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itgmania212121/stepmania/src/GraphDisplay.cpp
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#include "global.h"
#include "GraphDisplay.h"
#include "ThemeManager.h"
#include "RageTextureManager.h"
#include "RageDisplay.h"
#include "RageUtil.h"
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#include "StageStats.h"
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#include "Foreach.h"
#include "Song.h"
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//#define DIVIDE_LINE_WIDTH THEME->GetMetricI(m_sName,"TexturedBottomHalf")
GraphDisplay::GraphDisplay()
{
m_pTexture = NULL;
}
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void GraphDisplay::Load( const CString &TexturePath, float fInitialHeight, const CString &sJustBarelyPath )
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{
m_Position = 1;
memset( m_CurValues, 0, sizeof(m_CurValues) );
memset( m_DestValues, 0, sizeof(m_DestValues) );
memset( m_LastValues, 0, sizeof(m_LastValues) );
Unload();
m_pTexture = TEXTUREMAN->LoadTexture( TexturePath );
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m_size.x = (float) m_pTexture->GetSourceWidth();
m_size.y = (float) m_pTexture->GetSourceHeight();
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for( int i = 0; i < VALUE_RESOLUTION; ++i )
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m_CurValues[i] = fInitialHeight;
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UpdateVerts();
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m_sprJustBarely.Load( sJustBarelyPath );
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}
void GraphDisplay::Unload()
{
if( m_pTexture != NULL )
TEXTUREMAN->UnloadTexture( m_pTexture );
m_pTexture = NULL;
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m_sprJustBarely.Unload();
FOREACH( AutoActor*, m_vpSongBoundaries, p )
SAFE_DELETE( *p );
m_vpSongBoundaries.clear();
ActorFrame::RemoveAllChildren();
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}
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void GraphDisplay::LoadFromStageStats( const StageStats &ss, const PlayerStageStats &pss, const CString &sSongBoundaryPath )
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{
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float fTotalStepSeconds = ss.GetTotalPossibleStepsSeconds();
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memcpy( m_LastValues, m_CurValues, sizeof(m_CurValues) );
m_Position = 0;
pss.GetLifeRecord( m_DestValues, VALUE_RESOLUTION, ss.GetTotalPossibleStepsSeconds() );
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for( unsigned i=0; i<ARRAYSIZE(m_DestValues); i++ )
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CLAMP( m_DestValues[i], 0.f, 1.f );
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UpdateVerts();
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//
// Search for the min life record
//
if( !pss.bFailed )
{
float fMinLifeSoFar = 1.0f;
float fMinLifeSoFarAtSecond = 0;
FOREACHM_CONST( float, float, pss.fLifeRecord, i )
{
float fSec = i->first;
float fLife = i->second;
if( fLife < fMinLifeSoFar )
{
fMinLifeSoFar = fLife;
fMinLifeSoFarAtSecond = fSec;
}
}
if( fMinLifeSoFar < 0.1f )
{
float fX = SCALE( fMinLifeSoFarAtSecond, 0, fTotalStepSeconds, m_quadVertices.left, m_quadVertices.right );
fX = Quantize( fX, 1.0f );
m_sprJustBarely->SetXY( fX, 0 );
}
else
{
m_sprJustBarely->SetHidden( true );
}
this->AddChild( m_sprJustBarely );
}
//
// Show song boundaries
//
float fSec = 0;
FOREACH_CONST( Song*, ss.vpPossibleSongs, song )
{
if( song == ss.vpPossibleSongs.end()-1 )
continue;
fSec += (*song)->GetStepsSeconds();
AutoActor *p = new AutoActor;
m_vpSongBoundaries.push_back( p );
p->Load( sSongBoundaryPath );
float fX = SCALE( fSec, 0, fTotalStepSeconds, m_quadVertices.left, m_quadVertices.right );
(*p)->SetX( fX );
this->AddChild( *p );
}
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}
void GraphDisplay::UpdateVerts()
{
switch( m_HorizAlign )
{
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case align_left: m_quadVertices.left = 0; m_quadVertices.right = m_size.x; break;
case align_center: m_quadVertices.left = -m_size.x/2; m_quadVertices.right = m_size.x/2; break;
case align_right: m_quadVertices.left = -m_size.x; m_quadVertices.right = 0; break;
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default: ASSERT( false );
}
switch( m_VertAlign )
{
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case align_top: m_quadVertices.top = 0; m_quadVertices.bottom = m_size.y; break;
case align_middle: m_quadVertices.top = -m_size.y/2; m_quadVertices.bottom = m_size.y/2; break;
case align_bottom: m_quadVertices.top = -m_size.y; m_quadVertices.bottom = 0; break;
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default: ASSERT(0);
}
int NumSlices = VALUE_RESOLUTION-1;
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for( int i = 0; i < 4*NumSlices; ++i )
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Slices[i].c = RageColor(1,1,1,1);
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for( int i = 0; i < NumSlices; ++i )
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{
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const float Left = SCALE( float(i), 0.0f, float(NumSlices), m_quadVertices.left, m_quadVertices.right );
const float Right = SCALE( float(i+1), 0.0f, float(NumSlices), m_quadVertices.left, m_quadVertices.right );
const float LeftTop = SCALE( float(m_CurValues[i]), 0.0f, 1.0f, m_quadVertices.bottom, m_quadVertices.top );
const float RightTop = SCALE( float(m_CurValues[i+1]), 0.0f, 1.0f, m_quadVertices.bottom, m_quadVertices.top );
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Slices[i*4+0].p = RageVector3( Left, LeftTop, 0 ); // top left
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Slices[i*4+1].p = RageVector3( Left, m_quadVertices.bottom, 0 ); // bottom left
Slices[i*4+2].p = RageVector3( Right, m_quadVertices.bottom, 0 ); // bottom right
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Slices[i*4+3].p = RageVector3( Right, RightTop, 0 ); // top right
// Slices[i*4+0].c = RageColor(.2,.2,.2,1);
// Slices[i*4+1].c = RageColor(1,1,1,1);
// Slices[i*4+2].c = RageColor(1,1,1,1);
// Slices[i*4+3].c = RageColor(.2,.2,.2,1);
}
const RectF *tex = m_pTexture->GetTextureCoordRect( 0 );
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for( int i = 0; i < ARRAYSIZE(Slices); ++i )
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{
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Slices[i].t = RageVector2(
SCALE( Slices[i].p.x, m_quadVertices.left, m_quadVertices.right, tex->left, tex->right ),
SCALE( Slices[i].p.y, m_quadVertices.top, m_quadVertices.bottom, tex->top, tex->bottom )
);
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}
}
void GraphDisplay::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
if( m_Position == 1 )
return;
m_Position = clamp( m_Position+fDeltaTime, 0, 1 );
for( int i = 0; i < VALUE_RESOLUTION; ++i )
m_CurValues[i] = m_DestValues[i]*m_Position + m_LastValues[i]*(1-m_Position);
UpdateVerts();
}
void GraphDisplay::DrawPrimitives()
{
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Actor::SetGlobalRenderStates(); // set Actor-specified render states
DISPLAY->ClearAllTextures();
DISPLAY->SetTexture( 0, m_pTexture );
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// don't bother setting texture render states for a null texture
//Actor::SetTextureRenderStates();
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DISPLAY->DrawQuads( Slices, ARRAYSIZE(Slices) );
DISPLAY->SetTexture( 0, NULL );
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ActorFrame::DrawPrimitives();
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}
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/*
* (c) 2003 Glenn Maynard
* 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.
*/