本文整理汇总了C++中NoteData::IsComposite方法的典型用法代码示例。如果您正苦于以下问题:C++ NoteData::IsComposite方法的具体用法?C++ NoteData::IsComposite怎么用?C++ NoteData::IsComposite使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类NoteData
的用法示例。
在下文中一共展示了NoteData::IsComposite方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: CalculateRadarValues
void Steps::CalculateRadarValues( float fMusicLengthSeconds )
{
// If we're autogen, don't calculate values. GetRadarValues will take from our parent.
if( parent != NULL )
return;
// Do write radar values, and leave it up to the reading app whether they want to trust
// the cached values without recalculating them.
/*
// If we're an edit, leave the RadarValues invalid.
if( IsAnEdit() )
return;
*/
NoteData tempNoteData;
this->GetNoteData( tempNoteData );
FOREACH_PlayerNumber( pn )
m_CachedRadarValues[pn].Zero();
if( tempNoteData.IsComposite() )
{
vector<NoteData> vParts;
NoteDataUtil::SplitCompositeNoteData( tempNoteData, vParts );
for( size_t pn = 0; pn < min(vParts.size(), size_t(NUM_PLAYERS)); ++pn )
NoteDataUtil::CalculateRadarValues( vParts[pn], fMusicLengthSeconds, m_CachedRadarValues[pn] );
}
else
{
NoteDataUtil::CalculateRadarValues( tempNoteData, fMusicLengthSeconds, m_CachedRadarValues[0] );
fill_n( m_CachedRadarValues + 1, NUM_PLAYERS-1, m_CachedRadarValues[0] );
}
}
示例2: CalculateRadarValues
void Steps::CalculateRadarValues( float fMusicLengthSeconds )
{
// If we're autogen, don't calculate values. GetRadarValues will take from our parent.
if( parent != NULL )
return;
if( m_bAreCachedRadarValuesJustLoaded )
{
m_bAreCachedRadarValuesJustLoaded = false;
return;
}
// Do write radar values, and leave it up to the reading app whether they want to trust
// the cached values without recalculating them.
/*
// If we're an edit, leave the RadarValues invalid.
if( IsAnEdit() )
return;
*/
NoteData tempNoteData;
this->GetNoteData( tempNoteData );
FOREACH_PlayerNumber( pn )
m_CachedRadarValues[pn].Zero();
GAMESTATE->SetProcessedTimingData(this->GetTimingData());
if( tempNoteData.IsComposite() )
{
vector<NoteData> vParts;
NoteDataUtil::SplitCompositeNoteData( tempNoteData, vParts );
for( size_t pn = 0; pn < min(vParts.size(), size_t(NUM_PLAYERS)); ++pn )
NoteDataUtil::CalculateRadarValues( vParts[pn], fMusicLengthSeconds, m_CachedRadarValues[pn] );
}
else if (GAMEMAN->GetStepsTypeInfo(this->m_StepsType).m_StepsTypeCategory == StepsTypeCategory_Couple)
{
NoteData p1 = tempNoteData;
// XXX: Assumption that couple will always have an even number of notes.
const int tracks = tempNoteData.GetNumTracks() / 2;
p1.SetNumTracks(tracks);
NoteDataUtil::CalculateRadarValues(p1,
fMusicLengthSeconds,
m_CachedRadarValues[PLAYER_1]);
// at this point, p2 is tempNoteData.
NoteDataUtil::ShiftTracks(tempNoteData, tracks);
tempNoteData.SetNumTracks(tracks);
NoteDataUtil::CalculateRadarValues(tempNoteData,
fMusicLengthSeconds,
m_CachedRadarValues[PLAYER_2]);
}
else
{
NoteDataUtil::CalculateRadarValues( tempNoteData, fMusicLengthSeconds, m_CachedRadarValues[0] );
fill_n( m_CachedRadarValues + 1, NUM_PLAYERS-1, m_CachedRadarValues[0] );
}
GAMESTATE->SetProcessedTimingData(NULL);
}