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itgmania212121/src/ActorScroller.cpp
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#include "global.h"
#include "ActorScroller.h"
#include "Foreach.h"
#include "RageUtil.h"
#include "XmlFile.h"
#include "arch/Dialog/Dialog.h"
#include "RageLog.h"
#include "ActorUtil.h"
#include "LuaBinding.h"
/* Tricky: We need ActorFrames created in Lua to auto delete their children.
* We don't want classes that derive from ActorFrame to auto delete their
* children. The name "ActorFrame" is widely used in Lua, so we'll have
* that string instead create an ActorFrameAutoDeleteChildren object. */
//REGISTER_ACTOR_CLASS( ActorScroller );
REGISTER_ACTOR_CLASS_WITH_NAME( ActorScrollerAutoDeleteChildren, ActorScroller );
ActorScroller *ActorScroller::Copy() const { return new ActorScroller(*this); }
ActorScroller::ActorScroller()
{
m_iNumItems = 0;
m_fCurrentItem = 0;
m_fDestinationItem = 0;
m_fSecondsPerItem = 1;
m_fSecondsPauseBetweenItems = 0;
m_fNumItemsToDraw = 7;
m_iFirstSubActorIndex = 0;
m_bLoop = false;
m_bFastCatchup = false;
m_bFunctionDependsOnPositionOffset = true;
m_bFunctionDependsOnItemIndex = true;
m_fPauseCountdownSeconds = 0;
m_fQuantizePixels = 0;
m_quadMask.SetBlendMode( BLEND_NO_EFFECT ); // don't change color values
m_quadMask.SetUseZBuffer( true ); // we want to write to the Zbuffer
m_fMaskWidth = 0;
m_fMaskHeight = 0;
DisableMask();
}
void ActorScroller::Load2()
{
m_iNumItems = m_SubActors.size();
Lua *L = LUA->Get();
for( unsigned i = 0; i < m_SubActors.size(); ++i )
{
lua_pushnumber( L, i );
this->m_SubActors[i]->m_pLuaInstance->Set( L, "ItemIndex" );
}
LUA->Release( L );
}
void ActorScroller::SetTransformFromReference( const LuaReference &ref )
{
m_exprTransformFunction.SetFromReference( ref );
// Probe to find which of the parameters are used.
#define GP(a,b) m_exprTransformFunction.GetTransformCached( a, b, 2 )
m_bFunctionDependsOnPositionOffset = (GP(0,0) != GP(1,0)) && (GP(0,1) != GP(1,1));
m_bFunctionDependsOnItemIndex = (GP(0,0) != GP(0,1)) && (GP(1,0) != GP(1,1));
m_exprTransformFunction.ClearCache();
}
void ActorScroller::SetTransformFromExpression( const RString &sTransformFunction )
{
LuaReference ref;
ref.SetFromExpression( sTransformFunction );
SetTransformFromReference( ref );
}
void ActorScroller::SetTransformFromWidth( float fItemWidth )
{
SetTransformFromExpression( ssprintf("function(self,offset,itemIndex,numItems) self:x(%f*offset) end",fItemWidth) );
}
void ActorScroller::SetTransformFromHeight( float fItemHeight )
{
SetTransformFromExpression( ssprintf("function(self,offset,itemIndex,numItems) self:y(%f*offset) end",fItemHeight) );
}
void ActorScroller::EnableMask( float fWidth, float fHeight )
{
m_quadMask.SetVisible( fWidth != 0 && fHeight != 0 );
m_quadMask.SetWidth( fWidth );
m_fMaskWidth = fWidth;
m_quadMask.SetHeight( fHeight );
m_fMaskHeight = fHeight;
}
void ActorScroller::DisableMask()
{
m_quadMask.SetVisible( false );
}
void ActorScroller::ScrollThroughAllItems()
{
m_fCurrentItem = m_bLoop ? +m_fNumItemsToDraw/2.0f : -(m_fNumItemsToDraw/2.0f)-1;
m_fDestinationItem = (float)(m_iNumItems+m_fNumItemsToDraw/2.0f+1);
}
void ActorScroller::ScrollWithPadding( float fItemPaddingStart, float fItemPaddingEnd )
{
m_fCurrentItem = -fItemPaddingStart;
m_fDestinationItem = m_iNumItems-1+fItemPaddingEnd;
}
float ActorScroller::GetSecondsForCompleteScrollThrough() const
{
float fTotalItems = m_fNumItemsToDraw + m_iNumItems;
return fTotalItems * (m_fSecondsPerItem + m_fSecondsPauseBetweenItems );
}
float ActorScroller::GetSecondsToDestination() const
{
float fTotalItemsToMove = fabsf(m_fCurrentItem - m_fDestinationItem);
return fTotalItemsToMove * m_fSecondsPerItem;
}
void ActorScroller::LoadFromNode( const XNode *pNode )
{
ActorFrame::LoadFromNode( pNode );
Load2();
float fNumItemsToDraw = 0;
if( pNode->GetAttrValue("NumItemsToDraw", fNumItemsToDraw) )
SetNumItemsToDraw( fNumItemsToDraw );
float fSecondsPerItem = 0;
if( pNode->GetAttrValue("SecondsPerItem", fSecondsPerItem) )
ActorScroller::SetSecondsPerItem( fSecondsPerItem );
Lua *L = LUA->Get();
pNode->PushAttrValue( L, "TransformFunction" );
{
LuaReference ref;
ref.SetFromStack( L );
if( !ref.IsNil() )
SetTransformFromReference( ref );
}
LUA->Release( L );
int iSubdivisions = 1;
if( pNode->GetAttrValue("Subdivisions", iSubdivisions) )
ActorScroller::SetNumSubdivisions( iSubdivisions );
bool bUseMask = false;
pNode->GetAttrValue( "UseMask", bUseMask );
if( bUseMask )
{
pNode->GetAttrValue( "MaskWidth", m_fMaskWidth );
pNode->GetAttrValue( "MaskHeight", m_fMaskHeight );
EnableMask( m_fMaskWidth, m_fMaskHeight );
}
pNode->GetAttrValue( "QuantizePixels", m_fQuantizePixels );
}
void ActorScroller::UpdateInternal( float fDeltaTime )
{
ActorFrame::UpdateInternal( fDeltaTime );
// If we have no children, the code below will busy loop.
if( !m_SubActors.size() )
return;
// handle pause
if( fDeltaTime > m_fPauseCountdownSeconds )
{
fDeltaTime -= m_fPauseCountdownSeconds;
m_fPauseCountdownSeconds = 0;
}
else
{
m_fPauseCountdownSeconds -= fDeltaTime;
fDeltaTime = 0;
return;
}
if( m_fCurrentItem == m_fDestinationItem )
return; // done scrolling
float fOldItemAtTop = m_fCurrentItem;
if( m_fSecondsPerItem > 0 )
{
float fApproachSpeed = fDeltaTime/m_fSecondsPerItem;
if( m_bFastCatchup )
{
float fDistanceToMove = fabsf(m_fCurrentItem - m_fDestinationItem);
if( fDistanceToMove > 1 )
fApproachSpeed *= fDistanceToMove*fDistanceToMove;
}
fapproach( m_fCurrentItem, m_fDestinationItem, fApproachSpeed );
}
// if items changed, then pause
if( (int)fOldItemAtTop != (int)m_fCurrentItem )
m_fPauseCountdownSeconds = m_fSecondsPauseBetweenItems;
if( m_bLoop )
m_fCurrentItem = fmodf( m_fCurrentItem, (float) m_iNumItems );
}
void ActorScroller::DrawPrimitives()
{
PositionItemsAndDrawPrimitives( true );
}
void ActorScroller::PositionItems()
{
PositionItemsAndDrawPrimitives( false );
}
/* Shift m_SubActors forward by iDist. This will place item m_iFirstSubActorIndex
* in m_SubActors[0]. */
void ActorScroller::ShiftSubActors( int iDist )
{
if( iDist != INT_MAX )
CircularShift( m_SubActors, iDist );
}
void ActorScroller::PositionItemsAndDrawPrimitives( bool bDrawPrimitives )
{
if( m_SubActors.empty() )
return;
float fNumItemsToDraw = m_fNumItemsToDraw;
if( m_quadMask.GetVisible() )
{
// write to z buffer so that top and bottom are clipped
// Draw an extra item; this is the one that will be masked.
fNumItemsToDraw++;
float fPositionFullyOffScreenTop = -(fNumItemsToDraw)/2.f;
float fPositionFullyOffScreenBottom = (fNumItemsToDraw)/2.f;
m_exprTransformFunction.TransformItemCached( m_quadMask, fPositionFullyOffScreenTop, -1, m_iNumItems );
if( bDrawPrimitives ) m_quadMask.Draw();
m_exprTransformFunction.TransformItemCached( m_quadMask, fPositionFullyOffScreenBottom, m_iNumItems, m_iNumItems );
if( bDrawPrimitives ) m_quadMask.Draw();
}
float fFirstItemToDraw = m_fCurrentItem - fNumItemsToDraw/2.f;
float fLastItemToDraw = m_fCurrentItem + fNumItemsToDraw/2.f;
int iFirstItemToDraw = (int) ceilf( fFirstItemToDraw );
int iLastItemToDraw = (int) ceilf( fLastItemToDraw );
if( !m_bLoop )
{
iFirstItemToDraw = clamp( iFirstItemToDraw, 0, m_iNumItems );
iLastItemToDraw = clamp( iLastItemToDraw, 0, m_iNumItems );
}
bool bDelayedDraw = m_bDrawByZPosition && !m_bLoop;
vector<Actor*> subs;
{
// Shift m_SubActors so iFirstItemToDraw is at the beginning.
int iNewFirstIndex = iFirstItemToDraw;
int iDist = iNewFirstIndex - m_iFirstSubActorIndex;
m_iFirstSubActorIndex = iNewFirstIndex;
ShiftSubActors( iDist );
}
int iNumToDraw = iLastItemToDraw - iFirstItemToDraw;
for( int i = 0; i < iNumToDraw; ++i )
{
int iItem = i + iFirstItemToDraw;
float fPosition = iItem - m_fCurrentItem;
int iIndex = i; // index into m_SubActors
if( m_bLoop )
wrap( iIndex, m_SubActors.size() );
else if( iIndex < 0 || iIndex >= (int)m_SubActors.size() )
continue;
// Optimization: Zero out unused parameters so that they don't create new,
// unnecessary entries in the position cache. On scrollers with lots of
// items, especially with Subdivisions > 1, m_exprTransformFunction uses
// too much memory.
if( !m_bFunctionDependsOnPositionOffset )
fPosition = 0;
if( !m_bFunctionDependsOnItemIndex )
iItem = 0;
m_exprTransformFunction.TransformItemCached( *m_SubActors[iIndex], fPosition, iItem, m_iNumItems );
if( bDrawPrimitives )
{
if( bDelayedDraw )
subs.push_back( m_SubActors[iIndex] );
else
m_SubActors[iIndex]->Draw();
}
}
if( bDelayedDraw )
{
ActorUtil::SortByZPosition( subs );
FOREACH( Actor*, subs, a )
(*a)->Draw();
}
}
// lua start
#include "LuaBinding.h"
/** @brief Allow Lua to have access to the ActorScroller. */
class LunaActorScroller: public Luna<ActorScroller>
{
public:
static int PositionItems( T* p, lua_State *L ) { p->PositionItems(); return 0; }
static int SetTransformFromFunction( T* p, lua_State *L )
{
LuaReference ref;
LuaHelpers::FromStack( L, ref, 1 );
p->SetTransformFromReference( ref );
return 0;
}
static int SetTransformFromHeight( T* p, lua_State *L ) { p->SetTransformFromHeight(FArg(1)); return 0; }
static int SetTransformFromWidth( T* p, lua_State *L ) { p->SetTransformFromWidth(FArg(1)); return 0; }
static int SetCurrentAndDestinationItem( T* p, lua_State *L ) { p->SetCurrentAndDestinationItem( FArg(1) ); return 0; }
static int SetDestinationItem( T* p, lua_State *L ) { p->SetDestinationItem( FArg(1) ); return 0; }
static int GetSecondsToDestination( T* p, lua_State *L ) { lua_pushnumber( L, p->GetSecondsToDestination() ); return 1; }
static int SetSecondsPerItem( T* p, lua_State *L ) { p->SetSecondsPerItem(FArg(1)); return 0; }
static int GetSecondsPauseBetweenItems( T* p, lua_State *L ) { lua_pushnumber( L, p->GetSecondsPauseBetweenItems() ); return 1; }
static int SetSecondsPauseBetweenItems( T* p, lua_State *L ) { p->SetSecondsPauseBetweenItems(FArg(1)); return 0; }
static int SetPauseCountdownSeconds( T* p, lua_State *L ) { p->SetPauseCountdownSeconds(FArg(1)); return 0; }
static int SetNumSubdivisions( T* p, lua_State *L ) { p->SetNumSubdivisions(IArg(1)); return 0; }
static int ScrollThroughAllItems( T* p, lua_State *L ) { p->ScrollThroughAllItems(); return 0; }
static int ScrollWithPadding( T* p, lua_State *L ) { p->ScrollWithPadding(FArg(1),FArg(2)); return 0; }
static int SetFastCatchup( T* p, lua_State *L ) { p->SetFastCatchup(BArg(1)); return 0; }
static int SetLoop( T* p, lua_State *L ) { p->SetLoop(BArg(1)); return 0; }
static int SetMask( T* p, lua_State *L ) { p->EnableMask(FArg(1), FArg(2)); return 0; }
static int SetNumItemsToDraw( T* p, lua_State *L ) { p->SetNumItemsToDraw(FArg(1)); return 0; }
static int GetFullScrollLengthSeconds( T* p, lua_State *L ) { lua_pushnumber( L, p->GetSecondsForCompleteScrollThrough() ); return 1; }
static int GetCurrentItem( T* p, lua_State *L ) { lua_pushnumber( L, p->GetCurrentItem() ); return 1; }
static int GetDestinationItem( T* p, lua_State *L ) { lua_pushnumber( L, p->GetDestinationItem() ); return 1; }
static int GetNumItems( T* p, lua_State *L ) { lua_pushnumber( L, p->GetNumItems() ); return 1; }
LunaActorScroller()
{
ADD_METHOD( PositionItems );
ADD_METHOD( SetTransformFromFunction );
ADD_METHOD( SetTransformFromHeight );
ADD_METHOD( SetTransformFromWidth );
ADD_METHOD( SetCurrentAndDestinationItem );
ADD_METHOD( SetDestinationItem );
ADD_METHOD( GetSecondsToDestination );
ADD_METHOD( SetSecondsPerItem );
ADD_METHOD( SetSecondsPauseBetweenItems );
ADD_METHOD( GetSecondsPauseBetweenItems );
ADD_METHOD( SetPauseCountdownSeconds );
ADD_METHOD( SetNumSubdivisions );
ADD_METHOD( ScrollThroughAllItems );
ADD_METHOD( ScrollWithPadding );
ADD_METHOD( SetFastCatchup );
ADD_METHOD( SetLoop );
ADD_METHOD( SetMask );
ADD_METHOD( SetNumItemsToDraw );
ADD_METHOD( GetFullScrollLengthSeconds );
ADD_METHOD( GetCurrentItem );
ADD_METHOD( GetDestinationItem );
ADD_METHOD( GetNumItems );
}
};
LUA_REGISTER_DERIVED_CLASS( ActorScroller, ActorFrame )
// lua end
/*
* (c) 2003-2004 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.
*/