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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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//#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 height )
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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 )
m_CurValues[i] = height;
UpdateVerts();
}
void GraphDisplay::Unload()
{
if( m_pTexture != NULL )
TEXTUREMAN->UnloadTexture( m_pTexture );
m_pTexture = NULL;
}
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void GraphDisplay::LoadFromStageStats( const PlayerStageStats &s )
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{
memcpy( m_LastValues, m_CurValues, sizeof(m_CurValues) );
m_Position = 0;
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s.GetLifeRecord( m_DestValues, VALUE_RESOLUTION );
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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();
}
void GraphDisplay::UpdateVerts()
{
RectF quadVertices;
switch( m_HorizAlign )
{
case align_left: quadVertices.left = 0; quadVertices.right = m_size.x; break;
case align_center: quadVertices.left = -m_size.x/2; quadVertices.right = m_size.x/2; break;
case align_right: quadVertices.left = -m_size.x; quadVertices.right = 0; break;
default: ASSERT( false );
}
switch( m_VertAlign )
{
case align_top: quadVertices.top = 0; quadVertices.bottom = m_size.y; break;
case align_middle: quadVertices.top = -m_size.y/2; quadVertices.bottom = m_size.y/2; break;
case align_bottom: quadVertices.top = -m_size.y; quadVertices.bottom = 0; break;
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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{
const float Left = SCALE( float(i), 0.0f, float(NumSlices), quadVertices.left, quadVertices.right );
const float Right = SCALE( float(i+1), 0.0f, float(NumSlices), quadVertices.left, quadVertices.right );
const float LeftTop = SCALE( float(m_CurValues[i]), 0.0f, 1.0f, quadVertices.bottom, quadVertices.top );
const float RightTop = SCALE( float(m_CurValues[i+1]), 0.0f, 1.0f, quadVertices.bottom, quadVertices.top );
Slices[i*4+0].p = RageVector3( Left, LeftTop, 0 ); // top left
Slices[i*4+1].p = RageVector3( Left, quadVertices.bottom, 0 ); // bottom left
Slices[i*4+2].p = RageVector3( Right, quadVertices.bottom, 0 ); // bottom right
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 < NumSlices; ++i )
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{
const float Left = SCALE( float(i), 0.0f, float(NumSlices), tex->left, tex->right );
const float Right = SCALE( float(i+1), 0.0f, float(NumSlices), tex->left, tex->right );
const float LeftTop = SCALE( float(m_CurValues[i]), 0.0f, 1.0f, tex->bottom, tex->top );
const float RightTop = SCALE( float(m_CurValues[i+1]), 0.0f, 1.0f, tex->bottom, tex->top );
Slices[i*4+0].t = RageVector2( Left, LeftTop ); // top left
Slices[i*4+1].t = RageVector2( Left, tex->bottom ); // bottom left
Slices[i*4+2].t = RageVector2( Right, tex->bottom ); // bottom right
Slices[i*4+3].t = RageVector2( Right, RightTop ); // top right
}
}
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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}
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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.
*/