project-kyoku/modes/classicmode/game/classicarrownote.h

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#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;
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virtual void update(const microsec &music_offset) override;
virtual void input(PlayerInput&& inputdata) override;
virtual void draw(const ClassicGraphicsManager * const manager, sf::RenderTarget& target, sf::RenderStates states) const override;
virtual void setGraphics(ClassicGraphicsManager * const manager, TimeRange&& range) override;
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bool allElementsPressed() const;
bool isPressedAs(sf::Keyboard::Key key) const;
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inline bool isHold() const;
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struct ArrowElement
{
std::shared_ptr<ClassicSprite> sprite;
std::array<std::shared_ptr<ClassicAnimationScenario>, 5> animations;
sf::Keyboard::Key pressed_as = sf::Keyboard::Unknown;
Coordinates coordinates;
std::vector<Coordinates> falling_curve_interpolation;
std::array<sf::Keyboard::Key, 2> keys;
Type type = Type::NONE;
bool pressed = false;
// Each note may consist of several buttons.
// For example, ↑ → or ↓ → ←
// Note Element represents this idea.
};
private:
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std::vector<ArrowElement> _elements;
bool _is_hold;
};
using ArrowElements = std::vector<ClassicArrowNote::ArrowElement>;