本文整理汇总了C++中Steps::GetNoteData方法的典型用法代码示例。如果您正苦于以下问题:C++ Steps::GetNoteData方法的具体用法?C++ Steps::GetNoteData怎么用?C++ Steps::GetNoteData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Steps
的用法示例。
在下文中一共展示了Steps::GetNoteData方法的5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: LoadNoteDataFromSimfile
bool KSFLoader::LoadNoteDataFromSimfile( const std::string & cachePath, Steps &out )
{
bool KIUCompliant = false;
Song dummy;
if (!LoadGlobalData(cachePath, dummy, KIUCompliant))
return false;
Steps *notes = dummy.CreateSteps();
if (LoadFromKSFFile(cachePath, *notes, dummy, KIUCompliant))
{
KIUCompliant = true; // yeah, reusing a variable.
out.SetNoteData(notes->GetNoteData());
}
delete notes;
return KIUCompliant;
}
示例2: Load
void ScoreKeeperNormal::Load(
const vector<Song*>& apSongs,
const vector<Steps*>& apSteps,
const vector<AttackArray> &asModifiers )
{
m_apSteps = apSteps;
ASSERT( apSongs.size() == apSteps.size() );
ASSERT( apSongs.size() == asModifiers.size() );
// True if a jump is one to combo, false if combo is purely based on tap count.
m_ComboIsPerRow.Load( "Gameplay", "ComboIsPerRow" );
m_MissComboIsPerRow.Load( "Gameplay", "MissComboIsPerRow" );
m_MinScoreToContinueCombo.Load( "Gameplay", "MinScoreToContinueCombo" );
m_MinScoreToMaintainCombo.Load( "Gameplay", "MinScoreToMaintainCombo" );
m_MaxScoreToIncrementMissCombo.Load( "Gameplay", "MaxScoreToIncrementMissCombo" );
m_MineHitIncrementsMissCombo.Load( "Gameplay", "MineHitIncrementsMissCombo" );
m_AvoidMineIncrementsCombo.Load( "Gameplay", "AvoidMineIncrementsCombo" );
m_UseInternalScoring.Load( "Gameplay", "UseInternalScoring" );
// This can be a function or a number, the type is checked when needed.
// -Kyz
m_toasty_trigger.Load("Gameplay", "ToastyTriggersAt");
m_toasty_min_tns.Load("Gameplay", "ToastyMinTNS");
// Fill in STATSMAN->m_CurStageStats, calculate multiplier
int iTotalPossibleDancePoints = 0;
int iTotalPossibleGradePoints = 0;
for( unsigned i=0; i<apSteps.size(); i++ )
{
Song* pSong = apSongs[i];
ASSERT( pSong != NULL );
Steps* pSteps = apSteps[i];
ASSERT( pSteps != NULL );
const AttackArray &aa = asModifiers[i];
NoteData ndTemp;
pSteps->GetNoteData( ndTemp );
// We might have been given lots of songs; don't keep them in memory uncompressed.
pSteps->Compress();
const Style* pStyle = GAMESTATE->GetCurrentStyle(m_pPlayerState->m_PlayerNumber);
NoteData ndPre;
pStyle->GetTransformedNoteDataForStyle( m_pPlayerState->m_PlayerNumber, ndTemp, ndPre );
/* Compute RadarValues before applying any user-selected mods. Apply
* Course mods and count them in the "pre" RadarValues because they're
* forced and not chosen by the user. */
NoteDataUtil::TransformNoteData(ndPre, *(pSteps->GetTimingData()), aa, pSteps->m_StepsType, pSong );
/* Apply user transforms to find out how the notes will really look.
*
* XXX: This is brittle: if we end up combining mods for a song differently
* than ScreenGameplay, we'll end up with the wrong data. We should probably
* have eg. GAMESTATE->GetOptionsForCourse(po,so,pn) to get options based on
* the last call to StoreSelectedOptions and the modifiers list, but that'd
* mean moving the queues in ScreenGameplay to GameState ... */
NoteData ndPost = ndPre;
NoteDataUtil::TransformNoteData(ndPost, *(pSteps->GetTimingData()), m_pPlayerState->m_PlayerOptions.GetStage(), pSteps->m_StepsType);
GAMESTATE->SetProcessedTimingData(pSteps->GetTimingData()); // XXX: Not sure why but NoteDataUtil::CalculateRadarValues segfaults without this
iTotalPossibleDancePoints += this->GetPossibleDancePoints( &ndPre, &ndPost, pSteps->GetTimingData(), pSong->m_fMusicLengthSeconds );
iTotalPossibleGradePoints += this->GetPossibleGradePoints( &ndPre, &ndPost, pSteps->GetTimingData(), pSong->m_fMusicLengthSeconds );
GAMESTATE->SetProcessedTimingData(NULL);
}
m_pPlayerStageStats->m_iPossibleDancePoints = iTotalPossibleDancePoints;
m_pPlayerStageStats->m_iPossibleGradePoints = iTotalPossibleGradePoints;
m_iScoreRemainder = 0;
m_cur_toasty_combo = 0;
m_cur_toasty_level= 0;
// Initialize m_next_toasty_at to 0 so that CalcNextToastyAt just needs to
// add the value. -Kyz
m_next_toasty_at= 0;
m_next_toasty_at= CalcNextToastyAt(m_cur_toasty_level);
m_iMaxScoreSoFar = 0;
m_iPointBonus = 0;
m_iNumTapsAndHolds = 0;
m_iNumNotesHitThisRow = 0;
m_bIsLastSongInCourse = false;
Message msg( "ScoreChanged" );
msg.SetParam( "PlayerNumber", m_pPlayerState->m_PlayerNumber );
msg.SetParam( "MultiPlayer", m_pPlayerState->m_mp );
MESSAGEMAN->Broadcast( msg );
memset( m_ComboBonusFactor, 0, sizeof(m_ComboBonusFactor) );
m_iRoundTo = 1;
}
示例3: WriteDWINotesField
static void WriteDWINotesField( RageFile &f, const Steps &out, int start )
{
NoteData notedata;
out.GetNoteData( notedata );
NoteDataUtil::InsertHoldTails( notedata );
const int iLastMeasure = int( notedata.GetLastBeat()/BEATS_PER_MEASURE );
for( int m=0; m<=iLastMeasure; m++ ) // foreach measure
{
NoteType nt = NoteDataUtil::GetSmallestNoteTypeForMeasure( notedata, m );
double fCurrentIncrementer = 0;
switch( nt )
{
case NOTE_TYPE_4TH:
case NOTE_TYPE_8TH:
fCurrentIncrementer = 1.0/8 * BEATS_PER_MEASURE;
break;
case NOTE_TYPE_12TH:
case NOTE_TYPE_24TH:
f.Write( "[" );
fCurrentIncrementer = 1.0/24 * BEATS_PER_MEASURE;
break;
case NOTE_TYPE_16TH:
f.Write( "(" );
fCurrentIncrementer = 1.0/16 * BEATS_PER_MEASURE;
break;
case NOTE_TYPE_32ND:
case NOTE_TYPE_64TH:
f.Write( "{" );
fCurrentIncrementer = 1.0/64 * BEATS_PER_MEASURE;
break;
case NOTE_TYPE_48TH:
case NOTE_TYPE_192ND:
case NoteType_Invalid:
// since, for whatever reason, the only way to do
// 48ths is through a block of 192nds...
f.Write( "`" );
fCurrentIncrementer = 1.0/192 * BEATS_PER_MEASURE;
break;
default:
ASSERT_M(0, ssprintf("nt = %d",nt) );
break;
}
double fFirstBeatInMeasure = m * BEATS_PER_MEASURE;
double fLastBeatInMeasure = (m+1) * BEATS_PER_MEASURE;
for( double b=fFirstBeatInMeasure; b<=fLastBeatInMeasure-1/64.0f; b+=fCurrentIncrementer ) // need the -0.0001 to account for rounding errors
{
int row = BeatToNoteRow( (float)b );
RString str;
switch( out.m_StepsType )
{
case StepsType_dance_single:
case StepsType_dance_couple:
case StepsType_dance_double:
str = NotesToDWIString(
notedata.GetTapNote(start+0, row),
notedata.GetTapNote(start+1, row),
notedata.GetTapNote(start+2, row),
notedata.GetTapNote(start+3, row) );
// Blank out the notes so we don't write them again if the incrementer is small
notedata.SetTapNote(start+0, row, TAP_EMPTY);
notedata.SetTapNote(start+1, row, TAP_EMPTY);
notedata.SetTapNote(start+2, row, TAP_EMPTY);
notedata.SetTapNote(start+3, row, TAP_EMPTY);
break;
case StepsType_dance_solo:
str = NotesToDWIString(
notedata.GetTapNote(0, row),
notedata.GetTapNote(1, row),
notedata.GetTapNote(2, row),
notedata.GetTapNote(3, row),
notedata.GetTapNote(4, row),
notedata.GetTapNote(5, row) );
// Blank out the notes so we don't write them again if the incrementer is small
notedata.SetTapNote(start+0, row, TAP_EMPTY);
notedata.SetTapNote(start+1, row, TAP_EMPTY);
notedata.SetTapNote(start+2, row, TAP_EMPTY);
notedata.SetTapNote(start+3, row, TAP_EMPTY);
notedata.SetTapNote(start+4, row, TAP_EMPTY);
notedata.SetTapNote(start+5, row, TAP_EMPTY);
break;
default:
ASSERT(0); // not a type supported by DWI. We shouldn't have called in here if that's the case
}
f.Write( str );
}
switch( nt )
{
case NOTE_TYPE_4TH:
case NOTE_TYPE_8TH:
break;
case NOTE_TYPE_12TH:
case NOTE_TYPE_24TH:
//.........这里部分代码省略.........
示例4: sizeof
void ScoreKeeperMAX2::Load(
const vector<Song*>& apSongs,
const vector<Steps*>& apSteps,
const vector<AttackArray> &asModifiers )
{
m_apSteps = apSteps;
ASSERT( apSongs.size() == apSteps.size() );
ASSERT( apSongs.size() == asModifiers.size() );
/* True if a jump is one to combo, false if combo is purely based on tap count. */
m_bComboIsPerRow = THEME->GetMetricB( "Gameplay", "ComboIsPerRow" );
m_MinScoreToContinueCombo = (TapNoteScore) THEME->GetMetricI( "Gameplay", "MinScoreToContinueCombo" );
m_MinScoreToMaintainCombo = (TapNoteScore) THEME->GetMetricI( "Gameplay", "MinScoreToMaintainCombo" );
//
// Fill in STATSMAN->m_CurStageStats, calculate multiplier
//
int iTotalPossibleDancePoints = 0;
int iTotalPossibleGradePoints = 0;
for( unsigned i=0; i<apSteps.size(); i++ )
{
Song* pSong = apSongs[i];
ASSERT( pSong );
Steps* pSteps = apSteps[i];
ASSERT( pSteps );
const AttackArray &aa = asModifiers[i];
NoteData ndTemp;
pSteps->GetNoteData( ndTemp );
/* We might have been given lots of songs; don't keep them in memory uncompressed. */
pSteps->Compress();
const Style* pStyle = GAMESTATE->GetCurrentStyle();
NoteData nd;
pStyle->GetTransformedNoteDataForStyle( m_pPlayerState->m_PlayerNumber, ndTemp, nd );
/* Compute RadarValues before applying any user-selected mods. Apply
* Course mods and count them in the "pre" RadarValues because they're
* forced and not chosen by the user.
*/
NoteDataUtil::TransformNoteData( nd, aa, pSteps->m_StepsType, pSong );
RadarValues rvPre;
NoteDataUtil::CalculateRadarValues( nd, pSong->m_fMusicLengthSeconds, rvPre );
/* Apply user transforms to find out how the notes will really look.
*
* XXX: This is brittle: if we end up combining mods for a song differently
* than ScreenGameplay, we'll end up with the wrong data. We should probably
* have eg. GAMESTATE->GetOptionsForCourse(po,so,pn) to get options based on
* the last call to StoreSelectedOptions and the modifiers list, but that'd
* mean moving the queues in ScreenGameplay to GameState ... */
NoteDataUtil::TransformNoteData( nd, m_pPlayerState->m_PlayerOptions, pSteps->m_StepsType );
RadarValues rvPost;
NoteDataUtil::CalculateRadarValues( nd, pSong->m_fMusicLengthSeconds, rvPost );
iTotalPossibleDancePoints += this->GetPossibleDancePoints( rvPre, rvPost );
iTotalPossibleGradePoints += this->GetPossibleGradePoints( rvPre, rvPost );
}
m_pPlayerStageStats->iPossibleDancePoints = iTotalPossibleDancePoints;
m_pPlayerStageStats->iPossibleGradePoints = iTotalPossibleGradePoints;
m_iScoreRemainder = 0;
m_iCurToastyCombo = 0;
m_iMaxScoreSoFar = 0;
m_iPointBonus = 0;
m_iNumTapsAndHolds = 0;
m_bIsLastSongInCourse = false;
memset( m_ComboBonusFactor, 0, sizeof(m_ComboBonusFactor) );
switch( PREFSMAN->m_ScoringType )
{
case PrefsManager::SCORING_MAX2:
m_iRoundTo = 1;
break;
case PrefsManager::SCORING_5TH:
m_iRoundTo = 5;
if (!GAMESTATE->IsCourseMode())
{
m_ComboBonusFactor[TNS_MARVELOUS] = 55;
m_ComboBonusFactor[TNS_PERFECT] = 55;
m_ComboBonusFactor[TNS_GREAT] = 33;
}
break;
default:
ASSERT(0);
}
}
示例5: Init
void ScreenHowToPlay::Init()
{
ScreenAttract::Init();
if( (bool)USE_PAD && DoesFileExist( GetAnimPath(ANIM_DANCE_PAD) ) )
{
m_pmDancePad = new Model;
m_pmDancePad->SetName( "Pad" );
m_pmDancePad->LoadMilkshapeAscii( GetAnimPath(ANIM_DANCE_PAD) );
m_pmDancePad->SetRotationX( 35 );
LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_pmDancePad );
}
// Display random character
vector<Character*> vpCharacters;
CHARMAN->GetCharacters( vpCharacters );
if( (bool)USE_CHARACTER && vpCharacters.size() && HaveAllCharAnimations() )
{
Character* rndchar = CHARMAN->GetRandomCharacter();
RString sModelPath = rndchar->GetModelPath();
if( sModelPath != "" )
{
m_pmCharacter = new Model;
m_pmCharacter->SetName( "Character" );
m_pmCharacter->LoadMilkshapeAscii( rndchar->GetModelPath() );
m_pmCharacter->LoadMilkshapeAsciiBones( "Step-LEFT", GetAnimPath( ANIM_LEFT ) );
m_pmCharacter->LoadMilkshapeAsciiBones( "Step-DOWN", GetAnimPath( ANIM_DOWN ) );
m_pmCharacter->LoadMilkshapeAsciiBones( "Step-UP", GetAnimPath( ANIM_UP ) );
m_pmCharacter->LoadMilkshapeAsciiBones( "Step-RIGHT", GetAnimPath( ANIM_RIGHT ) );
m_pmCharacter->LoadMilkshapeAsciiBones( "Step-JUMPLR", GetAnimPath( ANIM_JUMPLR ) );
RString sRestFile = rndchar->GetRestAnimationPath();
ASSERT( !sRestFile.empty() );
m_pmCharacter->LoadMilkshapeAsciiBones( "rest",rndchar->GetRestAnimationPath() );
m_pmCharacter->SetDefaultAnimation( "rest" );
m_pmCharacter->PlayAnimation( "rest" ); // Stay bouncing after a step has finished animating.
m_pmCharacter->SetRotationX( 40 );
m_pmCharacter->SetCullMode( CULL_NONE ); // many of the models floating around have the vertex order flipped
LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_pmCharacter );
}
}
GAMESTATE->SetCurrentStyle( GAMEMAN->GetHowToPlayStyleForGame(GAMESTATE->m_pCurGame) );
if( USE_PLAYER )
{
m_pLifeMeterBar = new LifeMeterBar;
m_pLifeMeterBar->SetName("LifeMeterBar");
m_pLifeMeterBar->Load( GAMESTATE->m_pPlayerState[PLAYER_1], &STATSMAN->m_CurStageStats.m_player[PLAYER_1] );
LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_pLifeMeterBar );
m_pLifeMeterBar->FillForHowToPlay( NUM_W2S, NUM_MISSES );
SMLoader::LoadFromSMFile( THEME->GetPathO(m_sName, "steps"), m_Song, false );
m_Song.AddAutoGenNotes();
const Style* pStyle = GAMESTATE->GetCurrentStyle();
Steps *pSteps = SongUtil::GetStepsByDescription( &m_Song, pStyle->m_StepsType, "" );
ASSERT_M( pSteps != NULL, ssprintf("%i", pStyle->m_StepsType) );
NoteData tempNoteData;
pSteps->GetNoteData( tempNoteData );
pStyle->GetTransformedNoteDataForStyle( PLAYER_1, tempNoteData, m_NoteData );
GAMESTATE->m_pCurSong.Set( &m_Song );
GAMESTATE->m_bGameplayLeadIn.Set( false );
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_AUTOPLAY;
m_Player->Init(
"Player",
GAMESTATE->m_pPlayerState[PLAYER_1],
NULL,
m_pLifeMeterBar,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL );
m_Player.Load( m_NoteData );
m_Player->SetName( "Player" );
this->AddChild( m_Player );
LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_Player );
// Don't show judgement
PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, m_fBlind, 1.0f );
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
GAMESTATE->m_bDemonstrationOrJukebox = true;
}
// deferred until after the player, so the notes go under it
if( m_pLifeMeterBar )
this->AddChild( m_pLifeMeterBar );
if( m_pmDancePad )
this->AddChild( m_pmDancePad );
if( m_pmCharacter )
this->AddChild( m_pmCharacter );
//.........这里部分代码省略.........