merge ListDisplay into ActorScroller

This commit is contained in:
Chris Danford
2005-04-10 23:42:47 +00:00
parent c9c9e5dbeb
commit 8e6637dd0d
12 changed files with 232 additions and 423 deletions
+128 -25
View File
@@ -28,11 +28,22 @@ ActorScroller::ActorScroller()
m_fDestinationItem = 0;
m_fSecondsPerItem = 1;
m_fNumItemsToDraw = 7;
m_fSecondsPauseBetweenItems = 0;
m_fNumItemsToDraw = 7;
m_bLoop = false;
m_fPauseCountdownSeconds = 0;
m_fMaskWidth = 1;
m_fMaskHeight = 1;
m_vRotationDegrees = RageVector3(0,0,0);
m_vTranslateTerm0 = RageVector3(0,0,0);
m_vTranslateTerm1 = RageVector3(0,0,0);
m_vTranslateTerm2 = RageVector3(0,0,0);
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 );
}
void ActorScroller::Load(
@@ -54,6 +65,50 @@ void ActorScroller::Load(
m_bLoaded = true;
}
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;
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 )
{
ActorFrame::LoadFromNode( sDir, pNode );
@@ -115,10 +170,55 @@ void ActorScroller::Update( float fDeltaTime )
if( m_fHibernateSecondsLeft > 0 )
return; // early abort
/* 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 );
// 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 );
}
#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 ); \
}
void ActorScroller::DrawPrimitives()
{
// Optimization: If we weren't loaded, then fall back to the ActorFrame logic
@@ -128,34 +228,37 @@ void ActorScroller::DrawPrimitives()
}
else
{
for( unsigned i=0; i<m_SubActors.size(); i++ )
{
float fItemOffset = i - m_fCurrentItem;
if( m_SubActors.empty() )
return;
if( fabsf(fItemOffset) > m_fNumItemsToDraw / 2 )
// 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 fPositionCompletelyOffScreenTop = fPositionFullyOnScreenTop - 1;
float fPositionCompletelyOffScreenBottom = fPositionFullyOnScreenBottom + 1;
PUSH_AND_TRANSFORM_FOR_ITEM( fPositionCompletelyOffScreenTop )
m_quadMask.Draw();
DISPLAY->PopMatrix();
PUSH_AND_TRANSFORM_FOR_ITEM( fPositionCompletelyOffScreenBottom )
m_quadMask.Draw();
DISPLAY->PopMatrix();
float fFirstItemToDraw = fPositionCompletelyOffScreenTop + m_fCurrentItem;
float fLastItemToDraw = fPositionCompletelyOffScreenBottom + m_fCurrentItem;
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() )
continue;
DISPLAY->PushMatrix();
if( m_vRotationDegrees.x )
DISPLAY->RotateX( m_vRotationDegrees.x*fItemOffset );
if( m_vRotationDegrees.y )
DISPLAY->RotateY( m_vRotationDegrees.y*fItemOffset );
if( m_vRotationDegrees.z )
DISPLAY->RotateZ( m_vRotationDegrees.z*fItemOffset );
RageVector3 vTranslation =
m_vTranslateTerm0 + // m_vTranslateTerm0*itemOffset^0
m_vTranslateTerm1 * fItemOffset + // m_vTranslateTerm1*itemOffset^1
m_vTranslateTerm2 * fItemOffset*fItemOffset; // m_vTranslateTerm2*itemOffset^2
DISPLAY->Translate(
vTranslation.x,
vTranslation.y,
vTranslation.z
);
m_SubActors[i]->Draw();
PUSH_AND_TRANSFORM_FOR_ITEM( fPosition )
m_SubActors[iIndex]->Draw();
DISPLAY->PopMatrix();
}
}