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itgmania212121/stepmania/src/StreamDisplay.cpp
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#include "global.h"
#include "StreamDisplay.h"
#include "GameState.h"
#include <float.h>
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StreamDisplay::StreamDisplay()
{
m_fMeterHeight = 1;
m_fMeterWidth = 1;
m_iNumStrips = 1;
m_iNumChambers = 1;
m_fPercent = 0;
m_fTrailingPercent = 0;
m_fVelocity = 0;
m_fPassingAlpha = 0;
m_fHotAlpha = 0;
}
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void StreamDisplay::Load(
float fMeterWidth,
float fMeterHeight,
int iNumStrips,
int iNumChambers,
const CString &sNormalPath,
const CString &sHotPath,
const CString &sPassingPath,
const apActorCommands &acNormalOnCommand,
const apActorCommands &acHotOnCommand,
const apActorCommands &acPassingOnCommand
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)
{
m_fMeterWidth = fMeterWidth;
m_fMeterHeight = fMeterHeight;
m_iNumStrips = iNumStrips;
m_iNumChambers = iNumChambers;
m_quadMask.SetDiffuse( RageColor(0,0,0,1) );
m_quadMask.SetZ( 1 );
m_quadMask.SetBlendMode( BLEND_NO_EFFECT );
m_quadMask.SetUseZBuffer( true );
CString sGraphicPath;
RageTextureID ID;
ID.bStretch = true;
ID.filename = sNormalPath;
m_sprStreamNormal.Load( ID );
m_sprStreamNormal.SetUseZBuffer( true );
m_sprStreamNormal.RunCommands( acNormalOnCommand );
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ID.filename = sHotPath;
m_sprStreamHot.Load( ID );
m_sprStreamHot.SetUseZBuffer( true );
m_sprStreamHot.RunCommands( acHotOnCommand );
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ID.filename = sPassingPath;
m_sprStreamPassing.Load( ID );
m_sprStreamPassing.SetUseZBuffer( true );
m_sprStreamPassing.RunCommands( acPassingOnCommand );
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}
void StreamDisplay::Update( float fDeltaSecs )
{
// HACK: Tweaking these values is very difficulty. Update the
// "physics" many times so that the spring motion appears faster
for( int i=0; i<10; i++ )
{
const float fDelta = m_fPercent - m_fTrailingPercent;
// Don't apply spring and viscous forces if we're full or empty.
// Just move straight to either full or empty.
if( m_fPercent <= 0 || m_fPercent >= 1 )
{
if( fabsf(fDelta) < 0.00001f )
m_fVelocity = 0; // prevent div/0
else
m_fVelocity = (fDelta / fabsf(fDelta)) * 4;
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}
else
{
const float fSpringForce = fDelta * 2.0f;
m_fVelocity += fSpringForce * fDeltaSecs;
const float fViscousForce = -m_fVelocity * 0.2f;
m_fVelocity += fViscousForce * fDeltaSecs;
}
CLAMP( m_fVelocity, -.06f, +.02f );
m_fTrailingPercent += m_fVelocity * fDeltaSecs;
}
// Don't clamp life percentage a little outside the visible range so
// that the clamp doesn't dampen the "jiggle" of the meter.
CLAMP( m_fTrailingPercent, -0.1f, 1.1f );
}
void StreamDisplay::DrawPrimitives()
{
DrawMask( m_fTrailingPercent ); // this is the "right endcap" to the life
const float fChamberWidthInPercent = 1.0f/m_iNumChambers;
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float fStripWidthInPercent = 1.0f/m_iNumStrips;
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float fPercentBetweenStrips = 1.0f/m_iNumStrips;
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// round down so that the chamber overflows align
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if( m_iNumChambers > 10 )
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fPercentBetweenStrips = Quantize( fPercentBetweenStrips-fChamberWidthInPercent/2, fChamberWidthInPercent );
if( m_iNumChambers > 3 )
fPercentBetweenStrips -= 2*fChamberWidthInPercent;
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float fPercentOffset = fmodf( GAMESTATE->m_fSongBeat/4+1000, fPercentBetweenStrips );
ASSERT( fPercentOffset >= 0 && fPercentOffset <= fPercentBetweenStrips );
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// "+fPercentBetweenStrips" so that the whole area is overdrawn 2x
for( float f=fPercentOffset+1+fPercentBetweenStrips; f>=0; f-=fPercentBetweenStrips )
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{
DrawMask( f );
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DrawStrip( f, fStripWidthInPercent );
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}
}
void StreamDisplay::SetPercent( float fPercent )
{
DEBUG_ASSERT( fPercent >= 0.0f && fPercent <= 1.0f );
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if( isnan(fPercent) )
{
DEBUG_ASSERT_M( 0, "fPercent is NaN" );
fPercent = 1;
}
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if( !finite(fPercent) )
{
DEBUG_ASSERT_M( 0, "fPercent is infinite" );
fPercent = 1;
}
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float fDeltaPercent = fPercent - m_fPercent;
m_fVelocity += fDeltaPercent;
m_fPercent = fPercent;
}
void StreamDisplay::SetPassingAlpha( float fPassingAlpha )
{
m_fPassingAlpha = fPassingAlpha;
}
void StreamDisplay::SetHotAlpha( float fHotAlpha )
{
m_fHotAlpha = fHotAlpha;
}
void StreamDisplay::GetChamberIndexAndOverslow( float fPercent, int& iChamberOut, float& fChamberOverflowPercentOut )
{
iChamberOut = (int)(fPercent*m_iNumChambers);
fChamberOverflowPercentOut = fPercent*m_iNumChambers - iChamberOut;
}
float StreamDisplay::GetChamberLeftPercent( int iChamber )
{
return (iChamber+0) / (float)m_iNumChambers;
}
float StreamDisplay::GetChamberRightPercent( int iChamber )
{
return (iChamber+1) / (float)m_iNumChambers;
}
float StreamDisplay::GetRightEdgePercent( int iChamber, float fChamberOverflowPercent )
{
if( (iChamber%2) == 0 )
return (iChamber+fChamberOverflowPercent) / (float)m_iNumChambers;
else
return (iChamber+1) / (float)m_iNumChambers;
}
float StreamDisplay::GetHeightPercent( int iChamber, float fChamberOverflowPercent )
{
if( (iChamber%2) == 1 )
return 1-fChamberOverflowPercent;
else
return 0;
}
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void StreamDisplay::DrawStrip( float fRightEdgePercent, float fStripWidthInPercent )
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{
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m_sprStreamNormal.ZoomToWidth( m_fMeterWidth*fStripWidthInPercent );
m_sprStreamPassing.ZoomToWidth( m_fMeterWidth*fStripWidthInPercent );
m_sprStreamHot.ZoomToWidth( m_fMeterWidth*fStripWidthInPercent );
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m_sprStreamNormal.ZoomToHeight( m_fMeterHeight );
m_sprStreamPassing.ZoomToHeight( m_fMeterHeight );
m_sprStreamHot.ZoomToHeight( m_fMeterHeight );
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m_sprStreamNormal.SetHorizAlign( Actor::align_right );
m_sprStreamPassing.SetHorizAlign( Actor::align_right );
m_sprStreamHot.SetHorizAlign( Actor::align_right );
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m_sprStreamNormal.SetX( -m_fMeterWidth/2 + m_fMeterWidth*fRightEdgePercent );
m_sprStreamPassing.SetX( -m_fMeterWidth/2 + m_fMeterWidth*fRightEdgePercent );
m_sprStreamHot.SetX( -m_fMeterWidth/2 + m_fMeterWidth*fRightEdgePercent );
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const float fMeterLeftEdgePixels = SCALE( 0.0f, 0.0f, 1.0f, -m_fMeterWidth/2, +m_fMeterWidth/2 );
const float fMeterRightEdgePixels = SCALE( 1.0f, 0.0f, 1.0f, -m_fMeterWidth/2, +m_fMeterWidth/2 );
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const float fStreamRightEdgePixels = SCALE( fRightEdgePercent, 0.0f, 1.0f, -m_fMeterWidth/2, +m_fMeterWidth/2 );
const float fStreamLeftEdgePixels = fStreamRightEdgePixels - m_sprStreamNormal.GetZoomedWidth();
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const float fLeftOverhangPixels = max( 0, fMeterLeftEdgePixels - fStreamLeftEdgePixels );
const float fStreamCropLeftPercent = SCALE( fLeftOverhangPixels, 0.0f, m_sprStreamNormal.GetZoomedWidth(), 0.0f, 1.0f );
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const float fRightOverhangPixels = max( 0, fStreamRightEdgePixels - fMeterRightEdgePixels );
const float fStreamCropRightPercent = SCALE( fRightOverhangPixels, 0.0f, m_sprStreamNormal.GetZoomedWidth(), 0.0f, 1.0f );
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m_sprStreamNormal.SetCropLeft( fStreamCropLeftPercent );
m_sprStreamPassing.SetCropLeft( fStreamCropLeftPercent );
m_sprStreamHot.SetCropLeft( fStreamCropLeftPercent );
m_sprStreamNormal.SetCropRight( fStreamCropRightPercent );
m_sprStreamPassing.SetCropRight(fStreamCropRightPercent );
m_sprStreamHot.SetCropRight( fStreamCropRightPercent );
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float fOrigPassingAlpha = m_sprStreamPassing.GetDiffuse().a;
float fOrigHotAlpha = m_sprStreamHot.GetDiffuse().a;
m_sprStreamPassing.SetDiffuseAlpha( m_fPassingAlpha * fOrigPassingAlpha );
m_sprStreamHot.SetDiffuseAlpha( m_fHotAlpha * fOrigHotAlpha );
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if( m_fPassingAlpha < 1 && m_fHotAlpha < 1)
m_sprStreamNormal.Draw();
if( m_fHotAlpha < 1)
m_sprStreamPassing.Draw();
m_sprStreamHot.Draw();
m_sprStreamPassing.SetDiffuseAlpha( fOrigPassingAlpha );
m_sprStreamHot.SetDiffuseAlpha( fOrigHotAlpha );
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}
void StreamDisplay::DrawMask( float fPercent )
{
RectF rect;
int iChamber;
float fChamberOverflowPercent;
GetChamberIndexAndOverslow( fPercent, iChamber, fChamberOverflowPercent );
float fRightPercent = GetRightEdgePercent( iChamber, fChamberOverflowPercent );
float fHeightPercent = GetHeightPercent( iChamber, fChamberOverflowPercent );
float fChamberLeftPercent = GetChamberLeftPercent( iChamber );
float fChamberRightPercent = GetChamberRightPercent( iChamber );
// draw mask for vertical chambers
rect.left = -m_fMeterWidth/2 + fChamberLeftPercent*m_fMeterWidth-1;
rect.top = -m_fMeterHeight/2;
rect.right = -m_fMeterWidth/2 + fChamberRightPercent*m_fMeterWidth+1;
rect.bottom = -m_fMeterHeight/2 + fHeightPercent*m_fMeterHeight;
rect.left = MIN( rect.left, + m_fMeterWidth/2 );
rect.right = MIN( rect.right, + m_fMeterWidth/2 );
m_quadMask.StretchTo( rect );
m_quadMask.Draw();
// draw mask for horizontal chambers
rect.left = -m_fMeterWidth/2 + fRightPercent*m_fMeterWidth;
rect.top = -m_fMeterHeight/2;
rect.right = +m_fMeterWidth/2;
rect.bottom = +m_fMeterHeight/2;
rect.left = MIN( rect.left, + m_fMeterWidth/2 );
rect.right = MIN( rect.right, + m_fMeterWidth/2 );
m_quadMask.StretchTo( rect );
m_quadMask.Draw();
}
/*
* (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.
*/