text: #include "global.h"
  #include "ReceptorArrowRow.h"
  #include "RageUtil.h"
  #include "GameConstantsAndTypes.h"
  #include "ArrowEffects.h"
  #include "GameState.h"
  #include "PlayerState.h"
  #include "Style.h"
  
  ReceptorArrowRow::ReceptorArrowRow()
  {
  	m_pPlayerState = nullptr;
  	m_fYReverseOffsetPixels = 0;
  	m_fFadeToFailPercent = 0;
  	m_renderers= nullptr;
  }
  
  void ReceptorArrowRow::Load( const PlayerState* pPlayerState, float fYReverseOffset )
  {
  	m_pPlayerState = pPlayerState;
  	m_fYReverseOffsetPixels = fYReverseOffset;
  
  	const Style* pStyle = GAMESTATE->GetCurrentStyle(pPlayerState->m_PlayerNumber);
  
  	for( int c=0; c<pStyle->m_iColsPerPlayer; c++ ) 
  	{
  		m_ReceptorArrow.push_back( new ReceptorArrow );
  		m_ReceptorArrow[c]->SetName( "ReceptorArrow" );
  		m_ReceptorArrow[c]->Load( m_pPlayerState, c );
  		this->AddChild( m_ReceptorArrow[c] );
  	}
  }
  
  void ReceptorArrowRow::SetColumnRenderers(vector<NoteColumnRenderer>& renderers)
  {
  	ASSERT_M(renderers.size() == m_ReceptorArrow.size(), "Notefield has different number of columns than receptor row.");
  	for(size_t c= 0; c < m_ReceptorArrow.size(); ++c)
  	{
  		m_ReceptorArrow[c]->SetFakeParent(&(renderers[c]));
  	}
  	m_renderers= &renderers;
  }
  
  ReceptorArrowRow::~ReceptorArrowRow()
  {
  	for( unsigned i = 0; i < m_ReceptorArrow.size(); ++i )
  		delete m_ReceptorArrow[i];
  }
  
  void ReceptorArrowRow::Update( float fDeltaTime )
  {
  	ActorFrame::Update( fDeltaTime );
  	// If we're on gameplay, then the notefield will take care of updating
  	// ArrowEffects.  But if we're on ScreenNameEntry, there is no notefield,
  	// Checking whether m_renderers is null is a proxy for checking whether
  	// there is a notefield. -Kyz
  	if(m_renderers == nullptr)
  	{
  		ArrowEffects::Update();
  	}
  
  	for( unsigned c=0; c<m_ReceptorArrow.size(); c++ )
  	{
  		// m_fDark==1 or m_fFadeToFailPercent==1 should make fBaseAlpha==0
  		float fBaseAlpha = (1 - m_pPlayerState->m_PlayerOptions.GetCurrent().m_fDark
  			- m_pPlayerState->m_PlayerOptions.GetCurrent().m_fDarks[c]
  		);
  		if( m_fFadeToFailPercent != -1 )
  		{
  			fBaseAlpha *= (1 - m_fFadeToFailPercent);
  		}
  		CLAMP( fBaseAlpha, 0.0f, 1.0f );
  		m_ReceptorArrow[c]->SetBaseAlpha( fBaseAlpha );
  
  		if(m_renderers != nullptr)
  		{
  			// set arrow XYZ
  			(*m_renderers)[c].UpdateReceptorGhostStuff(m_ReceptorArrow[c]);
  		}
  		else
  		{
  			// ScreenNameEntry uses ReceptorArrowRow but doesn't have or need
  			// column renderers.  Just do the lazy thing and offset x. -Kyz
  			const Style* style= GAMESTATE->GetCurrentStyle(m_pPlayerState->m_PlayerNumber);
  			m_ReceptorArrow[c]->SetX(style->m_ColumnInfo[m_pPlayerState->m_PlayerNumber][c].fXOffset);
  		}
  	}
  }
  
  void ReceptorArrowRow::DrawPrimitives()
  {
  	const Style* pStyle = GAMESTATE->GetCurrentStyle(m_pPlayerState->m_PlayerNumber);
  	for( unsigned i=0; i<m_ReceptorArrow.size(); i++ )
  	{
  		const int c = pStyle->m_iColumnDrawOrder[i];
  		m_ReceptorArrow[c]->Draw();
  	}
  }
  
  void ReceptorArrowRow::Step( int iCol, TapNoteScore score )
  {
  	ASSERT( iCol >= 0  &&  iCol < (int) m_ReceptorArrow.size() );
  	m_ReceptorArrow[iCol]->Step( score );
  }
  
  void ReceptorArrowRow::SetPressed( int iCol )
  {
  	ASSERT( iCol >= 0  &&  iCol < (int) m_ReceptorArrow.size() );
  	m_ReceptorArrow[iCol]->SetPressed();
  }
  
  void ReceptorArrowRow::SetNoteUpcoming( int iCol, bool b )
  {
  	ASSERT( iCol >= 0  &&  iCol < (int) m_ReceptorArrow.size() );
  	m_ReceptorArrow[iCol]->SetNoteUpcoming(b);
  }
  
  
  /*
   * (c) 2001-2003 Chris Danford
   * All rights reserved.
   * 
   * Permission is hereby granted, free of charge, to any person obtaining a
   * copy of this software and associated documentation files (the
   * "Software"), to deal in the Software without restriction, including
   * without limitation the rights to use, copy, modify, merge, publish,
   * distribute, and/or sell copies of the Software, and to permit persons to
   * whom the Software is furnished to do so, provided that the above
   * copyright notice(s) and this permission notice appear in all copies of
   * the Software and that both the above copyright notice(s) and this
   * permission notice appear in supporting documentation.
   * 
   * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
   * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
   * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
   * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
   * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
   * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
   * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
   * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
   * PERFORMANCE OF THIS SOFTWARE.
   */
  