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itgmania212121/stepmania/src/ScrollingList.cpp
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#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScrollingList
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Andrew Livy
-----------------------------------------------------------------------------
*/
#include "ScrollingList.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "PrefsManager.h"
#include "Course.h"
#include "SongManager.h"
#include "ThemeManager.h"
enum BANNER_PREFS_TYPES
{
BANNERPREFS_DDRFLAT=0,
BANNERPREFS_DDRROT,
BANNERPREFS_EZ2,
BANNERPREFS_PUMP,
BANNERPREFS_PARA
};
#define BANNER_WIDTH THEME->GetMetricF("ScreenSelectMusic","BannerWidth")
#define BANNER_HEIGHT THEME->GetMetricF("ScreenSelectMusic","BannerHeight")
#define EZ2_BANNER_WIDTH 92
#define EZ2_BANNER_HEIGHT 92
#define EZ2_BANNER_ZOOM 2.0
#define SPRITE_TYPE_SPRITE 0
#define SPRITE_TYPE_CROPPEDSPRITE 1
#define DDRROT_ROTATION 315
const int DEFAULT_VISIBLE_ELEMENTS = 9;
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const int DEFAULT_SPACING = 300;
const RageColor COLOR_SELECTED = RageColor(1.0f,1.0f,1.0f,1);
const RageColor COLOR_NOT_SELECTED = RageColor(0.4f,0.4f,0.4f,1);
/***************************************
ScrollingList
Initializes Variables for the ScrollingList
****************************************/
ScrollingList::ScrollingList()
{
m_iBouncingState = 0;
m_fNextTween = 0;
m_iBannerPrefs = BANNERPREFS_EZ2;
m_iSpriteType = SPRITE_TYPE_SPRITE;
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m_iSelection = 0;
m_fSelectionLag = 0;
m_iSpacing = DEFAULT_SPACING;
m_iNumVisible = DEFAULT_VISIBLE_ELEMENTS;
m_iBounceDir=0;
m_iBounceWait=0;
m_RippleCSprite.SetXY(0,0);
m_RippleSprite.SetXY(0,0);
}
void ScrollingList::UseSpriteType(int NewSpriteType)
{
m_iSpriteType = NewSpriteType;
}
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ScrollingList::~ScrollingList()
{
Unload();
}
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void ScrollingList::Unload()
{
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
for( unsigned i=0; i<m_apSprites.size(); i++ )
delete m_apSprites[i];
m_apSprites.clear();
}
else
{
for( unsigned i=0; i<m_apCSprites.size(); i++ )
delete m_apCSprites[i];
m_apCSprites.clear();
}
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}
void ScrollingList::StartBouncing()
{
m_iBouncingState = 1;
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
m_RippleSprite.UnloadTexture();
m_RippleSprite.Load( m_apSprites[m_iSelection]->GetTexturePath() );
m_RippleSprite.SetXY( m_apSprites[m_iSelection]->GetX(), m_apSprites[m_iSelection]->GetY() );
m_RippleSprite.SetZoom( 1.1f );
m_RippleSprite.SetDiffuse( RageColor(1,1,1,0.5f));
}
else
{
m_RippleCSprite.UnloadTexture();
m_RippleCSprite.Load( m_apCSprites[m_iSelection]->GetTexturePath() );
if(m_RippleCSprite.GetUnzoomedWidth() == m_RippleCSprite.GetUnzoomedHeight()) // rotated graphics need cropping
{
m_RippleCSprite.SetCroppedSize( 100, 100 );
}
else // flat, unrotated graphics need widths changing
{
m_RippleCSprite.SetCroppedSize( -1, -1 ); // default image size.
m_RippleCSprite.SetWH(EZ2_BANNER_WIDTH+10, EZ2_BANNER_HEIGHT+10);
}
m_RippleCSprite.SetXY( m_apCSprites[m_iSelection]->GetX(), m_apCSprites[m_iSelection]->GetY() );
m_RippleCSprite.SetZoom( 2.0f );
m_RippleCSprite.SetDiffuse( RageColor(1,1,1,0.5f));
}
}
void ScrollingList::StopBouncing()
{
m_iBouncingState = 0;
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
m_apSprites[m_iSelection]->SetZoom( 1.0f );
else
m_apCSprites[m_iSelection]->SetZoom( 1.0f );
}
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/************************************
Allows us to create a graphic element
in the scrolling list
*************************************/
void ScrollingList::Load( const CStringArray& asGraphicPaths )
{
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Unload();
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
for( unsigned i=0; i<asGraphicPaths.size(); i++ )
{
Sprite* pNewSprite = new Sprite;
pNewSprite->Load( asGraphicPaths[i] );
m_apSprites.push_back( pNewSprite );
}
}
else
{
for( unsigned i=0; i<asGraphicPaths.size(); i++ )
{
CroppedSprite* pNewCSprite = new CroppedSprite;
pNewCSprite->Load( asGraphicPaths[i] );
m_apCSprites.push_back( pNewCSprite );
for(int i=m_apCSprites.size()-1; i>=0; i--)
Replace(asGraphicPaths[i],i);
}
}
}
/**************************************
ShiftLeft
Make the entire list shuffle left
**************************************/
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void ScrollingList::Left()
{
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
ASSERT( !m_apSprites.empty() ); // nothing loaded!
m_iSelection = (m_iSelection + m_apSprites.size() - 1) % m_apSprites.size(); // decrement with wrapping
m_fSelectionLag -= 1;
}
else
{
ASSERT( !m_apCSprites.empty() ); // nothing loaded!
m_iSelection = (m_iSelection + m_apCSprites.size() - 1) % m_apCSprites.size(); // decrement with wrapping
m_fSelectionLag -= 1;
}
}
/**************************************
ShiftRight
Make the entire list shuffle right
**************************************/
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void ScrollingList::Right()
{
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
ASSERT( !m_apSprites.empty() ); // nothing loaded!
m_iSelection = (m_iSelection + 1) % m_apSprites.size(); // increment with wrapping
m_fSelectionLag += 1;
}
else
{
ASSERT( !m_apCSprites.empty() ); // nothing loaded!
m_iSelection = (m_iSelection + 1) % m_apCSprites.size(); // increment with wrapping
m_fSelectionLag += 1;
}
}
/***********************************
SetCurrentPostion
From the current postion in the array, add graphic elements
in either direction to make the list seem infinite.
***********************************/
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void ScrollingList::SetSelection( int iIndex )
{
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m_iSelection = iIndex;
}
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int ScrollingList::GetSelection()
{
return m_iSelection;
}
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void ScrollingList::SetSpacing( int iSpacingInPixels )
{
m_iSpacing = iSpacingInPixels;
}
/******************************
SetNumberVisibleElements
Allows us to set whether 3,4 or 5
elements are visible on screen at once
*******************************/
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void ScrollingList::SetNumberVisible( int iNumVisibleElements )
{
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m_iNumVisible = iNumVisibleElements;
}
/*******************************
Update
Updates the actorframe
********************************/
void ScrollingList::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
if( m_apSprites.empty() )
return;
}
else
{
if( m_apCSprites.empty() )
return;
}
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// update m_fLaggingSelection
if( m_fSelectionLag != 0 )
{
const float fSign = m_fSelectionLag<0 ? -1.0f : +1.0f;
const float fVelocity = -fSign + -m_fSelectionLag*10;
m_fSelectionLag += fVelocity * fDeltaTime;
// check to see if m_fLaggingSelection passed its destination
const float fNewSign = m_fSelectionLag<0 ? -1.0f : +1.0f;
if( (fSign<0) ^ (fNewSign<0) ) // they have different signs
m_fSelectionLag = 0; // snap
}
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
if(m_iBouncingState) // bouncing
{
if(m_fNextTween <= 0) // we're ready to update stuff
{
m_fNextTween = 0.1f; // reset the tween count
if(m_apSprites[m_iSelection]->GetZoom() >= 1.2f && m_iBounceDir == 1) // if we're over biggest boundary
{
m_iBounceDir = 2; // next phase will be a wait
m_apSprites[m_iSelection]->SetZoom( m_apSprites[m_iSelection]->GetZoom() - 0.25f); // make it smaller
m_RippleSprite.SetZoom( m_RippleSprite.GetZoom() - 0.30f); // make the ripple smaller
}
else if(m_apSprites[m_iSelection]->GetZoom() <= 1.0f && m_iBounceDir == 0) // if we're over smallest boundary
{
m_iBounceDir = 1; // next phase will be making graphic bigger
m_apSprites[m_iSelection]->SetZoom( m_apSprites[m_iSelection]->GetZoom() + 0.25f); // make it bigger
m_RippleSprite.SetZoom( m_RippleSprite.GetZoom() + 0.30f); // make ripple bigger
m_RippleSprite.SetDiffuse( RageColor(1,1,1,0.5f)); // make ripple appear semi transparent
}
else if(m_iBounceDir == 0 && m_apSprites[m_iSelection]->GetZoom() != 1.0f) // travelling smaller
{
m_apSprites[m_iSelection]->SetZoom( m_apSprites[m_iSelection]->GetZoom() - 0.25f); // make smaller
m_RippleSprite.SetZoom( m_RippleSprite.GetZoom() - 0.30f); // make smaller
}
else if(m_iBounceDir == 1 && m_apSprites[m_iSelection]->GetZoom() != 1.2f) // travelling bigger
{
m_apSprites[m_iSelection]->SetZoom( m_apSprites[m_iSelection]->GetZoom() + 0.25f); // make bigger
m_RippleSprite.SetZoom( m_RippleSprite.GetZoom() + 0.30f ); // make bigger
}
else if(m_iBounceDir == 2) // we're waiting before doing bounce processes again
{
if(m_iBounceWait == 0) // if we're at 0 from last time....
m_iBounceWait = 3; // start wait at 3
else
m_iBounceWait--; // otherwise decrease by 1
if(m_iBounceWait == 2) // if we're one moment after start of wait
m_RippleSprite.SetDiffuse( RageColor(1,1,1,0.0f)); // hide the ripple
if(m_iBounceWait == 0) // if we just turned to 0
m_iBounceDir = 0; // go to the 'make smaller' stage. as we SHOULD already be pretty small, we should start increasing in size a couple phases on.
}
}
else
{
m_fNextTween -= fDeltaTime; // update the tween time.
}
}
for( unsigned i=0; i<m_apSprites.size(); i++ )
m_apSprites[i]->Update( fDeltaTime );
}
else
{
if(m_iBouncingState) // bouncing
{
if(m_fNextTween <= 0) // we're ready to update stuff
{
m_fNextTween = 0.1f; // reset the tween count
if(m_apCSprites[m_iSelection]->GetZoom() >= 1.2f && m_iBounceDir == 1) // if we're over biggest boundary
{
m_iBounceDir = 2; // next phase will be a wait
m_apCSprites[m_iSelection]->SetZoom( m_apCSprites[m_iSelection]->GetZoom() - 0.25f); // make it smaller
m_RippleCSprite.SetZoom( m_RippleCSprite.GetZoom() - 0.30f); // make the ripple smaller
}
else if(m_apCSprites[m_iSelection]->GetZoom() <= 1.0f && m_iBounceDir == 0) // if we're over smallest boundary
{
m_iBounceDir = 1; // next phase will be making graphic bigger
m_apCSprites[m_iSelection]->SetZoom( m_apCSprites[m_iSelection]->GetZoom() + 0.25f); // make it bigger
m_RippleCSprite.SetZoom( m_RippleCSprite.GetZoom() + 0.30f); // make ripple bigger
m_RippleCSprite.SetDiffuse( RageColor(1,1,1,0.5f)); // make ripple appear semi transparent
}
else if(m_iBounceDir == 0 && m_apCSprites[m_iSelection]->GetZoom() != 1.0f) // travelling smaller
{
m_apCSprites[m_iSelection]->SetZoom( m_apCSprites[m_iSelection]->GetZoom() - 0.25f); // make smaller
m_RippleCSprite.SetZoom( m_RippleCSprite.GetZoom() - 0.30f); // make smaller
}
else if(m_iBounceDir == 1 && m_apCSprites[m_iSelection]->GetZoom() != 1.2f) // travelling bigger
{
m_apCSprites[m_iSelection]->SetZoom( m_apCSprites[m_iSelection]->GetZoom() + 0.25f); // make bigger
m_RippleCSprite.SetZoom( m_RippleCSprite.GetZoom() + 0.30f ); // make bigger
}
else if(m_iBounceDir == 2) // we're waiting before doing bounce processes again
{
if(m_iBounceWait == 0) // if we're at 0 from last time....
m_iBounceWait = 3; // start wait at 3
else
m_iBounceWait--; // otherwise decrease by 1
if(m_iBounceWait == 2) // if we're one moment after start of wait
m_RippleCSprite.SetDiffuse( RageColor(1,1,1,0.0f)); // hide the ripple
if(m_iBounceWait == 0) // if we just turned to 0
m_iBounceDir = 0; // go to the 'make smaller' stage. as we SHOULD already be pretty small, we should start increasing in size a couple phases on.
}
}
else
{
m_fNextTween -= fDeltaTime; // update the tween time.
}
}
for( unsigned i=0; i<m_apCSprites.size(); i++ )
m_apCSprites[i]->Update( fDeltaTime );
}
}
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void ScrollingList::Replace(CString sGraphicPath, int ElementNumber)
{
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
Sprite* pNewSprite = new Sprite;
pNewSprite->Load( sGraphicPath );
m_apSprites[ElementNumber] = pNewSprite;
}
else
{
CroppedSprite* pNewCSprite = new CroppedSprite;
pNewCSprite->Load( sGraphicPath );
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if(m_iBannerPrefs == BANNERPREFS_DDRFLAT)
{
if(pNewCSprite->GetUnzoomedWidth() == pNewCSprite->GetUnzoomedHeight()) // rotated graphics need cropping
{
pNewCSprite->SetCroppedSize( BANNER_WIDTH, BANNER_HEIGHT );
}
else // flat, unrotated graphics need widths changing
{
pNewCSprite->SetWH(BANNER_WIDTH, BANNER_HEIGHT );
}
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}
else if(m_iBannerPrefs == BANNERPREFS_DDRROT)
{
pNewCSprite->SetCroppedSize( BANNER_WIDTH, BANNER_HEIGHT );
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pNewCSprite->SetRotationZ( DDRROT_ROTATION );
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}
else if(m_iBannerPrefs == BANNERPREFS_EZ2)
{
if(pNewCSprite->GetUnzoomedWidth() == pNewCSprite->GetUnzoomedHeight()) // rotated graphics need cropping
{
pNewCSprite->SetCroppedSize( EZ2_BANNER_WIDTH*2, EZ2_BANNER_HEIGHT*2 );
}
else // flat, unrotated graphics need widths changing
{
pNewCSprite->SetWH(EZ2_BANNER_WIDTH*2, EZ2_BANNER_HEIGHT*2);
}
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}
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m_apCSprites[ElementNumber] = pNewCSprite;
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}
}
/********************************
DrawPrimitives
Draws the elements onto the screen
*********************************/
void ScrollingList::DrawPrimitives()
{
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
ASSERT( !m_apSprites.empty() );
m_RippleSprite.SetXY( m_apSprites[m_iSelection]->GetX(), m_apSprites[m_iSelection]->GetY() ); // keep the ripple sprites with the current selection
}
else
{
ASSERT( !m_apCSprites.empty() );
m_RippleCSprite.SetXY( m_apCSprites[m_iSelection]->GetX(), m_apCSprites[m_iSelection]->GetY() ); // keep the ripple sprites with the current selection
}
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for( int i=(m_iNumVisible)/2; i>= 0; i-- ) // draw outside to inside
{
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int iIndexToDraw1 = m_iSelection - i;
int iIndexToDraw2 = m_iSelection + i;
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
// wrap IndexToDraw*
iIndexToDraw1 = (iIndexToDraw1 + m_apSprites.size()*300) % m_apSprites.size(); // make sure this is positive
iIndexToDraw2 = iIndexToDraw2 % m_apSprites.size();
ASSERT( iIndexToDraw1 >= 0 );
m_apSprites[iIndexToDraw1]->SetX( (-i+m_fSelectionLag) * m_iSpacing );
m_apSprites[iIndexToDraw2]->SetX( (+i+m_fSelectionLag) * m_iSpacing );
if( i==0 ) // so we don't draw 0 twice
{
m_apSprites[iIndexToDraw1]->SetDiffuse( COLOR_SELECTED );
m_apSprites[iIndexToDraw1]->Draw();
}
else
{
m_apSprites[iIndexToDraw1]->SetDiffuse( COLOR_NOT_SELECTED );
m_apSprites[iIndexToDraw2]->SetDiffuse( COLOR_NOT_SELECTED );
m_apSprites[iIndexToDraw1]->Draw();
m_apSprites[iIndexToDraw2]->Draw();
}
}
else
{
// wrap IndexToDraw*
iIndexToDraw1 = (iIndexToDraw1 + m_apCSprites.size()*300) % m_apCSprites.size(); // make sure this is positive
iIndexToDraw2 = iIndexToDraw2 % m_apCSprites.size();
ASSERT( iIndexToDraw1 >= 0 );
m_apCSprites[iIndexToDraw1]->SetX( (-i+m_fSelectionLag) * m_iSpacing );
m_apCSprites[iIndexToDraw2]->SetX( (+i+m_fSelectionLag) * m_iSpacing );
if( i==0 ) // so we don't draw 0 twice
{
m_apCSprites[iIndexToDraw1]->SetDiffuse( COLOR_SELECTED );
m_apCSprites[iIndexToDraw1]->Draw();
}
else
{
m_apCSprites[iIndexToDraw1]->SetDiffuse( COLOR_NOT_SELECTED );
m_apCSprites[iIndexToDraw2]->SetDiffuse( COLOR_NOT_SELECTED );
m_apCSprites[iIndexToDraw1]->Draw();
m_apCSprites[iIndexToDraw2]->Draw();
}
}
}
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
if(m_iBouncingState)
{
m_RippleSprite.Draw();
}
}
else
{
if(m_iBouncingState)
{
m_RippleCSprite.Draw();
m_RippleSprite.Draw();
}
}
}