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itgmania212121/stepmania/src/GrooveRadar.cpp
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#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: GrooveRadar
Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
*/
#include "RageUtil.h"
#include "GrooveRadar.h"
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#include "PrefsManager.h"
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#include "RageBitmapTexture.h"
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#include "GameConstantsAndTypes.h"
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float RADAR_VALUE_ROTATION( int iValueIndex ) { return D3DX_PI/2 + D3DX_PI*2 / 5.0f * iValueIndex; }
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GrooveRadar::GrooveRadar()
{
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this->AddSubActor( &m_GrooveRadarValueMap );
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for( int c=0; c<NUM_RADAR_CATEGORIES; c++ )
{
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const float fRadius = m_GrooveRadarValueMap.m_sprRadarBase.GetZoomedHeight()/2.0f;
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const float fRotation = RADAR_VALUE_ROTATION(c);
float fX = cosf(fRotation) * fRadius;
// push the labels out a little
switch( c )
{
case 0: break;
case 1:
case 4: if( fabsf(fX) > 1 ) fX += fX/fabsf(fX) * 40; break;
case 2:
case 3: if( fabsf(fX) > 1 ) fX += fX/fabsf(fX) * 50; break;
default: ASSERT( false );
}
const float fY = -sinf(fRotation) * fRadius * 1.15f;
m_sprRadarLabels[c].Load( THEME->GetPathTo(GRAPHIC_SELECT_MUSIC_RADAR_WORDS) );
m_sprRadarLabels[c].StopAnimating();
m_sprRadarLabels[c].SetState( c );
m_sprRadarLabels[c].SetXY( fX, fY );
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this->AddSubActor( &m_sprRadarLabels[c] );
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}
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}
void GrooveRadar::TweenOnScreen()
{
for( int c=0; c<NUM_RADAR_CATEGORIES; c++ )
{
float fOriginalX = m_sprRadarLabels[c].GetX();
m_sprRadarLabels[c].SetX( fOriginalX - 100 );
m_sprRadarLabels[c].SetZoom( 1.5f );
m_sprRadarLabels[c].SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_sprRadarLabels[c].BeginTweeningQueued( 0.6f+0.2f*c ); // sleep
m_sprRadarLabels[c].BeginTweeningQueued( 0.1f ); // begin fading on screen
m_sprRadarLabels[c].SetTweenAddColor( D3DXCOLOR(1,1,1,1) );
m_sprRadarLabels[c].BeginTweeningQueued( 0.3f, Actor::TWEEN_BIAS_BEGIN ); // fly to the right
m_sprRadarLabels[c].SetTweenX( fOriginalX );
m_sprRadarLabels[c].SetTweenZoom( 1 );
m_sprRadarLabels[c].SetTweenAddColor( D3DXCOLOR(1,1,1,0) );
m_sprRadarLabels[c].SetTweenDiffuseColor( D3DXCOLOR(1,1,1,1) );
}
m_GrooveRadarValueMap.TweenOnScreen();
}
void GrooveRadar::TweenOffScreen()
{
for( int c=0; c<NUM_RADAR_CATEGORIES; c++ )
{
m_sprRadarLabels[c].BeginTweening( 0.2f );
m_sprRadarLabels[c].SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
}
m_GrooveRadarValueMap.TweenOffScreen();
}
GrooveRadar::GrooveRadarValueMap::GrooveRadarValueMap()
{
m_sprRadarBase.Load( THEME->GetPathTo(GRAPHIC_SELECT_MUSIC_RADAR_BASE) );
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this->AddSubActor( &m_sprRadarBase );
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for( int p=0; p<NUM_PLAYERS; p++ )
{
m_bValuesVisible[p] = false;
m_PercentTowardNew[p] = 0;
for( int c=0; c<NUM_RADAR_CATEGORIES; c++ )
{
m_fValuesNew[p][c] = 0;
m_fValuesOld[p][c] = 0;
}
}
}
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void GrooveRadar::GrooveRadarValueMap::SetFromNotes( PlayerNumber p, Notes* pNotes ) // NULL means no song
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{
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if( pNotes != NULL )
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{
for( int c=0; c<NUM_RADAR_CATEGORIES; c++ )
{
const float fValueCurrent = m_fValuesOld[p][c] * (1-m_PercentTowardNew[p]) + m_fValuesNew[p][c] * m_PercentTowardNew[p];
m_fValuesOld[p][c] = fValueCurrent;
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m_fValuesNew[p][c] = pNotes->m_fRadarValues[c];
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}
if( m_bValuesVisible[p] == false ) // the values WERE invisible
m_PercentTowardNew[p] = 1;
else
m_PercentTowardNew[p] = 0;
m_bValuesVisible[p] = true;
}
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else // pNotes == NULL
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{
m_bValuesVisible[p] = false;
}
}
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void GrooveRadar::GrooveRadarValueMap::Update( float fDeltaTime )
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{
ActorFrame::Update( fDeltaTime );
for( int p=0; p<NUM_PLAYERS; p++ )
{
m_PercentTowardNew[p] = min( m_PercentTowardNew[p]+4.0f*fDeltaTime, 1 );
}
}
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void GrooveRadar::GrooveRadarValueMap::DrawPrimitives()
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{
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ActorFrame::DrawPrimitives();
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// draw radar filling
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const float fRadius = m_sprRadarBase.GetZoomedHeight()/2.0f*1.1f;
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LPDIRECT3DVERTEXBUFFER8 pVB = DISPLAY->GetVertexBuffer();
LPDIRECT3DDEVICE8 pd3dDevice = DISPLAY->GetDevice();
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pd3dDevice->SetTexture( 0, NULL );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2 );
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RAGEVERTEX* v;
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for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !m_bValuesVisible[p] )
continue;
//
// use a fan to draw the volume
//
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
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D3DXCOLOR color = PlayerToColor( (PlayerNumber)p );
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color.a = 0.5f;
v[0].p = D3DXVECTOR3( 0, 0, 0 );
v[0].color = color;
int i;
for( i=0; i<NUM_RADAR_CATEGORIES+1; i++ ) // do one extra to close the fan
{
const int c = i%NUM_RADAR_CATEGORIES;
const float fDistFromCenter =
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( m_fValuesOld[p][c] * (1-m_PercentTowardNew[p]) + m_fValuesNew[p][c] * m_PercentTowardNew[p] + 0.07f ) * fRadius;
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const float fRotation = RADAR_VALUE_ROTATION(i);
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const float fX = cosf(fRotation) * fDistFromCenter;
const float fY = -sinf(fRotation) * fDistFromCenter;
v[1+i].p = D3DXVECTOR3( fX, fY, 0 );
v[1+i].color = color;
}
pVB->Unlock();
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLEFAN, 0, 5 );
//
// use a strip to draw the thick line
//
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
for( i=0; i<NUM_RADAR_CATEGORIES+1; i++ ) // do one extra to close the fan
{
const int c = i%NUM_RADAR_CATEGORIES;
const float fDistFromCenter =
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( m_fValuesOld[p][c] * (1-m_PercentTowardNew[p]) + m_fValuesNew[p][c] * m_PercentTowardNew[p] + 0.07f ) * fRadius;
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const float fDistFromCenterInner = fDistFromCenter-2;
const float fDistFromCenterOutter = fDistFromCenter+2;
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const float fRotation = RADAR_VALUE_ROTATION(i);
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const float fXInner = cosf(fRotation) * fDistFromCenterInner;
const float fXOutter = cosf(fRotation) * fDistFromCenterOutter;
const float fYInner = -sinf(fRotation) * fDistFromCenterInner;
const float fYOutter = -sinf(fRotation) * fDistFromCenterOutter;
v[i*2+0].p = D3DXVECTOR3( fXInner, fYInner, 0 );
v[i*2+1].p = D3DXVECTOR3( fXOutter, fYOutter, 0 );
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v[i*2+0].color = PlayerToColor( (PlayerNumber)p );
v[i*2+1].color = PlayerToColor( (PlayerNumber)p );
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}
pVB->Unlock();
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 10 );
}
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}
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void GrooveRadar::GrooveRadarValueMap::TweenOnScreen()
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{
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SetZoom( 0.5f );
SetRotation( D3DX_PI*4 );
BeginTweening( 0.6f );
SetTweenZoom( 1 );
SetTweenRotationZ( 0 );
}
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void GrooveRadar::GrooveRadarValueMap::TweenOffScreen()
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{
BeginTweening( 0.6f );
SetTweenRotationZ( D3DX_PI*4 );
SetTweenZoom( 0 );
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}