Pump Song Select now with 'bouncing' icons when selected.

This commit is contained in:
Andrew Livy
2003-01-18 19:07:52 +00:00
parent f903ac8f30
commit 98d2d76ed0
5 changed files with 114 additions and 0 deletions
+12
View File
@@ -288,6 +288,16 @@ Song* MusicBannerWheel::GetSelectedSong()
return(pSong);
}
void MusicBannerWheel::StartBouncing()
{
m_ScrollingList.StartBouncing();
}
void MusicBannerWheel::StopBouncing()
{
m_ScrollingList.StopBouncing();
}
void MusicBannerWheel::PlayMusicSample()
{
Song* pSong = GetSelectedSong();
@@ -301,6 +311,7 @@ void MusicBannerWheel::PlayMusicSample()
void MusicBannerWheel::BannersLeft()
{
StopBouncing();
if(currentPos==0)
currentPos=arraySongs.size()-1;
else
@@ -327,6 +338,7 @@ void MusicBannerWheel::BannersLeft()
void MusicBannerWheel::BannersRight()
{
StopBouncing();
if(currentPos>=arraySongs.size()-1)
currentPos=0;
else
+2
View File
@@ -32,6 +32,8 @@ public:
Song* GetSelectedSong();
int CheckSongsExist() { return SongsExist; }
void PlayMusicSample();
void StartBouncing();
void StopBouncing();
private:
void SetNewPos(int NewPos);
void LoadSongData();
+1
View File
@@ -332,6 +332,7 @@ void ScreenEz2SelectMusic::MenuStart( PlayerNumber pn )
if(PREVIEWMUSICMODE == 1 && iConfirmSelection == 0)
{
iConfirmSelection = 1;
m_MusicBannerWheel.StartBouncing();
m_MusicBannerWheel.PlayMusicSample();
return;
}
+89
View File
@@ -52,12 +52,17 @@ Initializes Variables for the ScrollingList
****************************************/
ScrollingList::ScrollingList()
{
m_iBouncingState = 0;
m_fNextTween = 0;
m_iBannerPrefs = BANNERPREFS_EZ2;
m_iSpriteType = SPRITE_TYPE_SPRITE;
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);
}
void ScrollingList::UseSpriteType(int NewSpriteType)
@@ -86,6 +91,31 @@ void ScrollingList::Unload()
}
}
void ScrollingList::StartBouncing()
{
m_iBouncingState = 1;
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
}
else
{
m_RippleCSprite.Load( m_apCSprites[m_iSelection]->GetTexturePath() );
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 );
}
/************************************
Allows us to create a graphic element
in the scrolling list
@@ -245,6 +275,55 @@ void ScrollingList::Update( float 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 );
}
@@ -352,4 +431,14 @@ void ScrollingList::DrawPrimitives()
}
}
}
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
}
else
{
if(m_iBouncingState)
{
m_RippleCSprite.Draw();
}
}
}
+10
View File
@@ -35,17 +35,27 @@ public:
void SetNumberVisible( int iNumVisibleElements );
void SetSpacing( int iSpacingInPixels );
void UseSpriteType(int NewSpriteType);
void StartBouncing();
void StopBouncing();
void Left();
void Right();
protected:
int m_iBouncingState;
int m_iBounceDir;
int m_iBounceWait;
int m_iBannerPrefs;
int m_iSpriteType;
int m_iSelection;
float m_fSelectionLag;
int m_iSpacing;
int m_iNumVisible;
float m_fNextTween;
CroppedSprite m_RippleCSprite;
vector<Sprite*> m_apSprites; // stores the list of elements (left to right)
vector<CroppedSprite*> m_apCSprites; // stores the list of elements (left to right)
};