ? Actor::align_bottom : Actor::align_top );
}
void ReceptorArrow::DrawPrimitives()
{
m_pReceptorGo->SetHidden( !GAMESTATE->m_bPastHereWeGo );
m_pReceptorWaiting->SetHidden( GAMESTATE->m_bPastHereWeGo );
m_pPressBlock->SetHidden( !m_bIsPressed );
m_bIsPressed = false; // it may get turned back on next update
ActorFrame::DrawPrimitives();
}
void ReceptorArrow::Step()
{
m_pReceptorGo->FinishTweening();
m_pReceptorWaiting->FinishTweening();
m_pReceptorGo->Command( m_sStepCommand );
m_pReceptorWaiting->Command( m_sStepCommand );
}