Moved more constants into theme metrics

This commit is contained in:
Chris Danford
2002-08-28 22:42:40 +00:00
parent 9c8548ce1d
commit a8a99fe828
27 changed files with 826 additions and 648 deletions
+61 -34
View File
@@ -13,14 +13,23 @@
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "GameState.h"
#define NORMAL_COLOR_TOP THEME->GetMetricC("BPMDisplay","NormalColorTop")
#define NORMAL_COLOR_BOTTOM THEME->GetMetricC("BPMDisplay","NormalColorBottom")
#define CHANGE_COLOR_TOP THEME->GetMetricC("BPMDisplay","ChangeColorTop")
#define CHANGE_COLOR_BOTTOM THEME->GetMetricC("BPMDisplay","ChangeColorBottom")
#define EXTRA_COLOR_TOP THEME->GetMetricC("BPMDisplay","ExtraColorTop")
#define EXTRA_COLOR_BOTTOM THEME->GetMetricC("BPMDisplay","ExtraColorBottom")
BPMDisplay::BPMDisplay()
{
m_fCurrentBPM = m_fLowBPM = m_fHighBPM = 0;
m_CountingState = holding_down;
m_fTimeLeftInState = 0;
m_bExtraStage = GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2();
m_rectFrame.SetDiffuseColor( D3DXCOLOR(0,0,0,0.3f) );
m_rectFrame.SetZoomX( 120 );
@@ -32,8 +41,8 @@ BPMDisplay::BPMDisplay()
//m_textBPM.SetSequence( ssprintf("999") );
m_textBPM.SetXY( -23, 0 );
m_textBPM.SetZoom( 1.0f );
m_textBPM.SetDiffuseColorTopEdge( D3DXCOLOR(1,1,0,1) ); // yellow
m_textBPM.SetDiffuseColorBottomEdge( D3DXCOLOR(1,0.5f,0,1) ); // orange
m_textBPM.SetDiffuseColorTopEdge( NORMAL_COLOR_TOP ); // yellow
m_textBPM.SetDiffuseColorBottomEdge( NORMAL_COLOR_BOTTOM ); // orange
m_textLabel.LoadFromFont( THEME->GetPathTo("Fonts","header1") );
m_textLabel.TurnShadowOff();
@@ -41,8 +50,8 @@ BPMDisplay::BPMDisplay()
m_textLabel.SetText( "BPM" );
m_textLabel.SetZoom( 0.7f );
m_textLabel.SetZoomX( 0.5f );
m_textLabel.SetDiffuseColorTopEdge( D3DXCOLOR(1,1,0,1) ); // yellow
m_textLabel.SetDiffuseColorBottomEdge( D3DXCOLOR(1,0.5f,0,1) ); // orange
m_textLabel.SetDiffuseColorTopEdge( NORMAL_COLOR_TOP ); // yellow
m_textLabel.SetDiffuseColorBottomEdge( NORMAL_COLOR_BOTTOM ); // orange
//this->AddSubActor( &m_rectFrame );
this->AddSubActor( &m_textBPM );
@@ -54,28 +63,40 @@ void BPMDisplay::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
m_fTimeLeftInState -= fDeltaTime;
if( m_fTimeLeftInState < 0 )
if( m_bExtraStage )
{
// go to next state
m_fTimeLeftInState -= fDeltaTime;
if( m_fTimeLeftInState < 0 )
{
m_textBPM.SetText( (RandomFloat(0,1)>0.90) ? "???" : ssprintf("%03.0f",RandomFloat(0,600)) );
m_fTimeLeftInState = 0.2f; // reset timer
}
}
else // !m_bExtraStage
{
m_fTimeLeftInState -= fDeltaTime;
if( m_fTimeLeftInState < 0 )
{
// go to next state
switch( m_CountingState )
{
case counting_up: m_CountingState = holding_up; break;
case holding_up: m_CountingState = counting_down; break;
case counting_down: m_CountingState = holding_down; break;
case holding_down: m_CountingState = counting_up; break;
}
m_fTimeLeftInState = 1; // reset timer
}
switch( m_CountingState )
{
case counting_up: m_CountingState = holding_up; break;
case holding_up: m_CountingState = counting_down; break;
case counting_down: m_CountingState = holding_down; break;
case holding_down: m_CountingState = counting_up; break;
case counting_down: m_fCurrentBPM = m_fLowBPM + (m_fHighBPM-m_fLowBPM)*m_fTimeLeftInState; break;
case counting_up: m_fCurrentBPM = m_fHighBPM + (m_fLowBPM-m_fHighBPM)*m_fTimeLeftInState; break;
case holding_up: m_fCurrentBPM = m_fHighBPM; break;
case holding_down: m_fCurrentBPM = m_fLowBPM; break;
}
m_fTimeLeftInState = 1; // reset timer
m_textBPM.SetText( ssprintf("%03.0f", m_fCurrentBPM) );
}
switch( m_CountingState )
{
case counting_down: m_fCurrentBPM = m_fLowBPM + (m_fHighBPM-m_fLowBPM)*m_fTimeLeftInState; break;
case counting_up: m_fCurrentBPM = m_fHighBPM + (m_fLowBPM-m_fHighBPM)*m_fTimeLeftInState; break;
case holding_up: m_fCurrentBPM = m_fHighBPM; break;
case holding_down: m_fCurrentBPM = m_fLowBPM; break;
}
m_textBPM.SetText( ssprintf("%03.0f", m_fCurrentBPM) );
}
@@ -89,23 +110,29 @@ void BPMDisplay::SetBPMRange( float fLowBPM, float fHighBPM )
m_CountingState = counting_up;
m_fTimeLeftInState = 1;
if( m_fLowBPM != m_fHighBPM )
m_textBPM.BeginTweening(0.5f);
m_textLabel.BeginTweening(0.5f);
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
{
m_textBPM.BeginTweening(0.5f);
m_textBPM.SetTweenDiffuseColorTopEdge( D3DXCOLOR(1,0,0,1) ); // red
m_textBPM.SetTweenDiffuseColorBottomEdge( D3DXCOLOR(0.6f,0,0,1) ); // dark red
m_textLabel.BeginTweening(0.5f);
m_textLabel.SetTweenDiffuseColorTopEdge( D3DXCOLOR(1,0,0,1) ); // red
m_textLabel.SetTweenDiffuseColorBottomEdge( D3DXCOLOR(0.6f,0,0,1) ); // dark red
m_textBPM.SetTweenDiffuseColorTopEdge( EXTRA_COLOR_TOP );
m_textBPM.SetTweenDiffuseColorBottomEdge( EXTRA_COLOR_BOTTOM );
m_textLabel.SetTweenDiffuseColorTopEdge( EXTRA_COLOR_TOP );
m_textLabel.SetTweenDiffuseColorBottomEdge( EXTRA_COLOR_BOTTOM );
}
else if( m_fLowBPM != m_fHighBPM )
{
m_textBPM.SetTweenDiffuseColorTopEdge( CHANGE_COLOR_TOP );
m_textBPM.SetTweenDiffuseColorBottomEdge( CHANGE_COLOR_BOTTOM );
m_textLabel.SetTweenDiffuseColorTopEdge( CHANGE_COLOR_TOP );
m_textLabel.SetTweenDiffuseColorBottomEdge( CHANGE_COLOR_BOTTOM );
}
else
{
m_textBPM.BeginTweening(0.5f);
m_textBPM.SetTweenDiffuseColorTopEdge( D3DXCOLOR(1,1,0,1) ); // yellow
m_textBPM.SetTweenDiffuseColorBottomEdge( D3DXCOLOR(1,0.5f,0,1) ); // orange
m_textLabel.BeginTweening(0.5f);
m_textLabel.SetTweenDiffuseColorTopEdge( D3DXCOLOR(1,1,0,1) ); // yellow
m_textLabel.SetTweenDiffuseColorBottomEdge( D3DXCOLOR(1,0.5f,0,1) ); // orange
m_textBPM.SetTweenDiffuseColorTopEdge( NORMAL_COLOR_TOP );
m_textBPM.SetTweenDiffuseColorBottomEdge( NORMAL_COLOR_BOTTOM );
m_textLabel.SetTweenDiffuseColorTopEdge( NORMAL_COLOR_TOP );
m_textLabel.SetTweenDiffuseColorBottomEdge( NORMAL_COLOR_BOTTOM );
}
}