add ControllerStateDisplay

This commit is contained in:
Chris Danford
2006-01-11 01:02:46 +00:00
parent a462b2a640
commit 8823d50b07
8 changed files with 201 additions and 1 deletions
+88
View File
@@ -0,0 +1,88 @@
#include "global.h"
#include "ControllerStateDisplay.h"
#include "EnumHelper.h"
#include "RageUtil.h"
#include "RageInputDevice.h"
#include "ThemeManager.h"
#include "InputMapper.h"
#include "InputFilter.h"
#include "RageLog.h"
static const char *ControllerStateButtonNames[] = {
"Up",
"Down",
"Left",
"Right",
};
XToString( ControllerStateButton, NUM_ControllerStateButton );
static const DeviceButton ControllerStateButtonToDeviceButton[] = {
JOY_UP,
JOY_DOWN,
JOY_LEFT,
JOY_RIGHT,
};
ControllerStateDisplay::ControllerStateDisplay()
{
m_bIsLoaded = false;
this->AddChild( &m_sprFrame );
FOREACH_ENUM2( ControllerStateButton, b )
this->AddChild( &m_Buttons[b].spr );
}
void ControllerStateDisplay::Load( MultiPlayer mp )
{
m_bIsLoaded = true;
m_sprFrame.Load( THEME->GetPathG("ControllerStateDisplay", "frame") );
FOREACH_ENUM2( ControllerStateButton, b )
{
Button &button = m_Buttons[ b ];
LOG->Warn( "csd: %d %d", mp, b );
RString sPath = THEME->GetPathG( "ControllerStateDisplay", ControllerStateButtonToString(b) );
button.spr.Load( sPath );
button.di = DeviceInput( INPUTMAPPER->MultiPlayerToInputDevice(mp), ControllerStateButtonToDeviceButton[b] );
}
}
void ControllerStateDisplay::Update( float fDelta )
{
FOREACH_ENUM2( ControllerStateButton, b )
{
Button &button = m_Buttons[ b ];
button.spr.SetVisible( INPUTFILTER->IsBeingPressed(button.di) );
}
}
/*
* (c) 2001-2004 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.
*/
+66
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@@ -0,0 +1,66 @@
/* ControllerStateDisplay - Show the button state of a controller. */
#ifndef ControllerStateDisplay_H
#define ControllerStateDisplay_H
#include "ActorFrame.h"
#include "ActorUtil.h"
#include "PlayerNumber.h"
#include "Sprite.h"
#include "RageInput.h"
enum ControllerStateButton
{
ControllerStateButton_Up,
ControllerStateButton_Down,
ControllerStateButton_Left,
ControllerStateButton_Right,
NUM_ControllerStateButton
};
class ControllerStateDisplay : public ActorFrame
{
public:
ControllerStateDisplay();
void Load( MultiPlayer mp );
virtual void Update( float fDelta );
bool IsLoaded() const { return m_bIsLoaded; }
protected:
bool m_bIsLoaded;
Sprite m_sprFrame;
struct Button
{
Sprite spr;
DeviceInput di;
};
Button m_Buttons[NUM_ControllerStateButton];
};
#endif
/*
* (c) 2001-2004 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.
*/
+3 -1
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@@ -257,7 +257,9 @@ Transition.cpp Transition.h
ActorsInMenus = \
ActiveAttackList.cpp ActiveAttackList.h BPMDisplay.cpp BPMDisplay.h ComboGraph.cpp ComboGraph.h \
CourseContentsList.cpp CourseContentsList.h CourseEntryDisplay.cpp CourseEntryDisplay.h \
ControllerStateDisplay.cpp ControllerStateDisplay.h \
CourseContentsList.cpp CourseContentsList.h \
CourseEntryDisplay.cpp CourseEntryDisplay.h \
DifficultyDisplay.cpp DifficultyDisplay.h DifficultyList.cpp DifficultyList.h \
DifficultyMeter.cpp DifficultyMeter.h DifficultyRating.cpp DifficultyRating.h \
DualScrollBar.cpp DualScrollBar.h \
+26
View File
@@ -90,6 +90,12 @@ Player::Player( bool bShowNoteField, bool bShowJudgment )
this->AddChild( m_pJudgment );
}
m_pControllerStateDisplay = NULL;
if( bShowJudgment )
{
m_pControllerStateDisplay = new ControllerStateDisplay;
}
m_pCombo = NULL;
if( bShowNoteField )
{
@@ -118,6 +124,7 @@ Player::Player( bool bShowNoteField, bool bShowJudgment )
Player::~Player()
{
SAFE_DELETE( m_pJudgment );
SAFE_DELETE( m_pControllerStateDisplay );
SAFE_DELETE( m_pCombo );
SAFE_DELETE( m_pAttackDisplay );
SAFE_DELETE( m_pNoteField );
@@ -235,6 +242,16 @@ void Player::Init(
}
}
// Load CSD
// TODO: Don't reload every song
if( GAMESTATE->m_bMultiplayer && m_pControllerStateDisplay && !m_pControllerStateDisplay->IsLoaded() ) // only load the first time
{
m_pControllerStateDisplay->Load( pPlayerState->m_mp );
this->AddChild( m_pControllerStateDisplay );
}
this->SortByDrawOrder();
m_pPlayerState = pPlayerState;
m_pPlayerStageStats = pPlayerStageStats;
m_pLifeMeter = pLM;
@@ -495,6 +512,13 @@ void Player::Update( float fDeltaTime )
Actor::TweenState::MakeWeightedAverage( m_pJudgment->DestTweenState(), ts1, ts2, fPercentCentered );
if( m_sprJudgmentFrame.IsLoaded() )
Actor::TweenState::MakeWeightedAverage( m_sprJudgmentFrame->DestTweenState(), ts1, ts2, fPercentCentered );
if( m_pControllerStateDisplay->IsLoaded() )
{
Actor::TweenState::MakeWeightedAverage( m_pControllerStateDisplay->DestTweenState(), ts1, ts2, fPercentCentered );
// temp hack
m_pControllerStateDisplay->DestTweenState().pos.x *= 1.35f;
}
}
@@ -840,6 +864,8 @@ void Player::DrawTapJudgments()
if( m_sprJudgmentFrame.IsLoaded() )
m_sprJudgmentFrame->Draw();
if( m_pControllerStateDisplay )
m_pControllerStateDisplay->Draw();
if( m_pJudgment )
m_pJudgment->Draw();
}
+3
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@@ -11,6 +11,7 @@
#include "RageSound.h"
#include "AttackDisplay.h"
#include "NoteData.h"
#include "ControllerStateDisplay.h"
class ScoreDisplay;
class LifeMeter;
@@ -94,6 +95,8 @@ protected:
Judgment *m_pJudgment;
AutoActor m_sprJudgmentFrame;
ControllerStateDisplay *m_pControllerStateDisplay;
Combo *m_pCombo;
AttackDisplay *m_pAttackDisplay;
@@ -15,6 +15,7 @@
#include "LocalizedString.h"
#include "InputEventPlus.h"
#include "ScreenManager.h"
#include "ControllerStateDisplay.h"
static const char *MultiplayerJudgeLineNames[] = {
"W1",
@@ -46,6 +47,7 @@ protected:
AutoActor m_sprFrame;
PercentageDisplay m_score;
BitmapText m_textJudgmentNumber[NUM_MultiplayerJudgeLine];
ControllerStateDisplay m_ControllerStateDisplay;
public:
MultiplayerEvalScoreRow( MultiPlayer mp, int iRankIndex )
@@ -93,6 +95,10 @@ public:
PositionItem( expr, &text, i, NUM_MultiplayerJudgeLine );
}
m_ControllerStateDisplay.Load( mp );
this->AddChild( &m_ControllerStateDisplay );
PositionItem( expr, &m_ControllerStateDisplay, NUM_MultiplayerJudgeLine, NUM_MultiplayerJudgeLine );
}
};
+7
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@@ -62,6 +62,8 @@ void ScreenJoinMultiplayer::Init()
this->AddChild( m_sprPlayer[p] );
LUA->UnsetGlobal( "ThisGameCommand" );
m_ControllerState[p].Load( p );
}
m_exprOnCommandFunction.SetFromExpression( THEME->GetMetric(m_sName,"TranformFunction") );
@@ -69,6 +71,11 @@ void ScreenJoinMultiplayer::Init()
FOREACH_MultiPlayer( p )
{
PositionItem( m_sprPlayer[p], p, NUM_MultiPlayer );
PositionItem( &m_ControllerState[p], p, NUM_MultiPlayer );
m_ControllerState[p].AddX( -30 );
m_ControllerState[p].AddY( 30 );
this->AddChild( &m_ControllerState[p] );
}
m_soundPlugIn.Load( THEME->GetPathS(m_sName,"PlugIn") );
+2
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@@ -3,6 +3,7 @@
#include "ScreenWithMenuElements.h"
#include "RageSound.h"
#include "ControllerStateDisplay.h"
enum MultiPlayerStatus
{
@@ -38,6 +39,7 @@ protected:
MultiPlayerStatus m_MultiPlayerStatus[NUM_MultiPlayer];
AutoActor m_sprPlayer[NUM_MultiPlayer];
ControllerStateDisplay m_ControllerState[NUM_MultiPlayer];
LuaExpression m_exprOnCommandFunction; // params: self,itemIndex,numItems