Files
itgmania212121/stepmania/src/ActorScroller.cpp
T

306 lines
9.3 KiB
C++
Raw Normal View History

2004-06-08 00:47:53 +00:00
#include "global.h"
2003-04-03 22:10:40 +00:00
#include "ActorScroller.h"
#include "ActorCollision.h"
#include "RageUtil.h"
2004-02-01 03:14:37 +00:00
#include "RageDisplay.h"
2005-01-06 18:34:34 +00:00
#include "IniFile.h"
#include "arch/Dialog/Dialog.h"
#include "RageLog.h"
2005-03-01 16:59:29 +00:00
#include "ActorUtil.h"
2005-03-31 12:57:21 +00:00
// lua start
LUA_REGISTER_CLASS( ActorScroller )
// lua end
2005-03-01 16:59:29 +00:00
/* 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 )
2003-04-03 22:10:40 +00:00
ActorScroller::ActorScroller()
{
2004-02-01 03:14:37 +00:00
m_bLoaded = false;
2004-01-17 23:14:56 +00:00
m_fCurrentItem = 0;
m_fDestinationItem = 0;
2004-02-01 03:14:37 +00:00
m_fSecondsPerItem = 1;
2005-01-06 21:09:13 +00:00
m_fNumItemsToDraw = 7;
2005-04-10 23:42:47 +00:00
m_fSecondsPauseBetweenItems = 0;
m_fNumItemsToDraw = 7;
m_bLoop = false;
m_fPauseCountdownSeconds = 0;
m_bUseMask = false;
2005-04-10 23:42:47 +00:00
m_fMaskWidth = 1;
m_fMaskHeight = 1;
m_quadMask.SetBlendMode( BLEND_NO_EFFECT ); // don't change color values
m_quadMask.SetUseZBuffer( true ); // we want to write to the Zbuffer
m_quadMask.SetHidden( true );
2004-02-01 03:14:37 +00:00
m_vRotationDegrees = RageVector3(0,0,0);
m_vTranslateTerm0 = RageVector3(0,0,0);
m_vTranslateTerm1 = RageVector3(0,0,0);
m_vTranslateTerm2 = RageVector3(0,0,0);
2003-04-03 22:10:40 +00:00
}
2004-02-01 03:14:37 +00:00
void ActorScroller::Load(
float fSecondsPerItem,
2005-01-06 21:09:13 +00:00
float fNumItemsToDraw,
2004-02-01 03:14:37 +00:00
const RageVector3 &vRotationDegrees,
const RageVector3 &vTranslateTerm0,
const RageVector3 &vTranslateTerm1,
const RageVector3 &vTranslateTerm2
)
2003-04-03 22:10:40 +00:00
{
2004-02-01 03:14:37 +00:00
m_fSecondsPerItem = fSecondsPerItem;
2005-01-06 21:09:13 +00:00
m_fNumItemsToDraw = fNumItemsToDraw;
2004-02-01 03:14:37 +00:00
m_vRotationDegrees = vRotationDegrees;
m_vTranslateTerm0 = vTranslateTerm0;
m_vTranslateTerm1 = vTranslateTerm1;
m_vTranslateTerm2 = vTranslateTerm2;
m_bLoaded = true;
2003-04-03 22:10:40 +00:00
}
2005-04-10 23:42:47 +00:00
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;
m_fMaskWidth = fItemWidth;
m_fMaskHeight = fItemHeight;
m_vTranslateTerm1 = RageVector3( 0, fItemHeight, 0 );
m_bLoop = bLoop;
m_fSecondsPerItem = fSecondsPerItem;
m_fSecondsPauseBetweenItems = fSecondsPauseBetweenItems;
m_fCurrentItem = m_bLoop ? 0 : (float)-m_fNumItemsToDraw;
m_fDestinationItem = (float)(m_SubActors.size()+1);
m_fPauseCountdownSeconds = 0;
m_bUseMask = true;
2005-04-10 23:42:47 +00:00
RectF rectBarSize(
-m_fMaskWidth/2,
-m_fMaskHeight/2,
m_fMaskWidth/2,
m_fMaskHeight/2 );
m_quadMask.StretchTo( rectBarSize );
m_quadMask.SetZ( 1 );
m_quadMask.SetHidden( false );
m_bLoaded = true;
}
float ActorScroller::GetSecondsForCompleteScrollThrough()
{
float fTotalItems = m_fNumItemsToDraw + m_SubActors.size();
return fTotalItems * (m_fSecondsPerItem + m_fSecondsPauseBetweenItems );
}
void ActorScroller::LoadFromNode( const CString &sDir, const XNode *pNode )
2005-01-06 18:34:34 +00:00
{
ActorFrame::LoadFromNode( sDir, pNode );
bool bUseScroller = false;
pNode->GetAttrValue( "UseScroller", bUseScroller );
if( !bUseScroller )
return;
#define GET_VALUE( szName, valueOut ) \
2005-03-18 04:05:23 +00:00
if( !pNode->GetAttrValue( szName, valueOut ) ) { \
CString sError = ssprintf("Animation in '%s' is missing the value Scroller::%s", sDir.c_str(), szName); \
LOG->Warn( sError ); \
Dialog::OK( sError ); \
}
2005-01-06 18:34:34 +00:00
float fSecondsPerItem = 1;
2005-03-18 04:05:23 +00:00
float fNumItemsToDraw = 0;
2005-01-06 18:34:34 +00:00
RageVector3 vRotationDegrees = RageVector3(0,0,0);
RageVector3 vTranslateTerm0 = RageVector3(0,0,0);
RageVector3 vTranslateTerm1 = RageVector3(0,0,0);
RageVector3 vTranslateTerm2 = RageVector3(0,0,0);
float fItemPaddingStart = 0;
float fItemPaddingEnd = 0;
GET_VALUE( "SecondsPerItem", fSecondsPerItem );
GET_VALUE( "NumItemsToDraw", fNumItemsToDraw );
2005-03-18 04:05:23 +00:00
GET_VALUE( "RotationDegreesX", vRotationDegrees.x );
GET_VALUE( "RotationDegreesY", vRotationDegrees.y );
GET_VALUE( "RotationDegreesZ", vRotationDegrees.z );
GET_VALUE( "TranslateTerm0X", vTranslateTerm0.x );
GET_VALUE( "TranslateTerm0Y", vTranslateTerm0.y );
GET_VALUE( "TranslateTerm0Z", vTranslateTerm0.z );
GET_VALUE( "TranslateTerm1X", vTranslateTerm1.x );
GET_VALUE( "TranslateTerm1Y", vTranslateTerm1.y );
GET_VALUE( "TranslateTerm1Z", vTranslateTerm1.z );
GET_VALUE( "TranslateTerm2X", vTranslateTerm2.x );
GET_VALUE( "TranslateTerm2Y", vTranslateTerm2.y );
GET_VALUE( "TranslateTerm2Z", vTranslateTerm2.z );
GET_VALUE( "ItemPaddingStart", fItemPaddingStart );
GET_VALUE( "ItemPaddingEnd", fItemPaddingEnd );
#undef GET_VALUE
2005-01-06 18:34:34 +00:00
Load(
fSecondsPerItem,
2005-01-06 21:24:32 +00:00
fNumItemsToDraw,
2005-01-06 18:34:34 +00:00
vRotationDegrees,
vTranslateTerm0,
vTranslateTerm1,
vTranslateTerm2 );
2005-03-31 12:57:21 +00:00
SetCurrentAndDestinationItem( -fItemPaddingStart );
SetDestinationItem( m_SubActors.size()-1+fItemPaddingEnd );
2005-01-06 18:34:34 +00:00
}
2003-04-03 22:10:40 +00:00
void ActorScroller::Update( float fDeltaTime )
{
2004-01-17 23:14:56 +00:00
ActorFrame::Update( fDeltaTime );
if( m_fHibernateSecondsLeft > 0 )
return; // early abort
2005-04-10 23:42:47 +00:00
/* 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 )
fapproach( m_fCurrentItem, m_fDestinationItem, fDeltaTime/m_fSecondsPerItem );
2005-04-10 23:42:47 +00:00
// if items changed, then pause
if( (int)fOldItemAtTop != (int)m_fCurrentItem )
m_fPauseCountdownSeconds = m_fSecondsPauseBetweenItems;
if( m_bLoop )
m_fCurrentItem = fmodf( m_fCurrentItem, m_fNumItemsToDraw+1 );
2004-02-01 03:14:37 +00:00
}
2005-04-10 23:42:47 +00:00
#define PUSH_AND_TRANSFORM_FOR_ITEM( fPosition ) { \
DISPLAY->PushMatrix(); \
if( m_vRotationDegrees.x ) DISPLAY->RotateX( m_vRotationDegrees.x*fPosition ); \
if( m_vRotationDegrees.y ) DISPLAY->RotateY( m_vRotationDegrees.y*fPosition ); \
if( m_vRotationDegrees.z ) DISPLAY->RotateZ( m_vRotationDegrees.z*fPosition ); \
RageVector3 vTranslation = \
m_vTranslateTerm0 + /* m_vTranslateTerm0*fPosition^0 */ \
m_vTranslateTerm1 * fPosition + /* m_vTranslateTerm1*fPosition^1 */ \
m_vTranslateTerm2 * fPosition*fPosition; /* m_vTranslateTerm2*fPosition^2 */ \
DISPLAY->Translate( \
vTranslation.x, \
vTranslation.y, \
vTranslation.z ); \
}
2004-02-01 03:14:37 +00:00
void ActorScroller::DrawPrimitives()
{
2004-02-01 06:16:36 +00:00
// Optimization: If we weren't loaded, then fall back to the ActorFrame logic
if( !m_bLoaded )
2004-02-01 03:14:37 +00:00
{
2004-02-01 06:16:36 +00:00
ActorFrame::DrawPrimitives();
}
else
{
2005-04-10 23:42:47 +00:00
if( m_SubActors.empty() )
return;
// write to z buffer so that top and bottom are clipped
float fPositionFullyOnScreenTop = -(m_fNumItemsToDraw-1)/2.f;
float fPositionFullyOnScreenBottom = (m_fNumItemsToDraw-1)/2.f;
float fPositionFullyOffScreenTop = fPositionFullyOnScreenTop - 1;
float fPositionFullyOffScreenBottom = fPositionFullyOnScreenBottom + 1;
float fPositionOnEdgeOfScreenTop = -(m_fNumItemsToDraw)/2.f;
float fPositionOnEdgeOfScreenBottom = (m_fNumItemsToDraw)/2.f;
float fFirstItemToDraw = 0;
float fLastItemToDraw = 0;
if( m_bUseMask )
{
PUSH_AND_TRANSFORM_FOR_ITEM( fPositionFullyOffScreenTop )
m_quadMask.Draw();
DISPLAY->PopMatrix();
2003-04-03 22:10:40 +00:00
PUSH_AND_TRANSFORM_FOR_ITEM( fPositionFullyOffScreenBottom )
m_quadMask.Draw();
DISPLAY->PopMatrix();
2005-04-10 23:42:47 +00:00
fFirstItemToDraw = fPositionFullyOffScreenTop + m_fCurrentItem;
fLastItemToDraw = fPositionFullyOffScreenBottom + m_fCurrentItem;
}
else
{
fFirstItemToDraw = fPositionOnEdgeOfScreenTop + m_fCurrentItem;
fLastItemToDraw = fPositionOnEdgeOfScreenBottom + m_fCurrentItem;
}
2005-04-10 23:42:47 +00:00
for( int iItem=(int)truncf(ceilf(fFirstItemToDraw)); iItem<=fLastItemToDraw; iItem++ )
{
float fPosition = iItem - m_fCurrentItem;
int iIndex = iItem;
if( m_bLoop )
wrap( iIndex, m_SubActors.size()-1 );
else if( iIndex < 0 || iIndex >= (int)m_SubActors.size() )
2005-01-06 21:09:13 +00:00
continue;
2005-04-10 23:42:47 +00:00
PUSH_AND_TRANSFORM_FOR_ITEM( fPosition )
m_SubActors[iIndex]->Draw();
2004-02-01 06:16:36 +00:00
DISPLAY->PopMatrix();
2004-02-01 03:14:37 +00:00
}
}
2003-04-03 22:10:40 +00:00
}
2004-06-08 00:47:53 +00:00
/*
* (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.
*/