#pragma once #include "classicnote.h" #include "initializers/arrownoteinitializer.h" class ClassicArrowNote : public ClassicNote { public: explicit ClassicArrowNote(ArrowNoteInitializer&& init); virtual ~ClassicArrowNote() = default; virtual void putToGame() override; virtual void update(const microsec &music_offset) override; virtual void input(PlayerInput&& inputdata) override; virtual void draw(const ClassicGameGraphicsManager * const manager, sf::RenderTarget& target, sf::RenderStates states) const override; virtual void setGraphics(ClassicGameGraphicsManager * const manager, TimeRange&& range) override; bool allElementsPressed() const; bool isPressedAs(sf::Keyboard::Key key) const; inline bool isHold() const; struct ArrowElement { std::shared_ptr sprite; std::array, 5> animations; sf::Keyboard::Key pressed_as = sf::Keyboard::Unknown; Coordinates coordinates; std::vector falling_curve_interpolation; std::array keys; Type type = Type::NONE; bool pressed = false; // Each note may consist of several buttons. // For example, ↑ → or ↓ → ← // Note Element represents this idea. }; private: std::vector _elements; bool _is_hold; }; using ArrowElements = std::vector;