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itgmania212121/stepmania/src/ActorScroller.cpp
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#include "global.h"
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#include "ActorScroller.h"
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#include "Foreach.h"
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#include "RageUtil.h"
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#include "RageDisplay.h"
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#include "XmlFile.h"
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#include "arch/Dialog/Dialog.h"
#include "RageLog.h"
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#include "ActorUtil.h"
/* Tricky: We need ActorFrames created in XML 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 XML, so we'll have
* that string instead create an ActorFrameAutoDeleteChildren object.
*/
//REGISTER_ACTOR_CLASS( ActorScroller )
REGISTER_ACTOR_CLASS_WITH_NAME( ActorScrollerAutoDeleteChildren, ActorScroller )
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Actor *ActorScroller::Copy() const { return new ActorScroller(*this); }
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ActorScroller::ActorScroller()
{
m_iNumItems = 0;
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m_fCurrentItem = 0;
m_fDestinationItem = 0;
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m_fSecondsPerItem = 1;
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m_fSecondsPauseBetweenItems = 0;
m_fNumItemsToDraw = 7;
m_iFirstSubActorIndex = 0;
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m_bLoop = false;
m_bFastCatchup = false;
m_bUseItemNumber = false;
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m_fPauseCountdownSeconds = 0;
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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
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DisableMask();
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}
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void ActorScroller::Load2(
float fNumItemsToDraw,
float fItemWidth,
float fItemHeight,
bool bLoop,
float fSecondsPerItem,
float fSecondsPauseBetweenItems )
{
CLAMP( fNumItemsToDraw, 1, 10000 );
CLAMP( fItemWidth, 1, 10000 );
CLAMP( fItemHeight, 1, 10000 );
CLAMP( fSecondsPerItem, 0.01f, 10000 );
CLAMP( fSecondsPauseBetweenItems, 0, 10000 );
m_fNumItemsToDraw = fNumItemsToDraw;
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m_exprTransformFunction.SetFromExpression(
ssprintf("function(self,offset,itemIndex,numItems) return self:y(%f*offset) end",fItemHeight),
1
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);
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m_bLoop = bLoop;
m_fSecondsPerItem = fSecondsPerItem;
m_fSecondsPauseBetweenItems = fSecondsPauseBetweenItems;
m_fPauseCountdownSeconds = 0;
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m_fQuantizePixels = 0;
m_iNumItems = m_SubActors.size();
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ScrollThroughAllItems();
EnableMask( fItemWidth, fItemHeight );
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}
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void ActorScroller::Load3(
float fSecondsPerItem,
float fNumItemsToDraw,
bool bFastCatchup,
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const CString &sTransformFunction,
int iSubdivisions,
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bool bLoop
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)
{
m_fSecondsPerItem = fSecondsPerItem;
m_fNumItemsToDraw = fNumItemsToDraw;
m_bFastCatchup = bFastCatchup;
m_exprTransformFunction.SetFromExpression( sTransformFunction, iSubdivisions );
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m_fQuantizePixels = 0;
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m_bLoop = bLoop;
m_iNumItems = m_SubActors.size();
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}
void ActorScroller::EnableMask( float fWidth, float fHeight )
{
m_quadMask.SetHidden( false );
m_quadMask.SetWidth( fWidth );
m_quadMask.SetHeight( fHeight );
}
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void ActorScroller::DisableMask()
{
m_quadMask.SetHidden( true );
}
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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);
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}
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void ActorScroller::ScrollWithPadding( float fItemPaddingStart, float fItemPaddingEnd )
{
m_fCurrentItem = -fItemPaddingStart;
m_fDestinationItem = m_iNumItems-1+fItemPaddingEnd;
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}
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float ActorScroller::GetSecondsForCompleteScrollThrough() const
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{
float fTotalItems = m_fNumItemsToDraw + m_iNumItems;
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return fTotalItems * (m_fSecondsPerItem + m_fSecondsPauseBetweenItems );
}
void ActorScroller::LoadFromNode( const CString &sDir, const XNode *pNode )
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{
ActorFrame::LoadFromNode( sDir, pNode );
#define GET_VALUE( szName, valueOut ) \
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if( !pNode->GetAttrValue( szName, valueOut ) ) { \
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CString sError = ssprintf("ActorScroller in '%s' is missing the value Scroller::%s", sDir.c_str(), szName); \
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LOG->Warn( sError ); \
Dialog::OK( sError ); \
}
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float fSecondsPerItem = 1;
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float fNumItemsToDraw = 0;
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CString sTransformFunction;
int iSubdivisions = 1;
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GET_VALUE( "SecondsPerItem", fSecondsPerItem );
GET_VALUE( "NumItemsToDraw", fNumItemsToDraw );
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GET_VALUE( "TransformFunction", sTransformFunction );
pNode->GetAttrValue( "Subdivisions", iSubdivisions );
#undef GET_VALUE
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bool bUseMask = false;
pNode->GetAttrValue( "UseMask", bUseMask );
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Load3(
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fSecondsPerItem,
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fNumItemsToDraw,
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false,
sTransformFunction,
iSubdivisions,
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false );
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if( bUseMask )
EnableMask( 10, 10 ); // XXX
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pNode->GetAttrValue( "QuantizePixels", m_fQuantizePixels );
/* By default, don't use item numbers. On scrollers with lots of items,
* especially with Subdivisions > 1, m_exprTransformFunction uses too
* much memory, and very few scrollers use this. */
pNode->GetAttrValue( "UseItemNumber", m_bUseItemNumber );
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}
void ActorScroller::UpdateInternal( float fDeltaTime )
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{
ActorFrame::UpdateInternal( fDeltaTime );
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/* 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 );
}
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// 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 );
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}
void ActorScroller::DrawPrimitives()
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{
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PositionItemsAndDrawPrimitives( true );
}
void ActorScroller::PositionItems()
{
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PositionItemsAndDrawPrimitives( false );
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}
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/*
* 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 );
}
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void ActorScroller::PositionItemsAndDrawPrimitives( bool bDrawPrimitives )
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{
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if( m_SubActors.empty() )
return;
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float fNumItemsToDraw = m_fNumItemsToDraw;
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if( !m_quadMask.GetHidden() )
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{
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// write to z buffer so that top and bottom are clipped
// Draw an extra item; this is the one that will be masked.
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fNumItemsToDraw++;
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float fPositionFullyOffScreenTop = -(fNumItemsToDraw)/2.f;
float fPositionFullyOffScreenBottom = (fNumItemsToDraw)/2.f;
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m_exprTransformFunction.PositionItem( &m_quadMask, fPositionFullyOffScreenTop, -1, m_iNumItems );
if( bDrawPrimitives ) m_quadMask.Draw();
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m_exprTransformFunction.PositionItem( &m_quadMask, fPositionFullyOffScreenBottom, m_iNumItems, m_iNumItems );
if( bDrawPrimitives ) m_quadMask.Draw();
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}
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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 );
}
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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;
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float fPosition = iItem - m_fCurrentItem;
int iIndex = i; // index into m_SubActors
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if( m_bLoop )
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wrap( iIndex, m_SubActors.size() );
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else if( iIndex < 0 || iIndex >= (int)m_SubActors.size() )
continue;
if( !m_bUseItemNumber )
iItem = 0;
m_exprTransformFunction.PositionItem( m_SubActors[iIndex], fPosition, iItem, m_iNumItems );
if( bDrawPrimitives )
{
if( bDelayedDraw )
subs.push_back( m_SubActors[iIndex] );
else
m_SubActors[iIndex]->Draw();
}
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}
if( bDelayedDraw )
{
ActorUtil::SortByZPosition( subs );
FOREACH( Actor*, subs, a )
(*a)->Draw();
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}
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}
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// lua start
#include "LuaBinding.h"
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class LunaActorScroller: public Luna<ActorScroller>
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{
public:
LunaActorScroller() { LUA->Register( Register ); }
static int SetCurrentAndDestinationItem( T* p, lua_State *L ) { p->SetCurrentAndDestinationItem( FArg(1) ); return 0; }
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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; }
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static void Register(lua_State *L)
{
ADD_METHOD( SetCurrentAndDestinationItem );
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ADD_METHOD( scrollthroughallitems );
ADD_METHOD( scrollwithpadding );
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Luna<T>::Register( L );
}
};
LUA_REGISTER_DERIVED_CLASS( ActorScroller, ActorFrame )
// lua end
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/*
* (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.
*/