Files
itgmania212121/stepmania/src/NoteFieldPositioning.cpp
T

253 lines
6.3 KiB
C++
Raw Normal View History

#include "global.h"
#include "NoteFieldPositioning.h"
2003-04-10 08:49:25 +00:00
#include "RageDisplay.h"
2003-04-03 00:01:04 +00:00
#include "RageUtil.h"
#include "RageLog.h"
#include "RageMath.h"
2003-04-10 08:49:25 +00:00
#include "GameState.h"
#include "GameManager.h"
#include "IniFile.h"
#include "Game.h"
#include "Style.h"
#include "GameDef.h"
2003-04-03 00:01:04 +00:00
/* This is similar in style to Actor::Command. However, Actors don't store
* matrix stacks; they only store offsets and scales, and compound them into
* a single transformations at once. This makes some things easy, but it's not
* convenient for generic 3d transforms. For that, we have this, which has the
* small subset of the actor commands that applies to raw matrices, and we apply
* commands in the order given. "scale,2;x,1;" is very different from
* "x,1;scale,2;". */
static CString GetParam( const CStringArray& sParams, int iIndex, int& iMaxIndexAccessed )
{
iMaxIndexAccessed = max( iIndex, iMaxIndexAccessed );
if( iIndex < int(sParams.size()) )
return sParams[iIndex];
else
return "";
}
void MatrixCommand(CString sCommandString, RageMatrix &mat)
{
CStringArray asCommands;
split( sCommandString, ";", asCommands, true );
for( unsigned c=0; c<asCommands.size(); c++ )
{
CStringArray asTokens;
split( asCommands[c], ",", asTokens, true );
int iMaxIndexAccessed = 0;
#define sParam(i) (GetParam(asTokens,i,iMaxIndexAccessed))
#define fParam(i) ((float)atof(sParam(i)))
#define iParam(i) (atoi(sParam(i)))
#define bParam(i) (iParam(i)!=0)
CString& sName = asTokens[0];
sName.MakeLower();
RageMatrix b;
// Act on command
if( sName=="x" ) RageMatrixTranslation( &b, fParam(1),0,0 );
else if( sName=="y" ) RageMatrixTranslation( &b, 0,fParam(1),0 );
else if( sName=="z" ) RageMatrixTranslation( &b, 0,0,fParam(1) );
else if( sName=="zoomx" ) RageMatrixScaling(&b, fParam(1),1,1 );
else if( sName=="zoomy" ) RageMatrixScaling(&b, 1,fParam(1),1 );
else if( sName=="zoomz" ) RageMatrixScaling(&b, 1,1,fParam(1) );
else if( sName=="rotationx" ) RageMatrixRotationX( &b, fParam(1) );
else if( sName=="rotationy" ) RageMatrixRotationY( &b, fParam(1) );
else if( sName=="rotationz" ) RageMatrixRotationZ( &b, fParam(1) );
else
{
CString sError = ssprintf( "Unrecognized matrix command name '%s' in command string '%s'.", sName.GetString(), sCommandString.GetString() );
LOG->Warn( sError );
#if defined(WIN32) // XXX arch?
if( DISPLAY->IsWindowed() )
MessageBox(NULL, sError, "MatrixCommand", MB_OK);
#endif
continue;
}
if( iMaxIndexAccessed != (int)asTokens.size()-1 )
{
CString sError = ssprintf( "Wrong number of parameters in command '%s'. Expected %d but there are %d.", join(",",asTokens).GetString(), iMaxIndexAccessed+1, (int)asTokens.size() );
LOG->Warn( sError );
#if defined(WIN32) // XXX arch?
if( DISPLAY->IsWindowed() )
MessageBox(NULL, sError, "MatrixCommand", MB_OK);
#endif
continue;
}
RageMatrix a(mat);
RageMatrixMultiply(&mat, &a, &b);
}
}
2003-04-10 08:49:25 +00:00
NoteFieldPositioning::Mode::Mode()
{
2003-04-03 00:01:04 +00:00
for( int tn=0; tn<MAX_NOTE_TRACKS; tn++ )
{
2003-04-03 00:01:04 +00:00
RageMatrixIdentity(&m_Position[tn]);
RageMatrixIdentity(&m_PerspPosition[tn]);
m_fFov[tn] = 0;
}
}
2003-04-10 08:49:25 +00:00
void NoteFieldPositioning::Mode::BeginDrawTrack(int tn) const
{
2003-04-10 17:58:27 +00:00
DISPLAY->MultMatrix((const float *) m_Position[tn]);
2003-04-03 00:01:04 +00:00
if(m_fFov[tn])
DISPLAY->EnterPerspective(m_fFov[tn]);
2003-04-10 17:58:27 +00:00
DISPLAY->MultMatrix((const float *) m_PerspPosition[tn]);
}
2003-04-10 08:49:25 +00:00
void NoteFieldPositioning::Mode::EndDrawTrack(int tn) const
{
2003-04-03 00:01:04 +00:00
if(m_fFov[tn])
DISPLAY->ExitPerspective();
2003-04-10 08:49:25 +00:00
}
NoteFieldPositioning::NoteFieldPositioning(CString fn)
{
IniFile ini(fn);
if(!ini.ReadFile())
return;
for(IniFile::const_iterator i = ini.begin(); i != ini.end(); ++i)
{
Mode m;
const IniFile::key &k = i->second;
for(int t = 0; t < MAX_NOTE_TRACKS; ++t)
{
IniFile::key::const_iterator val;
val = k.find("Name");
ASSERT(val != k.end()); /* required */
m.name = val->second;
val = k.find(ssprintf("Track%i", t+1));
if(val != k.end())
MatrixCommand(val->second, m.m_Position[t]);
val = k.find(ssprintf("PTrack%i", t+1));
if(val != k.end())
MatrixCommand(val->second, m.m_PerspPosition[t]);
val = k.find(ssprintf("FOV%i", t+1));
if(val != k.end())
m.m_fFov[t] = float(atof(val->second.c_str()));
CString sGames;
val = k.find("Games");
if(val != k.end())
{
vector<CString> games;
split(val->second, ",", games);
for(unsigned n = 0; n < games.size(); ++n)
{
vector<CString> bits;
split(games[n], "-", bits);
ASSERT(bits.size() == 2);
const Game game = GAMEMAN->StringToGameType( bits[0] );
ASSERT(game != GAME_INVALID);
const Style style = GAMEMAN->GameAndStringToStyle( game, bits[1] );
ASSERT(style != STYLE_INVALID);
m.Styles.insert(style );
}
}
}
Modes.push_back(m);
}
}
bool NoteFieldPositioning::Mode::MatchesCurrentGame() const
{
if(Styles.empty())
return true;
if(Styles.find(GAMESTATE->m_CurStyle) == Styles.end())
return false;
return true;
}
/* Get the unique ID of the given name, for the current game/style. If it
* doesn't exist, return "". */
int NoteFieldPositioning::GetID(const CString &name) const
{
for(unsigned i = 0; i < Modes.size(); ++i)
{
if(Modes[i].name.CompareNoCase(name))
continue;
if(!Modes[i].MatchesCurrentGame())
continue;
return i;
}
return -1;
}
int NoteFieldPositioning::GetID(PlayerNumber pn) const
{
return GetID(GAMESTATE->m_PlayerOptions[pn].m_sPositioning);
}
/* Get all arrow modifier names for the current game. */
void NoteFieldPositioning::GetNamesForCurrentGame(vector<CString> &IDs)
{ // XXX dupes
/* Iterate over all keys. */
for(unsigned i = 0; i < Modes.size(); ++i)
{
if(!Modes[i].MatchesCurrentGame())
continue;
IDs.push_back(Modes[i].name);
}
}
void NoteFieldPositioning::BeginDrawTrack(PlayerNumber pn, int tn) const
{
const int mode = GetID(pn);
DISPLAY->PushMatrix();
if(mode == -1)
{
/* No transformation is enabled, so use the one defined in the style
* table. */
const StyleDef *s = GAMESTATE->GetCurrentStyleDef();
const float fPixelXOffsetFromCenter = s->m_ColumnInfo[pn][tn].fXOffset;
DISPLAY->Translate(fPixelXOffsetFromCenter, 0, 0);
} else {
Modes[mode].BeginDrawTrack(tn);
}
}
void NoteFieldPositioning::EndDrawTrack(PlayerNumber pn, int tn) const
{
const int mode = GetID(pn);
if(mode != -1)
Modes[mode].EndDrawTrack(tn);
2003-04-03 00:01:04 +00:00
DISPLAY->PopMatrix();
}