Added Use3D metric to MusicWheel

Added GrooveGraph class
This commit is contained in:
Chris Danford
2003-04-02 04:41:49 +00:00
parent 1ea3a6ed92
commit 5797abc611
7 changed files with 279 additions and 38 deletions
+134
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@@ -0,0 +1,134 @@
#include "global.h"
/*
-----------------------------------------------------------------------------
Class: GrooveGraph
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "GrooveGraph.h"
#include "RageUtil.h"
#include "PrefsManager.h"
#include "RageBitmapTexture.h"
#include "GameConstantsAndTypes.h"
#include "ThemeManager.h"
#include "Notes.h"
#include "RageDisplay.h"
#include "Song.h"
#include "GameState.h"
#include "StyleDef.h"
#include <math.h>
const float GRAPH_EDGE_WIDTH = 2;
GrooveGraph::GrooveGraph()
{
for( int c=0; c<NUM_RADAR_CATEGORIES; c++ )
{
float fTotalWidth = 60 * NUM_RADAR_CATEGORIES;
float fX = SCALE(c,0,NUM_RADAR_CATEGORIES-1, -fTotalWidth, +fTotalWidth );
m_Mountains[c].SetXY( fX, -20 );
this->AddChild( &m_Mountains[c] );
m_sprLabels[c].Load( THEME->GetPathTo("Graphics","GrooveGraph labels 1x5") );
m_sprLabels[c].StopAnimating();
m_sprLabels[c].SetState( c );
m_sprLabels[c].SetXY( fX, +10 );
this->AddChild( &m_sprLabels[c] );
}
}
void GrooveGraph::SetFromSong( Song* pSong )
{
float fValues[NUM_RADAR_CATEGORIES][NUM_DIFFICULTIES];
for( int i=0; i<NUM_DIFFICULTIES; i++ )
{
Notes* pNotes = pSong->GetNotes( GAMESTATE->GetCurrentStyleDef()->m_NotesType, (Difficulty)i );
const float* fRadarValues = pNotes ? pNotes->GetRadarValues() : NULL;
for( int j=0; j<NUM_RADAR_CATEGORIES; j++ )
fValues[j][i] = fRadarValues ? fRadarValues[j] : 0;
}
for( int j=0; j<NUM_RADAR_CATEGORIES; j++ )
{
m_Mountains[j].SetValues( fValues[j] );
}
}
void GrooveGraph::TweenOnScreen()
{
}
void GrooveGraph::TweenOffScreen()
{
}
GrooveGraph::Mountain::Mountain()
{
m_PercentTowardNew = 0;
for( int i=0; i<NUM_DIFFICULTIES; i++ )
{
m_fValuesNew[i] = 0;
m_fValuesOld[i] = 0;
}
}
void GrooveGraph::Mountain::SetValues( float fNewValues[NUM_DIFFICULTIES] )
{
m_PercentTowardNew = 0;
memcpy( m_fValuesOld, m_fValuesNew, sizeof(m_fValuesNew) );
memcpy( m_fValuesNew, fNewValues, sizeof(fNewValues) );
}
void GrooveGraph::Mountain::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
m_PercentTowardNew = min( m_PercentTowardNew+4.0f*fDeltaTime, 1 );
}
const RageColor g_DifficultyColors[NUM_DIFFICULTIES] =
{
RageColor(0.5f,0.5f,1,1), // light blue
RageColor(1,1,0,1), // yellow
RageColor(1,0,0,1), // red
RageColor(0,1,0,1), // green
RageColor(0,0,1,1), // blue
};
void GrooveGraph::Mountain::DrawPrimitives()
{
ActorFrame::DrawPrimitives();
DISPLAY->SetTexture( NULL );
DISPLAY->SetTextureModeModulate();
RageVertex v[3];
for( int i=NUM_DIFFICULTIES-1; i>=0; i-- )
{
float fValue = m_fValuesOld[i] + (m_fValuesNew[i]-m_fValuesOld[i]) * m_PercentTowardNew;
v[0].p = RageVector3( -30, -30, 0 );
v[1].p = RageVector3( 30, -30, 0 );
v[2].p = RageVector3( 0, -30+60*fValue, 0 );
v[0].c = v[1].c = v[2].c = g_DifficultyColors[i];
}
DISPLAY->DrawFan( v, 3 );
switch( PREFSMAN->m_iPolygonRadar )
{
case 0: DISPLAY->DrawLoop_LinesAndPoints( v, 3, 2 ); break;
case 1: DISPLAY->DrawLoop_Polys( v, 3, 2 ); break;
default:
case -1: DISPLAY->DrawLoop( v, 3, 2 ); break;
}
}
+51
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@@ -0,0 +1,51 @@
#ifndef GrooveGraph_H
#define GrooveGraph_H
/*
-----------------------------------------------------------------------------
Class: GrooveGraph
Desc: The song's GrooveGraph displayed in SelectSong.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ActorFrame.h"
#include "Sprite.h"
#include "GameConstantsAndTypes.h"
class Song;
class GrooveGraph : public ActorFrame
{
public:
GrooveGraph();
void SetFromSong( Song* pSong ); // NULL means no Song
void TweenOnScreen();
void TweenOffScreen();
protected:
class Mountain : public ActorFrame
{
public:
Mountain();
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
void SetValues( float fNewValues[] );
float m_PercentTowardNew;
float m_fValuesNew[NUM_DIFFICULTIES];
float m_fValuesOld[NUM_DIFFICULTIES];
};
Mountain m_Mountains[NUM_RADAR_CATEGORIES];
Sprite m_sprLabels[NUM_RADAR_CATEGORIES];
};
#endif
+3 -1
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@@ -13,7 +13,9 @@
#include "ActorFrame.h"
#include "Sprite.h"
#include "song.h"
#include "PlayerNumber.h"
#include "GameConstantsAndTypes.h"
class Notes;
class GrooveRadar : public ActorFrame
+77 -30
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@@ -26,6 +26,7 @@
#include "ThemeManager.h"
#include "Song.h"
#include "Course.h"
#include "RageDisplay.h"
#define NUM_WHEEL_ITEMS min( MAX_WHEEL_ITEMS, THEME->GetMetricI("MusicWheel","NumWheelItems") )
@@ -44,7 +45,7 @@ CachedThemeMetricF ITEM_SPACING_Y ("MusicWheel","ItemSpacingY");
#define SONG_REAL_EXTRA_COLOR THEME->GetMetricC("MusicWheel","SongRealExtraColor")
#define SHOW_ROULETTE THEME->GetMetricB("MusicWheel","ShowRoulette")
#define SHOW_RANDOM THEME->GetMetricB("MusicWheel","ShowRandom")
CachedThemeMetricB USE_3D ("MusicWheel","Use3D");
const int MAX_WHEEL_SOUND_SPEED = 15;
@@ -74,6 +75,7 @@ MusicWheel::MusicWheel()
// update theme metric cache
ITEM_CURVE_X.Refresh();
ITEM_SPACING_Y.Refresh();
USE_3D.Refresh();
// for debugging
if( GAMESTATE->m_CurStyle == STYLE_INVALID )
@@ -508,16 +510,31 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
}
}
float MusicWheel::GetBannerY( float fPosOffsetsFromMiddle )
void MusicWheel::GetItemPosition( float fPosOffsetsFromMiddle, float& fX_out, float& fY_out, float& fZ_out, float& fRotationX_out )
{
return roundf( fPosOffsetsFromMiddle*ITEM_SPACING_Y );
}
if( USE_3D )
{
fRotationX_out = SCALE(fPosOffsetsFromMiddle,-7,+7,-PI/2.f,+PI/2.f);
float MusicWheel::GetBannerX( float fPosOffsetsFromMiddle )
{
float fX = (1-cosf(fPosOffsetsFromMiddle/PI))*ITEM_CURVE_X;
return roundf( fX );
printf( "fRotationX_out = %f\n", fRotationX_out );
float radius = 200;
fX_out = 0;
fY_out = -radius*sinf(fRotationX_out);
fZ_out = -100+radius*cosf(fRotationX_out); // getting werid results with acosf()
}
else
{
fX_out = (1-cosf(fPosOffsetsFromMiddle/PI))*ITEM_CURVE_X;
fY_out = fPosOffsetsFromMiddle*ITEM_SPACING_Y;
fZ_out = 0;
fRotationX_out = 0;
fX_out = roundf( fX_out );
fY_out = roundf( fY_out );
fZ_out = roundf( fZ_out );
}
}
void MusicWheel::RebuildMusicWheelItems()
@@ -562,29 +579,45 @@ void MusicWheel::NotesChanged( PlayerNumber pn ) // update grade graphics and to
void MusicWheel::DrawPrimitives()
{
if( USE_3D )
{
DISPLAY->PushMatrix();
DISPLAY->EnterPerspective(45, false);
// construct view and project matrix
RageVector3 Up( 0.0f, 1.0f, 0.0f );
RageVector3 Eye( CENTER_X, CENTER_Y, 550 );
RageVector3 At( CENTER_X, CENTER_Y, 0 );
DISPLAY->LookAt(Eye, At, Up);
}
for( int i=0; i<NUM_WHEEL_ITEMS; i++ )
{
MusicWheelItem& display = m_MusicWheelItems[i];
switch( m_WheelState )
{
case STATE_SELECTING_MUSIC:
case STATE_ROULETTE_SPINNING:
case STATE_ROULETTE_SLOWING_DOWN:
case STATE_RANDOM_SPINNING:
case STATE_LOCKED:
{
// switch( m_WheelState )
// {
// case STATE_SELECTING_MUSIC:
// case STATE_ROULETTE_SPINNING:
// case STATE_ROULETTE_SLOWING_DOWN:
// case STATE_RANDOM_SPINNING:
// case STATE_LOCKED:
// {
float fThisBannerPositionOffsetFromSelection = i - NUM_WHEEL_ITEMS/2 + m_fPositionOffsetFromSelection;
float fY = GetBannerY( fThisBannerPositionOffsetFromSelection );
float fX, fY, fZ, fRotationX;
GetItemPosition( fThisBannerPositionOffsetFromSelection, fX, fY, fZ, fRotationX );
if( fY < -SCREEN_HEIGHT/2 || fY > SCREEN_HEIGHT/2 )
continue; // skip
float fX = GetBannerX( fThisBannerPositionOffsetFromSelection );
display.SetXY( fX, fY );
}
break;
}
display.SetZ( fZ );
display.SetRotationX( fRotationX );
// }
// break;
// }
if( m_WheelState == STATE_LOCKED && i != NUM_WHEEL_ITEMS/2 )
display.m_fPercentGray = 0.5f;
@@ -595,6 +628,12 @@ void MusicWheel::DrawPrimitives()
}
ActorFrame::DrawPrimitives();
if( USE_3D )
{
DISPLAY->ExitPerspective();
DISPLAY->PopMatrix();
}
}
void MusicWheel::UpdateScrollbar()
@@ -1041,9 +1080,12 @@ void MusicWheel::TweenOnScreen(bool changing_sort)
m_WheelState = STATE_TWEENING_ON_SCREEN;
float fX = GetBannerX(0), fY = GetBannerY(0);
float fX, fY, fZ, fRotationX;
GetItemPosition( 0, fX, fY, fZ, fRotationX );
m_sprSelectionOverlay.SetXY( fX+320, fY );
m_sprSelectionOverlay.SetZ( fZ );
m_sprSelectionOverlay.SetRotationX( fRotationX );
if(changing_sort) {
m_sprSelectionOverlay.BeginTweening( 0.04f * NUM_WHEEL_ITEMS/2 * factor ); // sleep
@@ -1067,9 +1109,11 @@ void MusicWheel::TweenOnScreen(bool changing_sort)
MusicWheelItem& display = m_MusicWheelItems[i];
float fThisBannerPositionOffsetFromSelection = i - NUM_WHEEL_ITEMS/2 + m_fPositionOffsetFromSelection;
float fX = GetBannerX(fThisBannerPositionOffsetFromSelection);
float fY = GetBannerY(fThisBannerPositionOffsetFromSelection);
float fX, fY, fZ, fRotationX;
GetItemPosition( fThisBannerPositionOffsetFromSelection, fX, fY, fZ, fRotationX );
display.SetXY( fX+320, fY );
display.SetZ( fZ );
display.SetRotationX( fRotationX );
display.BeginTweening( 0.04f*i * factor ); // sleep
display.BeginTweening( 0.2f * factor, Actor::TWEEN_ACCELERATE );
display.SetTweenX( fX );
@@ -1085,10 +1129,11 @@ void MusicWheel::TweenOffScreen(bool changing_sort)
m_WheelState = STATE_TWEENING_OFF_SCREEN;
float fX, fY;
fX = GetBannerX(0);
fY = GetBannerY(0);
float fX, fY, fZ, fRotationX;
GetItemPosition( 0, fX, fY, fZ, fRotationX );
m_sprSelectionOverlay.SetXY( fX, fY );
m_sprSelectionOverlay.SetZ( fZ );
m_sprSelectionOverlay.SetRotationX( fRotationX );
if(changing_sort) {
/* When changing sort, tween the overlay with the item in the center;
@@ -1110,9 +1155,11 @@ void MusicWheel::TweenOffScreen(bool changing_sort)
MusicWheelItem& display = m_MusicWheelItems[i];
float fThisBannerPositionOffsetFromSelection = i - NUM_WHEEL_ITEMS/2 + m_fPositionOffsetFromSelection;
float fX = GetBannerX(fThisBannerPositionOffsetFromSelection);
float fY = GetBannerY(fThisBannerPositionOffsetFromSelection);
float fX, fY, fZ, fRotationX;
GetItemPosition( fThisBannerPositionOffsetFromSelection, fX, fY, fZ, fRotationX );
display.SetXY( fX, fY );
display.SetZ( fZ );
display.SetRotationX( fRotationX );
display.BeginTweening( 0.04f*i * factor ); // sleep
display.BeginTweening( 0.2f * factor, Actor::TWEEN_DECELERATE );
display.SetTweenX( fX+320 );
+1 -2
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@@ -63,8 +63,7 @@ public:
void NotesChanged( PlayerNumber pn ); // update grade graphics and top score
float GetBannerX( float fPosOffsetsFromMiddle );
float GetBannerY( float fPosOffsetsFromMiddle );
void GetItemPosition( float fPosOffsetsFromMiddle, float& fX_out, float& fY_out, float& fZ_out, float& fRotationX_out );
bool Select(); // return true if the selected item is a music, otherwise false
WheelItemType GetSelectedType() { return m_CurWheelItemData[m_iSelection]->m_Type; };
+3 -3
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@@ -267,11 +267,11 @@ void Player::DrawPrimitives()
DISPLAY->EnterPerspective(45, false);
// construct view and project matrix
RageVector3 Eye, At, Up( 0.0f, 1.0f, 0.0f );
Eye = RageVector3( CENTER_X, CENTER_Y+SCALE(fTilt*fReverseScale,-1,1,-350,350), 500 );
RageVector3 Up( 0.0f, 1.0f, 0.0f );
RageVector3 Eye( CENTER_X, CENTER_Y+SCALE(fTilt*fReverseScale,-1,1,-350,350), 500 );
// give a push the receptors toward the edge of the screen so they aren't so far in the middle
float fYOffset = SCALE(fTilt,-1,+1,10*fReverseScale,60*fReverseScale);
At = RageVector3( CENTER_X, CENTER_Y+fYOffset, 0 );
RageVector3 At( CENTER_X, CENTER_Y+fYOffset, 0 );
DISPLAY->LookAt(Eye, At, Up);
}
+10 -2
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@@ -60,7 +60,7 @@ IntDir=.\../Release6
TargetDir=\stepmania\stepmania
TargetName=StepMania
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -95,7 +95,7 @@ IntDir=.\../Debug6
TargetDir=\stepmania\stepmania
TargetName=StepMania-debug
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -1052,6 +1052,14 @@ SOURCE=.\GradeDisplay.h
# End Source File
# Begin Source File
SOURCE=.\GrooveGraph.cpp
# End Source File
# Begin Source File
SOURCE=.\GrooveGraph.h
# End Source File
# Begin Source File
SOURCE=.\GrooveRadar.cpp
# End Source File
# Begin Source File