Implement basic ClassicNote
This commit is contained in:
parent
3c733cd490
commit
f66951bcec
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@ -8,6 +8,7 @@
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#include "debughelper.h"
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#include "timeline.h"
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#include "note.h"
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#include "game.h"
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class Application
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{
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@ -28,9 +29,9 @@ private:
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std::unique_ptr<Timeline> _timeline;
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DebugHelper _debug;
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std::unique_ptr<Game> _game;
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void startGameLoop();
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void onKeyPressed(const sf::Keyboard::Key& key);
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void onTap(const Note::Arrow& arrow);
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};
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#endif // APPLICATION_H
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@ -0,0 +1,17 @@
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#pragma once
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#include <vector>
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#include <SFML/System/Clock.hpp>
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using microsec = sf::Int64;
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class Note
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{
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public:
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explicit Note(microsec perfect_offset) :
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_perfect_offset(perfect_offset) {}
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virtual ~Note() = 0;
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protected:
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microsec _perfect_offset;
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};
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@ -1,31 +0,0 @@
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#ifndef NOTEGRAPHICSENTITY_H
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#define NOTEGRAPHICSENTITY_H
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#include <SFML/Graphics/Drawable.hpp>
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#include <SFML/Graphics/Transformable.hpp>
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class NoteGraphicsEntity : public sf::Drawable, public sf::Transformable
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{
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public:
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explicit NoteGraphicsEntity();
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virtual ~NoteGraphicsEntity() = 0;
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virtual void update() = 0;
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virtual void attach() noexcept final;
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virtual void detach() noexcept final;
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virtual void onKeyPressed() = 0;
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virtual void onKeyReleased() = 0;
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virtual void show() = 0;
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virtual void killAsExpired() = 0;
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virtual void reset() = 0;
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virtual bool isActive() const = 0;
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protected:
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bool _attached;
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};
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#endif
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@ -14,9 +14,9 @@ template<typename GRADE, typename = std::enable_if_t<std::is_enum<GRADE>::value>
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class PrecisionEvaluator
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{
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public:
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PrecisionEvaluator(std::vector<microsec>&& intervals, microsec offset) :
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PrecisionEvaluator(const std::vector<microsec>& intervals, microsec offset) :
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_offset(offset),
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_intervals(std::move(intervals))
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_intervals(intervals)
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{
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microsec&& handling_offset = std::accumulate(intervals.begin(), intervals.end(), 0);
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_start_handling_offset = _offset - handling_offset;
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@ -41,7 +41,7 @@ public:
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std::size_t raw_grade;
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for (raw_grade = 0; raw_grade < _intervals.size(); ++raw_grade)
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{
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if (shift_from_perfect <= _intervals[raw_grade])
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if (shift_from_perfect <= _intervals.at(raw_grade))
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break;
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}
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@ -60,7 +60,7 @@ private:
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* V0 is PERFECT SCORE and the last V represents the worst
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* grades which is death of note by expiration */
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std::vector<microsec> _intervals;
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const std::vector<microsec>& _intervals;
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};
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#endif // PRECISIONEVALUATOR_H
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@ -0,0 +1,6 @@
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#pragma once
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class Sprite
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{
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};
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@ -2,56 +2,18 @@
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#define TIMELINE_H
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#include <SFML/Config.hpp>
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#include <SFML/Graphics/RectangleShape.hpp>
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#include <vector>
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#include <memory>
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using microsec = sf::Int64;
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class Note;
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class TimelineViewManager;
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class Timeline : public sf::Drawable // Probably it's bad
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class Timeline
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{
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public:
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explicit Timeline(std::unique_ptr<TimelineViewManager> view_manager);
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virtual ~Timeline();
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virtual ~Timeline() = default;
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virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const override;
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void update(const microsec& music_offset);
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Note *fetchActiveNote(const microsec &music_offset) noexcept;
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/* void init(); */
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void clear();
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private:
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std::vector<Note*> _timeline;
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std::vector<Note*>::const_iterator _top_note;
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Note* _active_note;
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std::vector<Note*>::const_iterator _last_visible_note;
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microsec _visibility_offset;
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std::unique_ptr<TimelineViewManager> _view_manager;
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void checkCurrentActiveNote(const microsec &music_offset);
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void checkForNextActiveNote(const microsec &music_offset);
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void prepareNotesToDraw(const microsec &music_offset);
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/* Difference between top and active note is that
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* top note is the note handling input right now
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* OR it's the closest note from current music offset
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* position, not necessarily active. A note stops being top only
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* after dying or being tapped by player, even if it's already
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* past her perfect offset.
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*
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* Meanwhile active note is the note which is currently handling
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* player input for grade.
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*
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* An active note is always top note but a top note
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* is not always active note.
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* */
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virtual void update(const microsec& music_offset) = 0;
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virtual void init() = 0;
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virtual void clear() = 0;
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};
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#endif // TIMELINE_H
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@ -6,8 +6,7 @@ class Note;
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class TimelineViewManager
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{
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public:
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explicit TimelineViewManager();
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virtual ~TimelineViewManager() = 0;
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virtual ~TimelineViewManager() = default;
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virtual void initNoteGraphics(Note *note) = 0;
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};
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#include "application.h"
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#include "classicgame/classicgame.h"
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/Window/Event.hpp>
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#include "classicviewmanager.h"
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const sf::Time TIME_PER_FRAME = sf::seconds(1.f / 60.f);
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Application::Application() :
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_game_window({1280, 720}, "Test"),
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_debug(true)
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_debug(true),
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_game(std::make_unique<ClassicGame>())
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{
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_timeline = std::make_unique<Timeline>(std::make_unique<ClassicViewManager>());
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_font.loadFromFile("/usr/share/qtcreator/fonts/SourceCodePro-Regular.ttf");
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_grade.setFont(_font);
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_grade.setPosition(160, 160);
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}
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}
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static void makeGradeString(const NoteGrade::Rating& rating, sf::Text& text)
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{
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switch (rating)
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{
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case (NoteGrade::Rating::BAD):
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text.setString("BAD");
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text.setFillColor(sf::Color(255, 255, 255, 255));
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break;
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case (NoteGrade::Rating::GREAT):
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text.setString("GREAT");
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text.setFillColor(sf::Color(255, 255, 0, 255));
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break;
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case (NoteGrade::Rating::WRONG):
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text.setString("WRONG");
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text.setFillColor(sf::Color(120, 120, 120, 255));
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break;
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case (NoteGrade::Rating::GOOD):
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text.setString("GOOD");
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text.setFillColor(sf::Color(255, 100, 120, 255));
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break;
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}
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}
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void Application::input()
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{
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sf::Event event;
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while (_game_window.pollEvent(event))
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{
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switch (event.type)
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{
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default:
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break;
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case (sf::Event::Closed):
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_game_window.close();
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break;
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case (sf::Event::KeyPressed):
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onKeyPressed(event.key.code);
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break;
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}
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}
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}
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static Note::Arrow keyToArrow(const sf::Keyboard::Key &key)
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{
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switch (key)
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{
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case sf::Keyboard::A:
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case sf::Keyboard::Left:
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case sf::Keyboard::Num4:
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return Note::Arrow::LEFT;
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case sf::Keyboard::W:
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case sf::Keyboard::Up:
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case sf::Keyboard::Num8:
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return Note::Arrow::UP;
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case sf::Keyboard::D:
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case sf::Keyboard::Right:
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case sf::Keyboard::Num6:
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return Note::Arrow::RIGHT;
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case sf::Keyboard::S:
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case sf::Keyboard::Down:
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case sf::Keyboard::Num2:
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return Note::Arrow::DOWN;
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default:
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return Note::Arrow::NONE;
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}
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}
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void Application::onKeyPressed(const sf::Keyboard::Key &key)
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{
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if (key == sf::Keyboard::D)
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{
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_debug.toggle();
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return;
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}
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onTap(keyToArrow(key));
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}
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void Application::onTap(const Note::Arrow &arrow)
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{
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if (arrow == Note::Arrow::NONE)
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return;
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const auto music_offset = _music.getPlayingOffset().asMicroseconds();
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auto note = _timeline->fetchActiveNote(music_offset);
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if (note)
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{
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auto tap_result = note->onTap(arrow, music_offset);
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makeGradeString(tap_result.rating, _grade);
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_grade.setFillColor(sf::Color(255, 255, 255, 255));
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_game->input(event);
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}
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}
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void Application::update()
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{
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const auto music_offset = _music.getPlayingOffset().asMicroseconds();
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_timeline->update(music_offset);
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_debug.update(music_offset);
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if (_grade.getFillColor().a > 0) // TODO: Encapsulate
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{
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const auto alpha = _grade.getFillColor().a - 20;
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_grade.setFillColor(sf::Color(255, 255, 255, alpha < 0 ? 0 : alpha));
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}
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}
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#include "classicgame.h"
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#include "classicinputtype.h"
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#include "classictimeline.h"
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ClassicGame::ClassicGame()
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ClassicGame::ClassicGame() :
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_timeline(std::make_unique<ClassicTimeline>())
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{
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_keys_to_buttons =
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{
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}
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ClassicInputType input(timestamp, new_action);
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/* Here get active Note from timeline and pass the input object to it */
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auto note = _timeline->getActiveNote(timestamp);
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note->
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}
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Action ClassicGame::getActionKeyPressed(Button button) const
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#include "game.h"
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#include "classicactions.h"
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class ClassicTimeline;
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class ClassicGame final : public Game
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{
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public:
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Action getActionKeyPressed(Button button) const;
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Action getActionKeyReleased(Button button) const;
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std::unique_ptr<ClassicTimeline> _timeline;
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};
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#endif // CLASSICGAME_H
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#include "classicnote.h"
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ClassicNote::ClassicNote(const std::vector<microsec>& intervals, microsec perfect_offset) :
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Note(perfect_offset),
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_evaluator(intervals, _perfect_offset)
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{
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}
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#pragma once
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#include "note.h"
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#include "precisionevaluator.h"
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class ClassicNote : public Note
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{
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public:
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enum class GRADE
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{
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PERFECT,
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GOOD,
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BAD
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};
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explicit ClassicNote(const std::vector<microsec>& intervals, microsec perfect_offset);
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virtual ~ClassicNote() = default;
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private:
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PrecisionEvaluator<GRADE> _evaluator;
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};
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#include "timeline.h"
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#include "note.h"
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#include "timelineviewmanager.h"
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#include <SFML/Graphics/RenderTarget.hpp>
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#include <iostream>
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#include "classicactions.h"
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#include "classictimeline.h"
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#include "note.h"
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Timeline::Timeline(std::unique_ptr<TimelineViewManager> view_manager) :
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_view_manager(std::move(view_manager))
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ClassicTimeline::ClassicTimeline()
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{
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// BPM of METEOR is 170.
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// Length is 1:14
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microsec bpm_end = starting_beat_offset + (interval * amount_of_beats);
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_visibility_offset = note_input_offset * 12;
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Note::resetPrecisionQualifier(note_input_offset / 3);
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_timeline.emplace_back(new Note(bpm_iterator, note_input_offset, Note::Arrow::DOWN));
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_timeline.emplace_back(new Note(bpm_iterator, note_input_offset, Button::DOWN));
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bpm_iterator += interval;
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_timeline.emplace_back(new Note(bpm_iterator, note_input_offset, Note::Arrow::LEFT));
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_timeline.emplace_back(new Note(bpm_iterator, note_input_offset, Button::LEFT));
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bpm_iterator += interval;
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_timeline.emplace_back(new Note(bpm_iterator, note_input_offset, Note::Arrow::LEFT));
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_timeline.emplace_back(new Note(bpm_iterator, note_input_offset, Button::LEFT));
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bpm_iterator += interval;
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while (bpm_iterator < bpm_end)
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bpm_iterator += interval;
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}
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_timeline[0]->setPosition({200, 200});
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_timeline[1]->setPosition({250, 200});
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_timeline[2]->setPosition({300, 200});
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_timeline[3]->setPosition({350, 200});
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_timeline[4]->setPosition({400, 200});
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_timeline[5]->setPosition({450, 200});
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_timeline[6]->setPosition({200, 300});
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_timeline[7]->setPosition({250, 300});
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_timeline[8]->setPosition({300, 300});
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_timeline[9]->setPosition({350, 300});
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_timeline[10]->setPosition({400, 300});
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_timeline[11]->setPosition({450, 300});
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_active_note = nullptr;
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_last_visible_note = _timeline.end();
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_top_note = _timeline.begin();
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Note::resetPrecisionQualifier();
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}
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void Timeline::draw(sf::RenderTarget& target, sf::RenderStates states) const // Temporary solution
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{
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if (_last_visible_note == _timeline.end() || _top_note > _last_visible_note)
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return;
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auto note_to_draw = _top_note;
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while (note_to_draw != (_last_visible_note + 1))
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{
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target.draw(*(*note_to_draw), states);
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++note_to_draw;
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}
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}
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void Timeline::update(const microsec &music_offset)
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{
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checkCurrentActiveNote(music_offset);
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@ -0,0 +1,43 @@
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#pragma once
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#include <vector>
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#include "timeline.h"
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class Note;
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class ClassicTimeline : public Timeline
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{
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public:
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explicit ClassicTimeline();
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virtual void update(const microsec& music_offset) override;
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virtual void init() override;
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virtual void clear() override;
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Note *getActiveNote(const microsec &music_offset) noexcept;
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private:
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std::vector<Note*> _timeline;
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std::vector<Note*>::const_iterator _top_note;
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Note* _active_note;
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std::vector<Note*>::const_iterator _last_visible_note;
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microsec _visibility_offset;
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void checkCurrentActiveNote(const microsec &music_offset);
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void checkForNextActiveNote(const microsec &music_offset);
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void prepareNotesToDraw(const microsec &music_offset);
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/* Difference between top and active note is that
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* top note is the note handling input right now
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* OR it's the closest note from current music offset
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* position, not necessarily active. A note stops being top only
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* after dying or being tapped by player, even if it's already
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* past her perfect offset.
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*
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* Meanwhile active note is the note which is currently handling
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* player input for grade.
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*
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* An active note is always top note but a top note
|
||||
* is not always active note.
|
||||
* */
|
||||
};
|
|
@ -1,15 +0,0 @@
|
|||
#include "notegraphicsentity.h"
|
||||
|
||||
NoteGraphicsEntity::NoteGraphicsEntity() :
|
||||
_attached(false)
|
||||
{}
|
||||
|
||||
void NoteGraphicsEntity::attach() noexcept
|
||||
{
|
||||
_attached = true;
|
||||
}
|
||||
|
||||
void NoteGraphicsEntity::detach() noexcept
|
||||
{
|
||||
_attached = false;
|
||||
}
|
|
@ -1,4 +0,0 @@
|
|||
#include "timelineviewmanager.h"
|
||||
|
||||
TimelineViewManager::TimelineViewManager()
|
||||
{}
|
Loading…
Reference in New Issue